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  • iPhone/IPod App Desktop Emulator

    - by Bill Sevil
    I want to sell my iPod Touch and buy an Andriod-based phone. However, there are some apps that I have paid for that are only from the iTunes app store where there is no good alternative on Andriod systems (eg. language learning apps with thousands of words, "references" applications). Is there a program to emulate the apps that I have already purchased (the ones in my \iTunes\iTunes Media\Mobile Applications directory) and play them on my desktop?

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  • Keep cube spinning after fling

    - by Zero
    So I've been trying to get started with game development for Android using Unity3D. For my first project I've made a simple cube that you can spin using touch. For that I have the following code: using UnityEngine; using System.Collections; public class TouchScript : MonoBehaviour { float speed = 0.4f; bool canRotate = false; Transform cachedTransform; public bool CanRotate { get { return canRotate; } private set { canRotate = value; } } void Start () { // Make reference to transform cachedTransform = transform; } // Update is called once per frame void Update () { if (Input.touchCount > 0) { Touch touch = Input.GetTouch (0); // Switch through touch events switch (Input.GetTouch (0).phase) { case TouchPhase.Began: if (VerifyTouch (touch)) CanRotate = true; break; case TouchPhase.Moved: if (CanRotate) RotateObject (touch); break; case TouchPhase.Ended: CanRotate = false; break; } } } bool VerifyTouch (Touch touch) { Ray ray = Camera.main.ScreenPointToRay (touch.position); RaycastHit hit; // Check if there is a collider attached already, otherwise add one on the fly if (collider == null) gameObject.AddComponent (typeof(BoxCollider)); if (Physics.Raycast (ray, out hit)) { if (hit.collider.gameObject == this.gameObject) return true; } return false; } void RotateObject (Touch touch) { cachedTransform.Rotate (new Vector3 (touch.deltaPosition.y, -touch.deltaPosition.x, 0) * speed, Space.World); } } The above code works fine. However, I'm wondering how I can keep the cube spinning after the user lifts his finger. The user should be able to "fling" the cube, which would keep spinning and after a while would slowly come to a stop due to drag. Should I do this using AddForce or something? I'm really new to this stuff so I'd like it if you guys could point me in the right direction here :) .

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  • Transferring filesystem-structured music collection to ipod

    - by ansgri
    I have a rather large music collection organized like music/<artist>/<album>/<track>-<title>.<fmt>, mostly mp3. However, the tagging is rather inconsistent, as on the PC or with better old players (Cowon D2+) I don't care and use the filesystem view. However, in the iTunes this all gets messed up because it doesn't care about file locations and looks at tags. What's worse though, it consistently splits compilations into single-track artist-albums. So, is there a way to take the existing filesystem artist-album structure and bring it to the form compatible with iTunes/iPod? Again, I don't care about tags. Automated approach is most welcome, but at least please direct me to some document specifying all the little details about iTunes' metadata requirement for compilations.

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  • Moving An Object With Touch

    - by Arman
    for(touch in iPhoneInput.touches) { if(touch.phase == iPhoneTouchPhase.Moved || touch.phase == iPhoneTouchPhase.Began) { transform.position = Camera.main.ScreenToWorldPoint(new Vector3 (touch.position.x, touch.position.y, 10)); } } I have found the above code from tutorial Moving An Object With Touch but its not working when I play game in Unity3D. Can some one please help me.

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  • Precise Touch Screen Dragging Issue: Trouble Aligning with the Finger due to Different Screen Resolution

