Show dialogs from JUCE library - metal

I want to develop an iOS/MacOS app which would use Metal for rendering. This is not supported as a “main window” by JUCE (yet). The reason I was to use JUCE is because it unifies acquiring access to audio interfaces, which is quite different between iOS and MacOS (and also has a GUI component for configuring the audio source, which AudioKit doesn’t have, which is why I don’t want to use it).
I’m struggling to generate a project in JUCE that would have Metal-backed view as a main component. So I’m thinking to instead make a library using JUCE, and then make two native apps for iOS and MacOS which would both use that library. The library would be used to show the dialogs for configuring the audio input (and other parameters that I have, through custom components).
The question: is it possible to make a JUCE library which would be capable if showing dialogs (on both iOS and MacOS) to configure my app, and then use this library from the native iOS and MacOS apps that would have a Metal-backed main view?
Thanks in advance!

Related

When to use dynamic linking library in iOS ? And what is advantage of using dynamic library in iOS?

I feel weird about difference between advantage of dynamic linking library in Window or Linux and iOS.
⬇️ sentences below are to prove why I feel weird.
I learned that library can divided into static library and dynamic library
Advantage of using dynamic library is allow other application to use same dynamic library ( in Window, .dll file) so that each of application memory usage can be reduce and it can be easiar to redistribute dynamic library rather than to redistribute application.
Actually I could have experienced "there is no XXX.dll file" in using some applications
And in Xcode, when to create new project, we can choice framework and static library in framework & library.
And after creating project, we can choice how to being what Mach-O Type is like "Executable, Dynamic Library, Static Library" etc..
So, I think that if I choice Mach-O type with Dynamic Library, the project will be compiled using dynamic linking library in linking way.
⬇️ I really wonder about.
But like in Window, Could iOS user downloads .so file in their iPhone in order to work normally app or update dynamic library?
Could others app launched in iPhone use same dynamic library ?
Because I could't experience about that.
If it(1,2) can't be, why to use dynamic library even we couldn't get actual advantage of using dynamic library like in Window or Linux ?
Your understanding of dynamic and static libraries is correct.
Static Linking
The compiled source code (object code, the .o files) and the compiled library code are combined into a single executable [1]
Dynamic Linking
The compiled source code (object code) and the library code are not combined together. The references to the dynamically linked library are resolved at runtime while the app launches or while running (the second part is not applicable in the case of iOS Apps) [1]
Q1
iOS borrows heavily from MacOS on how its applications work. Executables in both the OSes are Mach-O files. Now, on macOS dynamically linked libraries or dylibs are intended and designed to be updated without having to update the entire app. And by design, this is possible in iOS as well. What prevents this is Apple's guidelines restricting apps from downloading executable code from the internet. Any new update has to go through their review process. [2]
Q2
Yes, some dynamically linked libraries are shared across apps. However, they are created and updated by Apple through iOS updates. All Apple frameworks like UIKit, SceneKit, etc are examples of this. This is why these frameworks are weakly linked in Xcode with the option 'Do Not Embed'
Q3
Using your own dylibs are not completely pointless. If you ship extensions in your app, then dylibs are an excellent option to share code between the app and extensions without increasing the binary size. In this case, the executables share the same library. [3]
[1] https://developer.apple.com/library/archive/documentation/DeveloperTools/Conceptual/DynamicLibraries/100-Articles/OverviewOfDynamicLibraries.html#//apple_ref/doc/uid/TP40001873-SW1
[2] https://developer.apple.com/app-store/review/guidelines/#app-completeness#2.5.2
[3] https://developer.apple.com/forums/thread/73802
[Vocabulary]
But like in Window, Could iOS user downloads .so file in their iPhone in order to work normally app or update dynamic library?
Dynamic library in iOS world is .dylib and they are updated along with OS updates. As an example Swift standard library[About] has a copy in every app before ABI OS stability[About]. But you cannot still download .dylib manually
Could others app launched in iPhone use same dynamic library ?
Of course. For example core libraries(runtime(Objective-C, Swift), Foundation)... distributed as dynamic libraries to share binaries through different applications and processes(IPC)
If it(1,2) can't be, why to use dynamic library even we couldn't get actual advantage of using dynamic library like in Window or Linux ?
You are able to create a dynamic framework with dynamic library inside(from iOS v8) which can be used for extensions(share some code inside different application)

Can I use apple libraries like CoreML and PencilKit with react-native apps?

