video capture software for iPhone Simulator [closed] - iphone

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HI All,
I m looking for a software/tool, which can lead me to capture my application in simulator..
I saw so many videos of application, which performs their functionality of application and capture it in video.
Please suggest me some video capturing tool for my app promotion.
Suggestions are always appreciated.
regards

The perfect tool is iPhone-Simulator-Capture SIMBL plugin
Install SIMBL
Download the code
Modify Info.plist key "SIMBLTargetApplications/MaxBundleVersion" (and/or "SIMBLTargetApplications/MinBundleVersion") value plist to the actual version of your simulator (240 worked for me) (latest version: 272)
Build
Place bundle in “~/Library/Application Support/SIMBL/Plugins"
Relaunch simulator, now you should have "Recording" in the menu.

Now the easiest way is using QuickTime with File > New screen recording and select the part of your screen you want to capture.
iMovie is doing the rest well :-)
Hope this helps.

As I could not find any tool fitting my needs, I made my own tool : WhazzerFinger.
You can download it (sources or binary) here: https://github.com/zippy1978/WhazzerFinger.
The application adds an overlay on top of the actual simulator window to give it a more realistic look. At the moment only iPhone is supported in portrait or landscape mode. iPad should come in the next releases.
Screenshots and videos are stored on the desktop. Videos are encoded using H.264 codec.
Here is a resulting video (WhazzerFinger + iMovie with Ken Burns effect): http://youtu.be/Z3W-qU5EP4A.

Any Mac OS screen capture tool will work, such as QuickTime Player or Snapz Pro X from Ambrosia Software, Inc.
The QuickTime Player screen recordings are of your entire screen, so you should be prepared to crop the video. If you don't have sufficient video editing software, Snapz Pro would be the better choice.

I've used Screenflow for some times now and I'm satisfied with the performance. It captures the whole screen but you can crop the video afterwards in Screenflow.
One big advantage is the possibility to exchange the cursor with a custom image (like a white circle) so it looks more like a touch.

I installed iPhone Simulator Capture today. With SIMBL installation it works. But it displayed an alert window on every simulator first run. My version is 272. I downloaded latest source from the Github. Build the code and replaced the bundle file that xcode created with the file under Library/Application Support/SIMBL. So it is working now. No version test alert window.

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What is the best way to demo a web app on my phone to a projector? (no simulator/emulator) [closed]

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We are demoing our web app this week and will have access to a projector.
How can we connect to a projector to demo our web app?
we can't use a simulator/emulator
if the answer is adapters - are you sure adapters can output general iphone usage, and not just videos/audio
thanks
If you are using an iPhone there are libraries available that you can implement to give the effect of mirroring to allow you to use an adapter and projector.
The following library is what I plan on using, though have not implemented quite yet(If its possible, I will do so by the end of the week as this is what was recommended to me). Of course you will need to include the rest of the files, the one I have linked is merely the .m.
http://code.google.com/p/iphoneos-screen-mirroring/source/browse/trunk/UIApplication%2BScreenMirroring.m
It is worth noting that this is NOT supported by Apple as I believe it uses private Apple API's and as a result will not be approved for the app store. I would recommended branching of a version of your current project and implementing this to demo, so you still have a clean version of your app.
Edit for clarity: Only the iPad 2 supports native mirroring for what I believe is all apps through an adapter, the iPad 1, and all iPhones dont support mirroring by default through adapters for anything other than apps developed by Apple.
We do this at work to demo our apps we are working on. We have to use an iPad 2 and an Apple Digital AV Adapter
http://store.apple.com/uk/product/MC953ZM/A
Note the text on apples product page:
Mirroring supported only by iPad 2.
Video out supports up to 1080p for iPad 2 and up to 720p for iPad, iPhone 4 and iPod touch (4th generation). Movies play at up to 720p
We have a less refined approach to presenting our apps where I work. We do both Android and iOS devices, so we needed something more universal. We chose to use a digital presenter, and it seems to work well. However, I think if you can use an iPad 2 mentioned by #bandejapaisa, you will be better off.
As others have suggested, you can use an iPad 2 and mirror to your projector using a cable or if you have a developer account through wireless AirPlay mirroring, an AppleTV and iOS 5.
However, if you need to demo on a iPhone 4, you are out of luck, unless you are willing to jailbreak, there are several utilities that will allow you to do this (Ryan Petrich's DisplayOut for example)
If you are really desperate, you could create an iOS app to run your web app in that is essentially a UIWebView and then use a library like TVOutManager to mirror your app using a supported cable.

How promising is Flex/Flash as a development path for the iPhone/iPad? [closed]

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[2015 update: I think it's safe to say that Flash is rapidly dying. Don't go there. Gotta say though, during its brief moment to shine, Flex was actually a really lovely datavis technique.]
I'm interested in developing for the iPad and iPhone, but I'd prefer not to learn Apple's whole development stack (and good golly, I sure don't want to go back to manual memory management). Oh, sure, I could learn it, but I don't have that level of commitment to the environment at this point. I've got professional experience with Flex already, so I'm intrigued by Adobe's move to make Flash/Flex compile to the iPhone and iPad. My question is: how promising of a development path will Adobe's Slider be? Are we likely to see Slider publicly available in a reasonable timeframe (Adobe: "An early mobile branch of the Flex framework is expected to be available in 2010")? Are we likely to see reasonable performance? Are there development hurdles that haven't become clear yet? Heck, is it all just vaporware? There's pretty limited information available so far, as far as I've seen, but I'm interested in people's predictions, even if they're speculative.
Hopefully you'll see some info on Slider soon that will give you a better sense of the timeframe. Flex 4 will be released soon and once that happens you should start to hear more concrete info about Slider.
One thing to keep in mind is that Slider will be based on the Flex 4 architecture. To give you an idea of how that performs you can check out James Ward's blog post - http://www.jamesward.com/2010/02/21/flex-performance-on-mobile-devices/ - he's got a couple of videos that show a Flex 4 list running on a Nexus One.
This isn't iPad/iPhone, and Flex is NOT something Adobe recommends for mobile, but this basic example works pretty well. And it should give you an idea of how Slider might look/behave.
=Ryan
ryan#adobe.com
Interestingly, Apple's new developer agreement calls into question whether apps built with Flash/Flex will be allowed:
3.3.1 — Applications may only use Documented APIs in the manner prescribed by Apple and must not use or call any private APIs. Applications must be originally written in Objective-C, C, C++, or JavaScript as executed by the iPhone OS WebKit engine, and only code written in C, C++, and Objective-C may compile and directly link against the Documented APIs (e.g., Applications that link to Documented APIs through an intermediary translation or compatibility layer or tool are prohibited).
Adobe's cross-compilation tech is not vaporware (for Flash, anyways-- haven't seen as much re: Flex). And they would be unlikely to invest so much in it if they thought it would get torpedoed on day one. That said, you must draw your own conclusions about your long-term reliance on it, and your interest in building on a non-native toolchain, both in terms of what you can get out of the environment, and the support channels you'll need to use (e.g. not Apple) when stuff doesn't work.
Some people seem to be successfully using Mono touch, which shares (some) similarities.
There are two issues with this:
Steve Jobs says he isn't going to support Flash on iPhone or iPad.
Adobe's next rev is going to allow you to develop in Flex and port to iPhone app format.
Do the math.
If you want to start iPhone, iPa or Mac OSX development, I'd suggest learning Objective-C. It'll probably take less time than waiting for (official) Flash support on those devices ...
Take it the other way around, would you use Objective-C to develop a Flash or a Flex app?
Flex can now compile iOS applications (and so run on the ipad and iphone)
http://gregsramblings.com/2011/06/20/finally-its-here-flex-on-ios-android-and-blackberry-playbook/
http://gregsramblings.com/2011/04/26/convincing-developers-that-adobe-flex-rocks-on-android-ios-and-playbook/

iOS: Open Source VoIP/SIP Objective-C Code [closed]

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I have been tasked with investigating the feasibility of writing an iPhone App to access our internal VoIP/SIP systems.
I've never coded anything close to VoIP before. Are there any open source VoIP/SIP libraries or examples in C or Objective-C?
An iOS App that I can skin and add our required features to (mainly UI related) would be the holy grail here.
You may take a look at siphon (http://code.google.com/p/siphon/).
From their homepage:
Home of the World's first free
SIP/VoIP application for iPhone and
iPod Touch 1 and 2.
Siphon SIP/VoIP project is the first
in his category that works on iPhone
and iPod Touch 2 with headset for all
SIP providers. It is a native
application approved running on 2.X
using internal micro/speaker and
headset.
The Application supports the SIP
standard, preserving compatibility
with hundreds of SIP providers and
offers a GUI which preserves the apple
design of native iPhone applications.
PORT SIP
If you are a new comer on VOIP i would suggest using simple sdk's like PORTSIP
It is free download.you can check the app and make calls and also play around with the call.It is payable only if you want to use it for business.PORTSIP sdk is very easy compared to other sdk's or open source projects.
-ves
Not open source,offers less flexibility
LINPHONE
After you get hold of this you go for the open source projects Linphonen/PJSIP etc.
Linphone offers high quality sound but is very complicated to integrate and very less documentation is available.you will have to build the project first.http://shallwelearn.com/blog/build-linphone-for-iphone-and-ipad/ (for IOS)
-ve s
Very poor documentation
-PJSIP
Your best option is PJSIP which is very good with documentation and offers everything.Because you get code from scratch you can do anything with the code.
I highly recommend PJSIP.But it is difficult to directly go and devolep in PJSIP ,what i would recommend is do sample stuff on simple projects like portsip and go for PJSIP
Although it's rather old thread, for reference I add here also pjsip: http://www.pjsip.org that has a quite mature iOS port nevertheless it is written in C and its API is also in C.
UPDATE as of 06/2021: please note that this answer was originally written 9 years ago. I completely off from VoIP development now and can't take any responsibility wether pjsip is still working on iOS or swift.
Also there's Linphone for iPhone: http://www.linphone.org/eng/linphone/news/linphone-for-iphone.html
It supports G711, speex narrowband and wideband and iLBC codecs. Configured with your favourite SIP gateway it will allow you to run calls to PSTN numbers from your mobile using 3G or wifi
http://www.pjsip.org is not the most perfect.
Video is available on PJSIP version 2.0 and later. Only desktop platforms are supported, mobile devices such as iOS are not yet supported. This document describes how to use the video feature with PJSIP.
Follow this link it will give you perfect solution
http://www.xianwenchen.com/blog/2014/06/09/how-to-make-an-ios-voip-app-with-pjsip-part-1/
I use siphon, try this:
os-mac
ide-X

Starting to learn to create iPhone apps [closed]

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Well I'd like to create apps for the iPhone, starting out with really really basic stuff and working up, but I don't have a Mac at the moment (well I do but it's a powerPC ibook G4, which you can't develop on) and before I invest I'd like to learn how to create apps.
I also read an article in a newspaper about how a guy starting creating apps (before Apple launched the app store) on his PC for the jailbroken iphones, then when Apple launched the app store he switched to created "legal" apps. (the article said he carried on using his PC but I'm not sure that thats true).
I'd like to do a similar thing, but I don't care about releasing any app to the jail broken iphones, I just want to learn on a PC and then I can decide to sell my ibook and save up for a Mac.
But I don't want to go out buy a Mac (expensive) and then find it's to hard for me to understand and have wasted £500 or whatever.
Free Stanford iPhone Dev Course
The 10-week course, iPhone Application Programming, is a hot ticket. It begins today and videos of the classes will be posted at Stanford on iTunes U two days after each class meeting (http://itunes.stanford.edu). Copies of the slides shown in class will be available there as well.
http://news.stanford.edu/news/2009/april1/free-iphone-software-development-course-apple-040109.html
(channeling for qux who pointed this out in a comment)
My sincere recommendation is to spend some time with XCode on your current iBook, and get comfortable with some Mac development in general.
iPhone and Mac development use many similar libraries (although obviously UI is completely different), and if you're well-versed in one, getting up to speed on the other isn't tremendously difficult.
This will let you know whether to invest in an Intel-based Mac and continue onto iPhone development.
XCode should have come with your Mac on the installation discs. You'll need to use that copy, because the one at http://developer.apple.com is Intel-only.
For getting started books, I recommend Aaron Hillegass's excellent Cocoa Programming for Mac OS X 3rd Edition.
If you go with sberry2A's recommendation of a hackintosh, then you can jump right into iPhone development, and can get the dev tools from Apple. Going this route, I still recommend the Hillegass book, and then supplement that with iPhone SDK Application Development by Jonathan Zdziarski.
If you're going to be focused primarily on Games, and already are fairly comfortable with C, instead of either of the above books, go directly to iPhone Game Development by Paul Zirkle and Joe Hogue. (I'm currently working through this one.)
As far as I know, prior to iPhone SDK 3.0, the SDK's were (inofficially) compatible with PowerPC. See iPhone SDK on PowerPC?.
As you already have an iBook G4, you could as well put Xcode on it (you can get the Mac SDKs - even for PowerPC - for free from Apple). Then try to write some Mac apps, as the Mac and iPhone APIs are very similar. If you like one of them, you'll most probably be happy with the other, too.
Already asked before:
https://stackoverflow.com/questions/718401/develop-iphone-apps-on-a-non-mac-system
iPhone development on Windows
Basically, you can develop on Windows, but it's a slow pain in the ass.
See e.g. here: http://www.chemlab.org/2009/02/20/scrap-the-mac-leave-the-os and detailed guide on how to do it here: How can I develop for iPhone using a Windows development machine?

Access to iPhone music library [closed]

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I'm planning to develop kind of DJ application which loads musics from music library.
And of course it'll sell in app store.
So question is, does it possible distribute in AppStore?
I found it was forbidden at least about 6 month ago...
But I hope it is possible now...
In iPhone OS 2.x you can't access the music transferred to the phone via iTunes. You only have access to the data created by your own application.
The forthcoming version 3.0 does have this capability. Release notes include this
iPod Library Access
Several new classes and protocols have
been added to the Media Player
framework (MediaPlayer.framework) to
allow access to the user’s audio
library. You can use these classes to
perform the following tasks:
Play audio items from the user’s library. This support lets you play
all audio types supported by the iPod
application.
Construct queues of audio items to play back.
Perform searches of the user’s audio library.
Access the user’s playlists (including smart, on-the-go, and
genius playlists).
For more information about the classes
of the Media Player framework, see
Media Player Framework Reference.
(sorry,links may only be working for registered Apple developers).
In version 3.0 of the iPhone SDK you now have access to the music library.
The SDK 3.0's Media Library Framework only allows you the most basic iPod controls over the music. You can't even output the .mp3 and work on it yourself (with OpenAL etc.).
So basically, its control can be only as capable as the iPod's, which is far too limited for any DJ applications.
Otherwise I would dream making the most amazing portable DJ device in the history of turntablism, ever. Hope we see that coming in SDK 3.1.
Just putting it out there:
If you want to use PrivateFrameworks and make an app for the hell of it, then there is a Private Framework called MusicLibrary.
To create a DJ application, won't you need the ability to load multiple songs at once then play over the top of each other?
As far as I know, the SDK only allows you to load 1 track at a time.