Developing for iPad 2 - ios

I want to start learning about creating apps/games on the iPad 2. I cannot find hardly anything about iPad 2 although I have found lots of resources for iPad 1 development. Basically, I want to ask if I was to create an iPad 1 application, can it be deployed onto iPad 2 for testing/debugging/release no questions asked?
Also, am I able to use other frameworks which allow me to use Java, C# or C++? if so, can you recommend anything?
Thanks very much,
Jamie.

There is not much difference between iPad 1 and 2. You should target both devices (as long as you don't need the few extras on iPad 2 like camera for example).
All iPad 1 software will run on iPad 2.
Edit: No native Java or C# on iOS, although there might be some projects making them work - but it's rather "hackyish". C++ is of course just fine, as is C.

iPad, iPad 2, iPod touch, and iPhone all use iOS. Other than possible issues like "Oh, I assumed a resolution here that doesn't hold true for this device...", programming for one is the same as programming for another.
This is especially true for the iPad and the iPad 2, since they are very similar pieces of hardware. I wouldn't be surprised if an iPad program worked perfectly on the iPad 2 without any adjustments.
As for java, etc., sorry, Apple doesn't want to make anything too easy. You have to stick with C++ or, preferably, Objective C (since Objective C comes with a lot of iOS specific functions.)

In addition to Eiko's answer, Monotouch is a very popular framework for .NET development on iOS devices.

I would very, very strongly recommend using Objective-C and the Cocoa Touch frameworks as the basis for your app. UIKit is excellent at getting good looking, well performing UI quickly, and Xcode provides very nice development tools.
The iPad 2 is like the iPad 1, except that it's faster and has cameras, basically. Build for iPad 1 and you shouldn't expect any problems.
EDIT: Learn Objective-C and the Frameworks, it's not hard and provides great results. A very good book for people who know object-oriented programming and want to learn Objective-C and Cocoa Touch is IPhone Programming: The Big Nerd Ranch Guide. Despite being targeted at iPhone development, its examples can be built for iPad with nearly zero changes (and by the time you get to a chapter where you need to make slight changes, you'lll know how to). Programming for iPhone and iPad are very nearly the same, with some differences in the availability of certain UI elements (and of course resolution and GUI/UX paradigm), as someone else already pointed out. This book will teach you the basics you won't instantly get from Apple's excellent documentation, and explain the reasoning behind certain pattern choices.

Related

Xcode (swift) vs Unity for isometric 2d mobile-apps - Performace, Package Size

Let's assume I want to develop an isometric 2D mobile-game such as Clash of Clans for example.
My main target would be iOS but of course Android would be nice, too (but not a must-have).
Now I have to decide to either program with Apples XCode (therefore Swift as a language, which I am already pretty familiar with), or develop my game with Unity3D (and therefore C# as a language, which I am also pretty familiar with).
Personally, I don't prefer one over the other.
So much for the set-up.
As I don't have any preferences, I'd like to choose the one that offers the most benefits for my 2.5D game to me.
The questions:
Is there a difference in getting an approval for the App-Store if you program in Swift, or use Unity; C#?
How big is the difference of the published package-size of the app between Unity and XCode?
Does my Unity-written app run as smoothly as my XCode-written app?
I hope you could help me with that.
If I missed some points there, feel free to criticize me and give me your opinions on it.
Greetings
Chriz
Is there a difference in getting an approval for the App-Store if you program in Swift, or use Unity; C#?
No, given this general comparison - there should be nothing here favoring or disallowing one over the other.
How big is the difference of the published package-size of the app between Unity and Xcode?
That is very hard to say. There will be added libraries for Unity inclusion whereas Apple would already have shared libraries apart of the OS - used by every app. Think shared libraries here - only Apple is permitted to do this. Not to be confused with the to be newly released iOS 9 'App Thinning'.
The larger weight will be media/images/bitmaps.
Does my Unity-written app run as smoothly as my XCode-written app?
Since they both end up using OpenGL, the end result should be the same or very similar. Obviously as the OS and device mature - if Unity doesn't leverage it, they could end up giving up performance advantages.
But... the flip side of being so tightly coupled with Swift/iOS/Apple, is you abandon your Android market - and if you are even considering it - I'd suggest Unity based on what you shared if there is a remote possibility you want to deploy to Android, desktops, *TV devices in the future.

Sprite Kit and IOS Development

Just a few questions which I can't find answers to anywhere:
To code games for IOS using Sprite Kit, do you also need to know Objective-C or Swift?
Can you code high quality games without knowing Objective-C or Swift?
Thanks!
SpriteKit is an Apple framework developed for Objective-C / Swift application. So, yes you'll need at least some code basics notions.
"Yes". You might be able to develop game with Unity2D for example, but that would include using another language to write your scripts.
I'll try to expand a little bit previous answer.
SpriteKit is an Apple framework developed for 2D/3D games. It uses Swift or Objective-C. Advantage of using this is that you can be 100% sure that this game will work flawlessly on iOS devices. Disadvantage is that you are locked only to iOS devices. If you have 0 knowledge of Swift or Objective-C, and you wish only to develop for iOS, I would choose Objective-C. It seems a little harder to learn and understand, but compared to Swift to it seems that Objective-C is still (and will be for long time) superior to Swift. Although, it just be my personal preference, because I truly hate Swift. (You can achieve same things in both languages) :)
I started this way, I do not regret.
You can develop games and apps for iOS without knowledge of Objective-C or Swift. You can use programs like Unity, Unreal engine, Corona, Cocos2D/3D. However these programs require learning another language to write your game (c++ or something else). You can also use GameSalad for 2D games. It requires 0 coding, many things are drag and drop, but you do need to understand logic behind it. For example, it wouldn't be programming but it would be coding :)
GameSalad is easy to learn, fun as well, but forget that you will be able to create any serious game logic or more advanced game than 2D platform one. I tried it, but very soon changed to Objective C and XCode.
If you decide to go with learning actual language (which I would strongly suggest), I would recommend either Objective-C or to learn Ionic software. Ionic uses javascript, but when you learn how to make games/apps you can easily distribute it to ANY platform: iOS, Windows mobile, Android...XCode is better software, but learning Ionic has huge advantage, and that is single click to deploy app on any platform.
Good luck.

is Adobe Air capable of converting a complex Flash game into iPad/android platform game?

