I am currently trying to use the tracks located on an iPod (not synchronized with the computer I use), to create a specific playlist.
Is it possible to have a playlist/source that represents a non-synchronized iPod?
I have heard that reading music from an iPod without synchronizing it is possible, but have not experienced it. If so, it would probably be represented within iTunes as a playlist. Does anyone know?
The second question would be: is there a way to control it through COM? (I use Python, but am used to transform from other languages)
After a small research, I ended up on this, but that's all, and I do not know this language...
♪ Help, I need somebody,
Help, not just anybody,
Help, you know I need someone, help. ♪
Anyone?
Thanks
Related
I've got an idea I would like to share.
I am an iOS-developer, and I love Storyboards in iOS5. They are a great and easy way to prototype some functionality.
Would it be possible to develop an app or web-app that made editing storyboards possible?
As far as I have seen, they are just XML.
Linked to cloud services like Dropbox, this would be a great tool for quickly prototyping ideas, or update exciting projects.
What do you guys think?
Are there anything that makes this impossible?
You can't develop for iPad on iPad. Apple won't let you, because they don't allow arbitrary code execution. A front end to generate XML qualifies.
On the other hand, something for sketching out storyboard on the device and then emailing auto-generated XML, which the iPad couldn't execute, may be possible.
It sounds kind of pointless though. If you're sketching, use a whiteboard, and if you're programming, use a Mac. Or share the actual storyboard file or the entire project by dropbox. Or a github repo.
You could just use a prototyping app to test out your sketch ideas . Dapp for iPhone is free and there is Mockup & CodeGen. These are a couple ways I sketch out my ideas and the mockups you made can be transferred to code so its easy to import. I'm not sure if this is a good answer but from what I read this is something you are looking for. Or Moleskin has a Storyboard notebook for comics which you could very well use too.These are just ways I sketch out my apps.
What is the best way to record the mac screen with cocoa? I know there are many examples at the apple developer reference library. SonOfGrab explain how to capture the screen with quartz but also that it isn't enough fast to use it to grab many frames every second. OpenGLScreenSnapshot has same results but it isn't fast, too. OpenGLScreenCapture seems to be the best way to do it but XCode prompts me many errors because it's made for 10.4 and it requires old Quicktime commands I think they pushed into QTKit but I can't find a way to convert it. Could anyone send me to someone's site that converted the project or tell me if there are some other ways to do it. Thanks in advance.
OpenGL would be the way to go. You should still be able to use the OpenGLScreenCapture sample if your architecture is set to 32-bit. (QuickTime is not available in 64-bit.)
-Ken
I am working on one application where i need to display notification for the devices in the bluetooth range. I surfed a lot also searched in the stack overflow,but got most of the questions unanswered or the solution to use pacifist,which is quite impossible for me,as i cant download old version of xcode,its not allowed in my organization.
So can anybody help me out with some sort of example code or something that i can use in my application and proceed further?
Thanking you.
-Sarah.
Is this for the Mac or for iOS? If it's the latter, I'm sorry to report that after having researched the heck out of it, there's no App-Store-safe way to access the Bluetooth stack. That leaves no way to detect nearby devices except through Gamekit, which is very limited.
[Edit: note that this is old information, and that much more is available now.]
Try Bonjour for zero-configuration networking/detection between devices. It silently switches between Bluetooth and WiFi but it may still suit your needs.
I'm learning Factor and I thought it would be great to have a small program to capture images from the webcam that comes with my mac pro. I know every webcam will be very different but sounds like something I should be able to do. I want to create a library with support for Mac, Linux and Windows. The problem is that I'm not sure where to start.
Factor-based answers are welcome but I'm looking for the language agnostic solutio. When I google for it, all I get is programs that capture images. I want to learn how to interact (in the 3 big operative systems) with the drivers I guess.
I think the only clue I have is the ioctl wiki page. How would you start such a project? What kind of google keywords would you use? Books?
It's not clear if you want to write a driver for your particular webcam or a library that makes talking to the existing driver easier.
If you want to write a driver for your webcam, you probably want to investigate libusb for Mac and Linux and libusb-win32 for Windows. You would need to understand the protocol that your webcam talks, though. You could probably read the source code for the existing Linux driver (assuming there is one, which is pretty likely).
As for Google search terms, you might try "video capture" and maybe looking for Python/Ruby etc. code or Open Source programs will get you code you can look at to see how to do what you want to do.
Perhaps if you describe in a little more details what you're trying to accomplish someone could give you better suggestions.
I'm trying to write a game with support for Joypads as well as mouse/keyboard. I've tried finding information about that, but it's either outdated or not portable enough.
Does anybody know of any good, lightweight libraries that can abstract Joypad reading? I want to use the 360 controller, but I would like support for more than that.
I'm primarily going to be writing on Windows, but I really don't want to use DirectInput/XInput, in case I ever wish to port my code.
Have you ever tryied OIS (Object Oriented Input System)? An efficient and light weight library.
I am very satisfied with it.
I have never tried with the 360 controller, but it should work fine.
This maybe an older question and is already answered but..
Someone on tigsource made a lightweight cross-platform gamepad library
that you might find useful.
You can view the post on it here.
What about SDL?
Maybe it's not what you mean by lightweight (it has the graphic and audio subsystems too), but it's very portable.
I know this thread is very old and by now you might have gotten what you need, but im answering this just in case someone stumbles on it and needs help as well.
I stumbled upon this library gainput and it seems like it makes alot of sense. You can try it out, if it helps.
Gainput is a lightweight c++ library, that enables you use the same interface for Joypads, macs, pc, linux as well as mobiles, and it is very easy to integrate to your project.
A link to gainput can be found here (http://gainput.johanneskuhlmann.de/)
Have you looked at XNA game framework?
There is also
Allero
http://www.talula.demon.co.uk/allegro/
GarageGames
http://www.garagegames.com/
Try that out