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There is plenty of info about all the problems with SKShapeNode in iOS 7.
Memory Leak in Sprite Kit Application
http://sartak.org/2014/03/skshapenode-you-are-dead-to-me.html
Have all these issues actually been resolved in iOS 8? There aren't any posts later than August 2014 describing problems, but I wanted to make sure before I committed to SKShapeNode.
Update:
According to LearnCocos2D you probably shouldn't use SKShapeNode for serious games. However, from inferring from what I've been reading, and from my (brief) experience, SKShapeNode won't cause any memory headaches during casual use. I'm inclined to assume this is true, unless anyone has information to indicate otherwise?
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While poking around Apple's Documentation I have witnessed that they have deprecated majority of methods in UIAlertView class. Are there any alternatives for that?
Link: https://developer.apple.com/library/prerelease/ios/documentation/UIKit/Reference/UIAlertView_Class/index.html#//apple_ref/c/tdef/UIAlertViewStyle
Nobody outside of the core iOS team knows exactly why Apple does anything, but my guess is that they are trying to shove (or gently encourage) developers into using the newer (and more flexible) UIAlertController, which came in with iOS 8.0.
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I learnt how to program in iOS 6(mid-scale apps) in a university course last year. I was wondering, how much challenging is it to make a transition to iOS 7? I tried to check out for an iOS 7 full change-log but I only found info related to added features.
Not challenging at all. If you want to use some of the new API's then you will need to learn them. Creating a 'mid-level' app however has remained very much the same.
The major differences are 'stock' element appearances but they are created the same way. Also views are now 'full screen' so that can be confusing at first if you aren't aware.
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An application in AppStore's name "Quizup" probably know.
(https://itunes.apple.com/us/app/quizup-biggest-trivia-game/id718421443)
Kind of like game contest application. Competing with other people and if you know you will give points according to questions, you can skip levels etc. ..
I'm developing a game, like this game, but with a different concept, I am working on an educational game, but like the above images and animations in published application looks very soft and pleasant.
I'm wondering, exactly what tools using for developing this app?
Quartz 2d, UIKit, OpenGL-ES or game library(cocos2d etc.)?
What do you think I should use?
Thanks for your help.
Sorry poor english (I'm not native speaker)
You can implement all its UI/animations using UIKit & Quartz.
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I'm developing an iOS Multiplayer word game and wondering whether I need to use cocos2d or a similar game engine? I do not need the physics engine but perhaps some animations and effects is all I would need from the engine. Will I be able to do these same effects from another library or with UIKit?
I do not want to use cocos2d unnecessarily(UIKit interfacing is faster) but if some things are just not possible without it. I'd rather be safe and use it. Any suggestions?
Apple released the new SpriteKit Framework, I recommend you to take a look at it. I would use it in your positon.
https://developer.apple.com/library/ios/documentation/GraphicsAnimation/Conceptual/SpriteKit_PG/Introduction/Introduction.html
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Almost all of the time, if there's a bug, it's Your Faultâ„¢. But sometimes, it really is a bug in the API/OS. As iPhone OS is relatively new (especially 3.x) there are always a few bugs to look out for.
I think it would be a good idea to compile them in a list. If you know of any, please list them, along with which versions are affected, and if applicable any known workarounds.
It might save someone from pounding their head on their desk out of frustration when they're just experiencing an OS bug.
One good resource to look at is open Radar (http://www.openradar.appspot.com) It is a site where people publicly post the bugs they have filed with Radar (Apple's closed bug tracking system)