    - by David Dimalanta
    Please, I need your help. I'm trying to make a game that will drag-n-drop a sprite/image while my finger follows precisely with the image without being offset. When I'm trying on a 900x1280 (in X [900] and Y [1280]) screen resolution of the Google Nexus 7 tablet, it follows precisely. However, if I try testing on a phone smaller than 900x1280, my finger and the image won't aligned properly and correctly except it still dragging. This is the code I used for making a sprite dragging with my finger under touchDragged(): x = ((screenX + Gdx.input.getX())/2) - (fruit.width/2); y = ((camera_2.viewportHeight * multiplier) - ((screenY + Gdx.input.getY())/2) - (fruit.width/2)); This code above will make the finger and the image/sprite stays together in place while dragging but only works on 900x1280. You'll be wondering there's camera_2.viewportHeight in my code. Here are for two reasons: to prevent inverted drag (e.g. when you swipe with your finger downwards, the sprite moves upward instead) and baseline for reading coordinate...I think. Now when I'm adding another orthographic camera named camera_1 and changing its setting, I recently used it for adjusting the falling object by meter per pixel. Also, it seems effective independently for smartphones that has smaller resolution and this is what I used here: show() camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 280; // --> I set it to a smaller view port height so that the object would fall faster, decreasing the chance of drag force. camera_1.viewportWidth = 196; // --> Make it proportion to the original screen view size as possible. camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); touchDragged() x = ((screenX + (camera_1.viewportWidth/Gdx.input.getX()))/2) - (fruit.width/2); y = ((camera_1.viewportHeight * multiplier) - ((screenY + (camera_1.viewportHeight/Gdx.input.getY()))/2) - (fruit.width/2)); But the result instead of just following the image/sprite closely to my finger, it still has a space/gap between the sprite/image and the finger. It is possibly dependent on coordinates based on the screen resolution. I'm trying to drag the blueberry sprite with my finger. My expectation did not met since I want my finger and the sprite/image (blueberry) to stay close together while dragging until I release it. Here's what it looks like: I got to figure it out how to make independent on all screen sizes by just following the image/sprite closely to my finger while dragging even on most different screen sizes instead.

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  • Multitouch screen needs two touch points

    - by BloodPhilia
    So, I got a netbook (Some weird China brand) and it has a multitouch screen. I got to installing Ubuntu Netbook 10.10 and I used the mouse and keyboard for that. When I wanted to try the touchscreen, at first it didn't seem to work, then I tried to multitouch, and this is what happens: I put my finger on point A I put my finger on point B, while still holding point A. The cursor now jumps to the location on the screen where point A is touched. I can now use point A to drag the cursor ONLY when holding point B. I can use point B for clicking by tapping, but ONLY when holding point A at the place I want to click. What is going on?

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  • Automatically adding CD box art so that I can put it on my iPod.

    - by Seamus
    I know it's possible to automatically find CD covers for albums, because rhythmbox is doing it on the fly. (When I listen to stuff, it finds the CD cover online...) What I want is to get this information onto my ipod. As it stands pretty much all my songs have the default blank CD cover... I use gtkpod to transfer music to it. This needs to be an automatic process, because I have a large music library and I'm lazy and it's not exactly an important thing... I rip CDs I buy with the basic CD extractor, so all the files are in a Artist/Album/song.mp3 structure. (Yes I know, mp3 is evil, but iPod doesn't like .ogg so whatever)

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  • What is the current state of apple device (iPhone, iPod, etc.) support?

    - by BullfrogBlues
    What ubuntu applications provide support? (guides, how to's, status) Also, specifically, details on support for syncing music to iPhone's and iPod's with the latest OS version, as of writing iOS 5: Can you sync music to apple devices using iOS5? (iPhone & iPod) What applications allow you to do this and how? (guides, how to's, status) What has already been established is: Apple does not support Linux and has no plans to. libimobiledevice seems to provide some support but does not support syncing music with devices using iOS5. (I can't test libmobiledevice with anything other iOS5, so I can't provide details on how that works)

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  • Play Multiple iPod Library Songs On iPhone At The Same Time With Pitch Bending & Other Effects

    - by Dino
    Hi, I have been going at this for the past two weeks and it is driving me crazy. I asked this question a couple of days ago (Extract iPod Library raw PCM samples and play with sound effects) and whilst the answer got me half way there I am still stuck. Basically what I am trying to achieve is load up multiple songs from the iPod library for playback with effects such as pitch bend, eq effects etc... I have gone down the route of AVPlayer and AVAudioPlayer which are too simple. The only framework I've seen that can play audio with these effects is OpenAL. I have tried a few objective c wrappers (Finch and ObjectAL) Finch does not play compressed audio whilst ObjectAL will only convert it for me if I pass in a URL for the file (which is something I cannot do because I only have an incompatible iPod library URL). An example of an app that does what I want beautifilly is Tap DJ. It can load up songs from the iPod library fast (unlike TouchDJ and it plays them with all sorts of effects. Any help would be much appreciated.

