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Doh004 posted:Waiting is difficult Got an email Friday afternoon saying the app was in review, again. Fifteen minutes later got the app ready for sale email. Must have been a one issue that they didn't see again when reviewing it.
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# ? Dec 23, 2012 12:39 |
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# ? Jun 3, 2024 21:41 |
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I've got a client who wants ios6 features but refuses to leave out the iPad 1 market segment by leaving ios5. For now I'm keeping them at ios5.1 but at some point soon they won't have a choice, right? We'll all be forced to leave the original iPad behind. Is that the long and short of it?
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# ? Dec 25, 2012 06:01 |
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You can check OS version in your code... (is this not what you're looking for?) But to clarify, yes, Apple has no qualms about forcing us to abandon iPad1. In fact, we had to drop support for iOS 3 in order to support the iPhone5's new resolution.
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# ? Dec 25, 2012 08:07 |
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klem_johansen posted:I've got a client who wants ios6 features but refuses to leave out the iPad 1 market segment by leaving ios5. For now I'm keeping them at ios5.1 but at some point soon they won't have a choice, right? We'll all be forced to leave the original iPad behind. Is that the long and short of it? What features are we talking? If it's something that the app can still function without, you can always do respondsToSelector: checks or check the version of iOS that's running. With that, you can not use certain features by just not running bits of code that would crash in iOS 5. If your entire interface is going to be a fancy collection view, you're out of luck, though.
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# ? Dec 25, 2012 18:10 |
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It's a pain in the rear end to weak-link and create instances from string names though; unlike missing selectors, missing classes will cause a crash when the module is loaded. For the record, Apple sold almost as many iPads in Q3 2012 as all iPad 1 devices combined. The iPad 1 is a vanishingly small part of the market, less than 20% at this point, possibly less than 10% after Apple posts the holiday quarter numbers. Just price it higher to keep iPad 1 compatibility and point out the total number of devices, then the client can decide if it is worth it.
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# ? Dec 25, 2012 21:44 |
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klem_johansen posted:I've got a client who wants ios6 features but refuses to leave out the iPad 1 market segment by leaving ios5. For now I'm keeping them at ios5.1 but at some point soon they won't have a choice, right? We'll all be forced to leave the original iPad behind. Is that the long and short of it? I hope not. I have an iPad 3, but my iPad 1 is still a great little unit, even if its mostly just used as a remote for xbmc these days. That said, one side effect of it not running ios 6, is I've rooted the crap out of it, and my boot screen is loving batman!
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# ? Dec 26, 2012 15:33 |
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A question for all of you iOS devs. I'm really hoping to get into iOS development- what kind of Macbook/Apple computer do you recommend for iOS development?
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# ? Dec 26, 2012 18:56 |
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melon cat posted:A question for all of you iOS devs. I'm really hoping to get into iOS development- what kind of Macbook/Apple computer do you recommend for iOS development? Cost, performance, or convenience? Don't go with a mac pro - it's overkill for learning. Too powerful and expensive for someone just starting out, and even for professional use. Don't go with an iMac - it's either not upgradeable enough, or not mobile enough (incidentally, I develop on one, and while it isn't bad, I regret it) Mac mini with upgraded RAM will certainly work just fine. Most people at work use this. Macbook Air for mobility. The SSD should work fine. It'll stutter a bit if you tax its graphics, or if you do a lot of computation, but compilation is a lot of disk I/O which the SSD will mitigate (and some CPU, which it won't), so it won't be too bad. Also, the battery will last much longer on a single charge. Macbook Pro for mobility plus power. And weight, and screen size.
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# ? Dec 26, 2012 19:35 |
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Doctor w-rw-rw- posted:Cost, performance, or convenience?
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# ? Dec 26, 2012 19:41 |
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If you already have a display/mouse/keyboard you're happy with, a Mac mini would be your cheapest option and even a used one would be great starting out. I mostly use an Air now, but I have an early 2009 mini that's still great for Xcode, Ableton Live, and some games. I've upped the RAM to 8GB, but besides that it's stock. I'll probably throw an SSD in it at some point and it should be fine for a few more years.
