I was given a file of an iOS app to look at, and there were five file types relating to 3D animation that I'd never encountered before: .sdru, .mol, .mat (I assume its materials), .pvr, and .tanim. Google hasn't told me very much about any of them, and I was wondering if anyone has any knowledge of these file types, or how I can open the files.
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I am trying to make an application in Objective C where a user can download a .mlmodel file from Google Drive and then dynamically load this model as a class and run its methods that come from CoreML's MLModel interface.
Looking at Apple's documentation, it appears I should be able to do this using bundles: "You can make your application extensible by designing a plug-in architecture. This way, you or third-party developers can easily add new features without recompiling the whole application or even having access to its source code."
My existing code downloads their .mlmodel file from Google Drive and saves it to the Documents folder. However, not finding a way to instantiate this as a class, I switched approaches, and will instead download a .bundle file from their Google Drive and then try to make the class from the files within it. I am struggling to find any examples of how to do this. First, I do not know how to get a .bundle file after making an App, setting the principal class, and setting the BundleID as described here. Second, I am concerned that although the documentation seems to indicate that what I want to achieve is possible, I have run across several SO posts that say that running any sort of uncompiled code, dynamically linked code is impossible on iOS. I would appreciate any clarity on the matter.
In this project I've to develop an iOS application which reads the .psl files and arranges the data in the relevant section. For eg: the inbox messages from the psl file into the app's inbox folder and so on.
Can anyone guide me regarding the steps? And how would my project proceed also tell the workflow of this whole process.
The first thing you're going to have to tackle is to figure out how to get the file onto the phone. If you're getting it from the web; you could register as a sharable-target for that file type, or you could potentially integrate the DropBox api or something similar.
Once you have the file; you'll have to develop something to parse the file and use it as a datafile. Depending on the size and complexity of the file there will be different possible approaches to this, and you'll need to figure out what's going to be performant for you.
Then you'll build view controllers that leverage your model and make awesome things happen on the phone.
Your question is extremely general; so this is a very general answer. To me; the immediate critical questions are: how to get the file to the phone; and how to read the file format without loading the whole thing into RAM at one time?
For the past couple of weeks I've been working on creating a custom Collada exporter for Revit Architecture, based on the example give here. In order to ensure that my output is correct, I'm comparing it to the output generated by the Revit to Lumion Bridge. I've gone though the files a half-dozen times or more and, aside from the way I name my elements, I cannot find any ways in which my export differs from theirs. For some reason, however, theirs imports just fine and mine doesn't. I'm building this for use with Unity, but I've also tried it with 3ds max and Blender, with the same results in each program.
I was hoping someone could point me in the direction of a Collada debug tool, or that someone may be able to look through the two files and see if they can find something I've missed.
Custom Exporter Output: Custom Exporter.dae
Revit to Lumion Bridge Output: Revit to Lumion Bridge.dae
Thanks in advance for any help, this is really giving me a headache >_>
One thing you can try is schema validation. If you run xmllint on your file, it might discover the problem. This only finds errors that violate the schema though, so it won't catch all problems.
I have an nascent iPad application, which stores "documents" internally on the device in the file system as a series of distinct files in a folder.
I'd like to try incorporating an import/export function through iTunes, using the features for OS 3.2 for this. I want to put all the document pieces that I keep internally into one container file for export.
So, smart folks of Stack Overflow: What's the simplest solution that will put a file hierarchy (or could be flat list in a pinch) into one file? There will not in theory need to be manipulation of the "archive"/container outside the app-- so random access isn't super important here, although it would be a bonus of course.
A tar file type thing springs to mind immediately. Roll my own? Any other thoughts or gotchas? (And if anyone can point me to code that reads/writes from a tar file, I'm all ears.)
Thanks!
Update: Made community wiki, since there's no single right answer here.
Try libarchive which is a friendly licensed, BSD derived (easier for iPhone OS) library for handling archive files.
I'm developing a BlackBerry application in which I need to unpack a zip file compressed with PKZIP. The package could have one file in it, or it could have 10; it will vary in each case. I know that the BlackBerry API has native support for GZip and Zlib, although I'm pretty sure that these methods aren't going to be helpful in my case. It doesn't look as if I can extract the individual files using these calls.
I've tried JZlib (http://www.jcraft.com/jzlib/), which compiled fine, but again it doesn't look as if the methods contained therein are going to allow me to pull the individual files.
It appears as if this is possible, as there's an application called Ziplorer (http://www.s4bb.com/software/ziplorer/) that claims to do perform this exact procedure. How they're doing it, however, escapes me.
So here I am after hours of Googling. I'm welcoming any insight into my problem with open arms.
"zip" algorithms are typically offshoots of the Lempel-Ziv-Welch algorithm. They are a fairly efficient stream compression algorithms, but because of how they function, you can't start to decompress at random points in the file, you have to start from the start.
Any product that claims to be able to decompress one file from a zip still has to decompress everything before it in the zip file in order to know how to decrypt the given file, or even, for that matter, where the file is in the archive.
If you can tolerate GPL code in your application, then this library http://jazzme.sourceforge.net/ that might work. However the project (and its parent project http://sourceforge.net/projects/jazzlib/) don't look like they're being developed.