Using PonyDebugger with Monotouch? - ios

Ponydebugger looks like a very useful tool.
Is there any way to use it with Xamarin's Monotouch?

It looks like a very nice approach (I won't pray for rain but there's a long weekend coming in... ;-).
At first look you should be able to use it with MonoTouch just like any other native library (i.e. create bindings) and link the .a with your application.
The good news is that it should be relatively simple since the API is small (versus the code base and the features you get).
The bad news is that I'm pretty sure it won't, without changes, handle System.Net.WebClient, HttpWebRequest ... since they are not built on top of NSUrl* classes.

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ios - Best way to create own level editor

I've created a core mechanic of my game and want to create a level editor for it. my game is not a tile-based one, so my needs are quite specific. Game is written using Swift and Cocos2d-swift, but i dont think i can figure something out with Sprite Builder.
What you can advice me? Can I for example create a level editor with c# and then use it from swift code?
And what data structure is the best?
I mean is it possible to serialize classes on desktop Swift application and then just load them on ios from file or I'll need to use json/xml?
It might be an old question but I ended up with using a .Net powered solution. I choosed as It has all controls that you need for creating a rich user interface and also, it has a lot of built-in and third party solutions for serializing levels in any way you want. And the c# syntax is very similar to the Swift one.
The only problem is that you might run windows to work with it.
My game in development also needed a non-tile level editor. A few months ago I took some time to make my choice.
Since my project still uses cocos2d 2.x, I don't use the whole new 3.x and SB system. After some investigation I found out that it would be too time consuming to adjust my whole project to the new system and adjusting SB to my needs, mainly because my game engine has been in development for quite some time and is close to finished. Further more, I couldn't find the right information to actually make it work for my game (it needed some odd level architecture I guess).
Finally, I didn't find any other good alternative so I decided to create my own level editor. In this way I had full control and I knew exactly how everything worked which was a huge advantage for me.
Right now my level editor has been finished for some time and works like a charm. I still think in my situation I made the right choice. Also because I learned a lot this way, building everything from the ground up. Having said that, for my next game I will probably go with the main stream and use SB from the start. Also for you I advice you to still check out SB and take some time for it before making an alternative choice...
I'll explain how I did mine. Disclaimer: it has some oddity's which only worked in my situation, but hopefully it helps a bit with choosing your own way to go, that's the goal I'm aiming at...
I used:
max/msp
Although it's developed to make music and audio based software, I used max/msp because it's very easy and fast for creating visual and interface based software as well.
More importend: I happened to be very experienced in it, which shortened the development time tremendously.
javascript
Inside the max/msp patch is a javascript file running. This file is like a bridge between the interface and the visual representation of the level being edited, and the database in which the level
is saved in. 70% of the editor development went into this file I think.
sqlite
All the data is written in a sqlite database. Again, this has been mainly the choice because it saved a great amount of development time in my case. I could have used xml files for instance, but my game was already using a sqlite database and because of this I felt comfortable using it, I had no experience in xml. Also all the code was already in place for a big part, which speeded up the whole proces a lot.
I'm very happy with the end result. It does everything I need, it's easy too use and since I made everything myself from the ground up I know exactly how every works.
Good luck with you choices.

iOS User Interface Customization Kits?

I know that recent versions of iOS have added support for easy customization of the look and feel of its components through its "appearance" functionality. However, I'm not exactly artistically inclined.
Does anyone know of a resource that provides pre-packaged user interface customization kits that are easy to plugin using the iOS appearance APIs? I'm looking for high-quality look & feel, but also would like to see sample code showing how to integrate it into an application. I don't really care if its for purchase or free. I just would like something that looks really slick and high quality. Thoughts?
UPDATE: Okay, I found a site that does offer what I was looking for. AppDesignVault.com has pre-packaged app templates (graphics, code, etc.) for iOS applications. However, I find it hard to believe they're the only ones that offer this. Has anyone come across similar resources or packages?
Not exactly a drop-in replacement, but you might want to take a look at NUI which is an open-source UI styling library with theme support (themes are written in a CSS styled markup language). Another great resource to look for ready UI components is cocoa controls, again, not exactly drop-in and forgot, but still better than implementing it yourself (although the quality of the stuff there varies a lot).
I'm not aware of any drop-in replacement which offers ready made styles, but I hope these two get you somehow started.
There are so many more, right here.
Once you have those designs, here's a tutorial to actually implement them in iOS 6.
This is objc custom libs I like and use: http://www.objclibs.com/# . Maybe one of those will strike your fancy?

