Particle effects in iOS - ios

I've hired a developer to work on an iPhone & iPad application and as part of the application we would like to have a particle effect.
How do you implement particle effects by using CoreGraphics?
Please note that I've referred the developer to the following link, but he's told me it doesn't work well due to leaks:
http://www.clingmarks.com/generate-particles-along-a-path/822

If I may suggest this: http://www.raywenderlich.com/6063/uikit-particle-systems-in-ios-5-tutorial tutorial in an attempt to implement your particles, maybe you will have some better luck with it. I havent personally used it, but I've used tons of other tutorials from Ray's site, and all of them are fantastic.
Additionally, if you just want to debug your current implementation, this one seems to be up your alley: http://www.raywenderlich.com/2696/how-to-debug-memory-leaks-with-xcode-and-instruments-tutorial.
Hope that helps!

Related

SwiftUi ARKit measurements

Sorry I am pretty inexperienced with ARKit. I am working on an app and it will have more features later but the first step would basically be recreating the measure app that is included with iOS. I have looked at the documentation that Apple gives and most of it is for stuff like face tracking, object detection, or image tracking. I wasn't sure exactly where to start. The rest of the existing code I have now is written in SwiftUI if that matters. Thank you!
Understand that it can be quite confusing in the beginning. I would recommend to walk throught the toruial at raywenderlich.com. This toturial from Codestars on Youtube is also very good if you like to listen and watch instead of reading. Both talks go throught a lot of important parts of ARKit so I really recomend it. After that you problably have a create understanding and you clould watch Apples WWDC2019 talk What's new in ARKit 3.
Hope I understood your question correctly and please reach out if you have any questions or other concerns.

Is there a tutorial for coding a GUI without the inaccessible Interface Builder?

I am totally blind and want to code for IOS and/or OS X. In Xcode 5.1, accessibility is improved, but the interface builder still seems unaccessible for voiceover users (like me).
With that in mind, is there a tutorial for coding OS X and iPhone apps without using interface builder in Xcode? Alternatively, is there a way to use interface builder with voiceover (without sight)? I would deffinately like to use gui tools if any exist, but if I have to hard code the thing, so be it.
Thank you in advance!
My sense of the matter is that you should simply code the interface.
First, autolayout makes this much more sensible than it has been in the past. The "visual" constraint language is really symbolic; made for you.
Second, the binding pane simply won't work for you. Bad design, I guess. But there we are. Use the API.
A number of sighted coders, including Brent Simmons (netnewswire, vesper) scarcely use interface builder. You'll be fine without it.
I have not listened to it but give the following podcast a listen. The description states that it covers interface builder basics.
http://maccessibility.net/2013/01/17/the-maccessibility-dev-podcast-1-using-xcode-with-voiceover/
You may want to consider RubyMotion as an alternative.
Austin Seraphin talks about using RubyMotion as a blind developer in this talk MP3 with slides here at the #inspect2013 conference. I found the talk through a blog posting that mentioned Austin's amazing presentation.
For pure XCode use, I tried experimenting with PaintCode but it was useless in Voice Over mode. You may find Erica Sadun's book on Auto-Layout useful as she goes into detail on the code-based approach. The iBooks link to the second edition is here.
I am humbled by the effort that people like Austin and yourself put forth to overcome your obstacles and try to remember this whenever I'm irritated by the minor inconveniences in my life and software development. It seems fatuous to say thank you but I'd just like to offer my congratulations on what you've achieved so far.

Is there any good Tutorial or a Reference to cocos3d

Cocos3d looks like a good 3d library to work with in IOS, but it stills in beta, and the
documentation provided on the brenwill site is really not enough to
understand how to work with it, it's just a guide about the classes no tutorial, and i have been searching the web for quit some time without any luck for even something close to a tutorial. Does anyone know from where i can learn this framework?
You should have a look at the CC3DemoMashup project that comes with the framework when you download it. It demonstrates how to use many of the key features of cocos3d, and is well documented.

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.

IPad and Openframeworks

Can someone point me in the right direction to learning how to use Openframeworks to develop and IPad app. Perhaps some good tutorials, I can't seem to find any good documentation.
The docs of openFrameworks is quite outdated. But you can discover OF through the examples. Just download the iPhone package here: http://www.openframeworks.cc/download and follow the instructions in the included readme. I think a good start is, try to get the examples running on your device and start to modify the examples. If you have any further questions, the people here --> http://forum.openframeworks.cc/ will be happy to help you out.
For a more in-depth discover of openFrameworks, look at the inofficial doxygen docs here --> http://ofxfenster.undef.ch/doc/
Getting OF running on iPad is actually pretty much the same thing as running on iphone.
have you got it running before?
if you haven’t, first thing is you need to pay Apple $99 if you want to run it on real device,
otherwise it’s free to try on the simulator.
there is some instructions on OF site for the first run,
just go through it these complicated stuffs only need to be done once:
http://www.openframeworks.cc/setup/iphone/
(the guide is totally not updated at all, but it’s pretty much the same process with minor UI difference)
Any iOS OF example should runs on iPad the same way as iPhone does.
but to get iPad native resolution, you’ll have to change it manually.
it's in Application>General and in Deployment Info change the Devices drop down to iPad. (screenshot attached)
try it with any iOS examples
and if you want to put any code for mac version,
just make a copy of any iOS example and hand paste the code in appropriate void,
they are pretty much the same except mouse event vs touch event.
which a bit different in logic but just play around with it. not too hard to get used to.
basically touch events are touch.x/touch.y instead of mouseX mouseY.
(and touch events are private to each void so you might need other variables to pass it somewhere else)
I don't have a forum link but there was an openframeworks forum question on this just last week and folks posted a number of sites that have good examples/tutorials. Here's one on doing pixel operations for graphic effects:
http://itp.nyu.edu/varwiki/Syllabus/Pixels-S10

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