I have run into a few dead ends trying to get an animated gif onto the clipboard in iOS using Titanium, so that I can then have the user paste it into an MMS.
I am considering trying my hand at creating a simple Titanium Module to get the image onto the clipboard with Objective C. This link has the code to do it.
My question is, can the Titanium Module access the file I have in my Titanium app's Resources folder? If so, I can just pass a path into the module.
If not, then I may need to pass the binary image data into the module (which probably won't work, since using a blob to put the image on the clipboard does not work)
Another approach might be to put all the images inside the module itself.
Related
I'm trying to build a mobile app (react-native or native languages) that will be able to take xmp file (in other words is presets of photos) and implement its data on other photo, or implementing dng settings on another photo.
What I'm trying to understand if that is even possible, to use Lightroom presets outside of Lightroom App.
Did someone here succeed to implement his\her own Lightroom preset without using Lightroom on mobile?
I dont think so cuz every app has different sets of editing skills, the best I think you could do is to create an app from where a user will click on DNG and it will open in Lightroom.
I am trying to figure out a way to update one of the static files in my react native project.
The requirement being after client downloads the app, we can either update the app using code-push (I just want to update some static files).
Or maybe create some resource pack kind of thing, so that when user clicks on download/update resource, the file gets downloaded or updated.
So, how do I create this resource pack thing, whose content are being used in the app, consider I want to update an logo. So, downloading it, and then using that image instead of the old one.
Or any other alternatives are welcome.
Since it's possible to download Game Center metadata through Transporter into a .itmsp package file, how would you edit and upload that file using Application Loader? I see no interface for Game Center metadata in Application Loader. Application Loader is default app to open .itmsp packages. Did I miss something?
At worst best I guess it could be possible to edit the contained .xml file, add a few achievements, and then try to upload that into iTunes Connect using Application Loader.
If you make a lookup on an existing app inside your Itunes account, you download a file called like like the vendor_id with the .itmsp format. My experience was, opening this file by double clicking inside the Application Loaderjust changes the data inside this archive.
In my case, an additional file was created called something like meta-local... and the metadata.xml from Itunes Connect has been changed. It's like the Application Loader deletes information like description, keywords, url`s, screenshots and all the data you have to define the first time you create the app before uploading the binary.
Instead of using the Application Loader you should open the .itmsp file by right clicking and selecting show package content. This way nothing will be changed and you can open the metadata and change specific data.
I don't have Game Center elements included in my app yet but I did some researches on tools which could automate the process of generating and changing data. Have a look at these projects, the first one looks like it could be exactly what you're looking for:
iTunes Transporter Generator
iTunes Store Connector
iTunes Store Transporter Web
If not maybe you could create an Apple Script to parse the metadata.xml and add or change your data.
I would appreciate if you could leave a comment if any of these tools could help you with the Game Center problem.
A project I'm involved in has a specific requirement where a layer must be added on top of an existing SWF. The SWF is created by converting a PDF using SWFTools pdf2swf. This layer will be used to add interactive elements like videos or sound on top of the existing text content in the SWF.
My problem is, when I try to import the SWF into Flash Pro, it sort of breaks up and it's not possible to see the SWF or its elements correctly.
I've tried making the SWF a MovieClip symbol after importing and called its play() and gotoAndPlay(i) methods to no avail. Using an external SWF with a loader works, but the SWF should be internal so the whole project can be compiled to iOS and Android in one go.
Are there any other methods I could use to interact with a SWF and make it work inside my FLA project?
Your problem is not in Flash but the way you're transforming the pdf to swf. The default parameters of pdf2swf will export the swf for a previous version of Flash, 6 to be exact. So you need to explicitly set the flash version when converting to a later version so that you can import it in your timeline (assuming u're using AS3).
Use this config option:
-T , --flashversion num Set Flash Version in the SWF header to num.
View this for more information:
http://wiki.swftools.org/index.php?title=Pdf2swf
http://wiki.swftools.org/index.php?title=Pdf2swf_-s_parameters
I am working on an app for iPad where I want to have lets say 100 jpg's in a folder.
They could be named like 01.jpg, 02.jpg etc.
In my app I like to browse those images and when clicking on one of them I need the name of the image to be able to send some data over the network (the data part works fine).
I tried to use UIImagePicker but I found out there are no name connected to the actual image.
Then I made another approach where I have a number of pages where I have buttons and here I load in the images which works fine as long the are a part of the recourse of the project...
But here comes the real problem.
The user of the app should be able to change those images over time without recompiling the app.
So I do look for a way to have a folder where the user can place/replace images with the names 01.jpg etc and the app to use those updated images.
Ideas are very welcome.
Wiljan
I am not sure that I understand what you mean, but You can save images in your application documents folder. You can find more details at:
http://developer.apple.com/library/ios/#documentation/iphone/conceptual/iphoneosprogrammingguide/StandardBehaviors/StandardBehaviors.html#//apple_ref/doc/uid/TP40007072-CH4-SW6
You can also use NSFileManager to copy files.
what I suggest to do is :
put default images on project resources.
At first start, copy files to documents folder.
always use images from documents folder.