Access to iPhone music library [closed] - iphone

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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.

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Does Apple allow to download OpenGL shaders in iOS game at runtime? [closed]

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I am planning to implement iOS game where certains assets - textures, shaders, etc. are downloaded at runtime when user buys specific in-app purchases .
Its well known fact about Apple prohibiting downloading & emitting iOS app code at runtime:
3.3.2 An Application may not download or install executable code. Interpreted code may only
be used in an Application if all scripts, code and interpreters are packaged in the Application and
not downloaded. The only exception to the foregoing is scripts and code downloaded and run by
Apple's built-in WebKit framework.
Does this restriction also include Open GL shaders, i.e. can shaders code be downloaded at runtime?
Alex and co are correct. Section 2.4 of the agreement states that you may not use the In-App Purchase API to "add any additional executable code" to the app - only data is permitted. They explicitly state that the functionality must be embedded within the app and unlocked by the purchase.
I can see why it would be desirable to add shaders as part of new content though; maybe you should contact Apple directly for a ruling to be certain?

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.

If you have developed an app for mobile devices, which line did you take? [closed]

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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.

Limitation on mobile cross platform development [closed]

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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.

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