IOS Broadcast Framework - ios

Can someone point me in the right direction to find the tools to be able to build a really simple broadcasting app on ios.
I am looking to mimic what has been done here.
Been googling around for a while now and can't really find anything to get me started.
Found this:
http://olobonsoft.com/products
Can anyone help or tried to do something similar?

Never try but I know this project (for cine.io) on Github, check source code of project, probably will be not different that what you're looking for.
Example app : https://github.com/cine-io/cineio-broadcast-ios-example-app
Sample iOS application to demonstrate broadcasting and playback using
the cine.io Broadcast iOS SDK.
How to Use
Clone the repository. Create a cineio-settings.plist file based on the
SAMPLE-cineio- settings.plist file. You'll need to create a (free)
account at cine.io. Change into the Example directory: cd Example
Install the necessary CocoaPods: pod install Build and run the project
as you usually would, making sure to use the .xcworkspace file and not
the .xcproject file when building using xcodebuild or when opening
with Xcode.
project : https://github.com/cine-io/cineio-broadcast-ios

Related

React Native + ARKit = "React/RCTConvert.h not found"

I am trying to use React Native with ARKit for the first time and I ran into a problem.
What I did:
(in Terminal)
react-native init myApp
cd myApp
npm install --save react-native-arkit
react-native link react-native-arkit
(in XCode)
Open myApp workspace under myApp/ios
Assign my Team
Trying to Build on a device
What I got:
React/RCTConvert.h' file not found
in color-grabber.m
I found a lot of references to the same problem online (dating back to 2017+), none of the fixes they offered seemed to work for me.
Truly appreciate any help!
Just want to provide an update if anyone is interested.
After a long array of manual updates to the settings I managed to fix most of the issues. However, given that the package is not supported, I gave up on it.
The way to go seems Viro React which is now open source and is pretty actively supported. Unfortunately, it is not suitable for my purposes (I need a very small footprint), so I will try using iOS native components instead.

How can you permanently change iOS app configuration in Meteor Cordova?

Every time I meteor build, I have to open XCode and do the following:
remove and add an item from "Link Binary With Libraries" (Facebook SDK)
add a URL Type (custom URL scheme for my app)
add a "Required device capabilities" to "Custom iOS Target Properties"
How can I edit my Meteor project to have these steps done automatically, and to auto add things to AndroidManifest.xml?
In some way use mobile-config.js or cordova-build-override?
I'm happy to see another guy who is trying to build a hybrid application using Meteor / extending a Meteor Cordova iOS app, since I'm facing the very same issues. So I'm very happy to share my experiences and approaches with you. :-)
So far, I ended up with the following approach:
I created a base template for my iOS app using meteor build (not meteor run ios-device, since I did not know if Meteor does some optimizations for production code).
Then, I copied the whole Xcode project under /platforms/ios to another loaction and used this new project as my "master" project from then on. This project is being enriched with native code, e.g. it also includes the Cocoa Pods I'm needing.
Of course, I also did not want to copy files each and every time I trigger a new Meteor build. At least, I would like to have the Staging/www folder updated, as this is happening quite frequently.
So my first (rather naive) approach was
delete the Staging/www folder in the master project
replace it with a relative link (using Xcode's linking functionality) to the Staging/www folder inside the .meteor/local/.../ios/ project
This approach did not work, since the shell script used in the Meteor Xcode project can't handle these links.
My second approach is to create a symlink on the filesystem level instead. This works as it should, and I'm able to build the project in Xcode as it should.
I could have followed the same approach for the Cordova plugins folder, but I've decided to replace the plugins manually in order to get a better control over them, even it means a bit more effort then.
Having the symlink in place also means that Xcode's version management (and also SVN which I am using for everything) will ignore everything below Staging/www, which is good in my opinion, because I'm already versioning the webapp code in the Meteor project itself.
BTW: I've started a discussion thread on hybrid mobile app on the Meteor forums as well, but so far it did not get too much attraction:
https://forums.meteor.com/t/building-a-hybrid-meteor-cordova-app-share-experiences/8212
Maybe we could follow up on Meteor-specific things there, to have the Meteor community participate in the discussion?
EDIT: I would also like to share an approach that failed completely, at least for me, maybe I was too dumb... Before I used Meteor's Xcode template as the starting point, I also tried it "the other way round", i.e. I started with my already existing Xcode app project and tried to include Meteor's / Cordova's part by hand. Using this approach, I never managed to set everything up correctly. I had lots of troubles and also had to tweak a lot of the compiler / linker flags to even get the code compiling. This grew me a lot of gray hairs. But even after I managed to get everything to compile, Meteor hang during startup - and I never figured out why.
One remaining problem I'm still facing is that Meteor's hot code push functionality seems to have some severe issues on iOS, that are also documented as GitHub issues. It can happen that the iOS app gets completely broken and needs to be reinstalled. I tried the mdg:reload-on-resume package, but this did not work as it should and made things even worse. As far as I can tell from the GitHub discussions, one should better disable hot code push until the Meteor team has addressed these issues. Breaking the app completely due to code pushes is not what my users would expect.
Unfortunately plist values (and assumably AndroidManifest.xml as well) can only be changed by a plugin:
Add entry to iOS .plist file via Cordova config.xml

