Programming a live looper with Audiokit? - audiokit

Hello to all audiokit users,
(I hope this is the right place to ask my question)
I am willing to make a live looping app for ios, mostly because I just can't find what I need in the other currently existing apps.
I am considering the Audiokit framework to do so, for it is very well documented, accessible, user friendly,...
Although, before starting from scratch I wished to have the input of more experienced users than myself:
Is Audiokit adapted for this kind of application? Until now most of the apps I have seen are more 'Synth-like' apps.
Thanks for your feedback!

Yes. Here are two examples of looping apps in the app store built with AudioKit:
Jam Looper
https://itunes.apple.com/us/app/jam-looper-music-maker/id1061465697?mt=8
Loop Maker
https://itunes.apple.com/us/app/loop-maker-amazing-music-maker/id1196282854
Hope that is helpful,

Related

SwiftUi ARKit measurements

Sorry I am pretty inexperienced with ARKit. I am working on an app and it will have more features later but the first step would basically be recreating the measure app that is included with iOS. I have looked at the documentation that Apple gives and most of it is for stuff like face tracking, object detection, or image tracking. I wasn't sure exactly where to start. The rest of the existing code I have now is written in SwiftUI if that matters. Thank you!
Understand that it can be quite confusing in the beginning. I would recommend to walk throught the toruial at raywenderlich.com. This toturial from Codestars on Youtube is also very good if you like to listen and watch instead of reading. Both talks go throught a lot of important parts of ARKit so I really recomend it. After that you problably have a create understanding and you clould watch Apples WWDC2019 talk What's new in ARKit 3.
Hope I understood your question correctly and please reach out if you have any questions or other concerns.

IOS swift - Tracking used apps

I'm currently looking for a way to track user activity. I'm working on an IOS app using swift and i need stats of apps usage. basically I want to get-make a tracking of the used apps. Data like opened apps, start time and shut down time... I know that for get all stats, maybe is necessary run a backgroud service, but, this is another problem that i think to solve after. for now i want to know if it's posible, if there is some way to get stats for used apps. I know that the UIApplication class call the UIApplicationMain function when an app is launched. Maybe, from my app, there is a way for access this info?... Thanks, i have been a long time reading but really, i can't see some clear option.
If (as David has interpreted your question in the comments) you are trying to track usage of other apps that aren't yours, he's right; you can only track your own app's usage.
If you are needing to track events in your own app, there are a good number of analytic frameworks available to do exactly what you are needing to do.
Flurry is one I've used in the past with success, and is one of the more well know solutions. I've also utilized Google's analytics framework. Both are pretty straightforward to integrate into your app and to track the sort of fine grained events you are looking to capture. You can't go wrong with either one of those.
Here is a (slightly old) list of additional tracking/analytics options beyond Flurry and Google's offerings.
You can record your feedback and user experiences, and bug reports with lookback.io

Accessing data from HealthKit with Swift

I'm a complete noob at Swift (and Xcode), as a matter of fact, the only programming language I (somewhat) know is Javascript.
I'm trying to make a Swift SpriteKit game, and I would like to access the number of calories burned in HealthKit.
The idea is that my game will provide more points the more calories you burn using other apps like Endomondo. My app does not actually track anything, I would just like to access other data left by other apps in the Health App.
Is this even possible? (I'm running the latest version of everything, from Mac OS X to Xcode)
Certainly. I don't think there is anything technically preventing you from making calls to the HealthKit APIs in your game. In fact, you're fairly free to mix and match the use of any public frameworks provided on iOS.
One thing to keep in mind is privacy and disclosure of the use of health data. The user will have to explicitly grant your app permission to see data.
HealthKit is a really rich API with lots of ways to access lots of different kinds of data, and you're really only interested in a small part right now, so a quick way to experiment is to create a new Swift SpriteKit game from the new project template in Xcode, do your research on HealthKit, and see if you can just log the number of calories burned since some time point while your app is running. If you can do that, the rest is details (as in, the entire app :-)).
Here are what I think might be some helpful links, good luck on your project!
https://itunes.apple.com/us/book/swift-programming-language/id881256329?mt=11
https://developer.apple.com/library/ios/documentation/HealthKit/Reference/HealthKit_Framework/index.html
You'll also find some good documentation on SpriteKit (references and guides) on the iOS Developer Library site.