Understanding Newsstand App

I have a big question about how newsstand works.
When you have to create a new magazine(issue), how do you do it?
I mean, Do I have to implement new code for each magazine (with new views and new view controllers) which doesn't look the same as the others and has interactive content? In this case, how do I add/upload/integrate them to my newsstand app which is already in the market?
In the case that It doesn't work in this way, How does it work?
Thank you very much in advance.
Your question really goes to the heart of how Apple has chosen to implement Newsstand. Basically, there are three possibilities for using Newsstand: use image/pdf content, use HTML5 content, and use the CoreText native API.
I take it from what you are saying that you would like to use the CoreText API. This is difficult to do in the Newsstand framework for the reason you suggest: you really are not supposed to upload a whole new app with each edition.
There are two possible solutions. The first is simply not to use Newsstand. Instead you can publish your magazine as an app, and simply upload a new app for each edition. This means you miss out on things such as subscriptions and the "double-listing" promotion of Newsstand, but you can make high-quality, native, custom interfaces.
The second is to do what I am in the process of doing right now, which is to develop something like an XML encoding that when loaded into your base app will generate the kind of interface you want.
At least that is my analysis so far. I would be so pleased to be told I'm wrong, really. But I do think this is one of those cases where Apple hasn't really thought through what they are offering. Maybe next year it will get better!
If you use the Baker framework you can download the interface elements (html, images) as "issues" and the code part (Baker framework) will stay the same.
To add a new issue you do the same as you do with downloading the PDFs using NKAssetDownload. If you're using Baker you will want to extract the whole "book" into the documents directory.

iOS sample projects to learn from

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.

What web application framework should I use for a web gallery?

I need to create a photo gallery for a website running IIS 4.0 or IIS 5.0 (im not sure which). It needs to display a low resolution version of the gallery to anyone, and it must show both the low and high resolution images for "priviledged" users. So I need access priviledges, photo albums and once the site is complete, the person I am doing this for needs to be able to upload their own images to the gallery. It also needs to have a minimal interface as it needs to be integrated into an existing website.
So I need some advice on this with the direction I should approach it.
Does anyone know if their is a customisable gallery out there that can do something like this, such as Coppermine or Jgallery or something. The alternative is to use a web framework like Ruby on Rails, CodeIgniter or Sproutcore (each which require learning a new language). The framework would be more work, but the existing galleries may not be customisable enough. The important bit is the user privileges in an admin panel.
I am relatively new to "web programming", although not new to normal/games programming. I have a few years experience with C/C++ OpenGL and Java. I have also read up on MVC etc, and did hello world with sproutcore, so I kinda get the idea. Although learning a framework is a much heavier investment.
What are your thoughts?
If you don't want to re-invent the wheel you could use Gallery2 (requirements here). It runs on IIS -- you'd just need PHP and a database. It's very configurable (including user accounts), has lots of plugins, and its open source if that's not enough. Also, the development and support communities are large and active.
you could always go the route of Dotnetnuke and then use Ventrian's Simple Gallery module (http://www.ventrian.com/Products/Modules/SimpleGallery/Demo.aspx)
Using DNN offers a ton of functionality, including the security you need, and it would save you from doing any web development.
If you are a bit more adventurous, try Smaltalk based Aida/Web and specially Aida/Scribo CMS (currently still in beta), which include Gallery so called scriblet as well. Scribo scriblets are otherwise web components which you can include directly into a text. You therefore add a gallery directly into a surronding text. See for instance a presentation as a Gallery for example.
I would recommend my own but... If it weren't for the low/high resolution thing with permissions I think it would fit the rest of your needs. I'm going to leave a link just in case you want to take a look at it:
nzFotolog
It's also open-source (although the license is not the best) and you can change it at will if you want. The code itself is clean and self-explanatory. The downside is that I haven't developed it for some time now :(
Having faced a similar dilemma myself I have to say that I found Gallery2 and Coppermine both far too all-encompassing and difficult to customise to the degree I would have wished. I ended up rolling my own using straight, procedural PHP with various bits of jQuery for the GUI fancy bits. At the same time I was able to bake in some e-commerce and data gathering for my wedding photography clients, ending up with something which exactly matched my needs. Certainly, the gallery aspects of this project were, for a complete programming (although not HTML) neophyte, the least challenging - it's exactly the sort of thing PHP is made for.
I'm now taking my first faltering steps with CodeIgniter for my next project (photoblogging software) and I can already see that the framework would make a gallery project very quick, simple and secure.
Flickr.com and their API may be suitable from what you described.
http://www.flickr.com/services/api/

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