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  • Is it possible to trick iTunes treating an external HD as an iPod?

    - by Boris Pavlovic
    I keep my music collection on my iPod, but since I got my first iPhone two and a half years ago I have quit using the iPod as a portable music device. It's just an external HD. Benefit of having it as an external HD is that when it's connected to some other computer iTunes can play its music and update iTunes database. It would be nice if I could copy data from the iPod to an external USB HD and give away the iPod to somebody who doesn't have one.

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  • No Microphone error on iPod Touch

    - by Bob Vork
    I've build an iPhone app that should work on an iPod Touch as well, but I'm getting reports that the app is not working on iPod touches. It's displaying an error message saying there's no mic available on the device. The thing is, the app does nothing whatsoever with audio, and I can't find anything related in the project settings. The other problem is I don't have an iPod Touch available to test this myself. Are some people running an old firmware version? Am I compiling the wrong firmware version? To my surprise I couldn't find anything about this on SO or Google… Any help is appreciated

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  • ipod touch crashing after uploading app to device

    - by MaKo
    hi, I installed a new device (the second out of the 100), on xcode, an iPod touch but when I upload the app, the iPod crashes, apple logo shows, and gets frozen for a while, and then resusitates, in the xcode, I get the message on console: The Debugger has exited due to signal 15 (SIGTERM). I tried a simple app I made, and it loaded it, (some bouncing ball) after starting again, but tried the same with another app that plays some sounds and it shows normally, but doesnt play the sounds, questions: how to fix this issue? (in MyApp-info.plist, in bundle identifier, I have: com.yourcompany.${PRODUCT_NAME:rfc1034identifier} havent changed this, is this a problem?? 1.b. I used that conf to upload to an iPad with no problem?? Do the apps play normally sounds *.m4a, in the simulator it works!, not in the iPod, is this due to the crash or not? Thank you,, edit Im using AudioToolbox framework, the question after 1.b is 2 in my editor, but appears as 1 in the post??

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  • Use a media player in Linux just to play files from an iPod device (no sync, no manage, just play)?

    - by Somebody still uses you MS-DOS
    I have an ipod classic 160gb, that I sync with my machine at home. I use Linux at work, and want to just plug my ipod and just listen to the tracks, with all the playlists and such. I don't want to sync nothing, I just want to listen to the tracks as if I was using the ipod itself. Why? Because this way I can use the usb port. So, I don't want to manage my ipod in Linux, I just want to listen to the tracks on it in Linux, like it was a local library but it's instead in my ipod. (I've tried gtkpod, it works to show my files, but I can't play, shuffle, etc. It would be interesting to have a complete audio software to handle everything like it was a local library)

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  • Coverflow in HTML5 for iPhone/iPod Touch

    - by Stephanie
    Hi, I have to do a web page destined for iPhone and iPod-touch that needs to incorporate the Coverflow style of apple in a page to display a list of videos. I've heard something about gizmos that could help, but I can't find anything relevant or that could work properly with the iPhone/iPod-Touch navigation. Anyone knows something that could help me getting started? Thanks -Stephanie

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  • How to show ipod controls?

    - by Alexey
    When user double-tap home button, the ipod controls shows on the screen. I want to allow user show ipod controls by tapping custom button in my application. Is any possibility to do it? Sorry for my english.

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  • UIWebViewDelegate returns different error message on iPod Touch 2G and 3G

    - by lostInTransit
    Hi I have an app developed using SDK 3.0. My view has a UIWebView whose delegate is the viewcontroller. I want to show an error message when the webview does not load (in case the touch goes out of wifi range or wifi is turned off) I override this method to show an alert - (void)webView:(UIWebView *)wbView didFailLoadWithError:(NSError *)error But this caused an issue when some links were clicked on the webview. The page loaded but if some images from the previous page were not loaded, the method call was triggered. Testing on an iPod Touch 3G, the NSError's userInfo has the localized description as no Internet connection if load fails due to no internet connection. But this only seems to be true for an iPod Touch 3G. 2G shows a different message (I got to know from some beta testers. They aren't very technical so can't tell them to get me the logs or anything.) Can anyone with an iPod Touch 2G tell me the values for the NSError userInfo? Or better still, did anyone else face this issue? How did you resolve it? Thanks.

