By checking the Codename One website and ParparVM Github, its guide only show how to build the Java (with Java Main function entry point) into the native executable/app (iOS), but I can't find any guide to build/compile Java into iOS share library (either in C source or binary, as long as can be reused by swift/objective-C from iOS app).
So are we able to do so? is there any guide for that?
It wasn't designed for that purpose so it probably won't work well for it. There are some inherent design decisions that would make it very difficult to get ParparVM to work with a library. Two big ones:
The GC needs to work with roots and would have a hard time collecting without full control of the app
The code generated looks "awful". Method names translate to very long function names in C with a very convoluted syntax to allow all sort of VM edge cases such as covariance
I suggest you look at J2ObjC. I haven't checked it out in ages but it was designed exactly with this use case in mind. It doesn't have a "real" GC but that might be OK with ARC. It works with your sources and produces libraries that look a bit more "natural" on iOS.
I work with an App that's 100% Objective-C and I'd like to start transitioning over to include Swift. Due to the size of the codebase, it's unrealistic that I'll have a 100% Swift app anytime soon.
As soon as a swift file is added, I noticed that the app size increases because now, the app needs to the include Swift run-time.
How else does things change? As soon as you include a Swift file, what is the process that the compiler and linker undergoes to ship a binary that is now multiple language & related frameworks?
Are there any other caveats in transitioning into a mixed language world in a somewhat large codebase?
In my experience, it works surprisingly well. It is advisable however, to wait to Xcode 7 / Swift 2.0 / Objective-C with generics support as that will eliminate a round of updates, allow you to interop from Objective-C with more elegant Swift code, and eliminate the Swift RT linking concern now that they have stabilized the runtime.
Aside from that, both compilers need to run, Swift first, Objective-C second, the swiftc compiler can be pretty fast or really really slow, depending on what innocent and otherwise legal Swift code that you write (this is also true of a Swift-only app of course).
Getting started, you need to read the interop guide, learn how the bridging header works, and are then mostly on your way. I would say that having a mixed app is actually a blessing as you are not pressed to learn and do everything at once. Opinions will vary of course, but this is mine.
I'm working on a project that draws functions on a plane (Similar to Apple's Grapher utility).
I'have already compiled this app few months ago in Obj-C, and was running clean and fast.
With Swift, I changed a bit the scheme of the app, but I'm still using CGMathParser, a great collection of classes to manipulate and evaluate strings like y=sin(x) or y=log(tan(x))
However the app is now slow and laggy, and I'm thinking that the reason hides in the fact that I'm mixing Swift with Obj-C.
Do you know if there is any kind of parser already optimized for Swift that will be fast enough?
The Swift compiler enforces bounds checks and various other 'safety' features. If you compile with the -Ofast option these checks are removed, which typically makes your app run a lot faster.
I am familiar with Matlab and would like to use what I know to add the functionality I am looking for in my iOS application. The title really says it all, I would like my app to be able to use the mathematics capabilities that matlab provides like integrals, derivatives, cross products, etc. not any graphing or any of that but just basic equation solving things. Is there a way to add this functionality to it while keeping my application agile. I have heard of the matlab coder that allow code to be switched from matlab to c or c++ that could be used for an Xcode project. If this is the best solution, is that a very difficult coder to work with? This is my first application, I have literally been working with Xcode and objective-c for a few weeks but I have the basic framework of my application good to go. I need this to add the real functionality to it and make it very useable. Please go easy on me if any of my questions seem obvious, I'm a nube, I really appreciate your answers.
Josh
As you mentioned, MATLAB Coder can generate C code from your MATLAB function. The header (.h) and source (.c) files can be plugged into your XCode project. The key part of the work is to decide what the input and output of the function should be and how to interface the rest of the XCode project with the Coder-generated function. Also, existing MATLAB code may not be completely compatible with the Coder, so that some modifications to your MATLAB code may be necessary. The Coder has interactive processes that guide you through this process.