What is the exact build process of an ios app in XCode?

I am making an iOS app and I wanted to know what the build process is exactly. I don't mean want something like, it compiles, then it links and then its done. I want to know exactly what each step does like android has build steps viz. resource manager, pre-compiler, java builder, package builder, How are these steps taken care of in IOS. Secondly, what is the importance of .app file which is created with xcodebuild command to eventually create .ipa file.
Here are some links that might help:
Joshua Davies walks through building a simple Hello World app outside of Xcode:
http://commandlinefanatic.com/cgi-bin/showarticle.cgi?article=art024
A .ipa file is just a zip archive with a predefined structure. The iPhone wiki describes it well:
http://theiphonewiki.com/wiki/IPA_File_Format

xcode build settings for imported libraries (xcode 5)

I'm having a small issue with xcode (I'm assuming it's mostly due to being unfamiliar with xcode itself) and was hoping someone could lend me a hand.
I'm working with a group of people and we're using the GPUimage framework.
The problem is this:
For every person referencing GPUimage we get additional entries in the build settings for the xcode project.
For example build products path would be:
/Users/username/project/application_name/GPUImage-master/GPUimage.framework
I would rather it be:
/application_name/GPUImage-master/GPUimage.framework
The reason I want to fix this is because we need to package up our application and library together so that whoever wants to use it only needs to open the xcode project file to see what we've done (to mark it, school project).
Can anyone suggest what I should do or look for here?
Try adding the following to the beginning of the user path:
$(SRCROOT)/application_name/GPUImage-master/GPUimage.framework
That should instruct XCode to use the user path of whoever is using the library
Hope this helps!

Can PhoneGap be used in apps built with theos?

I want to use PhoneGap to make a Cydia app, however the iOS instructions on their website only show how to use it with Xcode.
I don't have a Mac, but I'd like to be able to make my app for Cydia, with theos. Is this possible with PhoneGap, or is it only usable with Xcode?
I've never done this, but YES it should be entirely possible. The Xcode instructions set it up for you to have a specific template with all of the phonegap files already in the proper locations. So it's easy to get going. But it doesn't do anything else that is particularly special. Theoretically you could simply setup all of the files in a theos project.
To do this you will need to 'reconstruct' exactly what goes into a phonegap template. I have no experience with theos, but a rough idea of what you will need to be able to do includes the following:
Import PhoneGap.framework
Reconstruct AppDelegate code
Import Supporting Files (PhoneGap.plist)
Additionally you will need to configure the folder structure with the www folder (that the webview loads from) including the index.html file and the phonegap-1.0.0.js file.
So yes, it should be possible. Let me know if you are successful. Good luck!

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