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  • Increasing touch surface (#wp7dev)

    - by Laurent Bugnion
    When you design for Windows Phone 7 (or for any touch device, for that matter, and most especially small screens), you need to be very careful to give enough surface to your users’ fingers. It is easy to miss a touch on such small screens, and that can be horrifyingly frustrating. This is especially true when people are on the move, and trying to hit the control while walking and holding their device in one hand, or when the device is mounted in a car and vibrating with the engine. In my experience, a touch surface should be ideally minimum 60x60 pixels to be easy to activate on the Windows Phone 7 screen (which is, as we know, 800 pixels x 480 pixels). Ideally, I try to make my touch surfaces 80x80 pixels minimum. This causes a few design challenges of course. Using transparent backgrounds However, one thing is helping us tremendously: some surfaces can be made transparent, and yet react to touch. The secret is the following: If you have a panel that has a Null background (i.e. the Background is not set at all), then the empty surface does not react to touch. If however the Background is set to the Transparent color (or any color where the Alpha channel is set to 0), then it will react to touch. Setting a transparent background is easy. For example: <Grid Background="#00000000"> </Grid> or <Grid Background="Transparent"> </Grid> In C#: var grid = new Grid { Background = new SolidColorBrush( Colors.Transparent) }; Using negative margins Having a transparent background reactive to touch is a good start, but in addition, you must make sure that the surface is big enough for my clumsy fingers. One way to achieve that is to increase the transparent, touch-reactive surface, and reposition the element using negative margins. For example, consider the following UI. I changed the transparent background of the HyperlinkButton to Red, in order to visualize the touch surface. In this figure, the Settings HyperlinkButton is 105 pixels x 31 pixels. This is wide enough, but really small in height and easy to miss. To improve this, we can use negative margins, for instance: <HyperlinkButton Content="Settings" HorizontalAlignment="Right" VerticalAlignment="Bottom" Height="60" Margin="0,0,0,-15" /> Notice the usage of negative bottom margin to bring the HyperlinkButton back at the bottom of the main Grid’s first row, where it belongs. And the result is: Notice how the touch surface is much bigger than before. This makes the HyperlinkButton easier to reach, and improves the user experience. With the background set back to normal, the UI looks exactly the same, as it should: In summary: Remember to maximize the touch surface for your controls. Plan your design in consequence by reserving enough room around each control to allow their hit surface to be expanded as shown in this article. Do not cram too many controls in one page. If REALLY needed, use an additional page (or even better: use a Pivot control with multiple pivot items) for the controls that don’t fit on the first one. This should ensure a smoother user experience and improved touch behavior. Happy coding! Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • Fast or automatic way to organize iphone/ipod apps

    - by Notitze
    Is there a tool or application that can help me quickly organize my iphone applications? The standard way of dragging and dropping 1 application at a time in folder is too frustrating for me. I gave up after 1 hour of trying... I found it to be such a waste of time ... I am looking for an application to automatically organize my apps in the standard folder categories at least (Productivity, Navigation, Photography, etc). I was not able to find one in the iTunes store. Any suggestions?

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  • Is Ubuntu Touch a separate distribution or the same one?

    - by Nickolai Leschov
    I would like to install the latest Ubuntu Touch on a 2013 Nexus 7 tablet. Which version should I be looking for: the regular Ubuntu (for ARM platform) or a separate Ubuntu Touch? I understand that after Ubuntu Touch is in frantic development, but I would like to be able to keep track which one is which. I can see the following images: Ubuntu 14.09 RTM, daily-preinstalled Ubuntu Touch 14.10 (Utopic Unicorn) Daily Build Ubuntu 14.10 (Utopic Unicorn) Daily Build, but only i386 and amd64; no ARM. Does it mean that ARM variant has moved to one of the first two links?

