Until PhoneGap 1.6 was released I was using a PG plugin called SoundPlug to achieve low latency audio on my iOS app project.
With PhoneGap 1.6 the SoundPlug plugin no longer works (at least I can't seem to get it too). Does anyone have a solution I could use?
I'm using it to play a beep when a button is pressed that records audio.
Thanks
Plugins need to be updated to be used in the newly renamed Cordova.
There is a Plugin Update Guide pdf file in the .dmg file that has the iOS installer in it.
That might be a good place to start... otherwise, you might have to wait until someone updates the plugin. When they do, it will probably go into the new repo folder for iOS updated plugins (https://github.com/phonegap/phonegap-plugins/tree/master/iOS).
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I want to play video files (stored in my local machine) in a desktop application developed by flutter. But unfortunately I couldn't do it. Most popular video player packages do not support windows platform. I tried with dart_vlc but it's not working as documented. I followed the exact example given there.
Now I really need to play video files in my application but can't find a way to do it. Does anyone has any idea how to do it?
This dart_vlc works perfectly on windows platform. All I needed to do is go through the instructions mentioned in Readme section and change in my windows/runner/main.cpp file as mentioned here.
Note: Previously I mistakenly followed the older version of dart_vlc package.
I am using LibVLC v3.0.3 for my application to play WAV sounds from memory.
So far I was able to determine the main plugin folders needed for this (and this is by only testing by deleting one folder at a time and test if the application is working and there is sound in the output).
I want to filter these 5 left folders which are (access, audio_filter, audio_output, codec and demux) to keep only the needed plugin DLLs.
I found out that: the less plugins are loaded, the more the application loads faster.
And, is it possible to link these plugin libraries statically with the application in the compile time !?
Thank you for your understanding.
How to know what are the only plugins needed by my application?
That would depend on what your application is doing. Once you know the features of your application, you can learn about which VLC plugins do what and possibly remove those you do not want using configure if you build yourself https://wiki.videolan.org/Configure/.
I found out that: the less plugins are loaded, the more the application loads faster.
I guess that's true, but not all plugins are loaded by default.
And, is it possible to link these plugin libraries statically with the application in the compile time !?
Depends for which platform. For Windows I don't think so, but current VLC apps for Apple platforms are statically linked.
I'd advise you to have a look at the official apps build scripts from the VideoLAN gitlab https://code.videolan.org/explore/projects/starred
If by any chance you're using the .NET stack (for Windows), that will be easier thanks to https://github.com/mfkl/libvlc-nuget/blob/master/cherry-picking.md
I am developing mobile web app using ionic sidemenu, but it is not as smooth as it should be. When I open sidemenu using slide left/right, I am getting less than 30 FPS as shown in figure.
How can I improve the performance?
Reaching 60 FPS would be great!
AppGyver's Steroids tooling also provides you with access to Crosswalk on Android. You can run it in your Ionic project directly without modifying any files.
Also, Supersonic's sidemenu/drawer is fully native, so if you're up for migrating, it'll run way faster. :)
(Disclaimer: I'm a programmer for AppGyver.)
My advice is to use Crosswalk instead of the Cordova as the webview for the app.
While both share the same end goal, they are different:
Cordova, from the Apache Foundation, uses the regular (pre-lollipop) Android webview, which is based on Android's stock browser since its inception.
The Crosswalk Project, created on the Intel Open Source Technology Center, is different. It wraps your app with Chromium, the open-source base code that gave birth to Google Chrome, which brings numerous performance enhancements: css3 transitions, animations, 3d transformations, html5 support, remote debugging and much better javascript support and performance.
At the time of writing, the Ionic team is already working on a beta version (1.3.0-beta1) that uses Crosswalk instead of Cordova. Not really stable just yet, but a huge promise.
In any case, you can use Crosswalk today, by manually copying your Ionic project's 'www'
folder content to the project folder inside Crosswalk folder and run it. You'll need to setup some manifest files previously, so read the docs.
In any case, it's not hard at all to try, and I'll recommend it everyday for all projects pre-Lollipop. If you're targeting Lollipop/Android 5 versions, you don't need it, because the default Webview in these versions is already Chrome-based.
Hope it helps.
Hi i am new bee in Unity but i have 1 year experience in Xcode, I am doing an app in Unity for iPhone but getting bit confuse on how can i hook-up Xcode with Unity, I want to Facebook sharing, Twitter Sharing and also iOS native Email sharing(Using Mail Composer) in Unity but i don't get any help ful solution to do task in Unity, I only get Plugins which i need to Purchase first. So i want to do this task in Xcode it reduce and time and money and rest of work on Unity so is this possible that we can Communicate between Xcode and Unity? If Possible then kindly share some knowledge and links with me so that i can do this task ASAP.
Thanks in Advance.
You can start write your own plugin to complete the communication between Unity3D and iOS.
From iOS to Unity, You can just use UnitySendMessage, which is enough in most of time. You can also try to use a event and delegate in Unity Script to handle more complex situation.
From Unity to iOS, you need to implement plugin yourself. First of all, use a .cs file to declare the external method. And then implement the native code in a .mm file in Xcode and "extern C" them to the Unity. Then you can call the .cs method and get a native function called. You need a Unity Pro license to use the plugin feature.
For UnitySendMessage and Unity plugin, visit Unity Doc-Building Plugins for iOS. You can find an example in the doc called Bonjour Browser Sample. It is a very good starting point for you. If you have 1 year experience with Xcode, I think it will be easy for you.
For use delegate and event in Unity, visit Prime31's Unity Tip video.
Check out Niklas's free unity iOS plugin.
http://forum.unity3d.com/threads/122681-Free-facebook-Plugin-for-Unity-iOS
It doesn't work out of the box anymore, but with a few changes and updates you can get it working.
If you already have xCode experience then hopefully the extra work should be trivial since the Facebook SDK docs are pretty good.
I have created a simple web plug-in to write data to file system. This works as expected on a mac Safari. Here i have to manually place the plug-in on to the /Library/Internet Plug-Ins folder. My question is there a way to find if the plug-in is not present through JavaScript and if it is not then download and install the same. I also would like to know if the same can be done on mobile Safari running on ios4 devices?
Obviously you can not load Plugins of any kind in Safari on the iOS device. This is the main reason Flash does not exist on iOS.
On the Mac you can do that. But you need to create the plugin in C++ and for each platform independently.
If you code the plugin correctly, it should be possible to "detect" it using JavaScript. I highly doubt you can download it automatically, though. This would pose a very large security hole for every user.