A little more on my little green check mark adventure. 8 days before I received the little green check mark I spoke to the great people at Apple regarding the missing little green check mark.
Learning from my previous mistake of being content with the first person I spoke to and their solutions. I asked to speak to a Superior (Supervisor), which is what had helped get all my info fixed in the first place.
What I learned from this phone call was gold.
The more you call, the faster stuff gets done. Unlike most places where “Escalations” moves you up a ladder of people that can do something for you i.e. phone support => tech support => engineers. In Apple Land “Escalations” adds a +1 urgent to your problem. How do I know this, well the supervisor told me that is how it worked. He also said that if you call and just say “I want you to put my problem in Escalations”. Support won’t know what you mean. So explain your problem then put the word “Escalations” in what you want them to do.
So in short call often. Apple Dev Support is like your busy uncle that won’t remember your birthday unless you call him the day before to remind him you exist.
One more thing the dev support team is not alll that big. Remember names people give you. Get there last names. If you start refering to the poeple you last spoke to, the new person will actually go up and ask them whats going on.
Apple delighted us with a little green check mark on our paid contracts.
We are now good to go. We can submit to apple. All that we need is to now complete a few features we started in the wait for Apple and we are go for launch. Oh just saying that feels good.
Screen-shots, video, and official game website to come in the days ahead.
What?!!? I don’t know but it is on. We are at almost at 2 months since the account migration started and apple can’t get somthing trival done. The Rep on the phone said she does not want to promise anything, but I should call back Friday. Well I am gonna call back today (Friday). It probably won’t be a very happy call. So Apple you got about 8 hours to get your act together. Please Do not make start a new company and pay $100 just to release my companies first app.
Here is my new counter.
Aymusoft Project #1 – 68 days in the Making, 48 Days in the waiting.
I rather fight 100 pissed off dragons with my team’s hands tied behind our backs then let some one I don’t know do something trival when this product depends on it.
We are now at one month and the folks at apple can’t get there act together enough to change a name and address field.
When you allocate memory for OpenGL textures, something to the tune of glGenTextures(1,&texture);, don’t don’t DON’T forget to free that memory with a glDeleteTextures(1,&texture);. Forgetting to do this tiny little call will result in memory leaks all over the place. Please, spare yourself the sleeplessness.
This is but a taste of what’s available. Peep the POSIX regex API and the Boost Regex Documentation. Note, Boost Regex is one of only a handful of the Boost packages that needs to be explicitly built and linked with your code.
File existence is but one of the few things you check for. Just be careful what you check for though, as many of the attributes in struct stat are Unix only.
With boost’s shared_ptr and standard contaniers, ‘auto-release pool’ (as seen in much Obj-C code) type structures can created in C++.
#include <boost/shared_ptr.hpp>
using boost::shared_ptr;
#include <vector>
class A{...};
typedef shared_ptr<A> A_ptr;
...
vector<A_ptr> vec_of_a;
for(int i = 0; i < 10; i++){
A_ptr p(new A());
vec_of_a.push_back(p);
}
...
// do stuff with vector
...
vec_of_a.clear(); //automagically calls delete on all A_ptrs in vector
To avoid having to call vector::clear(), you can make the vector itself a boost::shared_ptr or boost::scoped_ptr; this will cause the vector itself to be automatically reclaimed, along with its contents.