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  • Did 12.04 just add multi-touch gesture support mid-release?

    - by adempewolff
    I was reviewing the updates I was about to download today and I noticed that a lot of them had to do with gesture support, noticed that many of these were new installs rather than upgrades. Has 12.04 just added multi-touch gesture support mid-release? If so, what are the capabilities that this adds? Which applications already support these capabilities and can I expect others to add support in the near future? Here are the packages that were installed: Install: libframe6:amd64 (2.2.4-0ubuntu0.12.04.1), libgeis1:amd64 (2.2.9.2-0ubuntu1), libgrail5:amd64 (3.0.6-0ubuntu0.12.04.01, automatic) And here are those that were upgraded (also including many with touch support): Upgrade: libgrip0:amd64 (0.3.4-0ubuntu2~ubuntu12.04.1, 0.3.5-0ubuntu1~12.04.1), eog:amd64 (3.4.2-0ubuntu1, 3.4.2-0ubuntu1.1), ginn:amd64 (0.2.4-0ubuntu1, 0.2.4.1-0ubuntu1) Of which the descriptions for the new installs are, libgeis1: Gesture engine interface support A common API for clients of a systemwide gesture recognition and propagation engine. libframe6: Touch Frame Library This library handles the buildup and synchronization of a set of simultaneous touches. The library is input agnostic, with bindings for mtdev, frame and XI2.1. libgrail5: Gesture Recognition And Instantiation Library This library consists of an interface and tools for handling gesture recognition and gesture instantiation. Applications can use the grail callbacks to receive gesture primitives and raw input events from the underlying kernel device. And the descriptions for the upgraded packages are, ligrip0: provides multitouch gestures to GTK+ apps Libgrip hooks gesture recognition into GTK+ applications. ginn: Gesture Injector: No-GEIS, No-Toolkits A daemon with jinn-like wish-granting capabilities: it gives applications the ability to support a subset of multi-touch gestures without having to integrate GEIS or multi-touch GTK/Qt libs. Adding in a ton of new libraries and upgrading the existing components makes me wonder if 12.04 is meant to start natively supporting gestures other than two finger scroll in the near future. I expected these capabilities to be introduced soon but I thought that they would only be rolled out in a new release, not as upgrades for an existing release. Anyone have any info about this?

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  • What is the state of apple device (iPhone, iPod, etc.) support?

    - by BullfrogBlues
    Short story: syncing my iPhone music with banshee didn't work and what's worse is, banshee deleted or corrupted the existing music on the phone. I'm sick I tried to sync music at all. And I must admit, if I were not a developer I probably would have switched back to windows instantly. So my questions are these: What is the state of apple device support in ubuntu? iPhone and iPod in particular. Is there support for any version of iOS? For example is there support for iOS5? If not, will there be? When? What I can do to get support delivered quicker? What does jail breaking mean? You tend to read that quite a lot when troubleshooting, though I imagine most people don't understand what it means. And do you need to jail break the phone in order to sync it with ubuntu?

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  • Adobe AIR: touch screen doesn't trigger mouse down event correctly

    - by Saariko
    i have designed a gaming kiosk app in as3 i am using it on a Sony vaio l pc (like hp's touchsmarts) in windows 7 the app doesn't need any multi-touch gestures (only single touch clicks and drags) so i am using mouse events everything is fine (including mouse click and move events) except that a single touch to the screen (with no move) doesn't fire a mouse down. it is fired only after a small move of the finger outside the app, on my desktop, i see that the small windows 7 cursor jumps immediately to where a finger is placed, meaning this issue isn't a hardware or a windows problem but rather how internally the flash app receives "translated" touch-to-mouse events from the os. for example, in a windows Solitaire game, a simple touch to the screen immediately highlights the touched card. in my app, a button will change to the down state only if i touch it and also move my finger slightly (click events - down and up - are triggered fine) shouldn't the MOUSE_DOWN event trigger exactly like how a TOUCH_BEGIN would in the new touchevent class? any ideas?

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