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	<title>Paul Solt &#187; iPad</title>
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		<title>C++ Logging and building Boost for iPhone/iPad 3.2 and MacOSX</title>
		<link>http://paulsolt.com/2010/04/c-logging-and-building-boost-for-iphoneipad-3-2-and-macosx/</link>
		<comments>http://paulsolt.com/2010/04/c-logging-and-building-boost-for-iphoneipad-3-2-and-macosx/#comments</comments>
		<pubDate>Thu, 08 Apr 2010 05:15:42 +0000</pubDate>
		<dc:creator>Paul Solt</dc:creator>
				<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Boost]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPhone 3.2]]></category>
		<category><![CDATA[Xcode]]></category>

		<guid isPermaLink="false">http://paulsolt.com/?p=559</guid>
		<description><![CDATA[In my effort to write more robust and maintainable code I have been searching for a cross-platform C++ logging utility. I&#8217;m working on a C++ static library for iPhone/iPad 3.2/Mac/Windows and I needed a way to log what was happening in my library. Along the way I was forced to build Boost for iPhone, iPhone [...]]]></description>
			<content:encoded><![CDATA[<p>In my effort to write more robust and maintainable code I have been searching for a cross-platform C++ logging utility. I&#8217;m working on a C++ static library for iPhone/iPad 3.2/Mac/Windows and I needed a way to log what was happening in my library. Along the way I was forced to build Boost for iPhone, iPhone Simulator, and the Mac.</p>
<h5>Why logging?</h5>
<p>Mobile devices lack a console when detached from a development machine, so it&#8217;s hard to track down issues. I needed a system that could log at multiple levels (Debug1, Debug2, Info, Error, Warning) and be thread safe. Multiple logger levels allow a developer to turn up/down the detail of information that is stored, which in turn affect performance with I/O writes. A developer with logging information can better track down crashes and other issues during an applications lifetime.</p>
<h5>Why Boost Logger Library v2?</h5>
<p>I struggled trying to get a logger working. After many failed attempts with <a href="http://pantheios.sourceforge.net/">Pantheios</a>, <a href="http://logging.apache.org/log4cxx/">log4cxx</a>, <a href="http://log4cpp.sourceforge.net/">log4cpp</a>, and <a href="http://code.google.com/p/google-glog/">glog</a>, I settled on the <a href="http://torjo.com/log2/">Boost Logger Library v2</a> because I was able to &#8220;compile&#8221; for iPhone/iPad 3.2 and Mac OSX. Most of the loggers required other dependencies that would need to be rebuilt for iPhone and didn&#8217;t directly support iPhone.</p>
<p>The Boost Logger is all header files so it doesn&#8217;t require &#8220;compiling,&#8221; which made it much easier to get working. However, it does require a few Boost libraries that need to be compiled. The Boost Logging needs the following libraries: filesystem, system, and threading depending on what functionality is used.</p>
<h4>Step 1: Building Boost for iPhone/iPad and iPhone Simulator 3.2</h4>
<p>A few Boost libraries need compiling for the iPhone/iPad and the iPhone Simulator in order to link against the Boost Logger. <a href="http://iphone.galloway.me.uk/2009/11/compiling-boost-for-the-iphone/">Matt Galloway</a> provided a demo on how to compile Boost 1.41/1.42 for iPhone/iPhone Simulator. Here are the steps I used for Boost 1.42 based on his tutorial.</p>
<ol>
<li>Get <a href="http://www.boost.org/users/news/version_1_42_0">Boost 1.42</a></li>
<li>Extract Boost:</li>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;"><span style="color: #c20cb9; font-weight: bold;">tar</span> xzf boost_1_42_0.tar.gz</pre></div></div>

<li>Create a user-config.jam file in your user directory (~/user-config.jam) such as /Users/paulsolt/user-config.jam with the following. (<strong>Note</strong>:  this config file needs to be rename or moved during the MacOSX bjam build)</li>
<p><code></p>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;">~<span style="color: #000000; font-weight: bold;">/</span>user-config.jam
using darwin : 4.2.1~iphone