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# ? Dec 26, 2012 21:13 |
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Doctor w-rw-rw- posted:Cost, performance, or convenience? I use a 21.5" iMac for my development needs and like it a lot. The screen is gorgeous, and up until the latest revision the 21.5" iMac had easily upgradeable RAM (the 27" still does). I don't miss it not being portable; trying to do actual work on a tiny laptop screen has always aggravated me. Also, the Mac mini might as well be the official iOS dev kit. My early 2009 Mac mini was a hell of a machine, and I'd still be using it for iOS dev work if other needs hadn't prompted me to upgrade to an iMac.
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# ? Dec 27, 2012 02:03 |
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Doc Block posted:I use a 21.5" iMac for my development needs and like it a lot. The screen is gorgeous, and up until the latest revision the 21.5" iMac had easily upgradeable RAM (the 27" still does). I don't miss it not being portable; trying to do actual work on a tiny laptop screen has always aggravated me. The problem with the iMac is that the hard drive isn't easily swappable, and the monitor is a part of the thing, so if for example you need to upgrade to an SSD to cut down on some tedious disk-bound thing, your computer and your monitor go with it. It's been an issue at work and is the reason I haven't been upgraded. That said, the machine is good.
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# ? Dec 27, 2012 03:21 |
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I can't really give any advise but I will say don't underestimate a RAM and SSD update. Got both for a 2009 MBP going to 16 gigs and a 320Gig SSD and it's a whole different ballgame for development purposes.
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# ? Dec 27, 2012 05:35 |
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Doctor w-rw-rw- posted:Cost, performance, or convenience? My old iMac was a great machine. Whilst I like my macbook pro , the screen size sometimes bugs me, and I prefer a big rear end 27" monitor
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# ? Dec 27, 2012 14:12 |
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Ok, I don't even know how to start figuring this out, so hopefully someone can point me in the right direction. So I'm making this game and in this game there is a map. Users can have their character travel from point A to point B by tapping where they want to go. The map will then show a little icon displaying where they are on the map over time along the path to their destination. Travel times can be anywhere from 5 minutes to a few hours. So, if travel time between point a and b is 5 minutes, then at 2:30, it should show the icon halfway between the two points. How do I go about doing this? If the path from point A to point B was a straight line, it'd be pretty easy, but I want it to show the player moving along the actual roads on the map and they are anything but straight.
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# ? Dec 27, 2012 18:13 |
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melon cat posted:A question for all of you iOS devs. I'm really hoping to get into iOS development- what kind of Macbook/Apple computer do you recommend for iOS development? Any kind of Mac will be fine.
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# ? Dec 27, 2012 19:32 |
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jerkstore77 posted:Ok, I don't even know how to start figuring this out, so hopefully someone can point me in the right direction. Do you already have a method for finding the path between point A and point B? It should be composed of some number of line segments, I would imagine. Iterate through the list of line segments to determine which segment the player is currently on, and the distances from start and end at each endpoint of that segment, and the problem is then reduced to the straight-line case. Ultimately, you have to have some mathematical description of the roads on the map, though, so if you only have a list of distances and then some kind of bitmap, you're still hosed.
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# ? Dec 27, 2012 19:33 |
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PT6A posted:Do you already have a method for finding the path between point A and point B? It should be composed of some number of line segments, I would imagine. Iterate through the list of line segments to determine which segment the player is currently on, and the distances from start and end at each endpoint of that segment, and the problem is then reduced to the straight-line case. I don't have anything yet. Just trying to work the logic of it out. I'm not too worried about the pathfinding algorithm as much as I am figuring out where the player is on the segment anytime the player opens up the map. I need to have some sort of way for the app to decide "there's 63% of the time remaining on the trip to point B so I need to place the sprite at 37% of the total distance of the path." I'm thinking either an array of straight line endpoints like you mention or using cocos2D's various bezier path options. Straight line will probably be easier to figure out where the player is based on the time remaining.
