Re: md5Digest gives different results Mac vs Windows LC 9.5.1

2020-04-19 Thread Monte Goulding via use-livecode
Hi Bill

As Brian said LiveCode is not calculating different values on different 
platforms. You can’t just look at the output in a text field and compare 
though. The function returns binary data so needs to be hex encoded for cross 
platform comparison. If you put it into a field then LiveCode will do its 
normal binary data to string conversion which uses a different text encoding on 
each platform so it will look different in the field.

To compare cross platform use:
get binaryDecode("h*", messageDigest(textEncode("My very large data", "UTF-8"), 
"SHA3-256"), tHash); put tHash

Cheers

Monte

> On 20 Apr 2020, at 10:14 am, Bill Vlahos via use-livecode 
>  wrote:
> 
> The LiveCode Dictionary states:
> When generating a messageDigest for a string, it is a good idea to encode it 
> to binary data using the textEncode <> function. Otherwise, the messageDigest 
> could be different, depending on the platform <> on which your application is 
> running.
> 
> However, I tried their example in the Dictionary but it still gives different 
> values on Macintosh vs. Windows:
> put textEncode("My very large data", "UTF-8") into tOriginal
> put messageDigest(tOriginal, "SHA3-256") into tChecksum
> 
> Why would the platform calculate the hashes differently?
> Why did older versions of LiveCode calculate it the same?

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Re: md5Digest gives different results Mac vs Windows LC 9.5.1

2020-04-19 Thread Bill Vlahos via use-livecode
The LiveCode Dictionary states:
When generating a messageDigest for a string, it is a good idea to encode it to 
binary data using the textEncode <> function. Otherwise, the messageDigest 
could be different, depending on the platform <> on which your application is 
running.

However, I tried their example in the Dictionary but it still gives different 
values on Macintosh vs. Windows:
put textEncode("My very large data", "UTF-8") into tOriginal
put messageDigest(tOriginal, "SHA3-256") into tChecksum

Why would the platform calculate the hashes differently?
Why did older versions of LiveCode calculate it the same?

Regards,
Bill Vlahos

> On Apr 19, 2020, at 2:15 PM, Brian Milby via use-livecode 
>  wrote:
> 
> Try this:
> 
> put 0 into x;put binaryDecode("h32",the md5digest of "LiveCode",x);put x
> 
> You will get the same on both platforms.
> 
> On Sun, Apr 19, 2020 at 5:13 PM Bill Vlahos via use-livecode <
> use-livecode@lists.runrev.com> wrote:
> 
>> Well earlier versions of LiveCode gave the same results on Mac and Windows.
>> 
>> Bill
>> 
>>> On Apr 19, 2020, at 1:51 PM, matthias rebbe via use-livecode <
>> use-livecode@lists.runrev.com> wrote:
>>> 
>>> I think this is, because Mac uses Mac Roman and Windows ISO encoding.
>>> 
>>> Or am i wrong?
>>> 
>>> -
>>> Matthias Rebbe
>>> Life Is Too Short For Boring Code
>>> 
 Am 19.04.2020 um 22:34 schrieb Bill Vlahos via use-livecode <
>> use-livecode@lists.runrev.com>:
 
 Before I report this as a bug, please confirm I’m not doing something
>> stupid.
 
 LiveCode 9.5.1 Indy
 
 In the message box put the following:
 put the md5Digest of "LiveCode"
 
 
 I get the expected result on Macintosh but a different result on
>> Windows.
 
 Thank you,
 Bill Vlahos
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Re: md5Digest gives different results Mac vs Windows LC 9.5.1

2020-04-19 Thread Brian Milby via use-livecode
Try this:

put 0 into x;put binaryDecode("h32",the md5digest of "LiveCode",x);put x

You will get the same on both platforms.