I really want to make use of the pencil kit in my react-native application. I just want to know whether I can do it. If yes, then how?
TLDR: Doesn't exist as of 2/6/2021 and you will need to write bridge code between react native (js) and native (swift/ObjC). There are big performance limitations with this approach. I recommend you create a native Swift based app for your project.
I was also curious if this is available.
For those willing to use Swift, here's the sample shown during the demo.
For those that want to use PencilKit / CoreML native libraries from React native you need need to write bridge code between Javascript (please use typescript) and the native code.
Here's more information on bridging and a guide.
For me, I will be building a note taking app and it needs to be performant. Despite being a react / react native developer I will be choosing Swift to build this project due to performance concerns.
Last point to make is that you can use react native and native together. But this is more of a headache than an enabler. AirBnB used this for some time but moved away from this approach.
For anyone new to React Native, it's a great platform. I personally like to use it for simple applications (not graphically intensive). You can also use it with the Expo tooling which speeds up prototyping but be warned some functionalities are not available bluetooth is one example.
Yes I Did it.
I created a native view for iOS Pencil Kit in React Native with Swift.
You can check basic examples for native module in my Repo

Is possible to use React Native *only for UI* and the logic in .NET?

I need to create a multi-platform app for web, ios, android and partially desktop.
I wish to use .NET/F#, but the UI is a complication. I have tried Xamarin.Forms and it is too limited to me. I could live to use React Native but I don't wanna to code the full app in javascript, instead, I wish to use F# for all the logic and web backend, and use react only for the UI in mobile.
But I wonder how?
How feed data to the UI and react to events there?
P.D: If nativescript make this possible I'm all ears. I'm still not rule out xamarin for it, but forms is too limited and the nature of the apps and so far think react native is the closer to my needs.
There's already a sample of this, because the entry file of the Fable React Native demo is a pure JS file that calls the JS generated by Fable. You just need to extend this pure JS layer and import the code generated by Fable when needed.

Use FBX file with 3D model in iOS native app

I have a requirement to display an interactive 3D model (the client supplies few FBX files) in one of the screens in a native Objective-C/Swift app.
I know that there's a possibility to work with Unity/Cocos3D but then the entire app will have to be Unity/Cocos3D based. In my case the app has to be native and only one screen (one of the tabs in the tab bar controller) should integrate the 3D model that the user can move/rotate etc.
Thanks.
The FBX SDK is available on iOS and I wrote a little tutorial to demo how to use it here. However, the FBX SDK does contain a viewport/canvas for displaying FBX file on any OS. For displaying FBX you would need to create your own view. There is couple of solutions you can use here:
without programming, you can use the 'FBX Review'. This tools is free and designed to display FBX, DAE, OBJ, ... files
you can implement your own viewport/view such as an obj view like I did here, but it would probably need to be rewritten. I wrote it overnight for a hack, so it needs to be optimized.
you use the iOS SceneKit library which would be a better approach than implementing your own view.
If you go with option 3 above, you can use Unity to export a Collada (.dae) file for importing into SceneKit thru the collada exporter. You can buy the exporter on the Unity Asset Store directly; there's one for Unity 5.x and one for Unity 2017.

How can I call native ios api from cocos2d html5 with javascript binding project?

Can cocos2d html5 with javacript binding project for ios call ios native api? I am looking for the way to access the ios device camera, photos, etc.
Nope. The whole point of the JS API is to have a common subset of the API that works across all platforms (on the web you can't access the camera or a photo library), with the exception of the most commonly needed features like input.
You can write the camera etc code in Objective-C. You can then expose your methods as JS bindings as needed.
You can wrap the Cocos2d-html5 project in Cordova, then use the Cordova methods to call all the native functionality you mention

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