design pattern to use utility app connecting to internet [closed] - ios

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This may be a generic question but still i need suggestion/guidance on which design pattern or architecture to follow for developing this app.
The app is for premium users(for iPhone) on airport and will be able to access the internet at higher speed and on multiple devices simultaneously.
I'm planning to go for Singleton,Factory,MVC patterns and client-server architecture for the app.
What-all things do i need to re-think and then design the app or are above patterns sufficient to go ahead ?
thanks

It seems bizarre to come up with a list of patterns to use before you look at what your app is actually going to do. This is not how you use design patterns.
The way to use patterns: When you have a problem, and you think about how to solve it, you try to find out whether your problem fits a well-known pattern and adapt that pattern to your problem. Or you figure out that it doesn't fit any well-known pattern, and then you solve the problem without using any pattern.
This is like going to a shop buying blue and yellow paint, and then deciding what parts of your home you want to paint. You do it the other way round. You decide what needs painting, then you decide what would be a nice colour, then you buy the colour. You don't buy the paint first. You don't decide on design patterns first.

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Which architecture should be used while developing iOS Application? [closed]

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I am going to start a new application in iOS and there are multiple architectures available in iOS i.e Viper,MVVM,MVP and MVC.
I have search google but didn't find any specific use of these architectures.
Can anyone please guide me that when and which architecture should be used and which is more beneficial?
I will try to put my answer in short:
MVC: This is the basic architecture you will find most of the people use. Without knowing this, don't go forward as it's wasting time doing so. But this architecture no one is interested in the current market as it has few drawbacks. When comes to unit testing people find it difficult. So they started moving on. One good thing about this architecture is your development is super fast.
VIPER: which became very popular these days for its separation of data, design, controller logic. For unit testing, it will be very nice. But understanding and putting efforts in this are more. If you fully understand this one, I advise you to go.
MVP: People who understand MVC, can easily go with this MVP. As there are not many changes involved in this from MVC. Presentation logic will be separated out. If you want to build good architecture, not the basic one go for this.
MVVM: It also requires good efforts from you. Don't go until you understood. Again very good separation of model, View, ViewModel.
Now it's your choice to get onboard. As all of us know, how important an architecture is for an app, don't take fast decisions here. Take your own time and conclude based on the time you have in your hands, the need for proper architecture.

iOS features and buttons [closed]

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I have an application which was rejected. The rejection says it contains lower quality experience, and I should add iOS features to it, like a favourite button.
It's a language learner application, which is just a "webview", so it does not contains much, but textviews and a few pictures. Though it has a nice design and a lot of animation, but still don't have that interactive thing or button.
Could anyone help me by showing me the way how to improve my app to be accepted?
How can I make those iOS features?
What buttons should I make and how?
I know there is a lot of way to do these, but I'm asking because I'm not a programmer and I believe you can explain it to me, or link me the right pages to learn and achieve my goal.
Appreciate any help.
On Android it was fine to just make that "lame" application which has nothing but textviews with pictures.
I also don't want my users to have internet connection while using the app.
Basically, I just need buttons which can do something.
I'm guessing you didn't read the app store review guidelines
The second point in the introduction reads…
If your app looks like it was cobbled together in a few days, or
you're trying to get your first practice app into the store to impress
your friends, please brace yourself for rejection. We have lots of
serious developers who don't want their quality apps to be surrounded
by amateur hour.
Please don't waste the reviewers' time with a "language learner application" - write and submit something of value

What approach/methodology are you using for one-man software development [closed]

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You can find thousands of questions out there about how you develop software and which methodology is the best one. But mainly these are targeting medium to large teams, with people having different roles and responsibilities.
What I'm interested in is what methodology are you using for your one-man-shows? What steps are you doing, what documents are you creating to get the things you want to develop clear and document it well, to share it with the community?
Especially, I’m interested in the following questions:
_Are you using a structured approach even you’re developing on your own or no at all?
_What phases are you using?
_Which documents are you writing before and after coding?
And if you have “your” standardized approach, can you share templates which you are using?
Thanks in advance,
cheers
Gerry
Personally I think it is a matter of making decisions when it comes to the development process (solo). In my case I wouldn't recommend setting up a massive development process but I would pick elements which prevent problems that I have earlier had. My approach for small applications (in the right order):
Always write down what you are going to make and what you are not going to make (define a scope) - Think of functional requirements (Functional Design)
(OO only) Make a class diagram that displays relations between classes. (Technical Design - Sequence diagrams, while usefull, take up massive amounts of time to make)
Write your program according to what you have just written down (or part of it).
Refactor and redesign your application (once in every X hours, write this one down)
Repeat step 3 to 4 until the result is what you wrote in the Functional Design.
Walk through every corner of your application to find every single path and write this down in a testdocument. Identify possible problems in the paths and test them.
When it comes to big applications however (or assignments for someone else) I prefer using the "medium to large teams" approach. Which almost brings a guarantee that you will not be meeting most problems.

Future-like MMO, engine choice? [closed]

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We are a small group of developers and we want to create a Future-like MMO which will combine City building, RTS, Economic and Political type of games.
We are unsure if we should develop a DirectX9 engine from scratch or use tools like XNA, DXstudio.(we have experience creating a simple FPS-like engine using DirectX)
Another question is if engines like UnrealEngine/ UDK, Unity are really an option for a complex game like ours(most games developed with these engines are FP/3rdP Shooters)?
Any idea for where to start with the engine will be helpful.
You allways endup with engine that prefectly fits your needs if you build it your self. but this takes time and is costy.
On the other hand picking a engine like UDK/CryEngine, you will save some time but probably need to give time to be able to do exactly what you want.
If i would suggest a start is to nail down every technical aspect of the game.
For example, things like this :
Graphics, Content handling/pipeline, SocialSupport(Facebook, Twitter), Target platform, How to solve most of your programming problems (How to use the economy system, building systems etc)
And when all that is done, just try this out in a easy alpha in all the engines you would like to test. (including writing a own, but with limited stuff to just make it prototype)
from there, pick what feelt best and hope that it will work out, :)
hope that helps some!

What stage to add authentication? [closed]

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I'm about to start building a Rails app that will eventually need to vary CRUD access by user (i.e. which pages do they see, which can they edit, etc).
Is there a best stage of the development cycle to incorporate this?
Part of me feels like it should be the very first thing, since almost every piece of the interface will in some way rely on checking the user's ID, and it will be an inherent part of the DB structure.
Another part feels that this would overcomplicate things to start out with, and that I should instead build the core parts of the app, then layer on the authentication/authorization later.
Are there any best practices around this sort of thing?
I would say that if your system will rely on some kind of authentication... Why wait?
Let's say that you start developing your application without the authentication layer but at the same time you know that at some point you will have to do it. That means that at some point you will develop the authentication layer, and most likely you will have to refactor what you have already built to adapt it to this new layer.
Also, to try to convince you a little bit more...When you say:
I should instead build the core parts of the app
You should consider that the authentication module might be a core part of the app too...
I prefer to do it early, but you really have roughly the same amount of work in front of you regardless of when you do it. It really a matter of opinion on when you prefer to do it.

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