Tag: iPhone

  • Book Binder App Update: Variant Chaos!

    I’m still working on that comic book collecting app! It’s starting to look and feel like a real app but still has a long journey of test driven development ahead of it! Here’s what it looks like so far… On the left is the Summary View and on the right is the Detail View. The…

  • Swift Programming: Filtering vs For Loops

    The current version 3.1 has come a long way from the Yet-Another-C-Based-Syntax of the 1.0 version of Swift. One of the best features of Swift is how functional programming idioms  are integrated into the core of the language. Like JavaScript, you can code in Swift in several methodologies,  including procedural, declarative, object-oriented, and functional. I…

  • Identity used to sign executable no longer valid

    The last thing I wanted to do on a Sunday morning is write a blog post about an an Xcode executable problem. What I had planned to do is test my most recent Swift 2.0 SpriteKit game on my iPad and iPhone. Last night I got a “Identity used to sign the executable is no…

  • Fun with Core Graphics and Swift Part 2

    Hey, you have 10 minuets, don’t you? Then you can add pinch and rotate gestures to our fake-genigraphics app. I didn’t realize it would be this easy. But sometimes Apple’s developer tools engineering team does something amazing–and gesture recognizers are super amazing. A good way to start is to read the UIGestureRecognizer Tutorial on Ray…

  • Fun with Core Graphics and Swift

    A long time ago in a galaxy far, far away… I was a computer graphics artist. Specifically I was a Genigraphics console operator. I worked the night shift creating illustrations and slides with vector graphics for big corporations. This was the early 1980s and fast, cheap personal computers with color graphics had not quite been…

  • Nothing Changes More Swiftly than Apple’s Swift Syntax

    I’m enjoying the Stanford University class CS193P: Developing iOS 8 Applications with Swift. It’s free on iTunes U and the instructor Paul Hegarty knows his stuff. He’s a great explainer. I like how first he writes some code in a naive way and then fools around with it, getting it to work and then reworking…

  • Cocos2D-Swift 3.0: A great way to get started developing iOS games!

    If you’re new to iOS game development now is a great time to get started. In 2008 a brilliant engineer named Ricardo Quesada rewrote his 2D game engine for Apple’s iOS and released it as open source. It’s no exaggeration to say that hundreds of games, like my own, were developed using Cocos2D-including dozens of…

  • Sprite Kit, Retina, iOS7 and Getting It Right

    I spent more time that I care to admit figuring out how to reconcile my old Dungeonators code with Apple’s Sprite Kit, Retina displays, and iOS 7. Along the way I searched the web for help and ran into tons of tutorials and advice for indy game developers (I highly recommend    www.raywenderlich.com  for a…

  • Re-doing Dungeonators

    One thing I think all software developers love to do is to make software for “the heck of it.” Hacking something together without having to worry about users, open source community members, and code reviews, is something devs don’t get to do often in these days of test-driven, agile, minimum viable products. Back in 2011…

  • Dungeonators Battle UI Redesign

    There is nothing quite like real user feedback. The Dungeonators game that I started coding about a year ago has been through several design iterations. Before I wrote a line of code I mocked up the whole UI and tested that on my friends and kids (paper prototype, an honorable UI design tradition). And with…