If you’ve ever written an iOS app beyond a trivial “Hello world” app with just one screen and a few views, then you might have noticed that a lot of code seems to “naturally” go into view controllers.
Because view controllers in iOS carry many responsibilities and are closely related to the app screens, a lot of code ends up being written in them because it’s just easier and faster that way.
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In this part of the tutorial Nash Vail will start by replacing the photographer’s name with the actual wallpaper image along with proper credits. During this process you’ll learn how to link a library in Xcode, as well as more on general styling and positioning of UI elements. You will learn how to save pictures to the Camera Roll and also how to run your app on a physical device. To apply all your newly learned React Native skills there is a challenge waiting for you at the end. Just like the first part, this article has five sections. Completing each section takes us a step closer to finishing our app.
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These frameworks and the whole idea of building mobile apps with JavaScript never appealed to me, though. I always thought, why not just learn Swift/Objective-C or Java and build real apps? That definitely requires a significant amount of learning, but isn’t that what we developers do and should be good at? Quickly learn new languages and frameworks? What’s the point, then? For me, the advantages never outweighed the doubts.
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In this article, Ksenia Sternina decided to analyze the physiology of using the interface of Mail.Ru’s Email app; for example, how comfortable is it to use an iPad app in typical positions? The behaviors we studied included tapping buttons while lying down, browsing photos while sitting, swiping, and writing text. Her results revealed a number of purely ergonomic problems that should be taken into account when developing any iPad app. The results are shown here on an iPad layout using a three-color schema. Controls located in the green zone are easily reachable by the average person; the yellow zone is still reachable but not as easily; and the red zone is the most inconvenient location for controls.
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In this article, Jordan Crone will talk about his experience with Cross-OS mobile app development. His goal was to cut through the typical pains in the app development process and create a three-platform app in four weeks.
His team was working with Scripps, an American cable TV media company; their new business development team had been working on concepts for new, rapidly developable apps. They wanted to prove that app development could be done leanly and agilely by working quickly, eliminating unnecessary clutter, utilizing cross-device user experience similarities and leveraging web views.
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Alex Komarov wanted to make dealing with time zone differences less painful. So he started playing around with an iWatch app idea. Yeah, you read that right — 2014 and iWatch, before a watch had ever been announced. When you are trying to bring something new to life, there are risks and uncertainties associated with it. It’s a part of the game. Alex was aware of these risks and decided to take a shot anyway. He doesn’t regret it. History shows that Apple products become more open over time.
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In this article, Igor Fastovski invites UX designers and usability experts to look at the user experience of continuous input. He will detail the process of continuous input and weigh its gains against its pain points. Igor will then apply usability heuristics and basic empathy considerations in an attempt to remove pain points and tweak the design, helping developers improve usability of continuous input apps.
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Professional automated testing software is a solution to a common problem: how to produce high-quality, robust and reliable software with the ever-growing complexity of technology and under massive competitive pressure. Automated software testing is a cost-effective solution to this problem. In this article, Ville-Veikko Helppi will walk you through a sample use case for test automation and will provide a downloadable example to get you started. Also, he’ll focus on different aspects of mobile test automation and explain how this relatively new yet popular topic can help mobile app and game developers to build better, more robust products for consumers.
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Building a native app with Flash might sound weird at first. In this article, Ala Ramildi and René Keller will share some insights on how they built a game for iOS that is written entirely in ActionScript! PixelMogul is the first game that they created entirely in house. Adobe AIR and Starling made it possible for them to carry over their experience with ActionScript and the Flash platform and to focus on development. The fast-growing and active Starling community was a big plus, too. They would definitively go the same route for another project of comparable scope.
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“Free Time” is an iPhone app that flips your calendar upside down and lets you focus on the free time in your day, instead of all the busy time. In this article, Ben Johnson will show you how it came to be and what his team ultimately learned in the process. Also he’ll give you some advice for when you build your next great idea. This is the story of how limitations led to his biggest success in the App Store — and his biggest failure.
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