GVKun编程网logo

iOS 9中的MPMoviePlayer(苹果mplayerx怎么用)

3

想了解iOS9中的MPMoviePlayer的新动态吗?本文将为您提供详细的信息,我们还将为您解答关于苹果mplayerx怎么用的相关问题,此外,我们还将为您介绍关于AddingOpenSource3

想了解iOS 9中的MPMoviePlayer的新动态吗?本文将为您提供详细的信息,我们还将为您解答关于苹果mplayerx怎么用的相关问题,此外,我们还将为您介绍关于Adding Open Source 3D Physics to Your iOS Applications (3)Using Bullet in Your iOS Application、Apple 不再在 iOS 16.2 发布之前签署 iOS 16.1 和 iOS 16.1.1、C++ write and read file via fstream in ios::out,ios::in,ios::app mode、iOS 15.6.1 验证通道已关闭,iOS 16还能降级吗?的新知识。

本文目录一览:

iOS 9中的MPMoviePlayer(苹果mplayerx怎么用)

iOS 9中的MPMoviePlayer(苹果mplayerx怎么用)

我已经在iOS 8中实现了在后台播放电影的功能,现在当我想在iOS
9中使用它时,它会向我发出警告,并说最好不要使用MPMoviePlayer而是使用AVPlayer。但是我对AVPlayer一无所知。如何在不使用AVPlayer而不是MPMoviePlayer的警告的情况下将其转换为适当的函数?继承人的功能:

func playVideo() ->Bool {




    let path = NSBundle.mainBundle().pathForResource("video",ofType:"mov")
    //take path of video

    let url = NSURL.fileURLWithPath(path!)

    moviePlayer = MPMoviePlayerController(contentURL: url)
    //asigning video to moviePlayer

    if let player = moviePlayer {
        player.view.frame = self.view.bounds
        //setting the video size to the view size

        player.controlStyle = MPMovieControlStyle.None
        //Hiding the Player controls


        player.prepareToPlay()
        //Playing the video


        player.repeatMode = .One
        //Repeating the video

        player.scalingMode = .AspectFill
        //setting the aspect ratio of the player

        self.view.addSubview(player.view)
        self.view.addSubview(blurView)
        self.view.sendSubviewToBack(blurView)
        self.view.sendSubviewToBack(player.view)

        //adding the player view to viewcontroller
        return true

    }
    return false
}

Adding Open Source 3D Physics to Your iOS Applications (3)Using Bullet in Your iOS Application

Adding Open Source 3D Physics to Your iOS Applications (3)Using Bullet in Your iOS Application

Using Bullet in Your iOS Application

All that remains is to build an application that actually uses Bullet and displays 3D objects. Apple's GLKit framework makes it relatively easy.

Make the view controller class generated by Xcode's Single View Application template into a subclass of GLKViewController instead of UIViewCintroller. The PViewController.h file in the tutorial sample code contains the following lines:

#import <GLKit/GLKit.h>
 PViewController : @interfaceGLKViewController

Next,edit the MainStoryboard.storyboard file generated by Xcode's Single View Application template. Set the class of the generated view to GLKView using Xcode's Identity inspector,shown in figure 12.

Figure 12 Setting the view's class to GLKView

Add the GLKit and OpenGLES frameworks to the project. The easiest way is to edit the project's Build Phases,as shown in figure 13. Press the + button in the Link Binary with Libraries section to add frameworks.

Figure 13 GLKit and OpenGLES frameworks added to the project

If you build and run the tutorial project Now,you should see a black screen. The next step is to create a physics simulation and draw something more interesting.

The tutorial source code includes a file named PAppDelegate.mm. The .mm extension tells Xcode to compile the file as Objective-C++ code intermixing C++ and Objective-C. The following code declares instance variables to store Bullet physics objects:

#import "PAppDelegate.h"
#include "btBulletDynamicsCommon.h"
#include <map>


 < *,*> 
   GModelShapeMap;


  ()
{
    *collisionConfiguration;
    *dispatcher;
    *overlappingPairCache;
    *solver;
    *dynamicsWorld;
   *> collisionShapes;
   
    modelShapeMap;
}

@endtypedefstd::mapPPhysicsObjectbtCollisionObject@interfacePAppDelegatebtDefaultCollisionConfigurationbtCollisiondispatcherbtbroadphaseInterfacebtSequentialImpulseConstraintSolverbtdiscreteDynamicsWorldbtAlignedobjectArray<btCollisionShapeGModelShapeMap

The GModelShapeMap modelShapeMap variable is used to store the relationships between Objective-C objects representing Boxes and spheres and the corresponding shapes simulated by Bullet. A C++ map is a standard class similar in function to Cocoa Touch'sNSDictionary class.