Audio Framework Confusion

I've read quite a bit both here (Audio Framework in iPhone) and abroad but am still confused as to which Audio Framework to use.
I'm able to get some easier things done, like recording and playing back but I'm looking to the future of the app where I'll be doing more complex things, like managing past recordings (although maybe that's a NSURL bookmark thing) and editing audio.
Right now I'm using AVFoundation but have started reading the docs for Core Audio (and there's also AudioToolbox). I wish there was a developer doc called "Understanding the Different Audio Frameworks and How and When to use them" because, well, the docs are dense and I'm having trouble figuring out which path to go down.
Links to good docs would also be much appreciated!
I recommend you take a look at the recent Learning Core Audio book. The purpose of it was to disambiguate the confusion around audio frameworks on Mac OS and iOS. If you want "good docs", it's well worth getting.
Depending on your requirements, you might also want to consider some of the non-Apple audio frameworks, particularly the MoMu release of STK, which in may respects will be simpler and easier-to-use than Apple's frameworks.

iOS sample projects to learn from

I am just starting iOS development. I read some tutorials, watched stuff on iTunes U and wrote some sample code myself. Now I want to take the next step. I want to learn about best practices for iOS development in XCode.
Are there any well written and well organized iOS projects that one could take a look at?
(As I see it, iOS is not exactly the place for open source enthusiasts, however.)
Thanks
Mike.
I agree with several of the other answers that state that looking at many, many projects for mini-examples of what you want to do in your own app is the way to go.
However, you asked for an example of an app demonstrating best practices.
You could do worse than to read Matt Gallagher's blog, Cocoa with Love from beginning to end. However, the app example you asked for is right here.
Not only will it show a variety of techniques, some novel design and best-practices, but also he points out where he feels that he might have done something better.
It's a great read.
I would suggest the following process: (it worked for me)
Think of an advanced app. that you eventually want to be proficient enough to create.
Make a top-down problem-solving tree containing the necessary skills required to build your final app.
Use this tree to divide your final app. into 'sub apps'. Start at the bottom of the tree, find a tutorial specifically for that skill, and make a "Hello World" app. that uses that skill.
Keep progressing upwards, creating 'sub apps' as you go.
When you are finally ready to make your final app. (it will take a while), you will have a good handle on how iOS development works. It will also be a great test of your knowledge via direct application!
Getting the hang of iOS development can be tricky; it really does require a top-down approach, and every online resource I've found takes a linear one. The only way that I think a linear approach to learning iOS development would be manageable, is to take it one small task at a time.
As for specific resources, I always google "[what I want to do] iPhone SDK" and browse the tutorials and forum posts that come up.
Here are some open source iOS apps. However, they aren't very well documented and are also very advanced.
TKAWebView - A subclass of UIWebView that handles authentication and downloading.
Welcome to your Mac - An iOS app. to VNC into a PC/Mac and do some cool stuff.
InAppSettingsKit - A settings screen creator for your apps.
Good luck!
The people behind the Parse platform have made two complete projects.
For each project there is the complete source code, a tutorial and the resulting app is also available from the AppStore.
Anywall: https://parse.com/anywall
Anypic: https://parse.com/anypic
They both rely heavily on the Parse platform as the data source, but you still get a feel for an iOS project.
Molecules is a great open-source app that uses 3D OpenGL to render complex models of molecules.
Just keep coding my friend. You'll learn over a period of time. The best way to get dirty in a mud fight is to jump into it... Weird analogy but you get the point.
Maybe someday, we all will learn from you then !
Like you said there many and many source codes are available internet, but most are incomplete.
I found some Open source codes of REAL application currently available through Apple app store are given here
Free iPhone App Source Codes of real apps
and also, you can find many answers here on stackoverflow question - Are there any Open-source iPhone applications around?
You can download free IOS sample projects from http://devcodemarket.com
I realize this is an old thread but I've also been looking for good objective-c code examples recently and I just realized that TextEdit's source code is available at the Mac Developer Library webpage.
Also, here are some popular objective-c libraries that have caught my attention:
CocoaPods
AFNetworking.
you can also go through UICatalog from Developers Library and download the sample code. just google it and you will find a project containing all basics of iphone.
I don't think there is any perfect project that can demonstrate all the qualities of great code. Developers have stylistic preferences and may make mistakes. That said, you should look at a lot of different projects and try to look at the conventions used.
I'd suggest starting on GitHub. Besides for seeing code, you'll see what libraries are out there, which may help further your projects later on. Here's the Objective-C page on GitHub.
(Also, I (GitHub link) think you're wrong about iOS devs not being in favor open source. Yes, there's money to be made, but you can't sell a CSV paring library on the App Store as is.)
Have a look at https://github.com/mozilla/firefox-ios
That is Firefox for iOS, written in Swift.
Cocoacontrols has a wide range of controls written using Objective-C & Swift.
I believe these days, this is one of the most famous website for iOS Developers.
But, before you jump onto this, you have to learn Objective-C & Swift very well, so that you will understand how to use the controls in your app which makes your app smooth.

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