Sorry I am pretty inexperienced with ARKit. I am working on an app and it will have more features later but the first step would basically be recreating the measure app that is included with iOS. I have looked at the documentation that Apple gives and most of it is for stuff like face tracking, object detection, or image tracking. I wasn't sure exactly where to start. The rest of the existing code I have now is written in SwiftUI if that matters. Thank you!
Understand that it can be quite confusing in the beginning. I would recommend to walk throught the toruial at raywenderlich.com. This toturial from Codestars on Youtube is also very good if you like to listen and watch instead of reading. Both talks go throught a lot of important parts of ARKit so I really recomend it. After that you problably have a create understanding and you clould watch Apples WWDC2019 talk What's new in ARKit 3.
Hope I understood your question correctly and please reach out if you have any questions or other concerns.
I want to use C++ library which makes it easy to build high-performance audio apps
https://github.com/google/oboe
Google Oboe seems for Android
can i somehow use it for iOS also ? or any similar alternative for iOS ?
I don't want to use Superpowered because of their licence terms!
There are no plans to release an iOS version of Oboe at present. You could look at FMOD or JUCE.
If I remember correctly (from videos of demos at events), The development of this library came from people heavily involved with the Google Android infrastructure, and thus the Oboe library is highly customized to tackle the low-latency short-comings of Android.
This being said, Google would not have the resources to tackle such an intensive and complicated problem for a completely different platform. As well (unfortunately) that wouldn't be in their best interest competitively-speaking.
I have heard of others using Superpowered, but I haven't gotten much info on it honestly, their marketing about it is all fluff, and there isn't any actual useful information, haha. I used Oboe myself, because I needed a dedicated native library.
As for iOS, I found a decent blog page that might be worth checking out: https://exceed7.com/native-audio/
This page suggests using OpenAL for objective-C/Swift. It looks like OpenAL is the similar implementation to OpenSL, which the Oboe library is partially based on. Unity seems to also utilize a library called FMOD (Not familiar with this one myself), as well DonTurner mentioned JUCE?.
So perhaps looking into these would be a good start, although I would assume using OpenAL might have some pretty involved developing, so ready your thinking cap!
Best of luck on your project!
Maybe you are looking for AudioKit
https://github.com/AudioKit/AudioKit
I just recently got started with he Google Cardboard SDK for iOS and I'm looking to create an simple app in Swift that displays a 3D (Stereoscopic) VR video.
First, I adapted the VideoWidgetDemo Sample in the SDK (https://github.com/googlevr/gvr-ios-sdk/tree/master/Samples/VideoWidgetDemo) from its original Objective C to Swift 4 and it performs well. It uses GVRKit to create a GVRSceneRenderer with a GVRVideoRenderer.
But then I came across a blog post on the Ray Wenderlich site (https://www.raywenderlich.com/136692/introduction-google-cardboard-ios) that uses GVRSDK's GVRVideoView instead, which feels simpler and easier to use. However, there is a very noticeable performance difference. The video displayed by this app stutters/jitters much more than the GVRKit version.
I'm puzzled by the fact that the official Google VR reference documentation site (https://developers.google.com/vr/ios/reference/) doesn't even mention GVRKit, even though all the official samples from the GitHub repo use it instead of GVRSDK. So the samples follow one approach and the reference docs cover a different one.
I haven't been able to find any guidance for when to use one or the other (or even both together if it makes sense), so I'm hoping that someone on StackOverflow can shed some light on this choice.
I'm also curios about the performance difference I'm experiencing with the two different approaches. It would be great if there is a way to achieve the same level of performance with the GVRVideoView than with the GVRVideoRenderer.
Thanks in advance for your insights and suggestions.
Seem that the SDK is deprecated.
I've posted an issue about a GVRSDK on GitHub, and they say that the SDK is deprecated and developer have to switch to GVRKIT.
Here the GitHub issue:
https://github.com/googlevr/gvr-ios-sdk/issues/298
If your goal is to display 360 video in a simple app, check this Cordova plugin:
https://codecanyon.net/item/cordova-ionic-vr-plugin-photo-360-video-360-player-with-cardboard/20392357
It seems that Google came up with a new SDK because Daydream is now deprecated.
The Google Cardboard SDK offers a streamlined API, improved device
compatibility, and built-in viewer profile QR code scanning.
Quickstart : https://developers.google.com/cardboard/develop/ios/quickstart
Github : https://github.com/googlevr/cardboard
all i need is to create an augmented reality simple app, where i save manually an image in the application main bundle, and the camera in the application should track or recognize this image and do any action in the application when it is recognized,
All the posts here redirect to buy ready online products,
can any one help me in a tutorial or some basics and concepts how to do that?
