Archive for the ‘ iPhone Programming ’ Category

7 Steps to Turn Your Idea Into a Real iPhone App


1. Prepare the tools

  • join the Apple iPhone Developer Program ($99)
  • get an iPhone or iPod Touch
  • prepare an Intel-based Mac computer with Mac OS X 10.5.5
  • a Non-Disclosure Agreement for hiring a developer (NDA)
  • install the iPhone SDK. This SDK contains the complete Apple Xcode Cocoa development environment.

2. Start your project in Xcode. Using the project templates can save you a lot of time.

3. Design the user interface for your app

Drag-and-drop interface design is really not hard at all. You can also take advantage of the iPhone GUI Photoshop template or the iPhone PSD Vector Kit. Both of them are collections of iPhone GUI elements that you may need.

4. Code your app

If you have used Objective C/Cocoa before, then open Xcode and get started!

You can join these forums for more helpful technical information:

  • Apple Dev Forum
  • iPhoneSDKForum
  • iPhoneDev Forums

There are also some tricks and tips that can help:

  • Don’t do everything from start. You can find a similar app and have your own code integrated instead.
  • Search for a code snippet or fragment that can help the stuck part of your coding.
  • Don’t follow the crowd. There are many apps in the market having the same bodily-function-oriented structure. You can start something different.

5. Build your app

Using the Xcode iPhone Simulator, you can try your app before actual testing on a real iPhone or iPod touch. You must get a Provisioning Profile from the iPhone Program Portal to add testers to your project. You can access to this portal using your iPhone Developer Program subscription.

6. Test your app on a real iPhone and iPod Touch

First, you must code-sign your app. You can access to the same iPhone Program Portal above to get these certificates. However, it can be hard to have your app successfully code-signed and test on a real iPhone. See the note below for more help.

7. Keep testing and optimize your app before start to promote it

Important note: If you don’t know anything about coding, you certainly can find some developer to work for you.

In fact, many people have been successful by hiring someone do all the app development.

However, it’s NOT as easy as it sounds.

You still need to know clearly about the process and be professional right from the begining if you don’t want to be tricked by some bad developers. They can steal your idea, or they can give you a badly coded app and tell you that it’s qualified.

Here are some tips:

  • To prevent people from stealing your idea, before asking a developer to work for you, ask them to sign a Non-Disclosure Agreement (NDA).
  • You can give your idea to the developer by giving them the sketches you drew when you worked your idea. You should make it clear about how you want your app to be.
  • Getting an iPhone app developed by a professional developer can cost much ($500 – $10,000 or more!). You should contact multiple developers asking for a quote for your app. Then you may be able to save a lot of fund by choosing the suitable one.
  • Although you may not know anything about coding, you still need to know how to test your own app. You don’t want to be spend money on a bad product, your customers don’t either. You need to know how your app perform before taking it out to market, or it can be a real disaster.
  • To find your developer, you can go to elance.com or odesk.com.

You can visit Top Mobile Gadgets for more information about how to make your iPhone app. And if you are interested in Apple gadgets, you can find everything about the new iPhone 4 here, you can also have a chance to get a free one coming up this June.

Article Source: http://EzineArticles.com/?expert=Anthony_Chow

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Game Salad Demo – Make iPhone Games

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iOS 4 Demo Video for iPhone

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Cocoa Touch Introductory Overview For Programmers Brought Up on C


Cocoa Touch is a framework for developing touch-screen applications: it includes User Interface elements, event dispatching, application life cycle, and so on. This also includes object wrappers around essential data types (strings, collections).

Most of the Cocoa Touch classes are designed to be called directly from your code; you can subclass these classes to add functionality, but you need to do this far less frequently in Cocoa Touch than in other languages.

The Cocoa Touch application frameworks contain most of the classes you will use to develop your first applications. The term comes from Cocoa, the object-oriented frameworks developed for Mac OS X programming (and NextStep before that), along with GUI classes uniquely designed for use on a mobile, touch-screen device (hence the “Touch”).

Cocoa Touch’s Foundation framework includes essential data classes, includes basic utilities, and establishes some core programming conventions that cannot be expressed by the Objective-C language alone, such as techniques for managing memory. Nearly all Cocoa classes inherit from a root class, NSObject defined in Foundation.

Perhaps the first and most important thing to discover in Foundation is its data management classes, which are used throughout Cocoa instead of the procedural C equivalents. For example, the traditional C suing, the null-terminated char array, is almost never used in Cocoa. Instead, you use NSString, which represents not only the character data but also its encoding: with rich support for Unicode (and the UTF- 8 and UTF- 16 encodings), the NSString makes it easy to handle text in any of the dozens of character sets on the iPhone.

Cocoa also provides a deep set of collection classes, obviating the need for most uses of C arrays (or hand-rolled collections, such as linked lists and hashtables). Three classes are used for collecting Cocoa objects: NSArray for ordered collections of objects. NSSet for unordered collections, and NSDictionary for mapping key objects to value objects. These three collections are immutable-once initialized, they can’t be changed. If you want to add, delete, or otherwise change their contents, use the mutable subclasses NSMutableArray, NSMutableSet and NSMutableDictionary.

The collections can store only NSObjects. If you have C primitives, you can pass them around Cocoa with the wrapper classes NSData and NSMutableData, which wrap a byte buffer, and NSNumber, an object container for any of C’s scalar (numeric) types, such as int, float, or bool.

Cocoa has a few more specific data classes, including NSURL for URLs (including file://-style URLs representing items on the local filesystem, though you often use NSString paths too), and timekeeping classes such as NSDate and NSTimeZone.

