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The iPod touch Weblog - Apple News, Tricks, and Themes

The iPod touch Weblog - Apple News, Tricks, and Themes
Update 2: August 17, 2011 The TechExxpert guide has been updated to fully allow Xcode 4.1 to work. Sorry that the past fixes did not work. Thanks for the comments! Update: This guide has been modified to the latest updates as of August 2, 2011 including the latest Xcode 4.1 and OS X Lion 10.7. Apple has been adamantly refusing to create an iPhone SDK support for Windows-based machines. The following steps involve installing a virtual machine on your PC, updating the virtual machine to 10.7 , then running the machine and downloading and installing the iOS SDK and Xcode on to the virtual machine. There are other ways to install OS X on your machine but they involve creating a new partition and installing the Operating System directly to your hard drive. The process will take 2-3 hours, but most of the time is consumed by large downloads. 1. 2. 3. 4. 6. 7. If the icons don't show up, you may not have enough virtual hard drive space to fit the program. Related:  iOS Dev

How to Virtualize OS X Lion on Windows Update: Fixed down hard drive files (February 8, 2012). Sorry about the delay guys, this page has been updated so that Xcode 4.1 does not crash anymore. (August 17, 2011). If you've tried to virtualize previous versions of OS X, you know that it is a very tedious and time consuming process. This new guide works by giving you a simple VMWare Image. This means that the OS has already been pre-configured on a hard drive. This guide will show how to setup a fully working OS X Lion 10.7 on a Windows machine. Requirements A laptop or desktop computer that supports virtualization (most newer computers do). An updated video has been made of all the new steps: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14.

An introduction to Objective-C If you are serious about becoming an iOS developer then it is imperative that you learn Objective-C which is an extension of the C language. If you already have experience with an object-oriented language then learning Objective-C should be quite straightforward. Never written a line of code? If you’ve never written a line of code and are interested in developing iOS apps then I would highly recommend picking up either of these books: Programming in Objective-C or Cocoa Book Basic Syntax for a Class Most object oriented languages have something called a class which encapsulates data and provides access to it. All classes are declared in two parts: .h – contains the interface which is a declaration of the class structure .m – contains the implementation of all the methods The member variables by default are set to private hence you have to write accessor methods which are your getter and setter methods. Methods There are two types of methods in Objective-C: class methods and instance methods.

Getting Started with iOS Development Building games for devices like the iPhone and iPad requires a different approach than you would use for desktop PC games. Unlike the PC market, your target hardware is standardized and not as fast or powerful as a computer with a dedicated video card. Because of this, you will have to approach the development of your games for these platforms a little differently. Also, the features available in Unity for iOS differ slightly from those for desktop PCs. Setting Up Your Apple Developer Account Before you can run Unity iOS games on the actual device, you will need to have your Apple Developer account approved and set up. Note: We recommend that you set up your Apple Developer account before proceeding because you will need it to use Unity to its full potential with iOS. The Unity XCode Project When you build the Unity iOS game an XCode project is generated. Accessing iOS Functionality Exposing Native C, C++ or Objective-C Code to Scripts Prepare Your Application for In-App Purchases

vfr.org | Scito te ipsum Oracle VM VirtualBox vfr/Reader Start Developing iOS Apps (Swift): Connect the UI to Code Connect the UI to Source Code Elements in a storyboard are linked to source code. It’s important to understand the relationship that a storyboard has to the code you write. In a storyboard, a scene represents one screen of content and typically one view controller. View controllers implement your app’s behavior. You define the behavior of your view controllers in code by creating and implementing custom view controller subclasses. Xcode already created one such class that you looked at earlier, ViewController.swift, and connected it to the scene you’re working on in your storyboard right now. At runtime, your storyboard will create an instance of ViewController, your custom view controller subclass. Although the scene is connected to ViewController.swift, that’s not the only connection that needs to be made. Create Outlets for UI Elements Outlets provide a way to reference interface objects—the objects you added to your storyboard—from source code files. Click Connect. Click Connect.

Tom Brow How to Create a Safari Content Blocker Extension in Swift - iOS-Blog In this tutorial I am going to show you how you can create a Safari Content Blocker Extension using Swift. Safari Content Blocker So, What exactly is a Safari Content Blocker? Well, It is an extension that you can create rules which will be applied to Safari on the loaded device. I think Apple sums it up rather nicely: Safari content-blocking rules can hide elements, block loads, and strips cookies from requests. For those who are having a little trouble with Apples famous Jargon style writing let me summarise as succinctly as possible. Create Project The first thing you need to do is create a new Simple View Application. Create Content Blocker Extension Now that you have your basic application created we need to add a new application extension. Click Next. You will then get a message asking you to Activate “SuperEvil” Scheme. Once that is done, go to your Project Navigation Pane. Block phrases or urls with Safari Content Block Let me show you a very quick example. Try it. What? Summary

App Store-safe Page Curl animations Update February 22, 2013: Please do not use the code I present in this article anymore. The iOS SDK has progressed tremendously since I wrote this post in 2010, and now provides a native implementation of the page curl gesture/animation in the form of UIPageViewController. This API is a lot more flexible and easier to use than the Leaves project discussed here. Even if its usefulness is questionable, the page curl has become one of the signature effects of Apple’s iOS devices so it is no surprise that many developers would like to implement this effect in their apps. iBooks on the iPad doing a page curl The problem is that the page curl animation used by Apple is not exposed in a public and documented API. I hope Apple makes this public in the future (and if you want to have it, too, you should file a bug and request it). The end result is not quite as stunning as Apple’s solution but it is a very good workaround. Page curl in the Leaves project in side-by-side view

shuhongwu/leaves-zoom-enhanced (ARC) Automatic Reference Counting Tutorial And Guide Page Automatic reference counting (ARC) was introduced in the iOS 5 sdk to free Objective-C programmers from having to handle memory management by making memory management the job of the compiler. If you developer with Objective-C prior to the iOS 5 SDK or talked to Obj-C programmers then you are probably aware of how tedious task memory management could become. When using ARC there is no need for retain and release calls, and not only that in many cases ARC can provide a significant performance increase. You can read many of the fine details about automatic reference counting in the official documents on the LLVM website here. On this page you’ll find tutorials and guides giving a general overview of ARC and handling specific cases. Other iOS 5 SDK related tutorials can be found on the iOS 5 tutorial page. ManiacDev.Com ARC tutorials: Other ARC tutorials: Cocos2D And ARC – A tutorial featuring instructions from Tiny Tim on implementing automatic reference counting on a build of Cocos2D.

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