I am trying to enable the H265 codec in the Linphone App for iOS but I don't know how to.
I have successfully built both the app and its sdk.
When one goes to Settings -> Video, under CODECS in the app, there are only the VP8 and H264 codecs available.
I thought that compiling the SDK with all video support and all 3rd party components should be enough.
This is how I have compiled the SDK:
Prepare:
cmake .. -G Ninja -DLINPHONESDK_PLATFORM=IOS -DENABLE_VIDEO=YES -DENABLE_ZRTP=YES -DENABLE_GPL_THIRD_PARTIES=YES
Build:
cmake --build .
Everything built successfully and I have referenced the built SDK in my Linphone project.
The SDK version is 4.2:
"Installing linphone-sdk 4.4.0-alpha.167+f8422b1 (was 4.2)"
The app version is 4.1.0 and in its read me file one can see:
"Video H.265 codec support, based on iOS VideoToolbox framework."
After rebuilding everything and running it, I am still unable to see H265 show up under CODECS.
Does anybody know what else I have to do to enable H265 ?
Also, I have downloaded the Linphone app from the App Store and noticed that it too does not include the H265 video codec.
My device is an iPhone 6S running iOS 12.4.
I guess it is due to the hardware of the phone; iPhone 6S does not support encoding H265... it does seem to work on an iPhone X.
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I am trying to publish Adobe flash iOS build to store but stuck with below error. I am using latest Adobe flash builder and ant to build the app. The Transporter doesn't complaint anything.
ITMS-90184: Invalid architectures - This app has invalid architecture,
and may have been built with invalid build settings or incompatible
tools. Try rebuilding the app with the latest Xcode version. If you
are using third party development tools, contact the provider.
Update your flex SDK with air SDK 33.1
set MinimumOSVersion to 8.0 or higher (if build with ane, set it in platform.xml either)
With XCode 11 and macOS 10.15 (Catalina), you can now build iPad apps to run on a Mac by checking Mac in the General settings of the target. I have an iPhone/iPad app that uses ffmpeg. When I try to build it for the Mac I get this linker error:
Building for Mac Catalyst, but the linked library 'libavformat.a' was built for iOS + iOS Simulator. You may need to restrict the platforms for which this library should be linked in the target editor, or replace it with an XCFramework that supports both platforms.
So my question is, how do you build a static library for Mac Catalyst or create an XCFramework for ffmpeg? I am using build-ffmpeg.sh from FFmpeg-iOS-build-script on GitHub to bulild the ffmpeg static libraries for iOS.
I developed an application for mobile, using FlashDevelop's AIR Mobile AS3 App Project template.
Following AIR_Android_readme.txt and AIR_iOS_readme.txt, I successfully packaged it into both apk and ipa.
I can easily test the apk on the computer via bat/RunApp.bat provided by FlashDevelop.
However once I modify RunApp.bat to ios-debug in order to test the ipa, I get the following log in the cmd:
Packaging application for debugging on iOS -interpreter
Packaging: dist\AppName-debug-interpreter.ipa using certificate:
cert\iphone_dev.p12...
Installing application for testing on iOS ()
No Devices Detected
Installing the app on the device failed
Press any key to continue . .
.
I have android studio and sdk installed and working, however I didn't install anything similar for IOS development, I have iTunes in case it matters.
Any idea what's wrong and how to fix it?
FlashDevelop searches for actual devices connected to the computer in order to install the application, I mistook it for an IOS simulator for PC.
I had this error when downloading a blackberry app from a webserver, as I make the user download it over the air:
this appication requires the following module : net_rim_bb_browser_field_api
I had created my app with blackberry - eclipse and uploaded .cod and .jad files from deliverables\Web .
I think the most probable reason is your application has been compiled with newer SDK than it is supported by your device.
Please note that BlackBerry device RIM OS version has to be equal or bigger than java SDK version you have used upon compilation of your application.
For instance, if you have used RIM BlackBerry java SDK version 5.0, then your application will run on the devices with RIM OS version: 5.0, 6.x, 7.x.
It won't run on devices with RIM OS older than 5.0 (versions 4.6, 4.5, 4.3, etc).
And it won't run on new BB 10 platform. But there is another reason. BB 10 is not compatible with RIM java SDK for BlackBerry.
You get your error because code of the downloading application has references to a class, located in net_rim_bb_browser_field_api module, which is not present on your blackberry device.
is it possible to download an App Store executable to a jailbroken iPad, then download it to a Mac and make it run there?
No, that's not possible. An App that runs on the iPad is built for the ARM processor. The emulator however requries an App built for i386 processor. (When you have the source code, XCode builds it for both processors.)
Unfortunately, no. The iPhone simulator runs x86 code, and the iPhone runs ARM code.
No, there is no emulator that can run iOS.
It is not possible. An iOS app must be compiled for the i386 platform in order to be executable under the simulator. So, an app downloaded from the App Store will not run, since it is compiled for the iPhone native processor (arm).