On Sun, Apr 19, 2020 at 5:13 PM Bill Vlahos via use-livecode <
use-livecode@lists.runrev.com> wrote:

> Well earlier versions of LiveCode gave the same results on Mac and Windows.
>
> Bill
>
> > On Apr 19, 2020, at 1:51 PM, matthias rebbe via use-livecode <
> use-livecode@lists.runrev.com> wrote:
> >
> > I think this is, because Mac uses Mac Roman and Windows ISO encoding.
> >
> > Or am i wrong?
> >
> > -
> > Matthias Rebbe
> > Life Is Too Short For Boring Code
> >
> >> Am 19.04.2020 um 22:34 schrieb Bill Vlahos via use-livecode <
> use-livecode@lists.runrev.com>:
> >>
> >> Before I report this as a bug, please confirm I’m not doing something
> stupid.
> >>
> >> LiveCode 9.5.1 Indy
> >>
> >> In the message box put the following:
> >> put the md5Digest of "LiveCode"
> >>
> >>
> >> I get the expected result on Macintosh but a different result on
> Windows.
> >>
> >> Thank you,
> >> Bill Vlahos
> >> ___
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Re: md5Digest gives different results Mac vs Windows LC 9.5.1

2020-04-19 Thread Bill Vlahos via use-livecode
Well earlier versions of LiveCode gave the same results on Mac and Windows.

Bill

> On Apr 19, 2020, at 1:51 PM, matthias rebbe via use-livecode 
>  wrote:
> 
> I think this is, because Mac uses Mac Roman and Windows ISO encoding.
> 
> Or am i wrong?
> 
> -
> Matthias Rebbe
> Life Is Too Short For Boring Code
> 
>> Am 19.04.2020 um 22:34 schrieb Bill Vlahos via use-livecode 
>> :
>> 
>> Before I report this as a bug, please confirm I’m not doing something stupid.
>> 
>> LiveCode 9.5.1 Indy
>> 
>> In the message box put the following:
>> put the md5Digest of "LiveCode"
>> 
>> 
>> I get the expected result on Macintosh but a different result on Windows.
>> 
>> Thank you,
>> Bill Vlahos
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Re: md5Digest gives different results Mac vs Windows LC 9.5.1

2020-04-19 Thread matthias rebbe via use-livecode
I think this is, because Mac uses Mac Roman and Windows ISO encoding.

Or am i wrong?

-
Matthias Rebbe
Life Is Too Short For Boring Code

> Am 19.04.2020 um 22:34 schrieb Bill Vlahos via use-livecode 
> :
> 
> Before I report this as a bug, please confirm I’m not doing something stupid.
> 
> LiveCode 9.5.1 Indy
> 
> In the message box put the following:
> put the md5Digest of "LiveCode"
> 
> 
> I get the expected result on Macintosh but a different result on Windows.
> 
> Thank you,
> Bill Vlahos
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md5Digest gives different results Mac vs Windows LC 9.5.1

2020-04-19 Thread Bill Vlahos via use-livecode
Before I report this as a bug, please confirm I’m not doing something stupid.

LiveCode 9.5.1 Indy

In the message box put the following:
put the md5Digest of "LiveCode"


I get the expected result on Macintosh but a different result on Windows.

Thank you,
Bill Vlahos
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Re: What makes everything on a card unresponsive?

2020-04-19 Thread Klaus major-k via use-livecode
Hi Graham,

> Am 19.04.2020 um 21:16 schrieb Graham Samuel via use-livecode 
> :
> 
> Hard to extract, but I have a new idea - what if the message queue is being 
> swamped? I have flimsy evidence that the simulator is generating 
> locationChanged message (odd, because I don’t think it really has changed). 
> Can I interrogate the queue?

not sure, but I don't think so.

> Just feeling my way.

What if you comment out the "locationchanged" handler?

> Graham

Best

Klaus

--
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https://www.major-k.de
kl...@major-k.de


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Re: What makes everything on a card unresponsive?

2020-04-19 Thread Graham Samuel via use-livecode
Hard to extract, but I have a new idea - what if the message queue is being 
swamped? I have flimsy evidence that the simulator is generating 
locationChanged message (odd, because I don’t think it really has changed). Can 
I interrogate the queue?

