I'd like to develop a plugin for adobe premiere CS4 to controll its audio mixer control from my external midi device.
Although this seems to be a very popular subject, I could not find any tutorials, hints or whatsoever though I searched/googled for it desperately.
Just hoped that anyone of you guys has some experience and can give me some hints or at least some links to get started.
Greetings
Alex
So.. as it seems that I've been to cryptic with my question I'd like tu further explain it.
I already downloaded the Premiere Adobe CS4 SDK. That was clear to me as I want to automate Adobe Premiere, right? g
Next I saw that I can build plugins with Visual Studio and C++. However I don't really care about the programming language. Java, C#, C, C++, etc. are all ok for me.
I'd just like to know:
Is there a "best" language for this purpose (like some language that a midi "sdk" already exists for)
Is there already a tutorial/sample for connecting a midi controller with adobe premiere controls?
Might there even be an open source solution that I could enhance or configure?
Thank you for your answers! :)
First, you're going to want the Premiere Pro SDK.
Start with that and then come back and ask about opening a MIDI input in the language you end up using to build the plugin.
The SDK is not going to be very helpful to you. You can't make a plugin that does anything that is not in response to some user interface action, meaning the premiere's user interface. Some companies seem to get past that limitation because there are controllers made specifically for adobe premiere out there. My guess is they don't use the normal SDK.
Related
I know a lot of similar questions have been asked, but my case is a little different.
I have a windows machine on which I want to do the development. I can borrow my friend's mac for signing/publishing to store or other things.
Is it possible to do this? Can I create a "Dynamic Web App Project" in eclipse, do the coding and finally use a MAC to finish it? My app is 100% offline app.
Where can I find the directory structure for the HTML/CSS files?
How can I achieve the iphone look and feel of buttons and other UI?
I know that many people have done this but I cant find any tutorial. Please point me to one if you know about it.
Thanks in advance.
Sounds like this would be a great job for phone gap.
http://phonegap.com/
They provide wrapping software to make your web application run natively on the phone.
It sounds to me like you should look at phonegap for the coding.
For getting your buttons, backgrounds, icons and such to look and feel more like native iOS apps, take a look at this list of graphics for iOS. Most are free. There are .zip files with pre cut images, and a number of .psd files for you to choose from. If you are not using xCode or Titanium to build the apps, these are a nice way of getting that native look and feel.
I went through many links like this,this and this, but not getting good direction to move with. I need to implement some flash content in my iPhone app. Can anybody help me with some good tutorials to move on with the conversion process. Thanks in advance.
Suppose I am having a flash air iOS app and I need to convert the whole app in objective c for say adding some features like APNS then I have to do some needful. I want to convert the air iOS based app in objective c for same thing and hence need a tool like Haxe. Kindly help me with some tutorial or any other tool available. Thank you.
I would recommend to check out http://www.haxenme.org/ to support iOS
Basically, Haxe is a new language (by new, I mean different than others, not recently developed). It's compiler can compile Haxe code to target different platforms like C++ / C#, Flash, NekoVM, PHP and JavaScript. That said, its syntax is similar to Flash ActionScript.
To conclude, Haxe does not convert one language to another. It is a language in itself, which can be compiled targetting different platforms. So if you can port your {insert language name here} code to Haxe, then you can compile it to any of the languages mentioned in http://haxe.org/doc/intro
I'm getting a new phone and I am looking to do some programming on it. Python is my language of choice, so I was wondering what phones have support for Python interpreters.
I know, I know, "you program too much already", yeah my girlfriend says that all the time too, but I can't help it.
I'll probably do a lot of on-the-go style simple debugging, and I'd like to also get into programming some simple custom apps to streamline my smartphone workflow.
I see there is support on Android through SL4A and Py4A but I couldn't figure out which version of Python it resembles. I also see that PyS60 on Symbian is available, based on 2.5.4. Also, there's a string of Python-iPhone threads starting here which were very informative but not very current. Lastly I found a cool youtube video of a guy doing something geeky in python on his iPhone.
Yes I am still researching on my own but I figured someone on SO might be able to give me a pointer in the right direction. Which of these options is halfway decent?
