Category Archives: iOS

iOS 101 Developer’s Conference

So the first ever iOS 101 Developer’s Conference has come to an end.  For those of you who were in attendance, I’ll be posting the links and snippets that I promised.  For those who were not in attendance, I will also be posting the links and snippets that I promised.  So it’s win-win I think! In you didn’t get to make it, here’s a brief summary of what we went over: Day 1– I talked about the iOS market, networking … Continue reading

Getting started with iOS development: thoughts and links

So, you’re ready to become the next overnight iOS success.  You’ve quit your day job, set up your office in the guest bedroom and are the proud owner of each iOS device produced since the iPhone 1.0. (or something like that).  You have a macintosh- the latest and most powerful of course, and you already have clients banging at the front door of your house/corporate HQ.  You’re all set with one minor exception- you’ve never made, nor have any clue … Continue reading

Thoughts on Game Design: Game Mechanics

In reading “The Art of Game Design” (1), I have been constantly thinking about game creation and design as a whole. And so, this title “What Are Game Mechanics?” (2) caught my attention and turned out to ultimately be a good read. I found this following snippet from the latter article to be of particular interest/worth: …I can put a black box on the table with a hidden button. Unbeknownst to a potential user, pressing the button enough times and … Continue reading

Speedy Shadows: Rasterizing For Performance

I was working on a grid of tiles, each one was an individual UIView.  For effect, I added shadow layers to each tile, but since they were all simultaneously draggable, the response was choppy and slow. So, after much searching, I finally found this article from the Omni Group which describes the process and advantages of different shadowing techniques. The one that I ended up using worked great and it was simple: tileView.layer.shouldRasterize = YES;

Buttons and Subviews

After an embarrassing about of hours spent trying to get my UIButton to function properly from within a subview, I finally came across this post: “By having your view controller’s view inserted in another view, you are fighting against the way the UI kit is designed. It is intended to have view controllers manage a view that covers the entire screen, and have those view controllers pushed onto a navigation controller or managed by a tab view. Your view controller is probably … Continue reading

Simplicity: On The Road To Quality (part one)

“Any customer can have a car painted any colour that he wants so long as it is black.” -Henry Ford Quality and Quantity of What? Quality is often considered in relation to the capabilities of a thing. “How much/what can a thing do?” is the question that regularly drives the interest of a client and ultimately a designer/developer. Somewhere, the quality vs quantity decision has been taken over by the lack of definition. It has become common for people to … Continue reading

iPhone vs iPad design thoughts

The iPad, unlike it’s telephonic counterpart (the iPhone), presents users and developers with a bountiful playground of screen space. While it may seem to be just a matter of presenting more stuff to the user, it is no longer practical/optimal to present information and provide interaction using the same methods/design paradigms. A primary example of this change is the use of Navigation Controllers to present information hierarchically. This method of navigating along a tree of information- while practical for the smaller … Continue reading