Just feeling my way.

Graham

Sent from my iPhone

> On 19 Apr 2020, at 20:02, Klaus major-k via use-livecode 
>  wrote:
> 
> Hi Graham,
> 
>> Am 19.04.2020 um 19:34 schrieb Graham Samuel via use-livecode 
>> :
>> 
>> Sorry to trouble this list yet again, but the main screen (in fact the the 
>> first card) in my mobile app has a “settings” graphic which acts as a button 
>> which to take the user to a ‘menu’ card. That card contains buttons and 
>> graphics which lead on (via very simple MouseUp handlers) to specialised 
>> menu actions, each on its own card. One can return to the main screen from 
>> each of these action cards.
>> 
>> When I run my app in the iPhone simulator, the activities on the main screen 
>> all work, with buttons, fields etc. When I click on the ‘go to menu card’ 
>> graphic, that always works. But when I get there, sometimes some of the menu 
>> buttons work, but sometimes the whole card becomes unresponsive, so that 
>> none of the buttons work, not even a ‘cancel’ button whose job is just to go 
>> back to the main screen. This didn’t used to happen, so I have messed up 
>> somehow. But my question is, what sort of action would make an entire card 
>> unresponsive? Maybe the app is stuck doing something I can’t see, but what 
>> could it be?
>> 
>> Any ideas welcome, including a debugging strategy.
>> 
>> Graham
> 
> any script? card, front, back, behavior?
> A loop that can get stuck?
> Accessing a file that is not there?
> 
> Maybe you can post your card script of the "menu card".
> 
> 
> Best
> 
> Klaus
> 
> --
> Klaus Major
> https://www.major-k.de
> kl...@major-k.de
> 
> 
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Re: LC 9.6.0 (dp4) - cannot set the URL of an iOS native browser if it was previously set to empty

2020-04-19 Thread J. Landman Gay via use-livecode

This looks a lot like the bug in the browser widget in LC dp3 which was fixed 
for dp4:


On 4/18/20 12:52 PM, HENRY LOWE via use-livecode wrote:

Took me some time to track this one down, so I thought that it might be helpful 
to know in advance:

With LC 9.6.0 (dp4) after setting the url of the iOS native browser (not the 
Browser Widget) to empty, one cannot set the browser’s url to another value.

Example:

MobileControlSet "rkWebView","URL”,empty

MobileControlSet "rkWebView”,”https://www.apple.com” 
 - page fails to load (blank display and 
browser url is empty)

This has been confirmed as a regression: 
https://quality.livecode.com/show_bug.cgi?id=22688 




--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com


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Re: What makes everything on a card unresponsive?

2020-04-19 Thread Klaus major-k via use-livecode
Hi Graham,

> Am 19.04.2020 um 19:34 schrieb Graham Samuel via use-livecode 
> :
> 
> Sorry to trouble this list yet again, but the main screen (in fact the the 
> first card) in my mobile app has a “settings” graphic which acts as a button 
> which to take the user to a ‘menu’ card. That card contains buttons and 
> graphics which lead on (via very simple MouseUp handlers) to specialised menu 
> actions, each on its own card. One can return to the main screen from each of 
> these action cards.
> 
> When I run my app in the iPhone simulator, the activities on the main screen 
> all work, with buttons, fields etc. When I click on the ‘go to menu card’ 
> graphic, that always works. But when I get there, sometimes some of the menu 
> buttons work, but sometimes the whole card becomes unresponsive, so that none 
> of the buttons work, not even a ‘cancel’ button whose job is just to go back 
> to the main screen. This didn’t used to happen, so I have messed up somehow. 
> But my question is, what sort of action would make an entire card 
> unresponsive? Maybe the app is stuck doing something I can’t see, but what 
> could it be?
> 
> Any ideas welcome, including a debugging strategy.
> 
> Graham

any script? card, front, back, behavior?
A loop that can get stuck?
Accessing a file that is not there?