   : <span style="color: #000000; font-weight: bold;">/</span>Developer<span style="color: #000000; font-weight: bold;">/</span>Platforms<span style="color: #000000; font-weight: bold;">/</span>iPhoneOS.platform<span style="color: #000000; font-weight: bold;">/</span>Developer<span style="color: #000000; font-weight: bold;">/</span>usr<span style="color: #000000; font-weight: bold;">/</span>bin<span style="color: #000000; font-weight: bold;">/</span>gcc-<span style="color: #000000;">4.2</span> <span style="color: #660033;">-arch</span> armv7 <span style="color: #660033;">-mthumb</span> <span style="color: #660033;">-fvisibility</span>=hidden <span style="color: #660033;">-fvisibility-inlines-hidden</span>
   : <span style="color: #000000; font-weight: bold;">&lt;</span>striper<span style="color: #000000; font-weight: bold;">&gt;</span>
   : <span style="color: #000000; font-weight: bold;">&lt;</span>architecture<span style="color: #000000; font-weight: bold;">&gt;</span>arm <span style="color: #000000; font-weight: bold;">&lt;</span>target-os<span style="color: #000000; font-weight: bold;">&gt;</span>iphone <span style="color: #000000; font-weight: bold;">&lt;</span>macosx-version<span style="color: #000000; font-weight: bold;">&gt;</span>iphone-<span style="color: #000000;">3.2</span>
   ;
&nbsp;
using darwin : 4.2.1~iphonesim
   : <span style="color: #000000; font-weight: bold;">/</span>Developer<span style="color: #000000; font-weight: bold;">/</span>Platforms<span style="color: #000000; font-weight: bold;">/</span>iPhoneSimulator.platform<span style="color: #000000; font-weight: bold;">/</span>Developer<span style="color: #000000; font-weight: bold;">/</span>usr<span style="color: #000000; font-weight: bold;">/</span>bin<span style="color: #000000; font-weight: bold;">/</span>gcc-<span style="color: #000000;">4.2</span> <span style="color: #660033;">-arch</span> i386 <span style="color: #660033;">-fvisibility</span>=hidden <span style="color: #660033;">-fvisibility-inlines-hidden</span>
   : <span style="color: #000000; font-weight: bold;">&lt;</span>striper<span style="color: #000000; font-weight: bold;">&gt;</span>
   : <span style="color: #000000; font-weight: bold;">&lt;</span>architecture<span style="color: #000000; font-weight: bold;">&gt;</span>x86 <span style="color: #000000; font-weight: bold;">&lt;</span>target-os<span style="color: #000000; font-weight: bold;">&gt;</span>iphone <span style="color: #000000; font-weight: bold;">&lt;</span>macosx-version<span style="color: #000000; font-weight: bold;">&gt;</span>iphonesim-<span style="color: #000000;">3.2</span>
   ;</pre></div></div>

<p><code></p>
<li>Make sure the file <em>boost_1_42_0/tools/build/v2/tools/darwin.jam</em> has the following information:</li>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;">tools<span style="color: #000000; font-weight: bold;">/</span>build<span style="color: #000000; font-weight: bold;">/</span>v2<span style="color: #000000; font-weight: bold;">/</span>tools<span style="color: #000000; font-weight: bold;">/</span>darwin.jam
<span style="color: #666666; font-style: italic;">## The MacOSX versions we can target.</span>
.macosx-versions =
    <span style="color: #000000;">10.6</span> <span style="color: #000000;">10.5</span> <span style="color: #000000;">10.4</span> <span style="color: #000000;">10.3</span> <span style="color: #000000;">10.2</span> <span style="color: #000000;">10.1</span>
    iphone-<span style="color: #000000;">3.2</span> iphonesim-<span style="color: #000000;">3.2</span>
    iphone-3.1.3 iphonesim-3.1.3
    iphone-3.1.2 iphonesim-3.1.2
    iphone-<span style="color: #000000;">3.1</span> iphonesim-<span style="color: #000000;">3.1</span>
    iphone-<span style="color: #000000;">3.0</span> iphonesim-<span style="color: #000000;">3.0</span>
    iphone-2.2.1 iphonesim-2.2.1
    iphone-<span style="color: #000000;">2.2</span> iphonesim-<span style="color: #000000;">2.2</span>
    iphone-<span style="color: #000000;">2.1</span> iphonesim-<span style="color: #000000;">2.1</span>
    iphone-<span style="color: #000000;">2.0</span> iphonesim-<span style="color: #000000;">2.0</span>
    iphone-1.x
    ;</pre></div></div>

<li>Change directories to the Boost directory that you downloaded:</li>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;"><span style="color: #7a0874; font-weight: bold;">cd</span> <span style="color: #000000; font-weight: bold;">/</span>path<span style="color: #000000; font-weight: bold;">/</span>to<span style="color: #000000; font-weight: bold;">/</span>boost_1_42_0</pre></div></div>