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# ? Dec 27, 2012 20:11 |
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melon cat posted:A question for all of you iOS devs. I'm really hoping to get into iOS development- what kind of Macbook/Apple computer do you recommend for iOS development? I've been working pretty successfully for the past 3 months with a borrowed 2 year old 13" MBP with 4 gigs of RAM. It's not uber fun and snappy like my 16 gig ubuntu box, but I've somehow managed to put together a lot of reasonable code with it. I swapped the old HD with a SSD and I never work on it without my 24" screen attached, so I get some sort of vertical dual-screen. You want a large resolution screen if you're going to be running the simulator for Retina screens, especially the iPad. If my startup ever gets any amount of funding I'll most certainly upgrade to something beastly. I'm tempted by the giant mac towers (what a ripoff, money-wise) but I think a last model MBP is the least worst, since it lets you move around if you have to. Not impressed by how much the OS's UI lags on that ultra-high-res screen though, I'm hoping the next iteration of MBP makes that a lot less noticeable, although I suspect it might take years to push that many pixels comfortably. DreadCthulhu fucked around with this message at 07:26 on Dec 28, 2012 |
# ? Dec 28, 2012 05:23 |
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Flurry / MixPanel-related question: what do you guys do to find out more about the more interesting scenarios? For example, I want to know how many days pass on average before someone decides to make a IAP. I want to know what they usually do BEFORE a IAP happens. I want to rank what the most common flows are before I make a sale so I can optimize for that. Am I entering the territory of what basic analytics dashboards can no longer easily display and so I need to manually crunch the data I can download from these services to get to the answers I need?
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# ? Dec 28, 2012 09:30 |
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Can anyone recommend me good resources for learning Objective C and programming for the iOS? I have been programming with C and C# for a few years, so I'm looking for something that would summarize the additions to the language from C without explaining basic things.
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# ? Dec 28, 2012 14:44 |
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DreadCthulhu posted:Flurry / MixPanel-related question: what do you guys do to find out more about the more interesting scenarios? For example, I want to know how many days pass on average before someone decides to make a IAP. I want to know what they usually do BEFORE a IAP happens. I want to rank what the most common flows are before I make a sale so I can optimize for that. Check out the Flow section/thing in Flurry.
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# ? Dec 28, 2012 14:47 |
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Pact posted:Can anyone recommend me good resources for learning Objective C and programming for the iOS? I have been programming with C and C# for a few years, so I'm looking for something that would summarize the additions to the language from C without explaining basic things. Read Programming with Objective-C for the basic overview. Then read Cocoa Design Patterns.
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# ? Dec 28, 2012 15:57 |
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Pact posted:Can anyone recommend me good resources for learning Objective C and programming for the iOS? I have been programming with C and C# for a few years, so I'm looking for something that would summarize the additions to the language from C without explaining basic things. I was in the same boat and just did the CS-193P course, but skipped the homework/exercises and the first lesson or two because he basically just covers the iOS-specific stuff, not "how I does objects orientation programs". It really helps to see someone using UIKit in context, otherwise it's easy to get lost. Objective-C I just picked up by doing it, you'll quickly learn how X in C still works, but Y is a better fit in Objective-C.
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# ? Dec 28, 2012 21:50 |
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I'm having an issue saving and fetching an image to and from CoreData. My CoreData entity has a couple string properties and a binary data property called imageData. I have added a getter/setter to my model subclass for image/setImage with the following code: code:
Is there a noticeable delay between telling CoreData to save, the actual save and the time that a fetchedResultsController gets told to update? If so, is there a way I can account for it?
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# ? Dec 28, 2012 22:01 |
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lord funk posted:Read Programming with Objective-C for the basic overview. Then read Cocoa Design Patterns. Thank you, I will look into those. By the way, how is this book: http://www.amazon.com/Beginning-iOS-Development-Exploring-SDK/dp/1430236051 ? Someone else recommended it to me.
