I'm investigating building a "Game Capture" App that works within UWP on Xbox One, as for capturing the actual content of the screen during game-play, it appears there are two ways to go within the wider eco-system of Microsoft libraries:
DirectX (Now part of Windows API)
Microsoft Media Foundation
With that in mind, my assumption is that DirectX is natively accessible by UWP apps via the Windows Runtime API, and aside from limitations on the DirectX feature-sets and hardware, basic APIs exist for capturing the content of the Xbox's screen.
MMF I'm not so sure about, though it does encapsulate some interesting access to using an accelerated video encoding but does not appear to be part of the UWP subset of APIs available on the Xbox.
Beyond the correct library to use, are there any other known limitations on developing apps that "capture" the Xbox's screen that run natively on the device.
Thanks
It's not possible at this time.
The Xbox One is a closed platform and not as open as Windows 10 running on a desktop PC, for example.
On a PC it's possible to use existing APIs to capture the output from a game, app, etc. On Xbox One, this is handled by the system only. The console is recording all the time, but the user decides when to save that footage or broadcast it via Twitch, YouTube, etc.
UWP apps running on Xbox One cannot record footage themselves or access the built-in APIs for this functionality.
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We need to play scorm files in our application, how can we play the same in both Android and iOS devices.
you'll want to do some research on the webview in android and iOS. SCO's (Shareable Content Objects) are commonly portable websites. Please understand content in HTML will be fine, but some can use other plugins which may make this more challenging (like flash).
You would either need to established your mobile app like a LMS exposing the SCORM runtime to bridge the JavaScript between your webview and SCO for SCORM communication.
Possibly more info here Using Javascript bridge in android
I've assisted other customers implementing this so I know it's possible.
What would be the best way to realize p2p video (no audio) streaming between 2 iOS clients in real time? This would need to be inside of a Unity3D (or perhaps Cocos3D) game engine.
I've looked at some WebRTC based solutions like Icelink and OpenTok, but I don't have much experience with these technologies. Can someone recommend any de facto solutions for this type of task?
You can use Opentok webrtc-based platform to enable video (and audio) communication between two or more peers.
Opentok has native SDKs for Android and iOS so it should work for you since you are working in iOS.
In order to use it from another SDK such as Unity3d or Cocos3d, Opentok exposes the sent and received video frames (RGB or YUV) to the client, so you can take that video frame image data and render it any view inside the game engine using, for example, OpenGL.
As everything is implemented in the SDK and supported by Opentok platform, enabling the video communication is a matter of interacting with the SDKs so it shouldn't be so hard.
I have an application done already, it shows images, videos, etc. I just want to add support for TV channels, and I want to use windows media center from my program.
I have downloaded the Windows Media Center SDK but i dont know how to instance the classes ... Microsoft.MediaCenter, Microsoft.MediaCenter.Hosting, etc.
Any help would be welcomed, since i'm a bit lost.
The main target is be able to control WMC, run tv tunner and change tv channels programmatically
Live Tiles are pretty fundamental to making a Windows Phone app feel native. Maybe we need to wait until we can write our own native extensions. When extension support is available, will it be there for Windows Phone too?
Currently. No.
If I understand "live tiles" correctly they appear on the start-up screen to display some app information. Today you'll probably have to "hook" into a remote (ie, json) shared service that both your "live tile" and trigger.io app consume.
Recently I visited the local Microsoft store to "play around" with Windows Phone 7 - bottom line ... trigger.io apps should behave no differently than they do on other platforms (Android & iOS).
And of course, you can still "pin" your trigger.io app to the main screen.
We have recently developed an iPad application and now need to start demonstrating it to customers and prospects as part of our overall product suite during webinars. As part of our Agile methodology, we also need to periodically review the application with key customers without having to distribute it since the application is not a standalone application and requires a connection to web services installed at each customer site.
We have searched high and low for any solution that doesn't involve rooting the device but have been unable to find one. The most common suggestion seems to be to point a webcam at the device, but that comes across as very unprofessional.
I know that there are VGA out adapters that can be plugged into the iPad and we have used these to present through a projector when the customer is physically present, but this is a relatively rare occurrence. Perhaps there are solutions that we are unaware of that can be used to send VGA output back into a desktop device for screen sharing?
Put a Slingbox on your LAN and connect the iPad video to the Slingbox video input. Then use a web browser on your computer to view the Slingbox feed and share your screen with WebEx as usual.
EDIT - BTW, there are other gadgets besides the Slingbox to get composite video into a computer such as Elgato Video Capture to name one.
A better option would be to use http://www.reflectionapp.com/
(Im not affiliated with the company).
I use this app.
http://www.airserverapp.com
It can be used with Windows or Mac.
Easy to use -- the only trouble I have is I keep poking my PC instead of the iPad.