The physics simulation is initialized in PAppDelegate's -application:didFinishLaunchingWithOptions: method that's part of the Cocoa Touch standard application delegate protocol. The simulation is configured to use Earth's gravitational acceleration of -9.81 meters per second2. Comments explain the steps needed to initialize Bullet. Don't worry if it doesn't make much sense to you. It's boilerplate code.

/////////////////////////////////////////////////////////////////
// Creates needed physics simulation objects and configures
// properties such as the acceleration of gravity that seldom
// if ever change while the application executes.
- ()application:( *)application 
   didFinishLaunchingWithOptions:( *)launchOptions
{
    ///collision configuration contains default setup for memory,// collision setup. Advanced users can create their own 
   // configuration.
     =  
      ();
   
    ///use the default collision dispatcher. For parallel 
   // processing you can use a diffent dispatcher 
   // (see Extras/BulletMultiThreaded)
     = 	  
      ();
   
    ///btDbvtbroadphase is a good general purpose broadphase. You 
   // can also try out btAxis3Sweep.
     =  ();
   
    ///the default constraint solver. For parallel processing you 
   // can use a different solver (see Extras/BulletMultiThreaded)
     =  ;
   
     = 
       (,);
   
    ->setGravity(());
   
   return YES;
}BOOLUIApplicationNSDictionarycollisionConfigurationnewbtDefaultCollisionConfigurationdispatchernewbtCollisiondispatchercollisionConfigurationoverlappingPairCachenewbtDbvtbroadphasesolvernewbtSequentialImpulseConstraintSolverdynamicsWorldnewbtdiscreteDynamicsWorlddispatcheroverlappingPairCachesolvercollisionConfigurationdynamicsWorldbtVector30,-9.81,0

PAppDelegate's -applicationWillTerminate: method tears down the simulation built in -application:didFinishLaunchingWithOptions:. It's not necessary to implement -applicationWillTerminate: in the tutorial sample code because when the application terminates,iOS will automatically reclaim the memory and other resources consumed by the physics engine. The code is provided in PAppDelegate.mm as example to follow if you ever need to clean up the physics engine while the application continues to execute.

PAppDelegate provides the following -physicsUpdateWithelapsedtime: method. Call the method periodically to give the physics engine opportunities to recalculate object positions and orientations.

/////////////////////////////////////////////////////////////////
// Turn the crank on the physics simulation to calculate 
// positions and orientations of collision shapes if
// necessary. The simulation performs up to 32 interpolation
// steps depending on the amount of elapsed time,and each step
// represents 1/120 seconds of elapsed time.
- ()physicsUpdateWithelapsedtime:()seconds;
{
   dynamicsWorld->stepSimulation(seconds,/);
}voidNSTimeInterval321120.0f

That's all it takes to start using Bullet physics for iOS. The simulation doesn't produce any interesting results unless some objects are added and set in motion to collide with each other. It's time to create,register,and draw physics objects.

GLKit provides most of the features needed. The tutorial project includes files named sphere.h and cube.h containing data declarations for 3D shapes. The data consists of vertex positions and "normal" vectors. Each shape is drawn as a list of connected triangles. The normal vectors provide information used to calculate how much simulated light reflects from each triangle.

The PViewController class implements all of the drawing for the tutorial. The drawing code is suboptimal to keep the code simple,and it turns out not to matter at run time. Profiling the tutorial code reveals that less than 20% of the application's execution time is spent drawing. Even if the drawing code is removed entirely,the application only runs 20% faster.

PViewController declares the following properties. The baseEffect property stores an instance of GLKit's GLKBaseEffect class. Modern GPUs are programmable allowing almost unlimited flexibility when rendering 3D graphics. The programs running on the GPU are sometimes called effects. GLKBaseEffect encapsulates the GPU programs needed by simple applications so that you don't need to dive into GPU programming when getting started.

@interface  ()

@property (strong,nonatomic,readwrite)
    *baseEffect;
@property (strong,readwrite) 
    *BoxPhysicsObjects;
@property (strong,readwrite) 
    *spherePhysicsObjects;
@property (strong,readwrite) 
    *immovableBoxPhysicsObjects;
   
@endPViewControllerGLKBaseEffectNSMutableArrayNSMutableArrayNSMutableArray

Other than baseEffect,the other properties all store arrays of Objective-C objects representing spheres and Boxes in the simulation. Bullet only recalculates positions for physics objects that have mass. Objects created with zero mass are therefore immovable within the simulation. They don't become displaced when other objects collide or fall in response to gravity. The immovableBoxPhysicsObjects property stores an array of zero mass Boxes used to form a floor. Without a few immovable objects in the simulation,all of the other objects would quickly fall out of view as the result of simulated gravity.