Maybe you can post your card script of the "menu card".


Best

Klaus

--
Klaus Major
https://www.major-k.de
kl...@major-k.de


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What makes everything on a card unresponsive?

2020-04-19 Thread Graham Samuel via use-livecode
Sorry to trouble this list yet again, but the main screen (in fact the the 
first card) in my mobile app has a “settings” graphic which acts as a button 
which to take the user to a ‘menu’ card. That card contains buttons and 
graphics which lead on (via very simple MouseUp handlers) to specialised menu 
actions, each on its own card. One can return to the main screen from each of 
these action cards.

When I run my app in the iPhone simulator, the activities on the main screen 
all work, with buttons, fields etc. When I click on the ‘go to menu card’ 
graphic, that always works. But when I get there, sometimes some of the menu 
buttons work, but sometimes the whole card becomes unresponsive, so that none 
of the buttons work, not even a ‘cancel’ button whose job is just to go back to 
the main screen. This didn’t used to happen, so I have messed up somehow. But 
my question is, what sort of action would make an entire card unresponsive? 
Maybe the app is stuck doing something I can’t see, but what could it be?

Any ideas welcome, including a debugging strategy.

Graham
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Re: Where do copied files go on mobile?

2020-04-19 Thread Klaus major-k via use-livecode
Hi Graham,

> Am 19.04.2020 um 18:37 schrieb Graham Samuel via use-livecode 
> :
> 
> Hi Klaus
> 
> Thanks for your continued interest. In fact I got it working! As stated 
> earlier, I converted my sound to .m4a (there are internet services for this 
> kind of conversion) and included it in the Standalone Copy Files section.
> I have this in the OpenStack handler of the main stack of the app (there is 
> only one stack).
>put specialFolderPath("resources") & “/MySound.m4a" into tBeepPath
>set the beepsound to tBeepPath
>beep 3 — as a test
> I ran it on the iPhone simulator and it did beep!

great! :-)

> I have something wrong further on in my app when the beep is supposed to 
> react as an alarm, but it isn’t the sound itself. 
> I am struggling with these additional problems and will almost certainly be 
> asking for more advice shortly!
> Thanks again for your help.

You are very welcome!

I am the lucky guy who does not own (and need!) any mobile device, yes, no 
cell-phone, that's me.
But since I sleep with the LC dictionary under my pillow, I know whatever 
syntax is neccessary for mobile,
just cannot test it by myself. :-D

Some years ago I have been coaching/mentoring a complete LC newbie and a couple 
of months later he 
had a cool app with database etc. in the Apple and Google store. :-)

> Graham

Best

Klaus

--
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https://www.major-k.de
kl...@major-k.de


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Re: Where do copied files go on mobile?

2020-04-19 Thread Graham Samuel via use-livecode
Hi Klaus

Thanks for your continued interest. In fact I got it working! As stated 
earlier, I converted my sound to .m4a (there are internet services for this 
kind of conversion) and included it in the Standalone Copy Files section.

I have this in the OpenStack handler of the main stack of the app (there is 
only one stack).

put specialFolderPath("resources") & “/MySound.m4a" into tBeepPath
set the beepsound to tBeepPath
beep 3 — as a test

I ran it on the iPhone simulator and it did beep! I have something wrong 
further on in my app when the beep is supposed to react as an alarm, but it 
isn’t the sound itself. 

I am struggling with these additional problems and will almost certainly be 
asking for more advice shortly!

Thanks again for your help.

Graham


> On 19 Apr 2020, at 14:13, Klaus major-k via use-livecode 
>  wrote:
> 
> Hi Graham,
> 
>> Am 19.04.2020 um 13:46 schrieb Graham Samuel via use-livecode 
>> :
>> 
>> Thanks Klaus. I am parking a sound in there and obviously only reading it, 
>> so should be OK.
> 
> yep!
> 
>> My mysterious unresponsiveness in my app must be something else...
> 
> Hm, what fileformat are you using and what is the syntax in your script?
> 
>> Keep safe 
> 
> You BET! :-)
> 
>> Graham
> 
> Best
> 
> Klaus
> 
> --
> Klaus Major
> https://www.major-k.de
> kl...@major-k.de
> 
> 
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Re: Simple 3D animation question

2020-04-19 Thread David Bovill via use-livecode
Thanks for all the input - threeJS is great. I’ll take your advice on that. I 
haven’t updated my knowledge on it for a couple of years.

