The release of iOS 7 is a breath of fresh air for both development and aesthetics (which I personally love). We can finally create stunning animations for our apps, so I think it’s time to write about how to do it.
Many a times now-a-days, as iPhone app developer, we require Auto Layout support for UIScrollView in iOS application development. So I thought to share with all developers about "mixed" and "pure" auto layout approach for UIScrollView control.
To increase the user base, and thereby boost profits, all developers must localize their applications for iOS or OS X into multiple languages: users don’t buy and don’t use an application written in a language they don’t understand.
Making the app able to be localized to a specific market is called internationalization, and that’s the topic of this article.
Among other crazy features, iOS 7 enables users to have automatic updates for their apps, wiping away the infamous App Store badge. This is really convenient both for users and developers, but it comes with a couple of downsides:
- users are not aware about the changes introduced in the latest update, unless they explicitly open the App Store page to check the release notes;
- developers who spend their time working on well-written release notes lose their chance to inform and communicate with their users.
TWSReleaseNotesView is a simple way to address those issues. It comes with a straightforward API which enables developers to show in-app release notes with a fully customizable popup view.
app-release-checklist - A checklist to pore over before you ship that amazing app that has taken ages to complete, but you don't want to rush out in case you commit a schoolboy error that will end up making you look dumber than you are.
I don’t use logging. From the simple printf or NSLog to more complex logging frameworks such as CocoaLumberjack. In this post I will try to explain the reasoning behind it, from a development, testing and release perspective, and propose alternatives that are, in my opinion, much more powerful.
Creating games with UIKit is a perfectly good choice, since UIKit provides you with tons of powertools for it.
I recently put together a small app called UIEffectDesigner to help you out design particle systems for the built-in QuartzCore particle emitter. On top of everything else the native emitter from Apple is cross-platform :] Nice!