iOS - first app questions [closed] - objective-c

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Closed 10 years ago.
I'm a newbie to iOS development and working on my first app for the iPhone and later wanted to convert it to iPad making it a universal app. I have couple of questions though:
a. Is it better to begin with universal or it shouldn't matter?. How difficult is it to convert to a universal app?. For testing, I tried to add a new View controller both for iPhone and iPad on xode 4.2 and it looks like selecting "Targeted for iPad" doesn't include iPhone specific view controllers and unchecking it doesn't include one for iPad. How would I add support for both the devices if I wanted to go thru the universal route from scratch?
b. I'm targeting iOS 4 and above and also all revisions of iPhone including 5 and iPad including mini. I have couple of png files in the app that I'm using for buttons and also for the other Apple required png files. I couldn't find documentation for what needs to be done when supporting iPhone 5 since it has a 4 inch screen. Also, do the images have be done separately for iPad too as the screen real estate is bigger?. Can somebody please explain or point me to some links that educate me on this?
c. I'm not using Storyboards but wanted to use ARC. Is ARC supported also on devices that are running on iOS 4.0?
d. While I'm developing my app, I wanted to start and be ready with the registration, provisioning and other required processes. Can somebody explain me what are the pre-requisites that I should do now to save time?
e. I have a iPhone 4S and may upgrade to the next iPhone (beyond iPhone 5). When I provision my 4S now, can I easily transfer the developer license to my next iPhone or have to repurchase the developer license again?
f. Is there a good site that walks me thru on creating launch images, spotlight, iTunes icons etc from scratch?
Thanks.

Here are the answers as far as I know:
a. If you have not been working for too long on this project, create a new universal one and then copy your code to it.
b. you can use any image format. Most of the formats are acceptable by xcode. Yes you have to have different images for iPad and iPhone. I would create some images for iPad and it would resize for iPad mini. Same thing for iPhone 5 and 4s.
C. ARC was introduced in iOS 5 so may not be available for iOS 4.
D. No special req's as far as I know other that the fee of 99$ to apple.
E. when you get your iPhone 5 just connect it to xcode and it will reload your profile to the phone for you.
F. Apple developer program has a ton of technical doc's available along with many sample apps or the same reason. Go to developers site on apple and you'll be surprised of how much you can learn from those docs. We all have been through this. :)
Hope the above answers are helpful my friend.

Related

Design app that supports both iOS8 and iOS7

Suppose I want to design a master detail application, Xcode6 master-detail project template for universal app includes UISplitViewController and splitViewController is new in iOS8. I want to support app for iOS7 also.
In general
What is the best way to design an universal app using Xcode6
storyboard that support both iOS8 and iOS7 ?
Is it better to use separate story board for different OS version ?
What are the best practices we should follow to make app compatible with both OS?
The 'best way' to create such an app will likely depend on what exactly your app needs to be able to do. Some ways will be better than others depending on any special behavior needed.
But it is definitely possible to use a single Universal storyboard in Xcode 6 that uses Size Classes and still target iOS 7, both iPhone and iPad, using UISplitViewController. I have successfully done just that. It did take a lot of work to ensure it worked properly and looked consistent on iOS 7 and 8. You have to be a little careful when it comes to performing the various new adaptive segues, as that is a huge difference between iOS 7 and 8. For example, detecting when you have a popover is going to require some work for the two different OSes, handling unwind segues will require some special handling, etc. It will require a lot of testing. Dedicate time to testing the iPhone 6 Plus - in landscape it will show both the master and detail on screen, but you can have control over that.
After going through that experience, I would much rather implement a single storyboard as opposed to two storyboards, one for each OS, and definitely stay away from creating a storyboard for each OS and then one for each device type.
You'll want to read up on the SDK Compatibility Guide to learn how to detect API availability. If you implement an API that doesn't exist on iOS 7 the app will crash, so you need to only run that code if that function exists for the OS the app is running on. For example, you may want to utilize the new UIBlurEffect API, but that doesn't exist on iOS 7. Gain an understanding of what deprecation means, and knowing what has changed in iOS 8 will greatly help. For example, the rotation APIs are deprecated in favor of Size Class trait collections, but those aren't available on iOS 7 so you'll need to continue to use the deprecated rotation API.
Also check out some WWDC videos from this year. They have a couple videos that discuss the new adaptive segues and Universal storyboards. Note that these storyboards ARE backwards compatible with iOS 7, but there are some size classes that aren't made available on iOS 7. See this question and the answer I provided for more information. WWDC videos from previous years also discuss how one can support multiple OSes, progressive enhancement, etc.
And of course when you have questions/problems Stack Overflow is a great resource. A lot of the questions I've posted in the past few months are related to this topic exactly, how to modify UISplitViewController behavior, obtain support for both OSes, using a single storyboard and the new adaptive segues, etc. You may wish to read through those to get an idea of what you can expect to run into when developing an app in the same fashion.