FYI - a reason for using Livecode exists outside of the actual animation. It’s 
the educational aspect and geometry. Would like to be able to explore the 
language and coding as a learning experience as a follow up in Livecode rather 
than JavaScript.
On 19 Apr 2020, 01:27 +0100, Mark Wieder via use-livecode 
, wrote:
> On 4/18/20 1:56 PM, ha...@exformedia.se wrote:
> > When teaching my students about hybrid apps I usually do a session
> > called "Vad är klockan vart då?" (What is the time where?) Where we have
> > a globe in a browser widget, that you can spin and tap. When you tap a
> > location we have a clock-widget set to the current time at that
> > location. The globe is driven by d3js, which is a really powerful
> > visualization library written in JavaScript. Without resorting to
> > builder or embedding some other graphic library I don't think that would
> > be possible at the current state of LiveCode graphics. But on the other
> > hand it is really nice to see how easily you can combine the browser
> > widget with LiveCode.
> >
> > So to conclude I also would suggest to resort to a browser widget and
> > then add something like:
> >
> > https://codepen.io/Mombasa/pen/fvgqb
> > (Built with threes)
>
> There was an amazing demonstration of data visualization using threejs
> at SCaLE last month. I got hooked right away.
>
> https://www.youtube.com/watch?v=nCR_1YBFyN0
>
> --
> Mark Wieder
> ahsoftw...@gmail.com
>
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Re: Where do copied files go on mobile?

2020-04-19 Thread Klaus major-k via use-livecode
Hi Graham,

> Am 19.04.2020 um 13:46 schrieb Graham Samuel via use-livecode 
> :
> 
> Thanks Klaus. I am parking a sound in there and obviously only reading it, so 
> should be OK.

yep!

> My mysterious unresponsiveness in my app must be something else...

Hm, what fileformat are you using and what is the syntax in your script?

> Keep safe 

You BET! :-)

> Graham

Best

Klaus

--
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https://www.major-k.de
kl...@major-k.de


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Re: Where do copied files go on mobile?

2020-04-19 Thread Graham Samuel via use-livecode
Thanks Klaus. I am parking a sound in there and obviously only reading it, so 
should be OK. My mysterious unresponsiveness in my app must be something else...

Keep safe 

Graham

Sent from my iPhone

> On 19 Apr 2020, at 13:40, Klaus major-k via use-livecode 
>  wrote:
> 
> Hi Graham,
> 
>> Am 19.04.2020 um 13:34 schrieb Graham Samuel via use-livecode 
>> :
>> 
>> When doing standalone settings for mobile, if one chooses to copy files  
>> where do they go? My simulator setup is having a meltdown at present so it’s 
>> hard to test. I hope it’s the ‘resources’ folder. LC docs don’t say AFAICS.
> 
> yes, everything you add to our app via the "Copy files" tab in the 
> "Standalone Application Settings"
> will be found in the runtime in  -> specialfolderpath("resources") on ANY 
> platform!
> 
> Hint:
> We are not allowed to write in that folder and even opening a database here 
> is considered
> "writing" and will fail.
> 
> So if you have a database (SQLite) file in your app, you need to copy it to 
> the users DOCUMENTS
> folder first and open it there!
> 
>> Graham
> 
> Best
> 
> Klaus
> 
> --
> Klaus Major
> https://www.major-k.de
> kl...@major-k.de
> 
> 
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Re: Where do copied files go on mobile?

