Is it possible to output video of my iPhone application running on a device? - iphone

I am working on an app for a client where he will be showing it in a board from to a group of directors for a serious presentation. Because the iPhone is so small, it wouldn't make sense to have him demo the app on the actual device because no one would see anything.
Is it possible to have the screen output on a computer or tv so that everyone in the room can see what is going on?

http://dragonforged.com/DFVideoOut.shtml
For outputting video off an App from the iPhone/iPod.
Demo of the software http://www.youtube.com/watch?v=upfTZRlszJo

UPDATE: The AV cables described below will not work. Apple only enables TV output for YouTube, iPod Video and iPod Photos.
From Apple's support site:
All you need to get TV out is a compatible iPod or iPhone and the correct cable. If your device works with the component and composite cables, then the choice depends on the TV(s) you will be connecting to.
You need either the Composite AV Cable or the Component AV Cable. Both cables connect to the iPhone's dock connector.

Not unless you're Steve Jobs.
Use the emulator to demo the app via a laptop.
Then pass around an iPhone for the 'hands on' time.
If it's not a phone app, but suitable for the iPod touch, then buy a dozen of them to pass around as demos.

Its not exactly what you want but:
www.projectaphone.com
You cant pass the phone around, but in reality - you need to see the finger interaction anyways.

I wonder if an overhead projector would work - with the projector light turned off of course. Maybe the light emitted from the iPhone would be sufficient in a dark room?

You could demo it on the simulator.
Some applications for jailbroken iPhones exist to let an AV cable work in any application. The ones that come to mind are iPhone-TVOut (http://code.google.com/p/iphone-tvout/) and ScreenSplitr.

Related

Push-To-Talk (PTT) App using Bluetooth HFP between iPhone and Bluetooth device

We found PTT apps on iPhone store. Now I would like to make one for myself.
For the past 1 week, I have been reading all the posts here regarding how to achieve this in coding. Lets say, we paired the BTdevice with iPhone (The BTdevice supports HFP and A2DP).
When we make a call pressing the button on BTdevice to iPhone, in our iPhone app,
we would like to recognize this EVENT or data in the app, then route the audio to iPhone-speaker.
When the button on the BTdevice released, user presses on-screen Button on iPhone to speak to BTdevice. The audio should be routed to BTdevice speaker.
Please through some procedure to achieve this in coding. Also libraries, classes and samples if available.
I understood this application can be achieved without MFi NDA with apple as HFP and A2DP are open in Apple ( I do understand the documentation available is limited).
I have found the following post EXACTLY addresses what I'm trying. Please take a look.
Intercom with Bluetooth headset
My experience has been, and as your link indicates, pairing with Bluetooth connects the microphone and speaker of one device as dedicated input/output pair for another device, so you can't mix and match a microphone on one end with a speaker on the other.

how can i test the accelerometer sensors in my desktop PC with simulator of windows8 store app

i download the Windows 8 app samples from Microsoft and one of these samples accelerometer sensor sample
i dont know how can i test it for planning my software for using this feature ?
i haven't surface device and want to know is there only one way for do that? why we cant test it and shake it by mouse? why sensors not work in simulator when i rotate it ? why in simulator doesn't exist any button for shake simulator with mouse?
Unfortunately the simulator doesn't emulate the accelerometer or other sensors other than location. You will need physical sensor hardware to test this.
From MSDN forum
Well, you can use the one from the Windows Phone Emulator
https://www.nuget.org/packages/XamlActions.AccelerometerSimulator/
ps: super-master-workaround. Use it at your own risk :)

Is it possible to build a smartphone app that stream a screen to a TV, while allowing you to remote control it with the phone itself?

Is it possible to build an Iphone/Ipad app (and Android app) that can do two things: stream an interface and the respective content (particularly video) to a TV and then let me use the phone itself as a remote control for this interface?
Basically the idea is, you don’t need a smart TV anymore or some kind of set-top box or other connected device, just the smart phone which you carry around all the time anyway and which is connected to your local wireless connection. Maybe a docking station with a HDMR connection to the TV, so you are not emptying your battery.
Do you know any comparable implementation or use?
If it is theoretically possible, can you anticipate any performance problems, bottlenecks and how those could be resolved?
If this it’s not possible, which links are missing, what technology would have to be developed first?
Thank you for your thoughts on this!
Jacob
The iPhone/iPad would work for this. It allows you to output to a second screen. You can stream video, audio, whatever. A cool example I saw was using the TV as the primary display and the phone as a controller for a game.
There are two ways to do it. You can use an hdmi output or a vga output. There is also a AirPlay, which will let you do it wirelessly. You would need an AirPlay capable device (like an AppleTV) for it to work though.

iPod Touch compared to iPhone as development platform for iPhone apps

Essentially I'd like to know just how compatible are the iPhone and the iPod Touch. I would like to know if I could buy an iPod Touch (and thus save some cash) and develop iPhone apps on it or if I really should spend the extra money and put up with AT&T and get the iPhone.
What exactly is different between the two devices (other than the missing phone part in the iPod Touch).
Has anyone done this successfully? Or am I crazy for even thinking it?
EDIT
I've corrected the references to iPod Touch in the text so that #person-b won't strangle me..
Also, i would like to make sure that I point out the fact that I really am interesting in the feasibility of developing iPhone apps on an iPod Touch.
As #Chaos noted, the iPhone and iPod touch differ in their hardware features. The iPod touch lacks:
GPS
3G/EDGE cellular connection (that is, it can only connect to WiFi networks)
Compass
Camera
Built-in microphone (the second generation iPod touch supports external microphones; the first generation doesn't)
As for the CPU speeds, Apple doesn't publish any kind of spec for that. However, the iPhone 3GS is definitely faster than the current iPod touch, which is a bit faster than the original iPhone and the iPhone 3G. If your app is CPU-intensive, you should test it on an older iPhone.
Another important difference is the networking capabilities of the different devices. If your app never has to connect to the Internet, then an iPod touch is just fine. However, if you're using the network at all in your app, remember that WiFi connections are nice and stable and fast, but 3G and EDGE connections are slow and crappy and prone to intermittent failure. Your app needs to be able to deal with a crappy Internet connection. You don't actually need an iPhone to test this stuff, though; instead, you can write a script to artificially throttle or interrupt your development machine's network connection. Craig Hockenberry posted a good method for doing this, which you can find reproduced here.
As far as general software development goes, getting an iPod Touch is a fantastic way to get into iPhone app development. I live in Nebraska, where AT&T coverage is spotty at best (my friend's iPhone doesn't get a clear signal in my house). You won't get the bells and whistles of a 3GS, but you'll save on the up-front investment.
I recently purchased a MacBook and a 32GB iPod Touch to do just what you're suggesting - get into iPhone app development on a budget. In the end I plan to pickup several more devices, but just to get started it doesn't make sense to break the bank. I've developed Windows and Linux software but I'm new to Objective-C and the Mac platform in general, so I'm expecting a learning curve. I'd prefer not to be forking over $100 per month to AT&T while I get up to speed.
Here's what I paid for new-in-the-box hardware and software from Apple to get started:
MacBook - $1070
iPod Touch 32GB - $428
iPhone 3.0 OS upgrade - $10.70
All told I've spent $1500 (including tax) to have a viable development platform. According to BillShrink the TCO of a 16GB 3GS with an average usage plan is $2800 (http://www.billshrink.com/blog/iphone-versus-palm-pre-versus-android/). Add in the MacBook and you're up to nearly $4000 in the first two years. I got 2X the capacity for $440...
While I agree that going straight to the iPhone provides the most flexibility, I also think that the iPod Touch is a great introduction to Apple's new software platform. You can save up to $2400 (depending upon how much your current cell plan costs) while getting a feel for the development process.
Update:
One major reason to get the iPhone 3GS is to get OpenGL ES 2.0 support. If you want to do any advanced shader-based rendering, the 3GS is the only iPhone that will work. The 3GS is also nearly twice as fast as the 2G iPod Touch for OpenGL ES 1.1 code. Source: http://toucharcade.com/2009/06/20/iphone-3g-s-vs-ipod-touch-cpu-opengl-es-benchmarks/
No GPS
No 3G Chip
Different CPU Speed (depending on model)
No compass (if we're talking 3GS)
No camera.
Other than that, the apps I'm working on work as well on our graphics guy's iPod Touch as well as on the 3G/3GS
Aside from the other features lacking that other people have listed, the iPod Touch also lacks a built-in microphone, so apps relying on audio input are also a problem.
In general, though, the iPod Touch makes a great testing and development platform for general-purpose apps or games.
I started developing apps for the iPhone on my iPod Touch, here these gadgets are really expensive... and that is a bummer..
The only problem i have encountered while developing was the lack of 3G and the GPS because i wanted to see how my apps will work on 3G compared to WiFi and also i wanted to use the Maps Api but the Touch doesn't have the GPS and i had to find an iPhone to test my app..
If you want to start developing i think the ipod touch is a good starting point also, the 3GS is really expensive(here - Romania - is like 1100 euros - 2 year contracts) and the 3G also(still 600 - euros - 2 year).. so if you only want to play with cocoa and build small apps for free... keep in mind the costs.
The first generation of ipod touch didn't had the volume buttons, the second generation has them..just to confirm
One thing to bear in mind is that the second generation iPod Touch has a more powerful processor than the original and 3G iPhone. If the app you're making is a particularly CPU intense one, you may want to pick up an old iPhone to test against.
There are also a lot of used first generation iPhones out there. You don't need a plan to use them to run apps and get on the Internet via wi-fi. If you really need to test against the older iPhones, you should be able to get one used and not pay AT&T for a subscription.
Yes, this would work fine. They will be more even product lines after apple updates the ipod's to the same internal tech specs as the new iphone. The "iPod Touch" is just like the iphone software wise except for the hardware specific apps.
The iphone has a few more hardware features over the ipod touch like the cellular radios of course, camera, microphone, compass (3gs), and GPS.
So if you are not developing any application that uses any of those device features, the ipod touch should serve you well.
A quote from gizmodo.com
The iPod runs Mac OS X like the iPhone does and we have got unofficial word from inside Apple that it runs exactly the same applications. The exact quote: "they use the same damn binaries".
That quote is from an article that is almost two years old now, and I haven't seen anything to suggest it is incorrect.
So as has been said, as long as you aren't trying to develop hardware specific applications then using the iPod Touch should be fine. Though personally I believe if you intend to develop for a platform you should use that platform. I also understand the iPhone is expensive so I don't blame you for wanting to save some cash. :)
Many people have give pretty good answers. But they have really only pointed out the difference and have not said if you should get an iPod Touch or an iPhone.
GET AN IPHONE
It is simple as that.
It does more than an iPod touch as listed above.
You can use it as a phone and replace your existing phone.
Once your game actually sells you will end up getting an iPhone anyway because you are now making money, you will then need to sell you iPod touch at a loss (you dont really need it).
You will build more than one app in the next year and one of them might rely on the iPhone camera, GPS, or even Video, maybe even compass, you will need an iPhone for all this.
You will now want the internet where ever you are to check you sales stats every day when they come out.
Save you money, buy one device, buy an iPhone and sell your old phone.
The September 2010 iPod Touch has 2 cameras and a microphone. It has the same functionality as the iPhone4 apart from the phone part & doesn't have GPS.
I think it's better to spend money on a iPod Touch 4th gen than on an iPhone 4 (unless you need really accurate GPS coordinates in your app).

Simulating accelerometers, microphone and camera in XCode

Is it possible to simulate movement (ie the accelerometers), microphone and camera in the XCode simulator?
If so, how do you do it?
If not, are there any XCode addins or third party apps that do it? (apart from downloading to an actual iPhone of course).
Thanks in advance!
The easiest way I found to do it is using the Wavefront Accelerometer Data App that can be found in the App Store. All you need to do is add a single file to your application then you can use the accelerometer in your iPhone or iPod touch to send data to your app in the simulator. You'll need a WiFi connection, and a device to use.
You could probably find a solution that runs on the desktop, but you won't be getting accurate real life readings.
I would recommend getting an actual device or your app can behave different than you expect it to. If this is a serious endeavor, you should be able to justify the cost of a device. An iPod Touch is much cheaper but you don't get the phone or camera capability. You can get a headset that has a microphone though.
Those are the limitations, I don't think it wise to develop an app without testing it on a device. I've run into apps that crash all the time and figure it's because they are getting away with stuff in the simulator that you can't do in the memory and cpu constraints of the device.
Microphone works in the simulator. It uses a standard mic input from your mac.
Check this link....
http://media.wiley.com/product_data/excerpt/72/04705009/0470500972-1.pdf
and go to 10 th page..
However, the iPhone Simulator, being a software simulator for the real device, does have its
limitations. Features not available on the iPhone Simulator include:
Obtaining location data — it returns only a fi xed coordinate, such as Latitude 37.3317
North and Longitude 122.0307 West
Making phone calls
Accessing the Accelerometer
Sending and receiving SMS messages
Installing applications from the App Store
Camera
Microphone
Several features of OpenGL ES
In the android simulator the hardware can't be simulated .. but for example for the camera i see an approach to get real information ... Use your webcam .. to do that you can get frames with an app and send this data with a socket to the simulator... maybe it's possible to do that with iPhone simulator.
I see this solution here