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		<title>cocos2d for iPhone &#187; User Favorites: shivaz</title>
		<link>http://www.cocos2d-iphone.org/forum/profile/212</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 02:35:43 +0000</pubDate>
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			<link>http://www.cocos2d-iphone.org/forum/search.php</link>
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		<item>
			<title>alonstudio on "NEW [game]iSpacePort  ep:1   (free PR Codes)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1603#post-74777</link>
			<pubDate>Mon, 07 Feb 2011 08:02:55 +0000</pubDate>
			<dc:creator>alonstudio</dc:creator>
			<guid isPermaLink="false">74777@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey guys</p>
<p>Update version 1.5</p>
<p>-OSX 4 bug fix.<br />
-Switch to <strong>EXTREME</strong> mode.<br />
 - Faster gameplay.<br />
 - Improved Graphics<br />
 - A lot more meteors :)<br />
-Game tunning.</p>
<p>version 1.5 updated on LITE version and FULL version.<br />
Enjoy :)</p>
<p>website: <a href="http://www.lbinteractive.com/ispaceport/" rel="nofollow">http://www.lbinteractive.com/ispaceport/</a><br />
twitter: <a href="https://twitter.com/LBInteractive" rel="nofollow">https://twitter.com/LBInteractive</a><br />
youtube: <a href="http://www.youtube.com/user/iSpacePort" rel="nofollow">http://www.youtube.com/user/iSpacePort</a><br />
iTunes: <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=327905105&#038;mt=8" rel="nofollow">http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=327905105&#038;mt=8</a>
</p></description>
		</item>
		<item>
			<title>shakti.pardeshi on "NEW [game]iSpacePort  ep:1   (free PR Codes)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1603#post-69018</link>
			<pubDate>Fri, 31 Dec 2010 07:17:53 +0000</pubDate>
			<dc:creator>shakti.pardeshi</dc:creator>
			<guid isPermaLink="false">69018@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi Alonstudio,<br />
I need your help in drawing multiple lines using cocos2d. Right now i m able to draw only single line on touches moved. But when i draw another line, the 1st line gets deleted. I am sharing my code with you. Can you please help me on this?</p>
<p>Please go through the following code and let me know if am I doing any thing wrong or is there any other way of doing this?</p>
<p>I am collecting the CGPoints on touchesMoved and storing them in a mutable array and later in touchesEnd i am adding that array as object to another mutable array.</p>
<p>-(void) ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event<br />
{<br />
	UITouch *myTouch = [touches anyObject];<br />
		CGPoint location = [myTouch locationInView:[myTouch view]];</p>
<p>		lastLocation = [ myTouch previousLocationInView: [myTouch view]];</p>
<p>		CGPoint point = [[CCDirector sharedDirector] convertToGL:location];</p>
<p>		newPoint = point;</p>
<p>		NSString *coordPt = [NSString stringWithFormat:@"%@", NSStringFromCGPoint(point)];</p>
<p>		[persistance_obj-&#62;cgPointArray addObject:coordPt];<br />
}</p>
<p>-(void) ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event<br />
{<br />
       [self addChild:[drawLine node]];</p>
<p>	NSMutableArray * tempArray = [[NSMutableArray alloc]init];<br />
	tempArray = [persistance_obj-&#62;cgPointArray copy];</p>
<p>	[drawPath addObject:tempArray];<br />
	[tempArray release];</p>
<p>	[persistance_obj-&#62;cgPointArray removeAllObjects];<br />
}</p>
<p>This is the code where I am actully drawing a line. This method i have written in a class which is a child class of CCNode.</p>
<p>-(void)draw<br />
{<br />
	glEnable(GL_LINE_SMOOTH);<br />
	glLineWidth(2.0f);<br />
	glColor4f(1.0f, 0.0f, 0.0f, 1.0f);</p>
<p>	int x;</p>
<p>	if(indexVal &#62; 0)<br />
	{<br />
		x = indexVal - 1;<br />
	}<br />
	else<br />
	{<br />
		x = indexVal;<br />
	}</p>
<p>	NSArray *array = [drawPath objectAtIndex:x];<br />
	for(int i = 0; i &#60; [array count]; i++)<br />
	{<br />
		startLocation = CGPointFromString([array objectAtIndex:i]) ;<br />