Does anyone know which of these is easiest to get started with? How about which is most powerful for development using the native smartphone capabilities? Anything
With regards to Py4A, in view of discussion at the link below, my guess would be Py 2.7.1, 2.7.2.
http://code.google.com/p/python-for-android/issues/detail?id=10&q=python
The Nokia n900 comes with Maemo 5 Linux, and can easily run a full Debian Linux for ARM. It's not locked down in any way. I have one (in the shop, really hope they can fix it) and it's great.
Python? Basically like using it on any desktop Linux distribution.
Apple doesn't want anyone to create iPhone apps outside of the Xcode/Objective-C environment. How can they actually enforce this?
If the non Xcode IDE, for example Unity, compiles to an iPhone executable, how will Apple know which dev environment you used to create the app? Can they have Xcode compile some sort of signature into the executable that no one knows about?
For tools such as unity, corona, flash, and other platforms used to 'generate' iphone apps, Apple may be able to 'decompile' and examine your app (look at patterns of generated functions, etc). From this, they might be able to guess that your app was generated with such a tool.
In the limit, this is impossible. Consider the following: I write some script code to generate a bunch of objective-c code. Then I manually import the objective-c files into xcode and build the app. How would apple be able to distinguish the script-generated code from human-written code? Maybe I just tend to write code that happens to look machine-generated. There's no way for apple to determine whether the code was "originally written in objective-c, c, c++ or javascript" or not, yet this would still, technically, violate the agreement. That's why the 3.3.1 part of the agreement is nonsense.
Most automated systems do things a particular way, which isn't hard to detect. If you've ever looked at the PHP or JavaScript code Adobe Dreamweaver generates, for example, you know how easy it is to find stuff like this.
Apple is doing this to prevent people from using Adobe's Flash development framework. It should also be noted that Apple's decision to limit Application Frameworks like this is causing the DOJ/FTC or some government agency to start an informal inquiry into monopolistic practices.
From this article:
"According to the Post's Hollywood source, Apple's ban of Adobe's Flash technology on the iPhone and iPad is what prompted the government to poke around. "
They really don't have an issue up until now with other frameworks because Adobe didn't have one based with the Flash environment. Now that there is one, Apple is going to restrict anything that talks/looks/smells/acts like an Adobe Flash app on the iPhone. In my opinion, they won't do anything to other frameworks, but they'll enforce the rule just for Adobe. Which brings up the whole monopolistic practices thing.
I believe that many of these translator tools have some kind of common runtime function library which take care of the portions that could not be translated 1:1. Those function could then be pretty constant regardless of your application. That way there would be no real need to decompile the app. but instead just look for usage of those function signatures.
FWIW I find the whole idea of limiting user's choice of tools is a bad move.
Im very new to game development on the iPhone... And I have a question:
If I was to unity, how would that work... Would I use objective-c in unity? or is all of it like just click it, and add properties, no code (that may be a stupid question, but im just wondering)
And once your done with the unity app, does it automaticly complile an xcode file for you?
Im just wondering... Thanks
Unity provides it's own visual design environment, and scripting language support. The scripting is done with C#, Javascript, and Boo for all the platforms they support. You can test your apps on the iPhone.
You can download the trial on their website.
I have used Unity and worked with some of their people, here is what I can offer:
Unity is a visual editor and as mentioned by ManiacDev you can use C#, Javascript, and Boo.
You can do a lot without coding a line and it outputs a file for you to compile in xcode. That's pretty sweet. It is very much WYSIWYG - but for some that leaves a lot to be desired.
Examining this further:
If you did want to use your own Objective C classes and code and bring them into Unity this would require purchasing their Pro version. Personally - I wouldn't go the basic license for this one reason alone. If I want to use my own server or anything else I have already coded in other projects of course I would want to take advantage of the work I have already created and not rewrite more code in C# - for the iPhone this makes no sense at all considering the uniqueness of the device and the other possibilities that could be imagined when having full access to the SDK.
The other thing you might want to think about is that their logo will appear with the basic version - if you don't care and you want to use their tools - the basic version is a great entry point. I personally do not mind their logo at all but again not having the full SDK at my disposal is not a place I would like to be locked in when you want to see your full creative potential.
Hope this helps,
Matthew