Best software to use to create an iPad application [closed]

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Closed 10 years ago.
I was just wondering what would be the best way of going about creating an iPad app. Would it be worth my while learning Objective-C or is Titanium a better option? I have never used Objective-C before but I am familiar with JavaScript. Thanks for any help provided. Also I know there are some C# converters. Has anyone used any of them?
In general, objective-C for iPhone development can learn. The IDE is xcode.
Q & A is related to stackoverflow iPhone objective-C, xcode is a related issue. I recommend to learn objective-C using xcode.
All you have javascript and jquery below to begin developing the framework is available. If the productivity is the difference between objective-c. To the code of a iPhone, Android, Windows Phone, etc. are all reusable.
http://phonegap.com/
http://www.appcelerator.com/ (titanium)
http://www.anscamobile.com/corona/
https://vaadin.com/home
Under the framework of each comparison is post.
comparison-between-corona-phonegap-titanium
corona-vs-phonegap-vs-titanium/
If you have a skill or ActionScript3.0 using Adobe AIR, iPhone development can be. latest IDE is FlashBuilder 4.6, Flash CS6. To the code of a iPhone, Android. reusable.
Adobe AIR
The following sites include C #-based IDE, you can develop using MonoTouch, but are paid. Easily share code between iOS, Android and Windows Phone 7.
MonoTouch
You if you're developing only games, you look at the GameSalad,. Without writing any code development.
GameSalad
If you're writing small apps that you could envision being "complex webpages", almost any framework like Titanium will be helpful - and might allow you to do it cross platform as well.
If you can envision using hardware or hardware-accelerated features like GPS, camera, or video in the future, just learn Obj-C and go from there. It'll save you a lot of anguish later when you're 80% done with the app and find out that performance is terrible, you need access to a specific feature that your framework does not support, or iOS7 comes out with a cool new thing that you need to use to stay competitive, but can't.
As a current C# developer I would recommend biting the bullet and learning Objective-C. It will only help your career by adding more valuable skills on your resume, and more exposure to other language pros/cons. There is a lot of information on the web out there to help if you get stuck along the way.

iOS 4 Document-Based Applications

I need to create an application capable to modify and manage files on IOS.
With IOS 5 is "easy" to create a Document-Based Application, but I need to support IOS 4 too.
Anyone knows if there is a way to create a Document-Based Applications in IOS 4?
Thanks in advance.
Short answer is no as UIDocument and UIManagedDocument only arrived with iOS 5
Long answer is yes. There are hundreds of document based apps for iOS. e.g Brushes, Sketchbook Pro which are all document based apps. My own app is document based, its not that hard to do.
What UIDocument/UIManagedDocument provides is a canned API for making a generic document. Feed it a URL and it does (most of) the rest of the housekeeping.
If you wish to do an iOS4 based app then stuff you will need to pay attention to is.
UIApplicationWillTerminateNotification/UIApplicationDidEnterBackgroundNotification
Opening a new document.
Saving a document.
Shutting a document.
Autosave (maybe)
Core Data stack , if you're using Core Data
www.raywenderlich.com has some great tutorials. Maybe even iOS4 based ones still.
IMO - Don't bother with iOS4 support. Like above post states 85% use iOS5 and anyone still on iOS4 probably isn't in your target market. Especially as this is (I assume) a new app and iOS6 will be around by the time you go to market.
Just going to ask, do you really need to support iOS 4?
The adoption of iOS is over 85% of devices.
Whats the basis for the need to continue iOS 4 support?