		if(i+1 &#60; [array count])<br />
		{<br />
			endPoint = CGPointFromString([array objectAtIndex:i+1]);<br />
		}<br />
		else<br />
		{<br />
			endPoint = CGPointFromString([array objectAtIndex:i]);<br />
		}<br />
		ccDrawLine(startLocation, endPoint);<br />
	}<br />
}
</p></description>
		</item>
		<item>
			<title>whatupdave on "Suggestion for schedule:"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1224#post-67935</link>
			<pubDate>Wed, 22 Dec 2010 04:13:19 +0000</pubDate>
			<dc:creator>whatupdave</dc:creator>
			<guid isPermaLink="false">67935@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You could accomplish the same thing with a "one-shot" schedule method also:</p>
<pre><code>- (void)init { [self scheduleNextSprite]; }

- (void)scheduleNextSprite {
    [self scheduleSelector:@selector(scheduleNextSprite) forTarget:self delay:gDeploymentInterval];
    [self launchSprite];
}</code></pre>
<p>Might not be the most performant way of doing it but it's fairly simple. Oh nice, looks like it's on it's way: <a href="http://code.google.com/p/cocos2d-iphone/issues/detail?id=630" rel="nofollow">http://code.google.com/p/cocos2d-iphone/issues/detail?id=630</a>
</p></description>
		</item>
		<item>
			<title>largemouth on "Suggestion for schedule:"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1224#post-67924</link>
			<pubDate>Wed, 22 Dec 2010 02:38:12 +0000</pubDate>
			<dc:creator>largemouth</dc:creator>
			<guid isPermaLink="false">67924@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Interesting addition that would be great for some things, but I also like having the control in the scene rather than a static scheduler as described above...I can add more control to change the update time dynamically for launching sprites more frequently as the pace picks up, like placing chips on the belt for eFactory shown <a href="http://www.cocos2d-iphone.org/forum/topic/11977">in this post</a>.</p>
<p>Here's an example of a timer set in the scheduler called each tick with <code>[self updateBelt:dt]</code>:</p>
<pre><code>- (void) updateBelt:(ccTime)dt
{
	timeSinceLastLaunch += dt;   //timeSinceLastLaunch is a global variable

	if (timeSinceLastLaunch &#62; gDeploymentInterval)  //while gDeploymentInterval can be a constant or variable
	{
		[self launchSprite];
		timeSinceLastLaunch = 0;
	}
}</code></pre>
<p>During game play, I can speed up the action by decrementing the comparison variable, which above is <code>gDeploymentInterval</code>. </p>
<p>Hope this helps.</p>
<p>Largemouth
</p></description>
		</item>
		<item>
			<title>whatupdave on "Suggestion for schedule:"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1224#post-67919</link>
			<pubDate>Wed, 22 Dec 2010 01:54:51 +0000</pubDate>
			<dc:creator>whatupdave</dc:creator>
			<guid isPermaLink="false">67919@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Not sure if this made it into cocos2d. You can add this method as a category:</p>
<pre><code>@interface CCScheduler (ScheduleSelector)
- (void)scheduleSelector:(SEL)selector forTarget:(id)target delay:(ccTime)delay;
@end</code></pre>
<pre><code>@implementation CCScheduler (ScheduleSelector)
- (void)scheduleSelector:(SEL)selector forTarget:(id)target delay:(ccTime)delay {
	[[CCActionManager sharedManager] addAction:[CCSequence actions:
					[CCDelayTime actionWithDuration:delay],
					[CCCallFunc actionWithTarget:target selector:selector],nil]
				target:target paused:NO];
}
@end</code></pre></description>
		</item>
		<item>
			<title>jules_s on "How To Add Box2d to an xCode Project"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1399/page/2#post-67774</link>
			<pubDate>Tue, 21 Dec 2010 00:39:53 +0000</pubDate>
			<dc:creator>jules_s</dc:creator>
			<guid isPermaLink="false">67774@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Word! Had been coding along happily for a while, then decided I wanted a phys engine after all (as you do). Added the sources, compiled and whack, 2263 errors.</p>
<p>Adding the header search path did the trick. Legend!