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# ? Dec 28, 2012 22:10 |
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It's out of date since iOS 6 is out. Given your experience, try Apple's online documentation first and then see if you need a book or not.
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# ? Dec 28, 2012 22:15 |
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Doc Block posted:Check out the Flow section/thing in Flurry. Hm, I'm not finding this anywhere. I'm only using the free Flurry analytics, would that be available to me?
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# ? Dec 28, 2012 23:06 |
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lord funk posted:Read Programming with Objective-C for the basic overview. Then read Cocoa Design Patterns. I thought your second link would be to the documentation with the same name, which I found quite helpful. For what it's worth, I read the book you linked having already used Cocoa for several years and thought it was trash. But maybe it's useful for a beginner.
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# ? Dec 29, 2012 00:20 |
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I'm going through it now and I'm liking the justifications for the Obj-C specific solutions to common problems. I am still a beginner, though. edit:nevermind lord funk fucked around with this message at 01:11 on Dec 29, 2012 |
# ? Dec 29, 2012 01:08 |
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I liked Cocoa Design Patterns, but it does need an update.
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# ? Dec 29, 2012 01:26 |
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I'll have another look. Maybe I got just far enough in to be disappointed and bailed too early.
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# ? Dec 29, 2012 02:48 |
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(Yet Another) Core Data question that I can't find the right google for.... I have a List object. It has Section objects. A Section has Item objects. If I want to display all Items in a list, grouped by Section, I can do that easily using a FetchedResultsController: fetch Items, and group by section.name. Hooray! However... A Section might not have an Item in it, but I still want to show that in the table view (I will display a 'no items' placeholder row, and each section has an 'add item' button in the header.) Is there a way to do that via a FetchedResults controller? I can manually do it by fetching Sections, putting them in an array and so on, but as this table will be heavily edited, using a fetched results controller will allow me to be lazy.
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# ? Dec 30, 2012 01:58 |
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DreadCthulhu posted:Hm, I'm not finding this anywhere. I'm only using the free Flurry analytics, would that be available to me? Whoops, it's called Funnels.
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# ? Dec 30, 2012 20:38 |
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Doc Block posted:Whoops, it's called Funnels. Got it. I'll play around with that, see what happens. On an unrelated note, our apps seem to have only about 13.5% of users using iOS version < 6.0. That's quite close to the point where I'm willing to drop those people in favor of forcing everybody on 6.0+. What are some 6.0 features that blew your mind? Our apps do Facebook integration through Parse and I'm thinking it might be smoother if this whole process is directly supported by the OS. Anything else I might be missing out on?
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# ? Dec 30, 2012 22:03 |
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UICollectionView UIKit support for NSAttributedString
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# ? Dec 30, 2012 22:09 |
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DreadCthulhu posted:Got it. I'll play around with that, see what happens. One of my apps only requires iOS 5.0 and, according to Flurry, only 1% of my users are on it. Only about 10% are on 5.1. So the next version is dropping 5.0 support. Gonna take some work to drop 5.1, since there's some ugly orientation code in there and apparently apps that are 6.0+ have to do interface rotation differently or something.
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# ? Dec 30, 2012 23:02 |
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pokeyman posted:UIKit support for NSAttributedString What are some use cases for NSAttributedString that makes it so useful? Is it just more customization of font, or am I missing something?
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# ? Dec 31, 2012 03:09 |
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You can format the text, so you can have some parts bolded, italics, larger or smaller fonts, different fonts, etc.
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# ? Dec 31, 2012 03:56 |
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# ? Jun 3, 2024 21:41 |
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Doc Block posted:So the next version is dropping 5.0 support. Gonna take some work to drop 5.1, since there's some ugly orientation code in there and apparently apps that are 6.0+ have to do interface rotation differently or something. This sucks to do, but in the end I like the 6.0 rotation system better. It puts the decision to rotate in one place instead of every view controller you make.
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# ? Dec 31, 2012 05:08 |