Testing/Demoing UIMotionEffects in the simulator or on the device - ios

I'm trying to build some educational content for iOS and would like to show how the new UIMotionEffect stuff works in practice. Currently there does not seem to be a way to do any UIMotionEffect stuff in the simulator, which makes sense. But even when trying to do Airplay or HDMI out means that UIMotionEffect's get turned off. As a last resort I can of course just capture the live screen of a device with another camera, but I'd still prefer to do something like the demo from WWDC, although I'm sure they were using some special setting or something. If anyone has any ideas and/or suggestions, that'd be great, thanks!

The only way I've been able to figure out how to do this is through the use of a capture card. The Blackmagic Thunderbolt Shuttle is finicky but when it works it works really well.

Better late than never...but I found this clever solution on GitHub by toco.
https://gist.github.com/toco/6727120
Just add the h. and m. files to your project. I've tested on AirServer on my Mac and it works great.

Related

Controlling mpd/ncmpcpp on laptop from iphone

I just set up ncmpcpp on the ubuntu side of my macbook pro, and I'm trying to make an iphone app to control it. How would I go about doing this?
Should I use bluetooth or wifi? (which one would be easier)
And then how would I go about implementing it? What packages should I install in linux? And how would I use them?
I know it's kind of a big topic, and I have several broad questions, but if you can answer any of them or provide any information that would help, I would be incredibly grateful!
Thanks!
That sounds like an ambitious project with a significant scope.
Whenever ideas like this crop up, it's good to take a step back and ask: "What am I trying to accomplish?".
Are you simply wanting to run a music "server" on your Ubuntu portion, and access it via your iPhone? Or are you trying to make a "remote control"?
There are likely apps that will do what you're wanting to do... I know, I know mdp/ncmpcpp is super neat looking, but... practicality!

Any way to run an iPhone simulator on a web app?

Is there an iPhone simulator plugin anywhere? We want to load some of our apps to our demo website for marketing purposes.
Does anyone know of anything that can do this?
Thanks
It's impossible, unless Apple releases some sort of plugin itself (which I can confidently say, will never ever happen). The closest you can get is to use some mockup templates/scripts to simulate the behavior of your app with Javascript/CSS/HTML5 canvas.
You can look into some web apps which provide similar functionality. Of course, not like the real thing, but at least, they can be a good starting point and even complete solutions for relatively simple projects. I've googled web iphone app mockup and got a few results: https://www.fluidui.com/editor/live/ or http://iphonemockup.lkmc.ch/ may be helpful.

iPad1, use the 30pins VGA cable

I'm working on a simple application for a vacation with friends. It's something like the Wheel of Fortune.
The problem is that we with too much people to look at the iPad1, so I was thinking to beam the application. I got the 30pins VGA connector that I use for keynote and Adobe Idea, so I think it's possible.
I don't find something on the internet, or I can't figure it out how to search this specific problem.
Thanks in advance.
I found a bit off source code that helps
http://mattgemmell.com/2010/06/01/ipad-vga-output/
:-)
There's also this: https://github.com/freespace/TVOutManager which I was able to get working.
(this is an improved fork of work by Rob Terrell).
I didn't realise that the lack of video mirroring by default is a problem was only with the iPad 1 (which I don't have to support) as detailed here: http://support.apple.com/kb/ht4108

Particle effects in iOS

I've hired a developer to work on an iPhone & iPad application and as part of the application we would like to have a particle effect.
How do you implement particle effects by using CoreGraphics?
Please note that I've referred the developer to the following link, but he's told me it doesn't work well due to leaks:
http://www.clingmarks.com/generate-particles-along-a-path/822
If I may suggest this: http://www.raywenderlich.com/6063/uikit-particle-systems-in-ios-5-tutorial tutorial in an attempt to implement your particles, maybe you will have some better luck with it. I havent personally used it, but I've used tons of other tutorials from Ray's site, and all of them are fantastic.
Additionally, if you just want to debug your current implementation, this one seems to be up your alley: http://www.raywenderlich.com/2696/how-to-debug-memory-leaks-with-xcode-and-instruments-tutorial.
Hope that helps!

IPad and Openframeworks

Can someone point me in the right direction to learning how to use Openframeworks to develop and IPad app. Perhaps some good tutorials, I can't seem to find any good documentation.
The docs of openFrameworks is quite outdated. But you can discover OF through the examples. Just download the iPhone package here: http://www.openframeworks.cc/download and follow the instructions in the included readme. I think a good start is, try to get the examples running on your device and start to modify the examples. If you have any further questions, the people here --> http://forum.openframeworks.cc/ will be happy to help you out.
For a more in-depth discover of openFrameworks, look at the inofficial doxygen docs here --> http://ofxfenster.undef.ch/doc/
Getting OF running on iPad is actually pretty much the same thing as running on iphone.
have you got it running before?
if you haven’t, first thing is you need to pay Apple $99 if you want to run it on real device,
otherwise it’s free to try on the simulator.
there is some instructions on OF site for the first run,
just go through it these complicated stuffs only need to be done once:
http://www.openframeworks.cc/setup/iphone/
(the guide is totally not updated at all, but it’s pretty much the same process with minor UI difference)
Any iOS OF example should runs on iPad the same way as iPhone does.
but to get iPad native resolution, you’ll have to change it manually.
it's in Application>General and in Deployment Info change the Devices drop down to iPad. (screenshot attached)
try it with any iOS examples
and if you want to put any code for mac version,
just make a copy of any iOS example and hand paste the code in appropriate void,
they are pretty much the same except mouse event vs touch event.
which a bit different in logic but just play around with it. not too hard to get used to.
basically touch events are touch.x/touch.y instead of mouseX mouseY.
(and touch events are private to each void so you might need other variables to pass it somewhere else)
I don't have a forum link but there was an openframeworks forum question on this just last week and folks posted a number of sites that have good examples/tutorials. Here's one on doing pixel operations for graphic effects:
http://itp.nyu.edu/varwiki/Syllabus/Pixels-S10

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