Two GLKViewController methods provide the key to drawing with GLKit: -update and -glkView:drawInRect:. The –update method is called periodically in sync with the iOS device display refresh rate. The display always refreshes 60 times per second,butGLKViewController's default behavior is to call –update at 30Hz. In other words, –update is called once for every two display refreshes. GLKViewController can be configured to call –update at other rates,but 30 times per second works well for simulations. Right after calling –update, GLKViewController tells the view it controls to display,and the view calls back to GLKViewController's -glkView:drawInRect:. Therefore,you implement simulation update in –update and implement custom 3D drawing code in -glkView:drawInRect:.

/////////////////////////////////////////////////////////////////
// This method is called automatically at the update rate of the 
// receiver (default 30 Hz). This method is implemented to
// update the physics simulation and remove any simulated objects
// that have fallen out of view.
- ()update
{
    *appDelegate = 
      [[] ];
   
   [appDelegate :
      .];

   // Remove objects that have fallen out of view from the 
   // physics simulation
   [ ];
}voidPAppDelegateUIApplication sharedApplicationdelegatephysicsUpdateWithelapsedtimeselftimeSinceLastUpdateselfremoveOutOfViewObjects

The following drawing code sets baseEffect properties to match the orientation of the iOS device,specifies perspective,positions a light,and prepares for drawing 3D objects. Theaspect ratio is the ratio of a view's width to its height. The aspect ratio may change when an iOS device is rotated from portrait orientation to landscape and back. Perspectivedefines how much of the 3D scene is visible at once and how objects in the distance appear smaller than objects up close.

In the real world,we only see objects that reflect light into our eyes. We perceive the shape of objects because different amounts of light reflect for different parts of the objects. Setting the baseEffect's light position controls how OpenGL calculates the amount of simulated light reflected off each part of a virtual 3D object. Calling [self.baseEffect preparetoDraw] tells the base effect to prepare a suitable GPU program for execution.

/////////////////////////////////////////////////////////////////
// GLKView delegate method: Called by the view controller's view
// whenever Cocoa Touch asks the view controller's view to
// draw itself. (In this case,render into a frame buffer that
// shares memory with a Core Animation Layer)
- ()glkView:( *)view drawInRect:()rect
{
   // Calculate the aspect ratio for the scene and setup a 
   // perspective projection
      aspectRatio = 
   ()view. / ()view.;
   
   // Set the projection to match the aspect ratio
   .. = 
   (
      (),// Standard field of view
      aspectRatio,// Don't make near plane too close
      ); // Far arbitrarily far enough to contain scene
   
   // Configure a light
   ... = 
   (,);// Directional light
      
   [. ];

   // Clear Frame Buffer (erase prevIoUs drawing)
   (|);
   
   [ ];
   [ ];      
}voidGLKViewCGRectconstGLfloatGLfloatdrawableWidthGLfloatdrawableHeightselfbaseEffecttransform.projectionMatrixGLKMatrix4MakePerspectiveGLKMathdegreesToradians35.0f0.2f200.0fselfbaseEffectlight0positionGLKVector4Make0.6f1.0f0.4f0.0fselfbaseEffectpreparetoDrawglClearGL_COLOR_BUFFER_BITGL_DEPTH_BUFFER_BITselfdrawPhysicssphereObjectsselfdrawPhysicsBoxObjects

OpenGL ES is a technology for controlling GPUs. Parts of OpenGL ES execute on the GPU itself,and other parts execute on the cpu. Programs call a library of C functions provided by OpenGL to tell OpenGL what to do. The glClear() function,called in the tutorial's -glkView:drawInRect:, erases prevIoUs drawing and discards prevIoUsly calculated information about which 3D objects are in front of others.

