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I'm looking for a collection of open-source frameworks/projects for the iPhone platform.
I've found quite a few good frameworks and resources. Such as ASIHTTPRequest, DrawKit, and Cocos2D just to name a few.
I'm just curious about the minor, or unknown frameworks that have yet surfaced or that I'm unaware of. Do any of you know of frameworks that are not mentioned in the following link?
Some of the frameworks that I've found and utilize in some of my iPhone applications can be found here (list of iPhone frameworks).
I'm not limiting the scope or type of frameworks/projects all are welcome.
This is a pretty cool library:
"ASIHTTPRequest is an easy to use wrapper around the CFNetwork API that makes some of the more tedious aspects of communicating with web servers easier. It is written in Objective-C and works in both Mac OS X and iPhone applications."
- http://allseeing-i.com/ASIHTTPRequest/
Also, here's a list I stumbled upon in my travels:
http://code.google.com/p/iui/ (UI library for Safari iPhone apps)
http://iwebkit.net/ (another UI library for Safari)
http://code.google.com/p/oolongengine/ (Google engine for iPhone)
http://www.smartfoxserver.com/labs/API/ (SmartFoxServer multiplayer engine details for their new iPhone/iPod Touch API)
http://code.google.com/p/cocos2d-iphone/ (Objective-C based 2D engine for the iPhone)
http://www.unity3d.com (3D engine for iPhone and other platforms)
http://blogs.unity3d.com/
http://iphonedevelopment.blogspot.com/2008/12/updated-opengl-es-xcode-project.html (OpenGL template for Xcode)
http://www.garagegames.com/products/consoles (2d and 3d engines for iPhone)
http://www.garagegames.com/products/torque-2d/iphone
http://www.stonetrip.com/ (3d development tool)
http://code.google.com/p/cocoahttpserver
http://sio2interactive.com/HOME/HOME.html (free open source 3D engine for iPhone)
http://homepage.mac.com/aglee/downloads/appkido.html (great alternative for the class/library browser)
http://code.google.com/p/simple-iphone-image-processing/
http://code.google.com/p/appsales-mobile/ (locally built app for gathering metrics on your app)
http://ioquake3.org/
http://en.wikipedia.org/wiki/Id_Tech_3
http://unifycommunity.com/ (community for Unity3d development)
http://www.fmod.org/index.php/products/fmodex (music/audio engine)
http://code.google.com/p/simple-iphone-image-processing/
http://groups.google.com/group/cocos2d-iphone-discuss
http://monoclestudios.com/cocos2d_whitepaper.html
http://www.neverreadpassively.com/2009/03/review-of-iphone-3d-engines.html
http://code.google.com/p/bullet/ (physics engine)
http://www.box2d.org/ (physics engine)
http://digitalbreed.com/2008/3d-engines-on-iphone-ipod
http://wiki.slembcke.net/main/published/Chipmunk (physics engine)
The following questions list many good iPhone open source frameworks:
What open source Cocoa/Cocoa Touch Frameworks are out there?
Open source iPhone components? Reusable views, controllers, buttons, table cells, etc?
Is there any open source OCR project for the iPhone out there?
Is there a good charting library for iPhone?
Open Source Cocoa/Cocoa-Touch POP3/SMTP library?
Open source iPhone Coverflow like library
Open Source VoIP/SIP Objective-C Code
http://www.ohloh.net/p?query=iphone
instead of listing open source components.
Here are the sites from were you can find reusable components
1) http://cocoacontrols.com/
2) http://open.iphonedev.com/
3) http://cocoaobjects.com/
Here is the twitter account where you can find popular reusable components on github about iPhone or iPad
4) https://twitter.com/#!/github_objc
as answered here Is there a gallery of reusable iPhone components on the web?
Related
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Developing mobile apps is a challenging job.
Customers want to be present not only on iPhone and iPad but maybe on Android and other mobile platforms like Windows Phone 7, Blackberry and Symbian, too.
It costs a lot of money to keep this apps up to date on different platforms. Besides the developer has to dig in different sdk's and learn different languages.
I thought about having just one app, that is rendered in a mobile browser like webkit, which is a standart for rendering web content.
Of course there are constraints like the use of camera or specific hardware for advanced rendering. But I think this will change over time.
How do you challange that? Do you re-use your code? Could mobile web be an alternative?
If I had to make the same app for multiple platforms (iPhone, Android, Blackberry, Windows Phone 7, etc.), I'd probably create a web app and utilize the new HTML5 features.
Alternatively, if you want to use the native languages (for added support with camera, etc.), it'd be quite hard to reuse the code. You could use the same logic, but you'd still have to rewrite a lot of the actual code.
