I want to create a TikTok-like video feed. I have videos stored in a CDN.
This problem requires caching features where you can cache e.g. the next 10 videos.
I have been searching for many resources but there does not seem to be a definite/clear solution process to this question. video_player seems pretty limited for this task. This Reddit post is the only one that tackles the problem up to a certain depth.
Hence, my question is a bit general: has anyone tried to tackle this problem and actually built a similar product? What would be the main steps to follow and what did you find the hardest to implement?
thanks.
Looking to sequence with Audiokit 4.9.3 in Swift and ultimately would like to implement Ableton Link so I came across this post:
AKSequencer with Ableton Link
When I look at the linked example in that answer I don't see the use of AKTimeline, the example seems to rely on AVAudioTime. AKTimelineTap sounds very interesting but hasn't made the docs yet. Additionally AKSequencer has been replaced since that question was answered.
So...
What is the currently recommended accurate sequencing solution and is there an example for getting it running?
Thanks for any input and thanks too for AudioKit, it's got my app spitting out great melodies in just a couple of days.
Update: I've got AKSequencer up and running nicely for my purposes so far. No attempt yet to use Link. It seems at least as good as an old test I did with old AKSequencer (now AKAppleSequencer). When I get to Link I'll explore the other options further and hopefully uncover some more AKTimeline and AKTimelineTap discoveries...
I'm learning jQTouch from scratch. What is the best way to learn it?
I don't seem to be able to find any proper documentation, does that mean the best way is to dig into the css itself? And keep trying?
It really depends what "proper documentation" means to you. They have certainly got some documentation, although I agree that it can be made much more comprehensive.
You should start with their Getting Started article. Then have a look at the available initialisation options, callback events, animations, etc. These are all listed on their wiki homepage.
The best resource is probably the demo, that you would be able to see most of the actions with a WebKit browser.
Peepcode has a nice introductory video tutorial on jQTouch that costs a little bit. If you're evaluating it, you may want to give it a go.
I would like to download information from wikipedia to my iOS app. Firstly, I created simple RSS reader, but I can't download date from wiki. Now, I think that I should create parser for wiki.
What do you think about this? Any ideas?
Thanks,
Tomek
In my opinion, parsing a website is never a good idea. Only the smallest change in the design of the website can break your application and make it unusable. I'd try to get to your data in an alternative way. ;-)
Sandro Meier
Scrapping a web site directly from your app is never a good idea. If you are ever going to do that it is suggested that you do it on a server and provide the data to your app in a well known format, so that site changes can be quickly managed by your server, and as a result, never breaking your app.
Although wikipedia does not have a formal API, it provides some other ways of extracting data from its servers. You should check this link:
http://en.wikipedia.org/wiki/Wikipedia:Creating_a_bot#APIs%5Ffor%5Fbots
I know this question is quite old. But I've dealt with the same problem and wrote this very small library. I am using the mediawiki api (Mentioned in the post from Felipe) to get the needed information.
https://github.com/prine/WikiApiObjectiveC
Does anyone know a good beginners guide to using OpenGLES on the iPhone? I have found some but they all require assumed knowledge which I don't have.
Simon Maurice has some great tutorials on the very first steps. Take a look: http://www.cocoachina.com/wiki/index.php?title=Category%3aSimon_Maurice_iPhone_OpenGL_ES. Do them from the beginning and you'll have a good sense of the basics.
EDIT:
Backup link
Source code
You need only one reference:
http://www.khronos.org/opengles/sdk/1.1/docs/man/
Yeah, some of the documentation doesn't make a lot of sense the first time you read it, but really, read the sentence/paragraph/page again, and again. It really does make sense, and it's very accurate. Which is something you really can't say from tutorials. Tutorials are almost always written by people that don't seem too fussed about leaving out important details while documentation like that is usually written by very nitpicky people that cram every little important fact into (possibly overly-complex) sentences.
Oh, and one golden tip: Add a search function to your browser that does this:
http://www.google.com/search?q=%s+site%3Awww.khronos.org%2Fopengles%2Fsdk%2F1.1%2Fdocs%2Fman%2F&btnI
(replace %s by whatever your browser's search term replacement string is, the above example is for Opera)
I've bound it to the o prefix, so whenever I need to look something up on OpenGL/ES, I just type o glDrawElements in the address bar and instantly get the documentation page on it.
Once again, if I may plug my own work, I have a short writeup on what I learned while writing Molecules for the iPhone. I came into this having no experience with the 3-D side of OpenGL (I had done a little 2-D hardware acceleration before), so I have a bit of a different perspective on the subject. The source code to Molecules is available, so you might be able to learn something from poking around inside it. I also have written a post on how to use Core Animation structures and functions to accelerate OpenGL ES rendering, if you want something a little more technical.
Bill Dudney has a post here about how he started getting into OpenGL ES, and then a follow-on here where he provides code for a Wavefront OBJ loader for the iPhone.
I believe that I've seen a few more good resources around Stack Overflow in various answers, so you might search around and see what else you can find here.
For OpenGL NeHe is a great tutorial. Though, it doesn't specifically cover OpenGLES, it should still be pretty helpful. Just be prepared to run into things now and again that won't work on the iphone.
Also you can get v1.1 if "The Red Book" online.
Simon Maurice's tutorial can be found here
"The Red Book" is not recommended to OpenGL/OpenGLES beginner. It is book for professionals.
The first step is should try to run downloaded simple programs or simple codes from OpenGL web sites.
Here's a good (non-Chinese) link to Simon Maurice's tutorials:
http://web.me.com/smaurice/iPhone_OpenGL_ES_Blog/iPhone_OpenGL/Archive.html
His tutorials are excellent; they're what I used to learn OpenGL ES.
In addition to "The Red Book", another useful book -with tutorials and reference- is OpenGL SuperBible.
Again not OpenGLES specific, but I believe it is useful to learn OpenGL features in general, then filter out the ones you don't need.