PViewController's –drawPhysicssphereObjects and –drawPhysicsBoxObjects methods draw spheres and Boxes with positions and orientations calculated by the physics engine. Without going into a lot of detail,each of the methods calls OpenGL ES functions to specify where to find vertex data defining triangles. Then the triangles are drawn by calling code similar to the following:

      // Draw triangles using the first three vertices in the 
      // currently bound vertex buffer
      (,// Start with first vertex in currently bound buffer
         sphereNumVerts);glDrawArraysGL_TRIANGLES0

OpenGL ES can only draw points,lines segments,and triangles. Complex shapes are composed of many triangles. The shapes in this tutorial are defined in sphere.h and cube.h. The shapes were initially drawn in a free open source 3D modeling application called Blender. Modeling is the term used by artists who create 3D shapes. The created models are exported from Blender in .obj file format and then converted into C header files suitable for direct use with OpenGL. Conversion is performed by an open source Perl language script.

It takes a little more work to setup GLKit. PViewController's -viewDidLoad method shows representative boilerplate code. This article glosses over methods like PViewController's –addRandomPhysicsObject. The code for adding physics objects is straightforward and particular to this tutorial. You'll most likely add different objects with different logic in your physics simulation projects.

Conclusion

The simulation provides remarkably complex and varied interaction between objects. The downloadable code is available in two variants. The Physics zip file (3dphyslibios_physics.zip) contains a Physics folder with an Xcode project. If you have built the Bullet demo applications for Mac OS X,you can copy the Physics folder into your bullet-2.80-rev2531 folder,double-click the Physics.xcodeproj file and press Run. A separate larger PhysicsPlusBullet zip file (3dphyslibios_physicsplusbullet.zip) contains the tutorial example and the needed Bullet source code combined. As always with open source,it's better to get the source code directly from the maintainers instead of grabbing a snapshot preserved in a tutorial's .zip file. Nevertheless,if you're impatient,the PhysicsPlusBullet zip file will get you up and running quickly.

This article provided a whirlwind tour of two large and powerful frameworks,Bullet and GLKit. It's not difficult to combine the two technologies in iOS applications. Like many open source libraries,Bullet is relatively easy to compile for iOS in spite of quirks related to the tools and coding style used by the library's authors. GLKit enables development of interesting and visually complex 3D applications with very little code. The tutorial implements all of its drawing in about 200 lines of code including comments and blank lines.

If you are interested in a more thorough introduction to 3D graphics concepts and GLKit,my new book, Learning OpenGL ES for iOS: A Hands-on Guide to Modern 3D Graphics Programming,is complete and available Now as a Rough Cut electronic edition. Look for the title at your favorite bookstore in the fall. Free sample codefrom the book is available.

Apple 不再在 iOS 16.2 发布之前签署 iOS 16.1 和 iOS 16.1.1

Apple 不再在 iOS 16.2 发布之前签署 iOS 16.1 和 iOS 16.1.1

继 ios 16.1.2 于 11 月 30 日发布后,apple 现已停止签署 ios 16.1 和 ios 16.1.1。iphone 和 ipad 用户不能再从操作系统升级到 ios 16.1.2 或更高版本之后的旧版本。

Apple 不再签署 iOS 16.1 和 iOS 16.1.1

iOS 16.1于 10 月发布,具有多项新功能和增强功能,例如 iCloud 共享照片库、适用于 iPhone 用户的 Fitness+、Live Activities 等。在11月份发布的iOS 16.1.1修复了缺陷并改进了安全性。

然后,在 11 月 30 日,Apple 发布了 iOS 16.1.2,以增强 iPhone 14 的崩溃检测功能,并提高无线运营商的兼容性。这是目前正式提供给用户的最新iOS版本。

与此同时,苹果即将在未来几天向公众发布iOS 16.2 。该更新将添加新的 Freeform 应用程序、对 Home 应用程序的改进、面向 iPhone 14 Pro 用户的新的永远在线选项、Apple Music Sing 等。

经常有越狱的iPhone和iPad用户恢复到旧版本的iOS。目前还没有任何迹象显示正在开发适用于 iOS 16 的越狱工具。将 Apple 设备恢复到以前版本的 iOS 有时也会对升级到最新版本的 iOS 后遇到重大错误的用户有所帮助。

从 iOS 16 降级到 iOS 15

即使您无法轻松恢复到iOS 16.1版本,仍有可能将您的设备降级至iOS 15版本以上。Apple正在为使用iOS 15.7.1的用户提供安全更新,导致此情况发生。如果想将 iPhone 或 iPad 降级,就必须使用 Mac 或 PC。

这不是苹果第一次提供让用户继续使用旧版 iOS 的选项。去年,一旦 iOS 15 可用, 用户可以选择在 iOS 14 上停留更长时间 ,而苹果仍在为其发布安全更新。然而, 该公司在几个月后取消了这个选项。

目前尚不清楚 iOS 15.7.1 作为 iOS 16 的替代选项将保留多长时间。

以上就是Apple 不再在 iOS 16.2 发布之前签署 iOS 16.1 和 iOS 16.1.1的详细内容,更多请关注php中文网其它相关文章!