Have a look at the ARToolkit. Its an open source framework available for most platforms
I have had great experience with the free Vuforia framework. There good sample projects to understand how the framework works.
You can download the SDK here.
The sample project you would need to take a look at is the User Defined Target sample.
Qualcomm's support team on the Vuforia Support forums are very kind and offers great support if you are facing any problems with the framework.
I am just starting iOS development. I read some tutorials, watched stuff on iTunes U and wrote some sample code myself. Now I want to take the next step. I want to learn about best practices for iOS development in XCode.
Are there any well written and well organized iOS projects that one could take a look at?
(As I see it, iOS is not exactly the place for open source enthusiasts, however.)
Thanks
Mike.
I agree with several of the other answers that state that looking at many, many projects for mini-examples of what you want to do in your own app is the way to go.
However, you asked for an example of an app demonstrating best practices.
You could do worse than to read Matt Gallagher's blog, Cocoa with Love from beginning to end. However, the app example you asked for is right here.
Not only will it show a variety of techniques, some novel design and best-practices, but also he points out where he feels that he might have done something better.
It's a great read.
I would suggest the following process: (it worked for me)
Think of an advanced app. that you eventually want to be proficient enough to create.
Make a top-down problem-solving tree containing the necessary skills required to build your final app.
Use this tree to divide your final app. into 'sub apps'. Start at the bottom of the tree, find a tutorial specifically for that skill, and make a "Hello World" app. that uses that skill.
Keep progressing upwards, creating 'sub apps' as you go.
When you are finally ready to make your final app. (it will take a while), you will have a good handle on how iOS development works. It will also be a great test of your knowledge via direct application!
Getting the hang of iOS development can be tricky; it really does require a top-down approach, and every online resource I've found takes a linear one. The only way that I think a linear approach to learning iOS development would be manageable, is to take it one small task at a time.
As for specific resources, I always google "[what I want to do] iPhone SDK" and browse the tutorials and forum posts that come up.
Here are some open source iOS apps. However, they aren't very well documented and are also very advanced.
TKAWebView - A subclass of UIWebView that handles authentication and downloading.
Welcome to your Mac - An iOS app. to VNC into a PC/Mac and do some cool stuff.
InAppSettingsKit - A settings screen creator for your apps.
Good luck!
The people behind the Parse platform have made two complete projects.
For each project there is the complete source code, a tutorial and the resulting app is also available from the AppStore.
Anywall: https://parse.com/anywall
Anypic: https://parse.com/anypic
They both rely heavily on the Parse platform as the data source, but you still get a feel for an iOS project.
Molecules is a great open-source app that uses 3D OpenGL to render complex models of molecules.
Just keep coding my friend. You'll learn over a period of time. The best way to get dirty in a mud fight is to jump into it... Weird analogy but you get the point.
Maybe someday, we all will learn from you then !
Like you said there many and many source codes are available internet, but most are incomplete.
I found some Open source codes of REAL application currently available through Apple app store are given here
Free iPhone App Source Codes of real apps
and also, you can find many answers here on stackoverflow question - Are there any Open-source iPhone applications around?
You can download free IOS sample projects from http://devcodemarket.com
I realize this is an old thread but I've also been looking for good objective-c code examples recently and I just realized that TextEdit's source code is available at the Mac Developer Library webpage.
Also, here are some popular objective-c libraries that have caught my attention:
CocoaPods
AFNetworking.
you can also go through UICatalog from Developers Library and download the sample code. just google it and you will find a project containing all basics of iphone.
I don't think there is any perfect project that can demonstrate all the qualities of great code. Developers have stylistic preferences and may make mistakes. That said, you should look at a lot of different projects and try to look at the conventions used.
I'd suggest starting on GitHub. Besides for seeing code, you'll see what libraries are out there, which may help further your projects later on. Here's the Objective-C page on GitHub.
(Also, I (GitHub link) think you're wrong about iOS devs not being in favor open source. Yes, there's money to be made, but you can't sell a CSV paring library on the App Store as is.)
Have a look at https://github.com/mozilla/firefox-ios
That is Firefox for iOS, written in Swift.
Cocoacontrols has a wide range of controls written using Objective-C & Swift.
I believe these days, this is one of the most famous website for iOS Developers.
But, before you jump onto this, you have to learn Objective-C & Swift very well, so that you will understand how to use the controls in your app which makes your app smooth.