Is it possible to record/replay a set of touch events on iPhone for demo purposes? - iphone

I'm thinking of a way to include a demo of how my iPhone app works along with the app. I need to demonstrate how one of my on-screen GMGridView controls works.
Is it possible to record or programmatically create a set of long press, touches moved, touches ended events and then invoke them on the interface?

I would suggest this:
Add a visual tap effect when you press the screen Record yourself
using the App on the simulator using a screen capture Add in a video
player at the tutorial screen that shows how to use the app
Or create a UIView animation doing the above steps if you rather not add a video player.

A great way to this is SIKULI tool. You can automate the demo work flows easily : http://sikuli.org/

Related

Keep video playing when app goes to the background and show player controller in the notification

Want this feature in flutter (android/IOS)
I want to keep the video playing when an app goes to the background and shows a player controller in the notification.
Is this possible?
You can try this library https://pub.dev/packages/just_audio with the latest version 0.9.21. It's quite easy to configure though some features are still experimental e.g Simultaneous downloading+caching, Background play which are here Experimental features. Overall it works for me.

Recreating iOS Camera app overlay buttons

I'm trying to recreate the Camera.app buttons and interface from iOS in my own, custom camera application built on GPUFilter. Specifically talking about the Flash, Options, and front vs back camera button toggle that are across the top of the app:
Curious to know if these are built into Storyboards as UI objects or if there's another easy way to recreate these without totally reprogramming. I'm also interested in using the overlay table view that they use (in picture above) for options.
Thanks!
You can using AVCamCaptureManager and AVCamRecorder classes. Apple has a demo program build on its developer site here.

Can Vuforia AR button open another view or app?

I'm making an app using unity and vuforia extension. When app will recognize an image it should show a button above it and, when the user presses it, I want to display a photo gallery. Is there a way to make this button trigger showing another UIView? Or show another app?
Yes, you can definitely do this. There are resources out there that will teach you how to create a plugin where you can launch an external UIView. For example: http://forum.unity3d.com/threads/56755-Unity-plugin-to-handle-loading-native-Cocoa-UI-s-with-ease
Also, you can open another app using Apple's URL scheme, described here:
https://developer.apple.com/library/ios/featuredarticles/iPhoneURLScheme_Reference/Introduction/Introduction.html

iPhone App Tutorial/Help Screen UI

What is the best way to create tutorial or help screens that can be viewed in an iPhone App on launch?
I'm debating between using two paradigms:
Edit a screenshot of the app with an image editing program to add static help text. Interaction is tapping or scrolling through the tips. This involves creating a custom UIViewController to advance to the next help screen.
Create a custom iPhone UIControl on top of the App user interface that can be tapped to advance to the next tutorial tip. The application will transition between the modes and will be active, rather than static. It involves adding hooks into the App's custom ViewController's to handle "TutorialUIControl" objects.
Here's some screenshots of the application that I need to make help screen UI for, it's an application that creates artwork. More App Information
Screenshot 1: View mode that allows viewers to scroll through an image list, like the UIImagePicker, but for custom image collections.
Screenshot 2: Action mode - allows viewers to select images to save to the "My Saved" album from the active art generation album "My Evolution" or evolve images using sexual/asexual image reproduction.
The "right" answer really depends on the application you are designing. I would highly suggest getting as many apps as you can and looking at how they do help. See what works and what doesn't and think about how that is related to your own design.
In my app (a game) I chose to build a set of static images that could be scrolled through to provide detailed help (based on Apple's sample code). But, I also built an interactive tutorial that plays the first time you run the game. I also pop up a welcome overlay the first time the app is run and suggest what button to press to start a game.
It also helps if you test your tutorial with a lot of different people. After several designs with things too complex, I boiled down my instructions to something extremely simple: "Press the green buttons", and then built up from there.
You can easily store a preference to say whether the app has been launched before, and if that entry is blank you run the tutorial again.
You can create an HTML tutorial that you view through a UIWebView. In on of my iPad apps, I just made a large image that I presented modally with images and text explaining how to use the app.
For iPhone, the best way to include a "How-To" tutorial for your app would have to be a web document, seeing as how you can add images and formatted text.
Alternatively, You can add more views to your controllers with transparent backgrounds and animated buttons and text, for a more interactive feel.
To answer my own questions many months later.
I revamped and used WEPopover to show my help popups, as seen in the iPhone/iPad App, Wallpaper Evolution Lite. The help disappears only if tapped or the button it was attached to was pressed. Using this flow I could highlight a series of buttons to the user.
I added help images within the application to highlight interaction behaviors with the content. The tap, zoom, and drag images are fully interactive.
As #WrightsCS mentioned HTML is another avenue. I use the UIWebView to provide a more in depth help/tips screen with contact information.
In my upcoming app, I'm making use of a paging UIScrollView with help content highlighting app features. The help screen is loaded on the first start of the app, and is accessible through a help menu option.
Here's my fork of the WEPopover github project: https://github.com/PaulSolt/WEPopover

how to implement animation on shake effect in iphone?

I have implemented one simple application for iphone.now i want to implement some animation.
Example:i have selected one photo from the photo library.Then i want to animate selected portion from the photo using shake effect.
I have seen lots of application in apple store.But i dont know how to implement this functionality.
Maybe you are referring to the "wobble" effect? See how to create iphone's wobbling icon effect?