<li>Run the following commands to compile the iPhone and iPhone Simulator Boost libraries. I only need filesystem, system, and thread to be use Boost logging for the iPhone, so I don't build everything. Run ./bootstrap.sh --help or ./bjam --help for more options. I built the binaries to a location in my development folder to include in my project dependencies.</li>
<p><code></p>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;">.<span style="color: #000000; font-weight: bold;">/</span>bootstrap.sh <span style="color: #660033;">--with-libraries</span>=filesystem,system,thread</pre></div></div>

<p></code><br />
<code></p>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;">.<span style="color: #000000; font-weight: bold;">/</span>bjam <span style="color: #660033;">--prefix</span>=<span style="color: #800000;">${HOME}</span><span style="color: #000000; font-weight: bold;">/</span>dev<span style="color: #000000; font-weight: bold;">/</span>boost<span style="color: #000000; font-weight: bold;">/</span>iphone <span style="color: #007800;">toolset</span>=darwin <span style="color: #007800;">architecture</span>=arm target-os=iphone macosx-version=iphone-<span style="color: #000000;">3.2</span> <span style="color: #007800;">define</span>=_LITTLE_ENDIAN <span style="color: #007800;"><span style="color: #c20cb9; font-weight: bold;">link</span></span>=static <span style="color: #c20cb9; font-weight: bold;">install</span>
.<span style="color: #000000; font-weight: bold;">/</span>bjam <span style="color: #660033;">--prefix</span>=<span style="color: #800000;">${HOME}</span><span style="color: #000000; font-weight: bold;">/</span>dev<span style="color: #000000; font-weight: bold;">/</span>boost<span style="color: #000000; font-weight: bold;">/</span>iphoneSimulator <span style="color: #007800;">toolset</span>=darwin <span style="color: #007800;">architecture</span>=x86 target-os=iphone macosx-version=iphonesim-<span style="color: #000000;">3.2</span> <span style="color: #007800;"><span style="color: #c20cb9; font-weight: bold;">link</span></span>=static <span style="color: #c20cb9; font-weight: bold;">install</span></pre></div></div>

<p></code></p>
<li><strong>Update: </strong>Create a universal Boost Library using the lipo tool. In this example I'm assuming the binaries that were created have the following names. The names from the bjam generation will be different, based on your own configuration.<strong>End Update</strong></li>
<p><code></p>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;">lipo <span style="color: #660033;">-create</span> libboost_filesystem_iphone.a libboost_filesystem_iphonesimulator.a <span style="color: #660033;">-output</span> libboost_filesystem_iphone_universal.a
&nbsp;
lipo <span style="color: #660033;">-create</span> libboost_system_iphone.a libboost_system_iphonesimulator.a <span style="color: #660033;">-output</span> libboost_system_iphone_universal.a
&nbsp;
lipo <span style="color: #660033;">-create</span> libboost_thread_iphone.a libboost_thread_iphonesimulator.a <span style="color: #660033;">-output</span> libboost_thread_iphone_universal.a</pre></div></div>

<p></code></p>
<li>I'm working on a cross-platform project and my directory structure looks like the following structure. I copied the include and lib files for iPhone and iPhone Simulator into the appropriate directories. The dependency structure allows me to checkout the project on another machine and have relative references to Boost and other dependencies.</li>
<p><code></p>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;">   <span style="color: #000000; font-weight: bold;">|</span>-ArtworkEvolution
   <span style="color: #000000; font-weight: bold;">|</span>---Xcode
   <span style="color: #000000; font-weight: bold;">|</span>-----BoostLoggingTest
   <span style="color: #000000; font-weight: bold;">|</span>---dependencies
   <span style="color: #000000; font-weight: bold;">|</span>-----iphone
   <span style="color: #000000; font-weight: bold;">|</span>-------debug
   <span style="color: #000000; font-weight: bold;">|</span>-------release
   <span style="color: #000000; font-weight: bold;">|</span>---------include
   <span style="color: #000000; font-weight: bold;">|</span>-----------boost
   <span style="color: #000000; font-weight: bold;">|</span>---------lib
   <span style="color: #000000; font-weight: bold;">|</span>-----iphone-simulator
   <span style="color: #000000; font-weight: bold;">|</span>-------debug
   <span style="color: #000000; font-weight: bold;">|</span>-------release