</p></description>
		</item>
		<item>
			<title>mrTortex on "Best way to handle User Settings"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/925#post-53172</link>
			<pubDate>Wed, 01 Sep 2010 07:13:45 +0000</pubDate>
			<dc:creator>mrTortex</dc:creator>
			<guid isPermaLink="false">53172@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I now have this working with a Singleton and have tested on both 3.2 and 4.1 in the simulator.  Happy to share the code if anyone else is new to this and struggling, just PM me. :)
</p></description>
		</item>
		<item>
			<title>mrTortex on "Best way to handle User Settings"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/925#post-53107</link>
			<pubDate>Tue, 31 Aug 2010 21:19:15 +0000</pubDate>
			<dc:creator>mrTortex</dc:creator>
			<guid isPermaLink="false">53107@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello.</p>
<p>I've decided to go the Singleton route and start this again, because using the code above was causing OS4 to crash (although it works fine on 3.2 iPad).  I guessed it had something to do with Multitasking, I have the other methods in and tried saving when they were called but sadly, still crashes.</p>
<p>I'll try again, but it's an excuse to learn about Singletons anyway :)</p>
<p>Thanks for posting.
</p></description>
		</item>
		<item>
			<title>mobilebros on "Best way to handle User Settings"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/925#post-53101</link>
			<pubDate>Tue, 31 Aug 2010 20:40:12 +0000</pubDate>
			<dc:creator>mobilebros</dc:creator>
			<guid isPermaLink="false">53101@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/13101'>mrTortex</a> - There's a few more functions similar to "applicationWillTerminate" that you need to implement, the recent cocos2d templates actually post the stubs for you so it's worth checking out.
</p></description>
		</item>
		<item>
			<title>mrTortex on "Best way to handle User Settings"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/925#post-53076</link>
			<pubDate>Tue, 31 Aug 2010 18:23:43 +0000</pubDate>
			<dc:creator>mrTortex</dc:creator>
			<guid isPermaLink="false">53076@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Does this work happily with multitasking in OS4?  I have no OS4 device to test with yet, and it appears to not work on the simulator.  It works perfectly with OS3.2 on the iPad though.  The reason I ask is a few people have told me this is not the way to save data.
</p></description>
		</item>
		<item>
			<title>mrTortex on "Best way to handle User Settings"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/925#post-52580</link>
			<pubDate>Fri, 27 Aug 2010 21:10:13 +0000</pubDate>
			<dc:creator>mrTortex</dc:creator>
			<guid isPermaLink="false">52580@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks for responding, it's working now.  Saving and loading is fun :)
</p></description>
		</item>
		<item>
			<title>Mark Sawicki on "Best way to handle User Settings"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/925#post-52567</link>
			<pubDate>Fri, 27 Aug 2010 19:05:24 +0000</pubDate>
			<dc:creator>Mark Sawicki</dc:creator>
			<guid isPermaLink="false">52567@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>Something like this:</p>
<pre><code>#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> YourAppDelegate.h

// ... 

	YourAppDelegate *appDel = [[UIApplication sharedApplication] delegate];
	appDel.gLevel += 1;</code></pre>
<p>HTH<br />
-Mark
</p></description>
		</item>
		<item>
			<title>mrTortex on "Best way to handle User Settings"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/925#post-52565</link>
			<pubDate>Fri, 27 Aug 2010 18:40:17 +0000</pubDate>
			<dc:creator>mrTortex</dc:creator>
			<guid isPermaLink="false">52565@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Sorry for returning to this.  I'm creating the properties in the app delegate (gLevel and gScore).  I want to do a simple test where a button adds +1 to the int, and then I can test saving.  However, how do I gain access to the properties which are in the app delegate?
