I have been searching for hours, I have just started doing Blackberry OS 6 Development, new to it completely, it's a switch from IPhone.
I was wondering if someone could give me a deep in depth tutorial on how to create a multi view application with one global toolbar / tab bar.
Source code would be great so I can read through it and understand it better.
I created a basic app, but I am trying to add a global toolbar / tab bar to it, and am just struggling.
thanks.
This is not "a deep in depth tutorial" :), however here is the info to start with:
The API for ToolbarManager
Example on ToolbarManager usage
Note the ToolbarManager is availble since OS 6. So for a previous OS you will need to create your custom Manager to hold the buttons and to place that manager into status section of the MainScreen (using the MainScreen.setStatus(Field status)).
ToolBar is only available in OS 6.0, since I'm using 5.0+ as the base version.
I need to implement the Tab Bar manually.
Here's how I write it.
http://aliirawan-wen.blogspot.com/2011/05/implementing-tab-control-in-blackberry.html
In OS 6.0 you can simply using the Toolbar component, or doing with your own code
Related
I'm using Xamarin.Forms and using Navigation Pages. When I run on the Android, there is a single navigation bar visible that updates for each page. When I run on iOS, there is always a navigation bar at the very top that takes me to the root page, and then all subsequent pages use a second navigation bar beneath that. Is this expected behavior on an iOS app? I would rather have one navigation bar instead of 2, how can I achieve this?
I'm running on iPhone SE iOS 10.0 using latest alpha version of Xamarin in Visual Studio 2015
You probably have a NavigationPage inside of a NavigationPage. From a navigation perspective, it's a rather bad idea.
If you have to nest high-level pages, it usually goes like this:
[MasterDetailPage] > [TabbedPage] > [NavigationPage] > ContentPage
It means: only use a MasterDetailPage as your App.MainPage, and do not put TabbedPage in NavigationPage but prefer the other way around.
This is what will give you the best experience for the user, and consistent results in Xamarin.Forms
Note that Tab>MDP> works as well, but makes less sense from an user story perspective.
I have to make sliding Views with Sliding tabs.The tabs are sliding and i have used collectionview for that and now the requirement is to slide the views correponding to the tab like in whatsapp app in android. Is there any optimum solution to acheive that other than scrollview,i have do it fast as i have to deliver it by tomorrow.
SMSwipeableTabView provides this functionality.
SMSwipeableTabView is a custom control which is mixture of UIPageViewController and Scrollable Tab Bar. This is similar to Swipe view with tabs alyout in android. Any number of tabs can be added along with the swipeable views. User can fully customize the control.
To run the example project, clone the repo, and run pod install from the Example directory first. This provides pod so that you can implement easily.
This library works with iOS version 8.0 and above. It is written in Swift.
iOS 8.0+ / Mac OS X 10.9+
Xcode 7
Check below sample code :
https://www.cocoacontrols.com/controls/smswipeabletabview
Background:
I have an iOS app in the app store, but it's running on a very old version of Cordova that needs to be updated. Unfortunately, the plugins I have been using for the navigation bar and for the tab bar are not compatible with the current version of iOS.
There are HTML toolkits that include this type of functionality, but in my case, I can't use them. I'm actually loading the web app from a web server rather than locally, and any communication errors would break HTML navigation. (I realize this is not ideal, but it is beyond my control.)
Question:
I have searched for other navigation bar and tab bar plugins, but I haven't found anything of interest. It seems to me that I'm missing something. Is there an easier way to add navigation controls to a Cordova app? Is there a plugin that I haven't found?
I ultimately just fixed the AndiDog plugins to work on iOS8.
I'm not sure if this is the answer you're looking for, but I have created a tab-bar system created in JS/HTML for hybrid apps and web apps. (That runs locally!). It's called app-tab-bar.
I am very new to iOS development. Currently, I am trying to develop an iPad app, which is used for taking orders in a restaurant. When I am trying to create the UI on an iPad, I want to create a left side menu to let the contents displayed at the centre according to the item tapped on the menu. Which is similar to this: http://www.dhtmlx.com/blog/wp-content/uploads/2011/02/ipad_menu_final.jpg
As I am very new to the iOS development, can anybody tell me where I can learn iOS development step by step. And are they any samples of this kind of app that I can refer to?