   <span style="color: #000000; font-weight: bold;">|</span>---------include
   <span style="color: #000000; font-weight: bold;">|</span>-----------boost
   <span style="color: #000000; font-weight: bold;">|</span>---------lib
   <span style="color: #000000; font-weight: bold;">|</span>-----macosx
   <span style="color: #000000; font-weight: bold;">|</span>-------debug
   <span style="color: #000000; font-weight: bold;">|</span>-------release
   <span style="color: #000000; font-weight: bold;">|</span>---------include
   <span style="color: #000000; font-weight: bold;">|</span>-----------boost
   <span style="color: #000000; font-weight: bold;">|</span>-----------libs
   <span style="color: #000000; font-weight: bold;">|</span>-----win32
   <span style="color: #000000; font-weight: bold;">|</span>---docs
   <span style="color: #000000; font-weight: bold;">|</span>---source
   <span style="color: #000000; font-weight: bold;">|</span>---tests</pre></div></div>

<p></code></p>
<li>Download the <a href="http://torjo.com/log2/">Boost Logging Library v2</a> and unzip it.</li>
<li>Copy and paste the logging folder into each include/boost folder for iPhone and iPhone Simulator dependency folders like in my directory structure. After you unzip the header files are located in the folder logging/boost/logging.</li>
</ol>
<h4>Step 2:  Creating the Xcode Project</h4>
<p>With the iPhone and iPhone Simulator Boost libraries in hand we're ready to make an Xcode project. Due to the difference in the iPhone and iPhone Simulator libraries we'll need to make two targets. One will build linking against the iPhone Boost libraries (arm) and the other against the iPhone Boost Simulator libraries (x86).</p>
<p><strong>Update:</strong> You don't need to create two targets, as we can use the lipo tool to make a universal iPhone/iPhone Simulator library file. The universal library file can be shared between iPhone and iPhone Simulator build configurations. See the instructions for using lipo to create the universal library files in the previous section. However, I will keep the two target instructions up as an alternate approach for Xcode project development, if you choose not to use the lipo tool.</p>
<p><strong>End Update</strong></p>
<p>1. Create a new iPhone project (view based)</p>
<p>2. There will be two targets: "BoostLoggingTest Device" and "BoostLogging Test Simulator" each will reference different headers and libraries. Duplicate the starting target and rename each target respectively.</p>
<div id="attachment_566" class="wp-caption aligncenter" style="width: 502px"><a href="http://paulsolt.com/wp-content/uploads/2010/04/Screen-shot-2010-04-06-at-7.43.21-PM.png"><img class="size-full wp-image-566 " title="Screen shot 2010-04-06 at 7.43.21 PM" src="http://paulsolt.com/wp-content/uploads/2010/04/Screen-shot-2010-04-06-at-7.43.21-PM.png" alt="" width="492" height="427" /></a><p class="wp-caption-text">Duplicate target to make iPhone/iPhoneSimulator targets</p></div>
<p>3. Add the libraries that we compiled into two groups: device and simulator under Resources. Right-click on the group "Simulator" or "Device" and select "Add Existing Files". Search for the library .a files that you copied into the iphone and iphone-simulator directories. These resources should be added relative to the project folder.</p>
<p>4. Drag the appropriate libraries to each Target. We need two targets since the architecture is different on the iPhone device (arm) versus the iPhone Simulator (Intel x86).</p>
<div id="attachment_569" class="wp-caption aligncenter" style="width: 486px"><a href="http://paulsolt.com/wp-content/uploads/2010/04/DragDeviceLibraries.png"><img class="size-full wp-image-569 " title="DragDeviceLibraries" src="http://paulsolt.com/wp-content/uploads/2010/04/DragDeviceLibraries.png" alt="" width="476" height="431" /></a><p class="wp-caption-text">Drag the device libraries to the device target.</p></div>
<div id="attachment_570" class="wp-caption aligncenter" style="width: 486px"><a href="http://paulsolt.com/wp-content/uploads/2010/04/DragSimulatorLibraries.png"><img class="size-full wp-image-570 " title="DragSimulatorLibraries" src="http://paulsolt.com/wp-content/uploads/2010/04/DragSimulatorLibraries.png" alt="" width="476" height="431" /></a><p class="wp-caption-text">Drag simulator dependencies to the iPhone simulator target</p></div>