If you haven't done so yet, you should start by looking at some examples of MATLAB Coder provided by MathWorks, e.g.,
http://www.mathworks.com/help/coder/examples/c-code-generation-for-a-matlab-kalman-filtering-algorithm.html?prodcode=ME&language=en
I am just starting iOS development. I read some tutorials, watched stuff on iTunes U and wrote some sample code myself. Now I want to take the next step. I want to learn about best practices for iOS development in XCode.
Are there any well written and well organized iOS projects that one could take a look at?
(As I see it, iOS is not exactly the place for open source enthusiasts, however.)
Thanks
Mike.
I agree with several of the other answers that state that looking at many, many projects for mini-examples of what you want to do in your own app is the way to go.
However, you asked for an example of an app demonstrating best practices.
You could do worse than to read Matt Gallagher's blog, Cocoa with Love from beginning to end. However, the app example you asked for is right here.
Not only will it show a variety of techniques, some novel design and best-practices, but also he points out where he feels that he might have done something better.
It's a great read.
I would suggest the following process: (it worked for me)
Think of an advanced app. that you eventually want to be proficient enough to create.
Make a top-down problem-solving tree containing the necessary skills required to build your final app.
Use this tree to divide your final app. into 'sub apps'. Start at the bottom of the tree, find a tutorial specifically for that skill, and make a "Hello World" app. that uses that skill.
Keep progressing upwards, creating 'sub apps' as you go.
When you are finally ready to make your final app. (it will take a while), you will have a good handle on how iOS development works. It will also be a great test of your knowledge via direct application!
Getting the hang of iOS development can be tricky; it really does require a top-down approach, and every online resource I've found takes a linear one. The only way that I think a linear approach to learning iOS development would be manageable, is to take it one small task at a time.
As for specific resources, I always google "[what I want to do] iPhone SDK" and browse the tutorials and forum posts that come up.
Here are some open source iOS apps. However, they aren't very well documented and are also very advanced.
TKAWebView - A subclass of UIWebView that handles authentication and downloading.
Welcome to your Mac - An iOS app. to VNC into a PC/Mac and do some cool stuff.
InAppSettingsKit - A settings screen creator for your apps.
Good luck!
The people behind the Parse platform have made two complete projects.
For each project there is the complete source code, a tutorial and the resulting app is also available from the AppStore.
Anywall: https://parse.com/anywall
Anypic: https://parse.com/anypic
They both rely heavily on the Parse platform as the data source, but you still get a feel for an iOS project.
Molecules is a great open-source app that uses 3D OpenGL to render complex models of molecules.
Just keep coding my friend. You'll learn over a period of time. The best way to get dirty in a mud fight is to jump into it... Weird analogy but you get the point.
Maybe someday, we all will learn from you then !
Like you said there many and many source codes are available internet, but most are incomplete.
I found some Open source codes of REAL application currently available through Apple app store are given here
Free iPhone App Source Codes of real apps
and also, you can find many answers here on stackoverflow question - Are there any Open-source iPhone applications around?
You can download free IOS sample projects from http://devcodemarket.com
I realize this is an old thread but I've also been looking for good objective-c code examples recently and I just realized that TextEdit's source code is available at the Mac Developer Library webpage.
Also, here are some popular objective-c libraries that have caught my attention:
CocoaPods
AFNetworking.
you can also go through UICatalog from Developers Library and download the sample code. just google it and you will find a project containing all basics of iphone.
I don't think there is any perfect project that can demonstrate all the qualities of great code. Developers have stylistic preferences and may make mistakes. That said, you should look at a lot of different projects and try to look at the conventions used.
I'd suggest starting on GitHub. Besides for seeing code, you'll see what libraries are out there, which may help further your projects later on. Here's the Objective-C page on GitHub.
(Also, I (GitHub link) think you're wrong about iOS devs not being in favor open source. Yes, there's money to be made, but you can't sell a CSV paring library on the App Store as is.)
Have a look at https://github.com/mozilla/firefox-ios
That is Firefox for iOS, written in Swift.
Cocoacontrols has a wide range of controls written using Objective-C & Swift.
I believe these days, this is one of the most famous website for iOS Developers.
But, before you jump onto this, you have to learn Objective-C & Swift very well, so that you will understand how to use the controls in your app which makes your app smooth.