I've recently heard about the converting feature of Adobe Air but how well does it work?
Does it emulate every bit of code a complex Flash game using tons of libraries outputs or should you expect a lot of work to go around if you were to convert one?
I'm thinking of making a complex cross-platform game but not sure which is better/easier, to use Flash and Adobe Air for its abundant game libraries, resources and faster development or to simply go with Java.
It Would really save lots of time if I can use Flash. Though, I can imagine it would also give me headaches to worry about all the time. Like what if adobe/apple stops supporting Flash or what if the converting feature won't work.
Any advice and any bit of information would be welcome. Thanks.
AIR works well on iOS in my experience although native apps will always perform better. I cant think of any aspects of Flash that wont work when converted to run on iOS.
Whether AIR performance is good enough really depends on the individual case - how gpu and cpu intensive the game is.
You have to consider the trade-off: use existing Flash skills to create a 'good' game quickly; or learn new skills to create a 'better' game slowly - is it worth spending weeks/months learning new skills to get a few extra percent of performance? Only you can decide that.
Regarding Adobes AIR support in the future; who knows - they dont have a great track record (think flash on mobile) - but i would suggest AIR will be around for at least the medium term, if not long-term.
My personal opinion is that "mobile" is not going anywhere and now is the best time to start learning Java for Android and/or Objective-C for iOS. Like PhoneGap, Flash mobile Apps don't give you complete access to the devices entire API/SDK options, even though what they do offer usually suffices. Flash is still a respectable tool but developing "native" gives you full control over your app's memory, device interaction, cutting edge APIs, etc ...
Depending on how optimized your action script 3 code is written, you may experience some performance issues vs utilizing native graphics libraries. I assume the latest version of AIR (I know Flash 11.2 and on included some nice graphic stuff) may address performance but haven't seen any benchmarks for AIR on mobile devices yet.
If you are hoping to go the AIR route, I'd say why not take a few days and try to port it over. If all else fails get a nice iOS or Android book and cuddle with it every night until you are confident you can recreate your App natively.

Reagarding the titanium framework

I recently started trying to develop apps using titanium.
When i ran one basic app containing two table views and some static data, it showed me 80 memory leaks and about 15 warnings - i think coming from the frameworks.
As an iOS developer, i'm used to seeing less than 5 memory leaks in complex apps too.
So, I'd like to know whether applications are getting accepted by apple when developed through titanium.
Also, I'd like to know whether,looking at the state of the titanium frameworks,its worth learning it right now.
Thanks in advance!
Your First Question, Yes! they are being accepted by Apple App Store.
And For your second question, its relative to likings of individual. I started mobile application development with titanium, but soon I realized that there is no better way to create an application then to create it natively. I would say if the applications you are developing are not scaled at enterprise level magnitude (means thousands of lines of code), better develop apps natively.
Titanium is increasing support and improving frameworks rapidly, its also reduces lines of code by third! and the best thing about it is, its cross-platform! but to my personal liking i always prefer native development. The power, the iOS gives you, Titanium wont!
One more thing i would like to add, despite all, you should learn it! :)

AIR SDK: performance of SWF compiled into iOS native app

It's a great thing that it's possible to compile an SWF into iOS native app. I think AIR is now the best option to write e.g. small games or interactive books. Of cause AIR app will be slowler than the same app written on e.g. objective C. The question is how slower AIR app will be. Can simple AIR apps be launched e.g. on iPhone 3G or iPAd 1?
And another question is, can arbitrary flash app be compiled into iOS native app?
Will be grateful for any thoughts!!!!!
Performance of AIR vs. Objective C:
For pure script execution, AIR apps perform rather slower than native, including on iOS. However, in virtually all cases the limiting factor of your app's performance will be rendering, not script, so it depends entirely on what you do visually in your content. This is why Crooksy suggested you look at Starling. Without Starling (or similar libraries that make use of the GPU), it's pretty challenging to get decent performance out of an iPad1. It can be done, but it takes expertise and incurs extra work. It will be much better to start with the huge performance boost of using Starling or similar.
Can arbitrary flash app be compiled into iOS native app?
As long as it's made with AS3, then it should compile. For whether it works, two main caveats come to mind: First, a handful of APIs don't work on mobile devices. (I think printing is one example.) Second, if you read in any SWFs at runtime, all actionscript inside them will be ignored. (Not for technical reasons, it's an Apple requirement.) So if your content is split into a bunch of SWFs you'll need to bundle them together at packaging time, and if you absolutely depend on reading in SWFs with script from the network at runtime, you're going to hit a wall.
Hope that helps!
Check out the new Starling frame work.
http://gamua.com/
Here's the start of a nice tutorial series (episodes 1 and 2)
http://www.hsharma.com/tutorials/
Lee Brimelow also has a few tutorials
http://www.gotoandlearn.com/
Regarding converting Flash apps into iOS compatible apps, yes that is possible but it depends on what the app actually does as to whether any modifications will be needed before it will perform correctly on a device.

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