</p></description>
		</item>
		<item>
			<title>hm50 on "Best way to handle User Settings"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/925#post-46114</link>
			<pubDate>Tue, 13 Jul 2010 23:49:35 +0000</pubDate>
			<dc:creator>hm50</dc:creator>
			<guid isPermaLink="false">46114@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Are you updating an integer or updating a label?</p>
<p>You can update a CCLabel by:</p>
<pre><code>[label setString:[NSString stringWithFormat:@&#34;%d&#34;, yourInteger]];</code></pre></description>
		</item>
		<item>
			<title>realms studio on "Best way to handle User Settings"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/925#post-46107</link>
			<pubDate>Tue, 13 Jul 2010 22:31:46 +0000</pubDate>
			<dc:creator>realms studio</dc:creator>
			<guid isPermaLink="false">46107@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hello</p>
<p>i have done what you wrote and i cant count anything to my integem<br />
how do i count stuff to it</p>
<p>i tried<br />
myint =  myint + myotherint;</p>
<p>but it does not work<br />
the label is still 1;
</p></description>
		</item>
		<item>
			<title>fchan on "Box2d Lining up Sprite with Anchor"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1505#post-28026</link>
			<pubDate>Thu, 25 Feb 2010 20:11:17 +0000</pubDate>
			<dc:creator>fchan</dc:creator>
			<guid isPermaLink="false">28026@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>how we set the anchor point for a body that has a composite shapes? For example, a circle with a triangle base?
</p></description>
		</item>
		<item>
			<title>dany on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577/page/2#post-27133</link>
			<pubDate>Thu, 18 Feb 2010 08:26:41 +0000</pubDate>
			<dc:creator>dany</dc:creator>
			<guid isPermaLink="false">27133@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks :)
</p></description>
		</item>
		<item>
			<title>shivaz on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577/page/2#post-27114</link>
			<pubDate>Thu, 18 Feb 2010 05:22:07 +0000</pubDate>
			<dc:creator>shivaz</dc:creator>
			<guid isPermaLink="false">27114@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Have re-uploaded the code if anyone is interested.<br />
Sorry @<a href='http://www.cocos2d-iphone.org/forum/profile/4154'>Bongeh</a> wasn't paying attention to the list!</p>
<p><a href="http://files.me.com/shivaz/5jb01u" rel="nofollow">http://files.me.com/shivaz/5jb01u</a></p>
<p>Justin
</p></description>
		</item>
		<item>
			<title>Bongeh on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-20403</link>
			<pubDate>Mon, 07 Dec 2009 13:17:05 +0000</pubDate>
			<dc:creator>Bongeh</dc:creator>
			<guid isPermaLink="false">20403@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>could you reupload the sample code please?
</p></description>
		</item>
		<item>
			<title>Codemattic on "Suggestion for schedule:"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1224#post-18337</link>
			<pubDate>Thu, 12 Nov 2009 22:26:50 +0000</pubDate>
			<dc:creator>Codemattic</dc:creator>
			<guid isPermaLink="false">18337@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>you can always open an issue:</p>
<p><a href="http://code.google.com/p/cocos2d-iphone/issues/list" rel="nofollow">http://code.google.com/p/cocos2d-iphone/issues/list</a></p>
<p>riq follows that list pretty closely.
</p></description>
		</item>
		<item>
			<title>Obiwahn on "Suggestion for schedule:"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1224#post-18304</link>
			<pubDate>Thu, 12 Nov 2009 18:58:15 +0000</pubDate>
			<dc:creator>Obiwahn</dc:creator>
			<guid isPermaLink="false">18304@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hm ... i still would prefer crmagicxxx idea. </p>
<p>Why not include this method?</p>
<p>-(void) schedule: (SEL) selector interval:(ccTime)interval repeat:(BOOL) yesNo;
</p></description>
		</item>
		<item>
			<title>PhilM on "Suggestion for schedule:"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1224#post-18238</link>
			<pubDate>Thu, 12 Nov 2009 01:44:51 +0000</pubDate>
			<dc:creator>PhilM</dc:creator>
			<guid isPermaLink="false">18238@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Theres always option 1 crmagicxxx mentions. Personally I prefer that to the delay and callfunc method.
</p></description>
		</item>
		<item>
			<title>Obiwahn on "Suggestion for schedule:"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1224#post-18227</link>
			<pubDate>Thu, 12 Nov 2009 00:58:36 +0000</pubDate>
			<dc:creator>Obiwahn</dc:creator>
			<guid isPermaLink="false">18227@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Is there a schedule once function in the meantime?</p>
<p>This is something i miss quite often and I agree that Delay &#38; CallFunc feels "dirty".