C++ write and read file via fstream in ios::out,ios::in,ios::app mode

C++ write and read file via fstream in ios::out,ios::in,ios::app mode

#include <iostream>
#include <uuid/uuid.h>
#include <ostream>
#include <istream>
#include <fstream>
#include <iostream>

using namespace std;

void retrieveUuid(char *uuidValue);
void writeFile2();
void readFile3();

int main()
{
    writeFile2(); 
    readFile3();
    return 0;
}

void readFile3()
{
    fstream wFile;
    wFile.open("log3.txt",ios::app|ios::in|ios::out);
    if(!wFile.is_open())
    {
        cout<<"Create or open log3.txt Failed!"<<endl;
    }

    string uuidValue;
    int num=0;
    while(getline(wFile,uuidValue))
    { 
        cout<<"Id="<<++num<<",value="<<uuidValue<<endl;
    } 
    wFile.close();
    printf("Finished!\n");
}

void writeFile2()
{
    fstream wFile;
    wFile.open("log3.txt",ios::app|ios::out|ios::in);
    if(!wFile.is_open())
    {
        cout<<"Create or open log3.txt Failed!"<<endl;
    }

    char *uuidValue=(char*)malloc(40);
    for(int i=0;i<10000;i++)
    {
        retrieveUuid(uuidValue);
        wFile<<uuidValue<<endl;
    }
    free(uuidValue);   
    wFile.close(); 
}

void retrieveUuid(char *uuidValue)
{
    uuid_t newUUID;
    uuid_generate(newUUID);
    uuid_unparse(newUUID,uuidValue);
}

Complile and run

g++ -g -std=c++2a h2.cpp -o h2 -luuid

Run the ./h2 command

./h2

 

 

iOS 15.6.1 验证通道已关闭,iOS 16还能降级吗?

iOS 15.6.1 验证通道已关闭,iOS 16还能降级吗?

苹果 于 8 月 17 日给大家发布了iOS 15.6.1正式版,修复了整体错误 Bug 并改进了性能。苹果还通过更新修复了两个主要的安全漏洞,这两个漏洞都允许应用程序在未经用户同意的情况下以内核权限执行任意代码。然而,随着 iOS 16 正式版发布,苹果现已经关闭了 iOS 15.6.1 的验证通道,用户无法再将 iPhone、iPad 和 iPod touch 软件降级到 iOS 15.6.1,这对等待越狱工具的用户有直接的影响。

iOS 16发布不久,很多老机型设备升级后效果不理想,而今iOS 15.6.1 验证通道关闭,升级iOS 16后不稳定怎么办?升级iOS 16后还能降级吗?

iOS 15.6.1正式版推送以后,苹果还给大家推送了iOS 15.7 正式版,该版本留给暂时不愿意升级 iOS 16 正式版的用户。也就是说用户若觉得iOS 16不好用,仍有办法从 iOS 16 降级到 iOS 15。

iOS 15.7 正式版修复了联系人、地图、Safari、Safari 扩展、快捷方式和 WebKit 的安全问题,还解决了多个内核漏洞。苹果表示其中一个内核漏洞已被积极利用,非常适合旧机型养老。

如何降级到iOS 15?

可直接使用爱思助手一键刷机降级到iOS 15,方法如下:

下载安装最新版爱思助手 ,用数据线把移动设备连接到电脑;点击上方“智能刷机”进入到“一键刷机”界面,在可刷版本中选择iOS 15.7,点“立即刷机”即可。

总结

以上是小编为你收集整理的iOS 15.6.1 验证通道已关闭,iOS 16还能降级吗?全部内容。

如果觉得小编网站内容还不错,欢迎将小编网站推荐给好友。

关于iOS 9中的MPMoviePlayer苹果mplayerx怎么用的问题就给大家分享到这里,感谢你花时间阅读本站内容,更多关于Adding Open Source 3D Physics to Your iOS Applications (3)Using Bullet in Your iOS Application、Apple 不再在 iOS 16.2 发布之前签署 iOS 16.1 和 iOS 16.1.1、C++ write and read file via fstream in ios::out,ios::in,ios::app mode、iOS 15.6.1 验证通道已关闭,iOS 16还能降级吗?等相关知识的信息别忘了在本站进行查找喔。

本文标签: