I have a Unity application for iOS and I need to fetch an image from the iPhones photos library and then use it within unity as a texture/2D sprite. I can not find any information on how it could be done.
Any help is much appreciated. :)
For something like this, I think that you are going to need a native plugin. You can either write it yourself (maybe the harder way) or try to find one from the asset store. I don't remember if this is the case anymore, but you may need to have paid for Unity to use / create plugins however.
If you want to try the native plugin route, which is actually a lot of fun in my experience, here is the start of the documentation for it.
https://docs.unity3d.com/Manual/NativePlugins.html
I would suspect that you would need to make APIs that are accessible to the Unity side of code that let you call into Objective-C which in turn would call the relevant bits of code at the platform level.
Check this out: http://answers.unity3d.com/questions/1143996/open-ios-media-browser-and-import-selected-image-a.html
And scroll all the way down
I believe it answers your question of accessing an image from the photo library. Good luck!
I'm new to iOS development and was wanting to know how to efficiently locate which kit, class to use to achieve certain things.
For example, I'm planning to build an app that heavily makes use of calendar events and I found that I should be looking at using something like eventkit to build upon but it's not clear for me within this kit which class to instantiate and which method to use in what order.
Can someone please direct me to a place where I can see some code examples of using a range of different kits?
I think you can learn things as you described from 'Reference'.
Two ways to check Apple Official References in Xcode. One is clicking the function name, parameter or those colorful keywords while you pushing the 'option'. The second way is using three fingers to touch those "keywords" slightly on the touchPad.
Or you can check many kits references by visiting iOS Developer Library (website). I'm also new to iOS Development, I wish things I said can help you.
I am a developer working on a robotics application for iOS. I do not intend to submit this app to the app store, nor do I have any wish for suggested methods to be apple approved....
I am trying to get bluetooth working, and I think a good place to start is to try modifying the existing apple frameworks. Is it possible for me to modify the frameworks so that when they are built to my iOS device the frameworks will be modified for the app (but not other apps on the same device)?
As a matter of fact, you can!
Objective-C allows you to "swizzle" methods to override their default behavior, and yet still call the original implementation if you want to. You can do this for any number of Objective-C methods, as many times as you want.
If you wish to override behavior that is present in C functions, you will need a little bit more control over the platform. Jailbreaking allows you to use the full power of Jay Freeman's CydiaSubstrate to hook or swizzle both Objective-C methods and C/C++ functions.
While I don't recommend the use of MethodSwizzle per se, the following URL has a good discussion of swizzling http://cocoadev.com/wiki/MethodSwizzling.
But you should really use CydiaSubstrate's MSHookMessageEx and MSHookFunction instead. Especially since you're not submitting anything to the App Store.
Now regarding Bluetooth, I've done extensive work in this field (I developed Celeste, which is a systemwide tweak providing vanilla Bluetooth OBEX support to system apps on iOS). I suggest you look into using something like BTstack, which provides you with access to the bluetooth module from the HCI to RFCOMM levels, and supports things such as SDP and pairing, which you will probably need. It also has the added benefit of not requiring method swizzling, which some people seem to think is some sort of satanic ritual that should be avoided at all costs.
Aside from categories (which extend the functionality of base classes delivered in those frameworks), I don't believe you can "modify" the existing Apple frameworks per se. A better course of action might be to simply create your own framework (or find somebody else's open source, commercial or simply third party framework) and then build that framework into the app that you install onto the iOS devices you want to work with.
I want to write an iOS app in Flash. Can I use iOS SDK features? I mean, for example, I want to have some list of elements in my app (like the one in the music app). Will I have to write all the classes by myself, or maybe I could use the SDK?
Not sure if I'm making it clear. Thanks in advance.
Yes, you are making it clear. But this is not possible. If you want to use ObjectiveC/iOS library components then create a pure iPhone app using xCode on the mac.
Anyway, you may find similar flex/flash controls that may replicate the look and feel of the iOS control. Google is the limit.. ;) Good luck!
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.