iPhone: Cocos2d & UIKit Code Integration - iphone

i am trying to record video of screen using this code: Link
. I have successfully recorded screen video in UIKit. Now, I want to use the same code in Cocos2d-Box2d project. Is there any possibility that i can record screen video using UIKit's code in Cocos2d.
I am fairly new in Cocos2d (but not in programming) so i have not any idea that how to use this code in Cocos2d.

Related

My animation keeps playing whenever i launch the app in Unity3D

So as the title says, The animation keeps playing after the application launch inside of Unity3D, it is supposed to play when the QR code gets detected on the screen. Is there anyway i can fix this?
P.S. I'm currently working an Application that contains Augmented Reality and QR code, Models were modelled, texture, and animated from Autodesk Maya. Currently i dont have any codes in Unity.
I'm expecting to resolve this issue and get the animation sync with the QR code scanner

Open camera in half portion of screen - iPhone

I want to ask that , can I open iPhone camera in some limited portion on view?
I have implemented bar code reader concept in my app in which I am using camera.
Now, i want to open the camera in specific area on view.
Is it possible?
If yes than how?
Search for AVFoundation framework in google search, and try to read AVFoundation programming guide from Apple.
This question might help you too,
Recording Audio and Video using AVFoundation frame by frame
Good luck!
Tutorial :
http://red-glasses.com/index.php/tutorials/ios4-take-photos-with-live-video-preview-using-avfoundation/

Graphical Audio player in iOS

Is there a library or built in graphical player to represent a playing audio file in iOS.
I dont want a full screen player, but a small inline player that can be embedded into a UIView.
Does this exist in iOS?
Apple has a good example of this, avTouch. I have successfully adapted parts of their code to display audio levels in the past.
avTouch

Playing video in a Customview like iPad feature

When we call MPMoviePlayerController.play method, the movie player is opened and the video is played in a separate full screen. is it possible to play a video in a custom view, that is I have an image added on a view, when this image is clicked, the image has to be removed and the video has to play there itself as the feature in iPad.
Non-full screen playback of video is possible in iPhone OS 3.2 for iPad.
If you are porting an application that uses the MPMoviePlayerController class of the Media Player framework, you must change your code if you want it to run in iPhone OS 3.2. The old version of this class supports only full-screen playback using a simplified interface. The new version supports both full- and partial-screen playback and offers you more control over various aspects of the playback.
On the full-screen question, see this section of the iPad Programming Guide for further information, and this property of MPMoviePlayerController specifically.
Bear in mind that you can still only play one video at a time, and that this is only currently possible for iPad.
Not using MPMoviePlayerController, no.
You might be able to achieve this using a custom movie player, but I haven't seen one in the wild yet, and I don't know how it would be done.

Is it possible to integrate Cocos2d iphone into an existing program that i'm coding?

i actually need a simple enlarging animation (a small card enlarging into a larger card, drag and drop into a bucket) at any point in time, there is only 1 animation.
If Cocos2d integration is possible, i would actually want to add in more animations into my project.
my project is currently a Nav-Tab Project.
So i have my own custom classes in the project.
Just wondering whether will Cocos2d be able to be added into my current project without any glitch or whatsoever?
You can add cocos2d to any UIView. So yes, it will integrate fine with app you are building.
My Learn Cocos2D book (2nd Edition) has a new chapter about mixing Cocos2D and UIKit views. One part of the chapter specifically explains step by step how to add Cocos2D to an existing UIKit app (regular iPhone app without Cocos2D).
You'll learn how to add the Cocos2D files, how to create a Cocos2D GL View in your nib, how to setup and start Cocos2D respectively stop (suspend) Cocos2D if you need the full performance for other things (ie a scrolling table view).
http://www.learn-cocos2d.com/store/book-learn-cocos2d/