Cocoa without XCode [closed]

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 11 years ago.
I would like to develop Mac applications, but don't want to use XCode. I have many reasons...
It's VERY slow...
It's complicated...
The Interface Builder seems like cheating and is not as satisfying. (I know, old school)
The whole developer tools set takes a lot of space and takes a long time to download (meanwhile slowing the rest of my computer down)
I know it's possible because I have seen some scripts compiled with gcc. Are there any tutorials? Are there any tips? I know how to run it, but I just need help learning how to use it without XCode making code for me. Is this a good plan, or is this just destined for failure?
AppCode.
AppCode is an IDE for Objective-C developers building native Cocoa
apps for MacOS X or iOS who strive for higher coding productivity and
better code quality.
EditRocket.
EditRocket can compile and execute Objective-C programs. EditRocket
uses the gcc compiler to compile Objective-C programs
GNUstep.
GNUstep provides a robust implementation of the AppKit and Foundation
libraries as well as the development tools available on Cocoa,
including Gorm (the InterfaceBuilder) and ProjectCenter
(ProjectBuilder/Xcode).
THE COCOTRON
The Cocotron is an open source project which aims to implement a
cross-platform Objective-C API similar to that described by Apple
Inc.'s Cocoa documentation. This includes the AppKit, Foundation,
Objective-C runtime and support APIs such as CoreGraphics and
CoreFoundation
.
Take a look at build and run a Cocoa Mac application on the command-line post.
alternatives to XCode for iPhone development? (OR: how to make XCode suck less?).
I'm not sure what code you think Xcode is generating for you, but if you want to use another IDE then you're free to. Xcode includes all the standard UNIXy command line tools (though, as of 4.3 you have explicitly to make them available by launching Xcode exactly once and ticking a box in the settings), so you'd use standard GCC methods.
Besides the observation given e.g. here that you'll want to link against the Foundation framework, there's really not much to say.
For the record, the interface designer doesn't generate any code and is therefore no more 'cheating' than using a paint package to draw your graphics.
or is this just destined for failure?
Probably. Apple is making OS X and iOS development very tightly tied to the use of Xcode, particularly if you are intending to submit apps to either store. You'll spend a lot of time working out how to do things the non-Xcode way.
Looking at your points in turn:
More than using x many different tools to achieve the same thing?
See 1.
You don't have to use interface builder if you don't want to, but your given reason ("cheating") is nonsensical.
Most of that is documentation, which you will need anyway. It is quite nicely integrated into the editor if you use Xcode.
you are going to waste more time massaging your custom environment than you would waste by just drinking the kool-aid.
It is reasonable to use some other text editor and use xcode for editing your build environment, then you would be free to execute builds from the command line.........

Is a GKVoiceChat example available for the iPhone SDK?

I am seeking a GKVoiceChat example for the iPhone SDK in 4.0 or later. It will surely help with my iPhone game.
There are two Game Kit samples I've seen that include GKVoiceChat.
Search for GCPing in the Apple dev forums. (I'm not posting a link because it's not clear the author wants a public link). This sample is clear and basic, but demonstrates a wide range of working Game Kit multiplayer concepts. Search back over 'all' time, and look for the 'GCPing WWDC2010 - Updated for iOS 4 GM Seed' post.
multiplayer Pong client. Found here.
Haven't looked into sample 2 much yet, but it looks pretty good.