<p>5. Add the "Header Search Path" for each target. For me the relative path will be two directories up from the Xcode project folders:  <em>../../dependencies/iphone/release/include</em> and <em>../../dependencies/iphone-simulator/release/include.</em> Right-click on each Target in the left pane and click on "Get Info" -&gt; Build -&gt; Type "Header" in the search field -&gt; Edit the list of paths.</p>
<div id="attachment_571" class="wp-caption aligncenter" style="width: 522px"><a href="http://paulsolt.com/wp-content/uploads/2010/04/Device-Header-Path.png"><img class="size-full wp-image-571   " title="Device Header Path" src="http://paulsolt.com/wp-content/uploads/2010/04/Device-Header-Path.png" alt="" width="512" height="471" /></a><p class="wp-caption-text">Add the Device Target Header Search path for the boost libraries</p></div>
<div id="attachment_572" class="wp-caption aligncenter" style="width: 528px"><a href="http://paulsolt.com/wp-content/uploads/2010/04/Simulator-Header-Path.png"><img class="size-full wp-image-572 " title="Simulator Header Path" src="http://paulsolt.com/wp-content/uploads/2010/04/Simulator-Header-Path.png" alt="" width="518" height="471" /></a><p class="wp-caption-text">Add the simulator targets Header Search Paths</p></div>
<p>6. Change the base SDK of each target. For the Device you need to use <em>iPhone Device 3.2</em> and the Simulator Target needs <em>iPhone Simulator 3.2</em> or later.</p>
<div id="attachment_573" class="wp-caption aligncenter" style="width: 441px"><a href="http://paulsolt.com/wp-content/uploads/2010/04/Device-Base-SDK.png"><img class="size-full wp-image-573 " title="Device Base SDK" src="http://paulsolt.com/wp-content/uploads/2010/04/Device-Base-SDK.png" alt="" width="431" height="471" /></a><p class="wp-caption-text">Set the Device Target to iPhone Device 3.2</p></div>
<div id="attachment_574" class="wp-caption aligncenter" style="width: 441px"><a href="http://paulsolt.com/wp-content/uploads/2010/04/Simulator-Base-SDK.png"><img class="size-full wp-image-574 " title="Simulator Base SDK" src="http://paulsolt.com/wp-content/uploads/2010/04/Simulator-Base-SDK.png" alt="" width="431" height="471" /></a><p class="wp-caption-text">Set the Simulator Target to iPhone Simulator 3.2</p></div>
<p>7. Now you have two different targets. One is for the iPhone Device and the other is for the iPhone Simulator. We did this because we built separate binaries for Boost on the iPhone (arm) and simulator (x86) platforms.</p>
<p>8. Set the project's <em>Active SDK</em> to use the Base SDK (top left of Xcode). Now it will automatically choose the iPhone Device or iPhone Simulator based on the Base SDK of each Target you select.</p>
<p>9. Logging on the iPhone requires that we use the full path to the file within the application sandbox. Use the following Objective-C code to get it:</p>

<div class="wp_syntax"><div class="code"><pre class="objc" style="font-family:monospace;"><span style="color: #400080;">NSString</span> <span style="color: #002200;">*</span>docsDirectory <span style="color: #002200;">=</span> <span style="color: #002200;">&#91;</span>NSSearchPathForDirectoriesInDomains<span style="color: #002200;">&#40;</span>NSDocumentDirectory, NSUserDomainMask, <span style="color: #a61390;">YES</span><span style="color: #002200;">&#41;</span> objectAtIndex<span style="color: #002200;">:</span><span style="color: #2400d9;">0</span><span style="color: #002200;">&#93;</span>;
<span style="color: #400080;">NSString</span> <span style="color: #002200;">*</span>path <span style="color: #002200;">=</span> <span style="color: #002200;">&#91;</span>docsDirectory stringByAppendingPathComponent<span style="color: #002200;">:</span><span style="color: #bf1d1a;">@</span><span style="color: #bf1d1a;">&quot;err.txt&quot;</span><span style="color: #002200;">&#93;</span>;
<span style="color: #a61390;">const</span> <span style="color: #a61390;">char</span> <span style="color: #002200;">*</span>outputFilename <span style="color: #002200;">=</span> <span style="color: #002200;">&#91;</span>path UTF8String<span style="color: #002200;">&#93;</span>;</pre></div></div>

<p>10. I modified one of the Boost Logging samples to use the full file path on the iPhone. Rename the main.m as main.mm to use Objective-C/C++ and copy paste the following:  <span style="font-family: Consolas, Monaco, 'Courier New', Courier, monospace; line-height: 18px; font-size: 12px; white-space: pre;"><a href="http://paulsolt.com/wp-content/uploads/2010/04/main.txt">main.mm code</a></span></p>
