I am trying to play RTSP url in my iPhone app. I have used many Third-party API's like Live555,FFMpeg
I got code Live555 but it is not running in simulator as well as device. There is showing no error. It is always showing Build Succeeded.
Pls let me know what and how can i do in this case.
Thanks in advance.
We can certainly help, but I need some more details on what you are trying to do , and the type of errors you are getting. We also have some other frameworks to try, what would help best I think is if you had a public url for whatever feed you are attempting to play.
If you like you can also compile and try it on the device using
https://github.com/mooncatventures-group
performance on device and simulator vary so much, that we just don't bother with the simulator , so everything is compiled for the device.
Related
I've got some code that is retrieving JSON data from a server on the 'net. I have tested extensively in the simulator with great results. However, when I run the exact same code on my iPhone (simply switching the target device) it fails with NSURLErrorDomain, -1003.
After a little googling I found that this is a "CannotFindHost" problem. So I simply copied and pasted the URL into MobileSafari on my iPhone. Sure enough, it doesn't work, Safari states that "the server cannot be found". Typing the same URL into Safari on my MacAir works fine.
So apparently the URL lookup is failing on the iPhone but not my laptop. This is very strange, considering that the iPhone is connected to the laptop, that is is on the same WiFi router.
Now, ready for this?
When I turn off WiFi on the phone and use LTE, it works perfectly.
I cannot imagine what's going on here. I'm getting reports of this same problem from the field too. Can anyone offer a suggestion on why this might be?
Well I'm not 100% sure what's going on, but it appears to be limited to certain iPhones. People downloading the app fresh in the last day or two have no problems.
That seems to imply there's a cache on the iPhone that is the issue, and that it's cached on a per-connection basis.
I'm downloading json data in my monotouch iphone application by webclient. and using json.NET 4.0 R3 for MonoTouch for parsing json data.
Every thing is right on emulator but on when I create a ad-hoc api file and install it on the iphone it does not work.
I have not device on my hand to debug it and find the errors. can any body help me from what may be the diffrent on emulator and device?
I have no idea if this is your issue without further information, but I know I ran into an issue with my app where it worked fine in the simulator but failed on the device. My issue was because of trampolines. I had to increase mine when running on a device. Here is an example of this problem: MonoTouch SIGABRT "Ran out of trampolines of type 2" error
EDIT
I had that issue (where the app wouldn't download) also with my in-house deployment. Are you using the correct certificate to sign the app for distribution? You need to make sure that you are using a Distribution certificate. You need to make sure you have a certificate here: https://developer.apple.com/account/ios/certificate/certificateList.action?type=distribution and a provisioning profile here: https://developer.apple.com/account/ios/profile/profileList.action?type=production.
Have you connected a physical device (provisioned for development) for debugging and made sure that it correctly works on the device? This needs to be your first step. If this works, then the issue is likely a certificate/provisioning profile problem and has nothing to do with MonoTouch.
It is not from webclient. Please consider on your codes for parsing json by json.NET 4.0 R3 for MonoTouch. It is better that use JSON.Net componnet that xamrin himself published.
I am trying to run the rtsp protocol in iphone so i have downloaded the code for RtspPlay from this link :
RTSPPLAY Github
I am using latest Xcode 4.4.1.
But I am facing problem to run this code in my device because of error.
Error is: Entitlements.plist could not be find.
Please download this code from given link and let me know what can i do.
Any help would be very appreciated.
Thanks
others have run this code without issue, we've tested with Xcode 4.3 , entitlement file reference can just be deleted in the build settings, I think no entitlement is better than trying to use one from a different app.
We will investigate further, and update our repository if needed, we want rtspplay to be a serious contender in mobile video , thank you for your feedback
I need to show my app to customer but without sending sources codes to him.
He does not own any iDevice at the moment, but only a Xcode installed on his host with iPhone simulator.
So my question is there a "normal/official" way I can pass him the application binary so he can test it on his simulator ? Probably using xcode archiving ?
PLEASE NOTE : I know what is ad-hoc distribution, please do not suggest this, he does not own a device.
NO. You cannot give him the ipa to launch it in simulator. Only the source code. (If he is smart enough to launch it, I think you guess how confused will the client be when you try to explain him stuff around the provisioning profiles and certificates and keys to pair them) ....
I see your problem - however, if this is just about a small tour through the app and not a long time testing, might I suggest another way around this:
Why not using a screensharing app like TeamViewer, which has a version that works without installation and is quite hassle free. And then let him play with the App running on your computer?
Sorry for not having an answer on the question, but that would be an alternative route to take.
Very simple solution:
Set up a contract with penalty fee if he copy's the code or distributes the code that'll settle you for life.
If he doens't own a device, you could also loan him one with the app installed. Just do an iphone without a sim card or an ipod
Creating an ipa file and run on the simulator is not possible. We can run the simulator using Xcode only. (means by sharing the code). If you are not interested, ask him to buy device.
I am trying to port an application written for Mac to iPhone device. However, I get compilation error for
import CoreAudio/CoreAudio.h // No such file
Could you please let me know how can fix it?
Thanks.
The error is pretty specific, there is no such file as CoreAudio.h for iPhone apps, and that's why the compiler can't find it. You can't make Xcode find it because it's not there.
Therefore, commenting out the line removes the problem.
Assuming you're actually using CoreAudio, the reason the app compiles is because you did include the right headers.