Thanks very much!
there are many tutorials for creating split view application as links provided by #PratyushaTerli and otherwise you can use direect way as recommended by #antonio MG and there is another two good links for creating them which are : https://github.com/mikefrederick/MFSideMenu (good demos in it using story board or using xib's ) and you can look on project on github named - mmdrawercontroller.
annother good project is this
As Antonio MG said, the easiest way to do this is with Master/Detail project in Xcode. It uses the UISplitViewController logic of one 'Master' controller which controls the appearance of detail content in the 'Slave' or 'Detail' controller aside.
The sample Xcode project should be enough to make you understand how UISplitViewController and its UISplitViewControllerDelegate work together. Or also checkout this tutorial: http://www.raywenderlich.com/1040/ipad-for-iphone-developers-101-uisplitview-tutorial
Just create a Master/Detail project and you will have the basic structure of that kind of behaviour. The rest is just customising the table and the cells.
What commonly expected user-visible design idioms need to change from an iPad app to a Mac app for an app, that is to provide basically identical functionality, to seem at least reasonably Mac OS X native?
Some of these changes, commonly expected by users, might include:
Move the Settings button and Info button to Menu selections for Preferences... and About...
Move the Settings view and Info view or popover to their own independent Preferences and About windows instead of being views in the main window.
Add some menu items and menu keys for commonly used buttons (like the forward and back buttons in a browser).
Support arrow keys for scrolling any custom view items.
Support mouse-over for help popups or dynamic menus.
If the app supports "documents", allow more than one document to be open at a time, each in their own windows.
What else? What's the minimum change required for a simple generic 2D game?
Added clarifications:
Note that I do not consider re-coding similar UI classes to NS classes (for instance UIButtons to NSButtons), with similar look, positions and behaviors, to be a significant change. Those changes are pretty much invisible to the user.
The goal is to change as little as possible so that a user who purchased app X to do Y on an iPad might purchase app X to do Y on their Mac, as a Mac application, but with as close to zero learning curve as possible. But it seems that some changes need to be made, or the app would not seem to be a Mac app (for instance, a missing About... menu item would seem a bit strange.)
to provide basically identical
functionality, to seem at least
reasonably Mac OS X native?
You've gone off the rails right there. Consider adding this to your list:
Forget everything you know about how your iPad app works. Step back and consider that a user's interaction with and expectation of a desktop application are very different from those of a tablet. Re-think what you're able to do and what the user will want to do with a faster processor, more power, significantly more available storage, less mobility, much faster text entry, and a different user interface model.
We are in the same boat and faced the same question.
Our conclusion is to start with a "fresh" real application for Mac and make it look similar, i.e. using the same or similar UI components and graphics. The app should be otherwise developed as if there was no iPad version.
First, there will be many users that don't have the iPad version. Those users expect a full-blown Mac application and it doesn't make sense to make it feel iPad in any way.
Second, users coming from the iPad version will feel ripped of if the Mac app is just a pure clone of the iPad version with no added value. Think of the first transitions from iPhone to iPad - paying again for nothing but pure upscales is frustrating and might harm your business in the long run.
Starting out designing a fresh streamlined UI and then think of what you can reuse and make similar. Functionality may differ in one direction or the other. Your model code should work in all places anyway.
Not exactly an answer to your question, but take a look at Chameleon. It's essentially a port of UIKit to the Mac. It was created by The Icon Factory to make it easy for developers to port their iOS apps to the Mac. IIRC Twitterific was ported to the Mac using Chameleon.
So here's what I did to create a Mac app from an iPad app, and have it accepted into the Mac App store.
Ignored the suggestions to completely redesign the app (users reasonably liked the iPad design).
Create a Mac app project and include a branch of all the iOS source code.
Manually recode all the UI elements with their corresponding NS elements. Resize them to Mac UI guideline sizes. Check that they all show up in some reasonable place when the main window is resized. Deleted iPad only delegates, such as rotation handlers, etc. This resulted in completely new view controller code, but almost all the code was just a parallel translation of the other paradigm.
Set the view coordinates to flipped so the Y coordinates won't have to be recalculated for any Core Graphics drawing routines. (The Model and CG drawing code pretty much ported straight over without change, except for scale factors for window size, and such.)
Remove settings and help views from the main window view controller(s). Implement a Preferences window xib and a Help window xib, and put all the settings and pref views and controls there. Add one more top level controller to show/hide the 3 windows.
Add some menu selections with hotkeys for equivalent UIButton actions that a user might want to hit without reaching for the mouse/trackpad.
Add a credits.html file.
Add an outline shape and transparency masks to the icon design, and stuff into an .icns file.
Pad the one window screen shot out to the much larger required size.