Can anybody help me to find the developers documentation of linphone for iOS.
I want to understand the architecture and functionality of the project.
Thanks in advance.
I am afraid that apart from http://www.linphone.org/eng/documentation/ (that you've supposedly seen already) there is no documentation on this project. You will need to read the source code if you need more information about the architecture/etc. Since open source projects are developed very often in the author's spare time, it is quite common that they concentrate on the actual code writing instead of drawing architectural diagrams and design documents.
If you need a SIP stack for iOS I would recommend you to have a look at pjsip. It is definitely a more mature project with extensive documentation on every level.
All you need is google the function you want to check, and then there will be many documentation links. Those documentation may be different because of different versions. I think it is enough for you.
For example:
http://fossies.org/dox/linphone-3.5.2/index.html
Related
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
I recently watched great google talks speech about Cling - C++ language interpreter. But I wonder if anyone except people at CERN (where it is developed) are using Cling, and how good it is from non-collider-physics-scientist point of view, can you write desktop apps with it?
There are some videos of uses cases different from the High Energy Physics: http://www.youtube.com/results?search_query=cling+c%2B%2B (I think first couple are the relevant ones)
It has the potential to be very useful, but it is very young. There is no documentation that I could find, no dedicated mailing list, no online tutorials. I was able to get small toy code to run, but couldn't figure out how to use it productively on a large library yet.
Cling project is well established one. You can find more information in their official website cling. They also have a forum
Thanks
I know that recent versions of iOS have added support for easy customization of the look and feel of its components through its "appearance" functionality. However, I'm not exactly artistically inclined.
Does anyone know of a resource that provides pre-packaged user interface customization kits that are easy to plugin using the iOS appearance APIs? I'm looking for high-quality look & feel, but also would like to see sample code showing how to integrate it into an application. I don't really care if its for purchase or free. I just would like something that looks really slick and high quality. Thoughts?
UPDATE: Okay, I found a site that does offer what I was looking for. AppDesignVault.com has pre-packaged app templates (graphics, code, etc.) for iOS applications. However, I find it hard to believe they're the only ones that offer this. Has anyone come across similar resources or packages?
Not exactly a drop-in replacement, but you might want to take a look at NUI which is an open-source UI styling library with theme support (themes are written in a CSS styled markup language). Another great resource to look for ready UI components is cocoa controls, again, not exactly drop-in and forgot, but still better than implementing it yourself (although the quality of the stuff there varies a lot).
I'm not aware of any drop-in replacement which offers ready made styles, but I hope these two get you somehow started.
There are so many more, right here.
Once you have those designs, here's a tutorial to actually implement them in iOS 6.
This is objc custom libs I like and use: http://www.objclibs.com/# . Maybe one of those will strike your fancy?
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.