Cocoa Graphing/Plotting Framework on iOS [closed] - ios

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Closed 10 years ago.
Looking at adding some data graphing to a new iPhone app in development (ala the Stocks app).
I realize I could buckle down and do some Quartz drawing but I'm hoping that someone somewhere has a tip on a Cocoa graphing framework that works on iOS.

Core Plot
There's a plotting framework in active development on Core Plot.
It works on both Mac and iPhone.

Despite eisernWolf spamming links to his Google Code page, it is actually pretty OK.
Core Plot is by far the more advanced library, and the way you want to go for math type applications.
But if your goal is some simple data visualisation, s7graphview has the following going for it:
Much simpler than core plot.
Distributed as source code. Just drop the files into your project.
It's a good way to learn how some of the Core Animation stuff works.
Also I think the default style is a little nicer than Core Plot.

If all you need to do is draw line graphs, take a look at the Seismic example that Apple posted - you can yank large quantities of code from that.

I was wondering the same thing and came across this sample code (AccelerometerGraph).
link to Apple Dev site.
I have begun to play with core-plot as well. It is quite nice.

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What are good ways to learn how to make better looking iPhone applications? [closed]

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Closed 10 years ago.
So I have built an iPhone application using built in SDK controls, just wondering how I could make better looking applications like the ones displayed on http://pttrns.com/
Directions to books or tutorials would be grateful as well as any tips.
Take a look at Scoutzie. It's a website for finding mobile designers and design ideas.
Learn the art of graphics design, build your image assets, and stich them onto your views. You can do this a plethora of ways, not the least of which is custom drawing, image views, pattern colours... Alternatively, you can hire a designer like most of us do. :)
Point is, good iPhone interfaces are usually skinned by designers, or developers with design experience.
Look at good apps and try to recreate the experience. When the UI Layout etc is good, there really is not much left thanlearn how to create sophisticated animations and learn photoshop!
In addition, apple has several guides in the UI topic. Look around in the dev center, there is much to discover!

dart and 3d graphics [closed]

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Closed 10 years ago.
I want to know how is Dart handling or going to handle the graphics part. I know about WebGl but its written in javascript. Dart does have api for it, but would it get something of its own. A 3d library made for it.
and also in just your opinion what is the future of 3d/2d/etc on web.
I know for the fact that websites will become like apps.
I know that the technology that is eventually going to win is has to be open source otherwise a company could just take on a direction of its own.
I also think that gap between 3d graphics and 2d as is used in websites will narrow down.
And for this matter flash has the answer(meaning to make something appear you use language A and to just make it 3d you use language B, which is not correct way, as both are graphics.) but it belongs to one company.
But all other stuff like webgl, opengl,and unity is too complicated and works on very few places.
Mobiles and desktops will have same kind of graphical power, except size...which i am not sure given googles 3d glasses.
I so wanna learn flash...but not. It doesnt need to be this way to make a button you use css and html, but to make it 3d without hacking you go learn 1 tons of libraries and whole javascript.

Where can I find custom cocoa/xcode class files? [closed]

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Closed 9 years ago.
Kind of a noob question, but is there a good way to search for custom controls/objects/frameworks? I was able to stumble upon the Three20 framework and some other things like custom progress bar views and other custom views...but I just kinda 'happened' upon them. Is there any standard place where people post their stuff besides doing a github-wide search?
For UI elements, check out Cocoa Controls. I unfortunately don't know of any other centralized repositories for categories etc. All the useful stuff I've stumbled across came from github, stackoverflow, and/or repeated google searches.
I would recommend staying away from Three20, though. Having used it on some large projects in the past, the framework tended get in the way more than it helped IMHO. Their drawing libraries have some nice conveniences, but it's a lot of bloat to add to your project if you just want a single UI element that the framework provides.
One good site that has aggregated a lot of these is http://cocoacontrols.com/

iOS OpenGL Question [closed]

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Closed 9 years ago.
I'm an intermediate iOS developer with a couple apps on the store with decent results, but I have an idea for a game. I even have some pretty spectacular ideas in mind for monetizing this game.
My problem is I don't know the first thing about OpenGL -- I'm reading the documentation and watching some videos, but that's a deep rabbit hole.
My question is: Am I better off rolling my own 3d engine, or using the SDKs already out there -- Unity, namely -- and how different should I expect those approaches to be?
Thanks!
If you're making a game, you're almost never better off rolling your own renderer. Not unless there's something special about your game rendering that you need to do that engines cannot accomplish.
Oh, and we have a site for game development questions.
While making a game, if you actually want to learn something then you should go for your own 3d engine.
If you go for others engine then yes, may be you will face less difficulties but at the same time you have to go according to their boundaries and limitations.
And OpenGL ES is an API used for rendering and graphics purposes.You need to learn OPenGL ES not whole OpenGL api. Its well documentation is available out there.
here's a [link] http://www.khronos.org/opengles/
I agree with Nicol. Your time and effort is probably better spent developing the game rather than developing, yet another, '3D engine'.
Take a look at the Unity tutorials. They'll give you an idea of the development process.
http://unity3d.com/support/resources/tutorials/
and how different should I expect those approaches to be?
Unity development is very different from OpenGL development. Unity is closer to an authoring environment.

iOS alternative PDF Renderer [closed]

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Closed 10 years ago.
I am looking for a good alternative PDF Renderer.
Currently I am using Quartz Core for PDF rendering, which is great and pretty fast, but I find it still slow compared to other iOS Apps (GoodReader has an own renderer or has adapted some kind of alternative renderer and is not disclosing any information about it).
I am wondering if there are some good open source or payd PDF Renderers for iOS that I could try out.
I tried muPDF, but it does not support iOS and it would take a lot of time to make it compatible.
Thank you!
I don't believe GoodReader has a custom render engine. It's all a matter of caching and using the idle times.
You can try this viewer: http://www.vfr.org/2011/06/pdf-reader-viewer-v1-2-1/
MuPDF compiles and runs just fine on iOS.
All you need to do is create an Xcode project for it, drop in the MuPDF, thirdparty and generated data file sources and compile. I used to have an iOS demo app for testing on the platform, but I haven't been paying the Apple developer tax so it's not up to date.
The best open source project I've found yet for iOS (iPhone/iPad) is http://www.vfr.org/ ( source code available here : https://github.com/vfr/Reader ).
It has a very nice design and some nice features !

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