All posts by Philip Schneider

Programmatically Adding an Icon to a Folder or File

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I recently had the need to programmatically add an icon to a folder in OS X, with the source being a PNG image file. This arose in the context of setting up an app installer, which needed to set custom Finder icons on several folders. Another context in which a programmatic solution would be useful would be in a running desktop application, where new folders needing custom icons might be created (or their icons be modified for some reason).

Doing this programmatically should be trivially easy, but there are problems with solutions that are commonly provided in answer to this need. This post discusses some of those solutions and their shortcomings, and presents a usable workaround or two. It’s also a plea (or two) for help…

Continue reading Programmatically Adding an Icon to a Folder or File

Cocoa: Dynamically Loading Resources From an “External” Bundle

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In a typical OS X application, UI elements are often created in Interface Builder and stored inside the application bundle, in the form of one or more nib files. Bundles are central to Apple’s application ecosystem, and the documentation on them is extensive: The Bundle Programming Guide and Code Loading Programming Topics, for example, describe how to create frameworks and application plug-ins, how to load code and resources, and on and on. Impressive, but rather daunting, and the examples they provide often obfuscate the basics. This post shows a very simple example of how an “external” bundle can be loaded on demand, and provide functionality and UI elements to the main program. This is a detailed, step-by-step tutorial that explains a fairly simple use of bundles, so the intended audience is Cocoa programmers who have enough experience to create custom window or view controllers, but who have not yet dealt with creating or using bundles that are created separately from the application.

Code for the projects can be found on github.

Continue reading Cocoa: Dynamically Loading Resources From an “External” Bundle

AV Foundation: Saving a Sequence of Raw RGB Frames to a Movie

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An application may generate a sequence of images that are intended to be viewed as a movie, outside of that application. These images may be created by, say, a software 3D renderer , a procedural texture generator, etc. In a typical OS X application, these images may be in the form of a CGImage or NSImage. In such cases, there are a variety of approaches for dumping such objects to a movie. However, in some cases the image is stored simply as an array of RGB (or ARGB) values. This post discusses how to create a movie from a sequence of such “raw” (A)RGB data.

Continue reading AV Foundation: Saving a Sequence of Raw RGB Frames to a Movie

NSSavePanel: Adding an Accessory View

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Cocoa’s NSSavePanel allows one to programmatically add essentially arbitrary interface elements and functionality to it, in the form of an accessory view. In this post, I show a very simple accessory view example: allowing the user to control the file type (that is, suffix) of the file to be saved. I’ll present this in two contexts: first, in a purely Objective-C usage; and second, in the case of using an NSSavePanel inside a C/C++ function. In the latter case, I show an example of using a selector in a separate object, to handle “callbacks”. This post is aimed at novice Cocoa programmers; experienced programmers looking to add a file type selection are encouraged to check out JFImageSavePanel or  JAMultiTypeSavePanelController. Apple’s Customizing NSSavePanel shows other uses for the accessory view.

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OS X: Launching Another Application Programmatically

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Occasionally an application may require that another application be run. This other application may be some behind-the-scenes “helper” or auxiliary app, or it may be necessary for the user as part of a larger workflow. In this post, we go over some techniques for launching an application programmatically. In the process, I’ll go over a general method for passing parameters to a bundled AppleScript.

An Xcode project for this is available on github.

Continue reading OS X: Launching Another Application Programmatically

iOS Bézier Clock

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I recently stumbled on Jack Frigaard’s Bézier Clock web page, which demonstrates his use of Processing.js to show an animated “digital” clock. He links to another page containing his Javascript code.

[Update: Jack’s original web pages are MIA, but can be found via the Internet Archive Wayback Machine here and here.]

I thought it would be fun to see if I could translate this into an iOS app; this project is the result of that effort. In truth, this is more of a transliteration than a proper translation…I converted it to Objective-C by creating equivalents to Jack’s classes, adding some UIViewControllers and UIViews, and pasting his code in. My goal was to try to simultaneously keep his code and algorithms as intact as possible, while writing fairly “proper” Objective-C. So, the resulting code is probably not quite what one would do if one started from scratch on iOS. Continue reading iOS Bézier Clock

FFmpeg: convert RGB(A) to YUV

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I recently had a need to convert a series of rendered images  generated in an application to a movie file. The images are rasters of raw 32-bit RGBA values. A typical solution to this problem would be to dump the images to disk, and then use a command-line program,  such as ffmpeg, to convert them to the desired movie format (in this case, MPEG-2).