<p>11. If everything compiled and ran on the Device you can get the application data from the Xcode Organizer (Option+Command+O) Navigate to Devices and then look in Applications for the test application. Just drag the "Application Data" to your desktop to download it from the device. Your logs should appear in the Documents folder.</p>
<h4>Part 3: Build Boost for Mac OS X 10.6 - 4 way fat (32/64 PPC and 32/64 Intel)</h4>
<p>1. Build boost for Mac OS X. <strong>Note</strong>:  If you setup the user-config.jam file for iPhone Boost build, rename or move the file to a different folder than your home directory, otherwise ignore this command.</p>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;"><span style="color: #c20cb9; font-weight: bold;">mv</span> ~<span style="color: #000000; font-weight: bold;">/</span>user-config.jam ~<span style="color: #000000; font-weight: bold;">/</span>user-config.jam.INACTIVE</pre></div></div>


<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;"><span style="color: #7a0874; font-weight: bold;">cd</span> <span style="color: #000000; font-weight: bold;">/</span>path<span style="color: #000000; font-weight: bold;">/</span>to<span style="color: #000000; font-weight: bold;">/</span>boost_1_42_0
.<span style="color: #000000; font-weight: bold;">/</span>bootstrap.sh <span style="color: #660033;">--with-libraries</span>=filesystem,system,thread
.<span style="color: #000000; font-weight: bold;">/</span>bjam <span style="color: #660033;">--prefix</span>=<span style="color: #800000;">${HOME}</span><span style="color: #000000; font-weight: bold;">/</span>dev<span style="color: #000000; font-weight: bold;">/</span>boost<span style="color: #000000; font-weight: bold;">/</span>macosx <span style="color: #007800;">toolset</span>=darwin <span style="color: #007800;">architecture</span>=combined address-model=<span style="color: #000000;">32</span>_64 <span style="color: #007800;"><span style="color: #c20cb9; font-weight: bold;">link</span></span>=static <span style="color: #c20cb9; font-weight: bold;">install</span></pre></div></div>

<p>2. Copy the output into your dependency structure and add the Boost Logging Library headers into the include/boost folder. (Same procedure as with iPhone)</p>
<p>3. Setup a Xcode project or target with the appropriate header search path, Boost Mac OSX libraries in the same way we setup the iPhone Xcode project.</p>
<p><strong>Note: </strong>If you get warnings about hidden symbols and default settings open the Xcode project for and make sure that the "Inline Methods Hidden" and "Symbols Hidden by Default" are unchecked. Clicking on/off might fix any Xcode warnings.</p>
<p style="text-align: center;"><a href="http://paulsolt.com/wp-content/uploads/2010/04/Hidden-Symbols-Off.png"><img class="aligncenter size-full wp-image-576" title="Hidden Symbols Off" src="http://paulsolt.com/wp-content/uploads/2010/04/Hidden-Symbols-Off.png" alt="" width="431" height="471" /></a></p>
<h5>References:</h5>
<ul>
<li><a href="http://iphone.galloway.me.uk/2009/11/compiling-boost-for-the-iphone/" target="_blank">http://iphone.galloway.me.uk/2009/11/compiling-boost-for-the-iphone/</a></li>
<li><a href="http://brockwoolf.com/blog/compile-and-use-boost-libraries-in-xcode-visual-studio">http://brockwoolf.com/blog/compile-and-use-boost-libraries-in-xcode-visual-studio</a></li>
</ul>
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		<title>iPad Revolution</title>
		<link>http://paulsolt.com/2010/02/ipad-revolution/</link>
		<comments>http://paulsolt.com/2010/02/ipad-revolution/#comments</comments>
		<pubDate>Sun, 07 Feb 2010 22:38:41 +0000</pubDate>
		<dc:creator>Paul Solt</dc:creator>
				<category><![CDATA[Opinion]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[entertainment]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[revolution]]></category>

		<guid isPermaLink="false">http://paulsolt.com/?p=420</guid>
		<description><![CDATA[A lot of people have been talking about the iPad. Here are my opinions on the future of iPad, computing, and entertainment. The iPad is set to revolutionize how we interact with multimedia content and computers. There are a number of reasons that make the hardware and software standout. First and foremost, it is affordable [...]]]></description>
			<content:encoded><![CDATA[<p>A lot of people have been talking about the iPad. Here are my opinions on the future of iPad, computing, and entertainment.</p>
<p><a href="http://paulsolt.com/wp-content/uploads/2010/02/ipad.jpg"><img class="aligncenter size-medium wp-image-507" title="ipad" src="http://paulsolt.com/wp-content/uploads/2010/02/ipad-272x300.jpg" alt="" width="272" height="300" /></a></p>
<p><strong>The iPad is set to revolutionize how we interact with multimedia content and computers.</strong> There are a number of reasons that make the hardware and software standout. First and foremost, it is affordable cutting-edge technology. The $499 price point means that it is not out of reach for average consumers who are interested in an updated “all-in-one” computing device. All 9.7 inches of the screen are multi-touch, which will allow software developers to create very interactive applications. Star Trek, Avatar, and other science fiction movie computer interfaces can finally be realized on a large multi-touch screen. The device is connected, which allows the consumer to use it anywhere. Lastly, the device will provide the ultimate responsive user experience.</p>
<h4>Home Entertainment Revolution</h4>
<p>Apple now has the ability to revolutionize the home entertainment market. They are provided a multi-media portal, which will change the way we use our TV’s, computers, and music players. Imagine controlling a TV from the couch without attaching any wires. A user might want to watch “Batman Begins” on their 42” HDTV. A few touches will open iTunes and start the movie. I mentioned the TV, how does that fit into the picture? The movie streams wirelessly in HD from the couch to the 42” TV. Gone are all the cables, remotes, and hassles. Don’t bother with power cable, since the device will play content for 10 hours straight. The entertainment cabinet can be cleaned out. Throw out the VCR, CD player, DVD player, Blue-Ray player, cable TV, satellite TV, and digital antennas because they are not needed. Apple will be the one stop remote control into all media content and it will be seamless to use and control.</p>
<h4>Affordable Technology</h4>
<p>A few years back, in 2007, Amazon set out to take over the digital books arena. They did a pretty good job at providing access to books, but that is about all they did. The Kindle DX costs $489 and is just a digital book reader. It has limited processing power and storage space. The main attraction is the e-ink technology that is supposed to be easier to read. Overall, the device is nice, but is very limited in the target audience and lacks multi-media capabilities like an iPhone.<br />
Apple worked hard to set the price point of the iPad as close as possible to the Kindle, because they are directly competing with Kindle’s e-book market. For $10 more one can get a fully color display that can play videos, music, games, display e-books, and run applications. Apple did a wonderful job in selecting a set of features that could be combined for a relatively low price point. The device is slightly more expensive than other eBook readers and net books, but not overly expensive.</p>
<h4>Large Multi-Touch Screen</h4>
<p>For the longest time computers were something that required skill to use. However, this learning steep learning curve is almost no longer the case with the iPhone, iPod Touch, and iPad. The iPhone revolution brought capacitive multi-touch screens to the public. In English this means that a user just touches, not “presses,” the screen to perform actions. iPad is riding on that revolution wake and it is taking it step further by increasing the size of the screen. This technology is not foreign; it is mainstream and it is here to stay because it works. If a user knows how to use an iPhone or a laptop track pad then the transition is smooth. The touch screen is key, because it allows people to interact with a device just like they might interact with a microwave or a washing machine. A user physically touches, taps, and slides controls around that directly mirror the physical world. The iPad is a natural user interface and it is what most people what, but do not know how to ask for.</p>
<h4>Software is Key</h4>
