Back in 2007, the world met the iPhone for the very first time. After Apple’s product debut, it took less than six months for work to begin on PhoneGap, which would become one of the first and most adopted frameworks for hybrid mobile app development — that is, for apps written simultaneously for multiple platforms using HTML, CSS and JavaScript, rather than coded in native languages.
When compared with the prospect of learning an entirely new language and development environment in order to program iOS (and soon Android) apps, the appeal of this type of development to the already huge population of web developers in the world was palpable.
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Have you ever wondered what it takes to create a SpriteKit game? Do buttons seem like a bigger task than they should be? Ever wonder how to persist settings in a game? Game-making has never been easier on iOS since the introduction of SpriteKit. In part three of this three-part series, we will finish up our RainCat game and complete our introduction to SpriteKit.
If you missed out on the previous lesson, you can catch up by getting the code on GitHub. Remember that this tutorial requires Xcode 8 and Swift 3.
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Have you ever wondered what it takes to create a SpriteKit game? Does collision detection seem like a daunting task? Do you want to know how to properly handle sound effects and background music? Game-making has never been easier on iOS since the introduction of SpriteKit. In part two of this three-part series, we will explore the basics of SpriteKit.
If you missed out on the previous lesson, you can catch up by getting the code on GitHub. Remember that this tutorial requires Xcode 8 and Swift 3.
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Have you ever wondered what it takes to create a SpriteKit game from beginning to beta? Does developing a physics-based game seem daunting? Game-making has never been easier on iOS since the introduction of SpriteKit.
In this three-part series, we will explore the basics of SpriteKit. We will touch on SKPhysics, collisions, texture management, interactions, sound effects, music, buttons and SKScenes. What might seem difficult is actually pretty easy to grasp. Stick with us while we make RainCat.
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If there is one thing that will stand the test of time, it’s thumb placement on mobile devices. This makes consideration of the “thumb zone”, a term coined in Steven Hoober’s research, an important factor in the design and development of mobile interfaces.
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The bar is set high for today’s mobile apps. First, apps must meet the standard of quality that app markets expect. Secondly, mobile app users are very demanding. Plenty of alternatives are available to download, so users will not tolerate a buggy app.
Because mobile apps have become such a crucial part of people’s lives, users won’t be shy about sharing their love or hate for an app — and that feedback gets in front of millions of users in seconds.
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Mobile applications are now a critical part of most enterprises, and there are many ways to create them, but what are the differences between these options and how do you choose between them? Do you choose to create native applications as Google and Apple intend? Do you choose to develop a mobile web hybrid application? Or do you find a middle ground?
We’re going to look at some of the common problems with developing mobile applications, both native and hybrid, and how NativeScript by Telerik fills the gap. We’ll proceed to develop a NativeScript Android and iOS application from scratch (using the supplied source code), and then convert the same application to use the bleeding-edge Angular 2 JavaScript framework.
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Melody Jams may not have made the creators millionaires, but it’s with no doubt an incredibly successful project. Learn how Jamie Kosoy and his team overcame massive technical, mental and physical challenges to produce this amount of high quality.
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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 part 1 of this tutorial we started building our iOS app from scratch. We started out by setting up a blank React Native project. Then we pulled data from the Unsplash.it API. Because downloading data takes time, we built a loading screen.
In the process we went over positioning UI elements with flexbox and styling them using CSS-like properties. Towards the end of part 1 we downloaded and included a third-party Swiper component from GitHub, which allowed us to display wallpaper data in a swipeable container.
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