I want to develop an app that just reads a bar code. I don't want it to go off to a website or shop or anything. Just read it! It must run on iPad Air. I have seen zbar and a few other suggestions but I want to be sure which one I should use/how to start. Can someone who has done this type of thing help please?
Start with the sample code here that describes iOS native code detection and usage: http://www.infragistics.com/community/blogs/torrey-betts/archive/2013/10/10/scanning-barcodes-with-ios-7-objective-c.aspx
When you've progressed to needing something this doesn't accomplish, you will likely have the vocabulary to better describe what you need, what you've tried, and how it has failed for you.
Is it possible to interactively remote debug an iOS App with xCode (or some other interactive debugger, if necessary)?
Has anyone got a neat framework I can stick in my App that will allow this? I can imagine Apple might not want this for live Apps, but for enterprise deployment and for Beta deployment, it would be ace.
A workflow that might work is a customer with a bug can get in touch and then I can email them with a link that will launch my app and connect it to my debug server. With magic.
There's an S.O. question from back in '11 about this – I'm hoping things might have moved on. However, a post here suggests it's probably not possible.
I want to be clear crash reporting, log acquiring and analytics are all very nice and everything (you're right – I use them too), but that is not what this question is about. Thank you :-)
Definitive answers along the lines of "This is just not possible because …" or, "It's possible but fearsomely involved because …", or ideally "Yeah, it's easy and cool, check out …" would be wonderful.
Thanks.
I think what you are searching is not possible. If you want, take a look at Bugfender, it's a product we have built that helps somewhat to do what you want.
With Bugfender you can get the logs from a remote device you choose, is not remote debugging but for now it might be the closest thing to what you want.
I am wondering if anyone has experience with having 100+ targets in a single xcode project. I have a case right now where we are building many apps that use the same code base. There is some debate internally that if the amount of apps gets to an unmanageable level aka (Maybe a couple of 1000 apps) we are going to have issues.
So my Question: Does anyone have experience with making a xcode project that has a ton of apps/targets (100+) in one project? Is there any issues with this? Is it easier then having a single project for each one and just sharing code with symbolic links?
I have built a project and made about 80 targets. Besides xcode crashing a couple of times while I was creating them (I think this was because I was using hot-keys and going really fast) it seemed like it was fine. I did not see any major performance hits, but since this was not a full project I am skeptical that this was tested fully.
Thanks for any insight.
So I found some information hidden in a post of a site called openradar. I think it will answer my question. I would love to hear from some real world experience through. So if anyone still has input please add it. I will be doing some more research on the subject.
Link to Post: http://openradar.io/15060709
Also I asked apple for comment on this as well and as soon as I get a response back I will post it in this answer.
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.
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