The “Touch” part of Cocoa Touch is largely represented by the UIKit framework, also imported by default in every iPhone application. This framework offers the drawing model, event handling, application life cycle, and other essentials for a touch-based application. You’ll largely interact with it through the various user interface component classes it provides: UIButton, UlTextView, UlTableView, and so on. Between the data types in Foundation and the UI components in UIKit, Cocoa Touch gives you a great foundation on which to start coding your application.

In summary, you should now understand that; Cocoa and Cocoa Touch are software frameworks which provide developers with the power to create intuitive applications using desktop Mac OS X and transfer them seamlessly to the iPhone OS. It is this tight integration into the Xcode development schema, (Apple call it their developer’s ecosystem) which makes app development under the big Apple’s environment such a smooth process. Additionally, Cocoa’s higher level API setup makes the tasks of adding “cool” features such as networking, animation and that certain i-Family look to your application, with relatively efficient coding, so much easier than other programming environments… once you’ve put in the time to learn its features. Like everything clever, there’s some educating to be done before you launch your career.

Fancy joining the goldrush that is riding on the success of iPhone’s Apps? This is prime time to join in as the iPad comes on stream, giving another niche for your creative talents to exploit.

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Read the free report and then buy the guide to getting involved the right way

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Article Source: http://EzineArticles.com/?expert=Ray_Cassidy

http://EzineArticles.com/?Cocoa-Touch-Introductory-Overview-For-Programmers-Brought-Up-on-C&id=4118811

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Flash Vs HTML5

The Flash vs HTML war has recently intensified with Apple’s release of the revolutionary iPad. Adobe has been working on their Creative Suite 5 to make it easier for developers to create Flash and AIR apps that are compatible with the software running the iPod and iPad. In the mean time, Apple was developing iPhone OS 4, which will run on current iPod Touch, iPhone and future iPad releases. With OS 4 came a change in terms for developers.

In the new version of the iPhone Developer Program License Agreement section 3.3.1 now reads:

3.3.1 – Applications may only use Documented APIs in the manner prescribed by Apple and must not use or call any private APIs. Applications must be originally written in Objective-C, C, C++, or JavaScript as executed by the iPhone OS WebKit engine, and only code written in C, C++, and Objective-C may compile and directly link against the Documented APIs (e.g., Applications that link to Documented APIs through an intermediary translation or compatibility layer or tool are prohibited).

Apple is forcing out Flash and encouraging developers to use the languages listed and HTML5 and CSS3 for web content. Is this a win for HTML?

Adobe is not pleased with the banning of the Flash to iPhone compiler, but that’s not doing to stop them from developing and improving Flash. Since Flash can still do some amazing effects that no amount of HTML5 or JavaScript can come close to at the same speed, they still have a huge market share.

Here are some pros and cons of HTML and Flash:

Flash Pros

Flash player allows for uniformity throughout all browsers

More effects than HTML5 and JavaScript

Vector based for easy scaling

Flash Cons

External plugin has to be downloaded to view Flash

Search engines don’t read Flash well

SWFs can be large and take while to download

HTML5 Pros

Very fast (with CSS)

Canvas and Video

GeoLocation API

HTML5 Cons

Not fully supported on all browsers

Limited animations/effects

Slower animations than Flash

Should I use Flash?

If it enhances the user experience more than HTML would, then yes. If it just gets in the way, no.

Article Source: http://EzineArticles.com/?expert=Josh_Sadler

http://EzineArticles.com/?Flash-Vs-HTML5&id=4175699

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Core Data and Threading

I've had a number of people ask me lately about the best way to handle using Core Data in a multi-threaded application. I began to put together a tutorial and sample code based on Apple's documentation, which advises to pass NSManagedObjectIDs between threads to get around the fact that threads can't share instances of NSManagedObjectContext or NSManagedObject. I've used this approach in several projects and it works.

Read the rest of this entry »

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Xcode 3 and Cocoa Programming Tutorial Video

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How many people now own a Apple iPhone?

How many people download applications for the iPhone every single day?

There are currently (at time of writing) over 90,000 applications available for download in the App Store via your iPhone!

So many people that I meet, that I speak with, that I work with have said the exact same words to me – “wouldn’t this be a great idea as an application for my iPhone!”

I created my very own application for the iPhone earlier this year but I never took it further than that and I also had it submitted into the App Store as a ‘free app’ therefore I did not receive any money from it. To this date, that very application has had a mind blowing number of downloads of which I have only updated a handful of times therefore it is still in demand within that niche.

I became very interested into the developing side of things for the iPhone through their Cocoa programming and it was quite enjoyable yet very annoying at times to get things the way you wanted them to be but, since the very first application that I have made myself, I have developed 2 other applications that I have released into the App Store for download at a cost of £0.99 for the full version and for FREE as a trial download. It has just been amazing to see the amount of downloads for my applications that happen on a daily basis and it does make you feel proud yet very powerful to think that you have done something that people from across the globe are making use of. At first with one of my applications, there was quite a bit of feedback that asked for getting some parts of it tweaked up and I did spend most hours of my days getting it right and it becomes a game because you are never satisfied until it is perfect and it is only perfect after you have tried it tested it over and over again!

But in the end, the result is well worth it.

I have been told (please do not quote me) that the Apple App Market makes about £123 million per month just by the App Store! This figure to me is just amazing on its and and to be a part of that is a good feeling!

You can start making your own iPhone Applications here.

RSEPnP

Article Source: http://EzineArticles.com/?expert=Raj_Sareen

http://EzineArticles.com/?Creating-Your-Own-iPhone-Applications-and-the-Apple-App-Market&id=3488870

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