</p></description>
		</item>
		<item>
			<title>PhilM on "never used a static analyzer? you really should!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1662#post-17854</link>
			<pubDate>Mon, 09 Nov 2009 11:56:15 +0000</pubDate>
			<dc:creator>PhilM</dc:creator>
			<guid isPermaLink="false">17854@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Just wanted to check before I take the plunge on setting this up... </p>
<p>Will Clang still work with the objective-c code in .mm files, and just not the c++? </p>
<p>I'm still running OSX 10.5 &#38; xcode 3.1.4, so would need to set it up manually. Don't really want to upgrade to 10.6 until I've got this box2d based project out the door, unless it makes this step much easier?
</p></description>
		</item>
		<item>
			<title>Poltras on "never used a static analyzer? you really should!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1662#post-16852</link>
			<pubDate>Thu, 29 Oct 2009 17:13:33 +0000</pubDate>
			<dc:creator>Poltras</dc:creator>
			<guid isPermaLink="false">16852@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Submitted a couple of patches and issue #613 for this. It will be solved (milestone is currently set to 0.8.3).
</p></description>
		</item>
		<item>
			<title>okayra on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-14512</link>
			<pubDate>Tue, 06 Oct 2009 15:51:21 +0000</pubDate>
			<dc:creator>okayra</dc:creator>
			<guid isPermaLink="false">14512@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi guys, I am new bee and I was wondering the code listed on cool projects for air hockey game.cpMouse was used there, Does anybody now what code should use the same function for the new cocos2d 0.8.1 version.Thanks
</p></description>
		</item>
		<item>
			<title>Mitch Lindgren on "never used a static analyzer? you really should!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1662#post-13315</link>
			<pubDate>Fri, 25 Sep 2009 17:58:29 +0000</pubDate>
			<dc:creator>Mitch Lindgren</dc:creator>
			<guid isPermaLink="false">13315@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Really? I'll go back and check, but I'm fairly certain I got warnings about possible leaks for every singleton in Cocos2D.
</p></description>
		</item>
		<item>
			<title>Steve Oldmeadow on "never used a static analyzer? you really should!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1662#post-13224</link>
			<pubDate>Fri, 25 Sep 2009 02:09:24 +0000</pubDate>
			<dc:creator>Steve Oldmeadow</dc:creator>
			<guid isPermaLink="false">13224@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>It doesn't report Singletons as memory leaks, for example it is quite happy with Director.  It doesn't like the style of coding used in SimpleAudioEngine because the set up is spread across alloc and init and the static analyzer can not cross function boundaries.</p>
<p>The static analyzer is nice but it is worthwhile getting familiar with the (pretty major) limitations.  Once it is working as Apple intend it will be awesome but it will still be impossible to detect all problems through static analysis.
</p></description>
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			<title>Mitch Lindgren on "never used a static analyzer? you really should!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1662#post-13179</link>
			<pubDate>Thu, 24 Sep 2009 19:54:09 +0000</pubDate>
			<dc:creator>Mitch Lindgren</dc:creator>
			<guid isPermaLink="false">13179@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>They're not false positives per se, but they're not something to worry about either.  It reports singletons as memory leaks, which technically they are, but it doesn't matter because you don't really need to ever deallocate a singleton anyway.
</p></description>
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			<title>TD on "never used a static analyzer? you really should!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1662#post-13114</link>
			<pubDate>Thu, 24 Sep 2009 14:26:03 +0000</pubDate>
			<dc:creator>TD</dc:creator>
			<guid isPermaLink="false">13114@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>The static analyzer is included in Xcode 3.2:</p>
<p><a href="http://developer.apple.com/mac/library/featuredarticles/StaticAnalysis/index.html" rel="nofollow">http://developer.apple.com/mac/library/featuredarticles/StaticAnalysis/index.html</a></p>
<p>It is really nice. I guess the errors/warnings it finds in cocos2D are false positives?
</p></description>
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