<p>The main attraction with any working piece of hardware is software. People want to use a piece of hardware that is customizable. At any given point the device can assume different roles, because it was built to be extensible. In one instant it is an email program, movie player, music player, and then an entire college library. Apple has created a platform that provides many inputs and outputs that software developers can hook into to provide new and novel user experiences. The software development kit (SDK) has given developers direct access to technology that was locked down or too expensive to use. Developers can use a digital compass, accelerometer, multi-touch screen, microphone, and motion sensors to interact with a user in astonishing ways.</p>
<h4>Connected</h4>
<p>The iPhone provided the all-in-one experience because it can double as a music player, movie player, email program, Internet browser, and eBook reader. It was small, but it had the ability to execute each of those tasks. It has those abilities because of the Wi-Fi and 3G data connections. These connections make it possible to see content beyond the walls of a single hard drive. It provides a much richer experience to user. The iPad takes these same tasks and now makes it better by providing a bigger experience. Users can use these connections in a larger form factor and can be more productive. For most users a simple Wi-Fi connection will be all they need from the couch in the living room. Some users might be active and on the go, so they will need a 3G wireless connection. Apple has realized this connection issues and separated both technologies to reach different consumers needs. Users can get the Wi-Fi by itself, or combine Wi-Fi and 3G if they need to always have a connection the the internet.</p>
<h4>User Experience</h4>
<p>Users want fast responsive devices, not sluggish devices. A lot of users complain that they cannot run multiple applications (multi-tasking) on the iPhone, but what they do not realize is what they have to give up for multiple applications. Running anything in parallel on a mobile device means that it is dividing computing resources and power among applications that are invisible in the background. These resource hogs will slow a device down and drain a battery.</p>
<p><strong>Traditional multi-tasking is not what users want.</strong> Apple supports multi-tasking, but only to first party applications. In restricting access, Apple has complete control of the user experience. Third-party multi-tasking is not supported for a few reasons.</p>
<ul>
<li>Window’s Task Manager is a power user feature that is unnecessarily complicated. On a Windows Mobile 6.x device, task manager is a terrible experience. For example, pressing the ‘X’ on an application is not guaranteed to close the application. The button may only minimize the application, in which case it is still using computing resources and draining the battery. The ability to manage open applications is a power user feature on a mobile device and should be hidden from a typical user.</li>
<li>What is the difference between running an application in the background and running an application one at a time if the transition from one application to the next is fast and seamless? Does the experience have to differ solely from a technicality? iPhone applications can save state from the last thing they were doing when they are closed. For example, if a user is composing an email about a trip on an iPad. They need weather information and decide to check the weather with the following steps.
<ol>
<li>Press the home button.</li>
<li>Touch the weather application.</li>
<li>Press the home button.</li>
<li>Touch the email application.</li>
<li>Resume composing the email with the updated weather knowledge.</li>
</ol>
</li>
<li>Running applications in the background allows companies to directly compete with Apples multimedia business. iTunes is one of the few applications like Mail and Messages that run in the background. A user can play music through iTunes while using different applications. If a user could use Pandora for music in the background, then they would have a smaller reason to stay on the iTunes platform. I do not see Apple changing this policy, since it is not in their best interest.</li>
</ul>
<h4>Conclusion</h4>
<p>The iPad will simplify the experience to download new movies, games, music, books, and utility applications. There is no doubt in my mind that Apple will continue to innovate on this new iPad platform to further simplify and connect the multimedia experience in every persons home. The iPad is magic and just works.</p>
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