2020-04-19 Thread Klaus major-k via use-livecode
Hi Graham,

> Am 19.04.2020 um 13:34 schrieb Graham Samuel via use-livecode 
> :
> 
> When doing standalone settings for mobile, if one chooses to copy files  
> where do they go? My simulator setup is having a meltdown at present so it’s 
> hard to test. I hope it’s the ‘resources’ folder. LC docs don’t say AFAICS.

yes, everything you add to our app via the "Copy files" tab in the "Standalone 
Application Settings"
will be found in the runtime in  -> specialfolderpath("resources") on ANY 
platform!

Hint:
We are not allowed to write in that folder and even opening a database here is 
considered
"writing" and will fail.

So if you have a database (SQLite) file in your app, you need to copy it to the 
users DOCUMENTS
folder first and open it there!

> Graham

Best

Klaus

--
Klaus Major
https://www.major-k.de
kl...@major-k.de


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Where do copied files go on mobile?

2020-04-19 Thread Graham Samuel via use-livecode
When doing standalone settings for mobile, if one chooses to copy files  where 
do they go? My simulator setup is having a meltdown at present so it’s hard to 
test. I hope it’s the ‘resources’ folder. LC docs don’t say AFAICS.

Graham

Sent from my iPhone
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Re: Sound and the Xcode simulator

2020-04-19 Thread Graham Samuel via use-livecode
Oops, read Jacque’s email first. I replied that I am using an audioclip - in an 
earlier conversation, it seemed that people were saying that if you want to 
embed a sound (rather than have it as a file) then it can’t be an mp3. In fact 
I’d started with an mp3 and had to grumpily change it to WAV to get it to sound 
using the “play audioclip” statement. 

However, I just did a lot more research in the LC dictionary and elsewhere and 
I think what I want is accomplished using ‘beep’ and ‘the beepsound’. This 
apparently works uniquely for iOS. If I ever get to Android I will probably 
have to do something different, but first things first.

Woo hoo - just about to try it.

Graham

> On 19 Apr 2020, at 01:41, Mark Talluto via use-livecode 
>  wrote:
> 
> On Apr 18, 2020, at 2:17 PM, Graham Samuel via use-livecode 
>  wrote:
>> 
>> This is a simple one.
>> 
>> I have a sound (and audioclip) that plays in the IDE (it’s a WAV), but when 
>> I try it in the iPhone simulator it doesn’t play. The simulated phone is not 
>> silent and has a decent amount of sound volume. I have tried both ‘System’ 
>> and ‘Internal Speakers’ as outputs from the simulator. 
>> 
>> Is this my fault or the simulator’s?
> 
> Hi Graham,
> 
> iOS can not play WAV sounds. You will need to convert the sound file to 
> another format like mp3.
> 
> Best regards,
> 
> Mark Talluto
> livecloud.io 
> nursenotes.net 
> canelasoftware.com 
> 
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Re: Sound and the Xcode simulator

2020-04-19 Thread Graham Samuel via use-livecode
My script (which works fine in the IDE) is just

  play audioclip  “myClip.wav" looping


The audioclip is certainly there in the stack, and that snippet can be run in 
the message box. It can be stopped by

play stop

Is this stuff not available on mobile? After all, phones make sounds!

Graham

> On 19 Apr 2020, at 04:03, J. Landman Gay via use-livecode 
>  wrote:
> 
> Are you using a scripted player?
> 
> --
> Jacqueline Landman Gay | jac...@hyperactivesw.com
> HyperActive Software | http://www.hyperactivesw.com
> On April 18, 2020 4:19:52 PM Graham Samuel via use-livecode 
>  wrote:
> 
>> This is a simple one.
>> 
>> I have a sound (and audioclip) that plays in the IDE (it’s a WAV), but when 
>> I try it in the iPhone simulator it doesn’t play. The simulated phone is not 
>> silent and has a decent amount of sound volume. I have tried both ‘System’ 
>> and ‘Internal Speakers’ as outputs from the simulator.
>> 
>> Is this my fault or the simulator’s?
>> 
>> Graham
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