In my particular usage scenario, this simple solution was not an option for various reasons (nearly unbounded disk usage, user interface issues, etc.). Another option is to use the FFmpeg API to encode each frame’s raw RGBA data and dump it to a movie file. Unfortunately, I was unable to find a codec that would directly convert from the raw data to the desired movie format.

A web search turned up a potential solution: http://stackoverflow.com/questions/16667687/how-to-convert-rgb-from-yuv420p-for-ffmpeg-encoder

It turns out you can convert RGB or RGBA data into YUV using FFmpeg itself (SwScale), which then is compatible with output to a file. The basics are just a few lines: first, create an SwsContext that specifies the image size, and the source and destination data formats:

And then apply the conversion to each RGBA frame (the rgba32Data pointer) as it’s generated:

One important point to note: if your input data has padding at the end of the rows, be sure to set the inLineSize  to the actual number of bytes per row, not simply 4 times the width of the image.

If you’re familiar with the FFmpeg API, this info should be sufficient to get you going. The FFmpeg API is quite extensive and a bit arcane, and even something as functionally simple as dumping animation frames to a movie file is not completely trivial. Fortunately, the FFmpeg folks have provided some nice example files, including one that demonstrates some basic audio and video encoding and decoding: https://www.ffmpeg.org/doxygen/2.1/decoding__encoding_8c.html

I took the source for the video encoding function and hacked it up to incorporate the required RGBA to YUV conversion. The code performs all the steps needed to set up and use the FFmpeg API, start to finish, to convert a sequence of raw RGBA data to a movie file.  As with the original version of the code, it synthesizes each frame’s data (an animated ramp image) and dumps it to a file. It should be easy to change the code to use real image data generated in your application. I’ve made this available on GitHub at:

https://github.com/codefromabove/FFmpegRGBAToYUV

For Mac programmers, I’ve included an Xcode 6 project that creates a single-button Cocoa app. The non-app code is separated out cleanly, so it should be easy for Linux or Windows users to make use of it.

Other input formats

The third argument to sws_getContext describes the format/packing of your data. There are a huge number of formats defined in FFmpeg (see pixfmt.h), so if your raw data is not RGBA you shouldn’t have to change how your image is generated. Be sure to compute the correct line width ( inLinesize in the code snippets) when you change the input format specification. I don’t know which input formats are supported by sws_scale (all, most, just a few?), so it would be wise to do a little experimentation.

For example, if your data is packed 24-bit RGB, and not 32-bit RGBA, then the code would look like this:

Xcode 6: Removing Storyboards and Creating Useful Empty Projects

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Xcode 5 and 6 introduced some changes in iOS project templates, which may or may not be to everyone’s taste. This mini-tutorial shows how to create a pre-Xcode 5-style Single View Application based on xib files, and and a pre-Xcode 6-style Empty Application, using Xcode 6. Continue reading Xcode 6: Removing Storyboards and Creating Useful Empty Projects

xclock -mode cat

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cat mode

I thought it would be fitting for my first post on this blog to be about something I wrote many years ago, but which still lives to this day.

In grad school (University of Washington), I worked in a lab that acquired a DEC MicroVAX II. This machine was configured with either Ultrix (DEC’s version of Unix), or BSD Unix, and ran the X Window System (X10 R3 or R4). I used this machine quite a bit during my M.S. research. So I ended up with a degree in Computer Science, and some practical and then-quite-relevant skills in C, the X Window System, Unix, workstations, and computer graphics. As an historical note, the workstation’s main purpose in life was to act as a front end for an Adage/Ikonas frame buffer, but to get that to work, Jamie Painter and I had to rewrite part of the device driver for it, to accommodate the Q22-bus peculiarities. I made the mistake of putting that experience on my resume, and for years I was hounded by recruiters seeking people who actually liked working on device drivers, of which I was not one. Continue reading xclock -mode cat