Some other options could be Titanium or PhoneGap.
Using a web app bundler like PhoneGap would be my choice.
Mobile web can surely be an alternative.
I have been hearing a lot of things HTML5 is promising for mobile devices. If all of that becomes a reality, then we can really create web apps as powerful as native apps!
If your app is fairly simple and doesn't require the camera, fancy graphics or location based services then a HTML5 app is the way to go. Otherwise what I would do is develop it on the platform that you are most comfortable with and then outsource development to people who are specialised in the other platform(s). It's hard enough keeping up with one platform let alone five.
HTML5 is unfortunately not going to solve this problem for you because the companies have no vested interest in working together. We have tried middle layer products but you always come up against a roadblock that they cannot overcome or a device they do not support (e.g. our latest app is for BlackBerry PlayBook which uses Adobe AIR and a PlayBook SDK which is in constant flux).
My recommendation would be develop you apps using an early version of Java and implement this separately for each platform.
Good luck.
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Currently, I plan to port a Java desktop application, to the Android platform. Besides official Android SDK, I also take a look on, as it will be a plus, if it is able to run in iphone with minimal effort.
http://www.rhomobile.com/
http://www.phonegap.com/
appcelerator.com
Those cross platform frameworks seem nice. However, I was wondering, what are the limitation on those frameworks?
Will they still have the same look and feel as native Android application? (Or a native iPhone application)
Is there any difference in the speed and responsiveness of the application?
Are they able to provide same set of GUI components as in Android SDK? (Or iphone's)
Limitation access to I/O, network resource, hardware?
Ability to use threading?
From my experience (my background being native mobile app development), we get a lot more control with native apps vs framework based apps. That advantage has greatly reduced in android and iphone platforms, however there are a few other things to condsider:
If it is a one off app then you are
better off working with the
frameworks you mentioned, they
provide all the features you asked
about and for a beginner, are a bit
faster to develop.
If you are going to do multiple apps
then it makes sense to have a custom
framework for your needs. In this
case you can reuse parts of your
Java desktop app and absorb them
into your framework. You will
probably need to create iphone and
android/java versions.
If you create your own framework,
you can also incorporate other
software development best practices
like CI more easily when compared to
off the shelf frameworks.
The UI components are different for
Android and iphone and you are
better off having them different as
they have quite different
sensibilities and interaction. So it
may not be a good idea to aim for
one to one mapping.
Speed, performance etc are not an
issue, same for threads support.
Hope these points help in your decision making process.
This post will be immensely useful for you :)
Comparison between Corona, Phonegap, Titanium
As for threading - since both PhoneGap and Titanium (I cannot speak to RhoMobile) allow you to hook into native code from JavaScript (and the reverse) I see no reason why you cannot multi-thread an application using one of these technologies.
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For a while now I have been killing spare time by creating a 2D game programming toolkit/library. It is written in Objective C, and consists of an OpenGL rendering system and a whole bunch of AI, physics code, a bunch of specialized containers and other game related stuff. Apart from the OpenGL based View mechanism (obviously), most of this code should be easily portable to iOS since it only uses the Foundation Framework and that framework appears to be implemented on iOS. So far I have only been testing the various components using a Cocoa NSOpenGLView but now I want to create a OS X/iOS library.
My Question is:
What's the best strategy for creating an Objective-C library that can be integrated into either iOS or OS X applications?
The Xcode 'New Project' dialog offers only:
iPhone OS; Library:
- Cocoa Touch Static Library.
Mac OS X, Framework and Library:
- Cocoa Framework
- Cocoa Library
- Bundle
- BSD C Library
- STL C++ Library
- JNI Library
At first glance none of these seems to be intended for creating a library that can be integrated into either OS X or iOS applications.
Well, I finally found the correct set of Google search terms, so to answer my own question (DOH!), it seems to be possible to share code, at least between iPhone apps and possibly also iPhone and OS X apps within certain limits. You have to create a 'static library' and use 'cross-project references':
http://www.clintharris.net/2009/iphone-app-shared-libraries/
http://www.amateurinmotion.com/articles/2009/02/08/creating-a-static-library-for-iphone.html
http://zetetic.net/blog/2010/02/15/building-static-libraries-to-share-code-on-iphone-and-mac-os-x-projects/
http://weston-fl.com/blog/?p=808
Haven't tested any of this yet but it looks promising.
You can do this with Targets.
Create a new project for a Cocoa Library. Then add a new target for a iOS Static Library. As you create new files ensure they're added to the appropriate targets (i.e. presumably both in your case) and set per-target build settings as required.
Projects using your library on the different platforms will need to link against the appropriate product but you won't need to duplicate your code.
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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
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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.