Display offline html5 website - ios

For my business I need to be able to show a potential client a website I generate with a program called Pano2VR, which is a virtual tour program. This program takes some panoramic photos linked with each other and can generate a virtual tour out of them (as example: www.casas-fotoart.de/virtualtours ). The output this App gives can be either HTML5, Flash or both (flash if available and html5 for mobile devices, for example).
I need to be able to show that on my iPad while offline. i haven't found any solution for that so I tried to build a easy App for that, which I thought it wouldn't be complicated.
I generated a html5-only virtual tour and I droped the output into the "Suporting Files" group on the Xcode project. I added a UIWebView and on viewDidLoad I set it so it loads the html file.
The files I'm droping are like these (these inside the ipad folder):
The html file loads into the webView, but it just displays "This content requires HTML5/CSS3, WebGL, or Adobe Flash Player Version 9 or higher.", even though when loading these files from the net, it loads perfectly. I know this message comes from the html file.
Any idea on how to make it work will be much appreciated. Thanks in advance.

Your problem is this probably - XCode is mangling the JS files, I assume because it's trying to compile them

Related

offline product presentation for ipad

i have to create a product presentation tool that runs offline on an ipad.
i have a program wirtten in c# to create a presentation and this program has an export function, this export function creates a whole little homepage (only html and javascript) with the product slider - everything works fine, also the online presentation is perfect.
but the capital problem is, how could i run this offline on the ipad?
what i already tried:
- put the scripts to dropbox and tried to start index.html on ipad (the local links doesnt work)
- i tried to chache the whole page, but that was too much for caching..
there is also one solution i would prefer -> phonegap, but there i see the problem with creating the app... the c# programm should prepare everything, so the clients should take this exported file/files or direcotry and but it anywhere and the ipad should run this presentation offline.
thanks guys
You can try to make a simple app with UIWebView inside and load your local resources into this UIWebView.
Here are some similar questions on how to make it:
First
Second
Third
The way your clients are able to add the presentation files might be using iTunes File Sharing. And you can get these files from Documents directory
Hope this will help.

Audio never loads on iPad but it works perfect on emulator - PhoneGap + Howler.js

I am using Howler.js on my PhoneGap application. Because my audio files are large (more than 10Mb) im an setting the buffer attribute to true (forcing HTML5 Audio).
var theSound = new Howl({
urls: ['assets/Sound.m4a'],
buffer: true,
sprite: {
scene0 : [ 1966000, 27000] }
When I test my application on the emulator and my iPad Mobile Safari everything works well. But when I run the application on the iPad as an app, the audio never starts. Using the web inspector I have noted that the audio file tries to load again and again like an not ending loop. You can see an attached screenshot of the resources tab on the web inspector both both the emulator and the iPad, running the same PhoneGap app.
Any idea on what could be the problem?
I've been looking into this for a while.
From what I've gathered, Howler defaults to Web Audio API, and this SO answer says you need a "user input event" to make it work on iOS, because by default it mutes everything. I even tried Howler's own interactive demo on my iPad 2 with iOS 5 (I still haven't updated) here and NONE OF THE SOUNDS WORK. My first link has a link to Apple's documentation, and I haven't tried it yet, but it looks like the convenience of Howler has to be replaced with a lower level implementation that takes about 5-10 lines with XMLHTTPRequest (see the Apple link), or another more versatile library. I'm still learning about what exactly I need, but I have a very similar problem I've been working on resolving today.
But then Howler falls back to HTML5 Audio. OK so I'm just googling that now, and this link comes up, and it's just reminding me of the pletora of compatibility considerations between OGG ACC MP3 etc on various browsers vs. browser layout engines vs. operating systems. So I'm left believing your file format M4A, related to MP3 as far as I can tell, isn't working in the target brower on the target iPad OS. I'm not familiar enough yet to give exact specifics but certainly since Howler doesn't work on my iPad that proves there's at least a problem with that.
The whole point I chose Howler to use was to abstract all the above away! I'm going to go look for another more comprehensive library now =D
the problem might be file size. IPad has a limited cache memory size and if you overflow it assets will not work. The only solution to this problem is smaller file size. Another possibility is html audio will not load or play except in a user event (touch). Web Audio will load but starts muted and only unmutes with a play call inside of a user event.
SoundJS is a library I help develop that handles as much of this stuff as possible. In particular I think you would find the Mobile Safe Approach useful. It is well tested on iOS and Android devices. Unfortunately we do not support sound sprites yet.
Hope that helps.

iOS local file access and webkit

I'm absolutely new to iOS App development (I haven't actually started yet, still in a design phase).
The task that I have to accomplish with my app is to download a zip from somewhere, extract anywere to local storage and display its content (html pages with javascript) in a embed webkit widget.
The questions are:
1) Will my app have access to any folder of my iPad storage memory?
2) Will my app's embedded Webkit widget be able to display local html pages (like file:///somewhere/over/the/rainbow.html ?
3) WIll that local page be able to use Ajax method (over httpxmlrequest) to dynamically load external scripts or xml (also locally stored - ie ./something.xml)?
Thank in advance for any help!
No it can't access any file. Apps are sandboxed on iOS. You can only access the app bundle's content and documents folder (a writable area unique to your app).
Yes - provided said content is in the areas mentioned in (1). This is how Phonegap-based apps work.
Yes - they can. We've done exactly this extensively in several of our apps.

Why my SWF file is so big?

So I'm pretty experienced with OOP (I like to believe) and I just started with Flash CS5 and ActionScript.
I created a new empty file and added a button to it. Nothing else, no code at all.
I set in the publishing options the "Default linkage" option to "Merged into code" to see how big the download will be for those who are loading it for the first time without cache and the size turned out to be ~500KB which is a far cry from the ~20KB it is with the shared libraries option.
So, why is my file so big? I thought all the features I'm using are built in the flash player and no external libraries are required to load?
Also, is there a way to see what external files my swf depends on to run?
If your button is the default Flex button (as opposed to creating your own using pure as3), then you're probably bringing in the the entire Flex lib. It's why I stopped using it :)

non-flash swf on iphone

I want to display a list of swfs and allow the user to click on one and have it display. I wanted to use PDF, but need a little more interaction for the user. I've searched around for some swf -> iphone converters, but I want to just display the swf as PART of an app.
Any recommendations?
SWF used to be short for Shockwave/Flash. It is not an "open" file type and requires a huge framework to work correctly, one of which is support for ActionScript. There doesn't seem to be such a framework right now, even Skyfire doesn't do the rendering natively but tries to convert it through a server.
This is possible via CS5->IOS export. It's not the most smooth, but it will allow you to load external swfs. The only gotcya is that the external swfs cannot contain any actionscript (bummer).
Here's a simple example of flash to ios.

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