Does any One have and idea how to playback handwriting drawings in iOS?
A good start would be Apple's SpeedSketch sample Swift Application, which captures user gestures to implement a simple drawing App:
https://developer.apple.com/library/content/samplecode/SpeedSketch/Introduction/Intro.html
You can just store these gestures in an array and then play them back at a speed of your choice. Voila, animated signature.
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Need to add 'live face' detection into my iOS app, so that user cannot use a photo to cheat the app.
I think the detect blink in CIImage won't work it's possible user won't blink for about 5 seconds and the app need to be much more responsive than that.
Thanks in advance!
I'm writing an iOS app in swift where I create drawings in a UIView using UIBezierPath's, and the drawings themselves are animated as they're created over a several-second period. I then allow the user to save their drawings.
What I'm trying to figure out if whether it's possible to save the animation that occurs while the drawing is being created - and not just the final drawing.
Would love any input.
iOS 9 added ReplayKit, which makes it easy to record the screen in your app. You can also record your app's audio output and the microphone input.
RPScreenRecorder Class Reference
ReplayKit Framework Reference
I am developing a game for iOS using Scenekit and maybe GamePlayKit. What I want is for the background of the main game play to be set to a live camera feed. That should be simple enough. A little googling brought me to this`question. My question however, is will a technique like the one in the linked question work well with SpriteKit? The question deals with setting the background with UIKit. Can I use this option with SceneKit too or do I have to use some sort of SceneKit specific way to set the background like so?
I'm been learning Swift and iOS development and am interested in making an application that uses the camera on the back of the iPhone to shoot slow motion video and then allow the user to use a slider to move through the video normally, but also to move frame by frame. Of course, this would be regulated by a button that transitioned the user from "normal navigation" to frame by frame. Can anyone point me in the right direction? Are there any resources where I can read about using the "slo-mo" feature in a custom app? Thanks.
If you don't want the user to be able to save the slow-mo video, what you could do is take a video shot, then have the app play it back in slow-mo. You can do all this using the AVFoundation framework. Here are some links to help you out:
Taking Control of the iPhone Camera in iOS 8
Objective-C: How to do slow-motion video in iOS (yes, this is for Objective-C, but you can change the code to Swift or just copy and paste it into a new Objective-C file)
I'm trying to build a drum simulator in Xcode for an app for my brother in laws band. I'm having a little trouble doing this. What I'm wanting to do is use a picture of the drummer's drum set and use that as the drum you can play on the iPhone. I was thinking it could kind of be like an image map in HTML where the buttons would play a sound of the drum and everything else. If anyone has any ideas or how-tos on this it would be greatly appreciated.
Thanks
A very basic approach:
Use a UIImageView with an image of the drumkit as background.
Create a transparent UIView in front of each drum. Attach a UITapGestureRecognizer to each UIView. This gesture recognizer should call a different method for each view. Use AVAudioPlayer to play the sound.
That's just a very basic app but not so bad. After you've done with that your next tasks could be:
optimize performance. Sound should play in the moment you touch the display.
multitouch
use core motion to detect the strength of your tap and adjust the sound
A UIImageView with some nice invisible buttons (UIButton's tintColor property as in button.tintColor = [UIColor clearColor];) over the skins would be perfect. Then, take a look at how to play some audio over here: http://blogs.x2line.com/al/archive/2011/05/19/3831.aspx