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Filed under: Analysis / Opinion, Software, Cool tools, Internet Tools

From Firefox to Safari (and back again)

I realize I may not be your average browser user. As a web developer, a browser to me is two parts daily use, two parts testing, and one part challenge. Since 2005, I've been using Firefox in some form or fashion as both my primary browser and as a testing vehicle.

I had recently started a JavaScript-intensive project, and I appreciated Safari 4's lightning-fast JavaScript execution speeds. In Firefox, I rely mostly on add-ons like Web Developer and Firebug to help me analyze and test for mistakes in websites I build in Firefox. They work great, but enabling them slows the browser down.

That's why I was excited for the updated Web Inspector that comes as part of Safari 4. (Yes, Safari 3 first came with Web Inspector, it couldn't hold a candle to Firebug's Swiss Army knife of an add-on for Firefox.) Testing was easy, and Safari 4's Web Inspector's many improvements made me think I could migrate to Safari full-time.

Read on to see how it went.

Continue readingFrom Firefox to Safari (and back again)

Filed under: Analysis / Opinion, Odds and ends, Books, Developer, iPhone, App Store, TUAW Bookshelf

TUAW Bookshelf: Inside Secrets to an iPhone App

Many TUAW readers have probably bought an iPhone app and had the thought "I could do better than this!" go through their minds. Sometimes you're wondering when someone else is going to write an app to do just the thing you want to do with your iPhone or iPod touch.

Carla Kay White was one of these people. She had an idea for a "Gratitude Journal", where you keep track of the everyday things you're grateful for. It's a great concept, and it can keep your spirits up when a prescription antidepressant fails you. Carla was writing her gratitude into a paper journal when she realized that her iPhone was just the platform for this tool. One problem, though – Carla didn't have any iPhone programming skills.

What she did have was a good idea, a background in project management, and some minor funding to bring her concept to light on the iPhone. Inside Secrets to an iPhone App is a short (88 page) tome that not only tells the story of how she brought Gratitude Journal (click opens iTunes) to market, but how anyone with an idea for an iPhone app can do the same.

Continue readingTUAW Bookshelf: Inside Secrets to an iPhone App

Filed under: Analysis / Opinion, Software, Odds and ends, Developer

The iPhone is a platform for coding newbies

I love hearing this about the iPhone: the San Francisco Chronicle has a piece about how Apple's little revolutionary telephone has brought a whole new crop of programmers into the development mix. People who had never before looked at code or considered writing their own applications are getting ideas about how to make better software, picking up Cocoa and Xcode books, and going to town. And strangely, we might actually have fart apps to thank for this -- people aren't just seeing the iPhone as an innovative platform, but they're seeing the App Store as an "anything goes" environment, where even their silly little idea might work.

I don't know if we can pin all the credit for the burgeoning iPhone development scene on fart apps and the impression that even a monkey can make bestselling iPhone software (certainly Apple has set the bar and price for entry pretty low, both with the extremely cheap $100 fee for a developer account as well as the high quality Xcode software that comes on every Mac), but there is definitely something in this little device that's driving people to try and create their own software for it.

Oh, and the money probably helps, too. Still, whether people are taking up iPhone development because they want to make millions or are just looking for another hobby, it's us, app consumers, who will benefit.

Filed under: Analysis / Opinion, Gaming, Software, Odds and ends, Developer, iPhone, App Store

iQuarterback 1.1 from former Ensemble Studios devs


The folks at FuzzyCube Software dropped us a note that their first game, iQuarterback, is in the App Store now, and it looks all right -- rather than actually quarterback a game, you mostly just try to hit passing targets. And while the game is pretty barebones right now (it's only 99 cents, and they're planning to add new modes to it in the next version), the most interesting thing about the game isn't what it is, but who's making it: the guys behind FuzzyCube are a few refugees from Ensemble Studios, the legendary developer of Age of Empires that got shut down by Microsoft on the eve of their recent Halo Wars release.

Now that's interesting -- a big time studio forced to close by their corporate overlords is finding new life in iPhone development (FuzzyCube isn't the only studio to come out of the Ensemble breakup -- Robot Entertainment, Bonfire Studios, and Windstorm Studios are all being started by ex-Ensemble employees right now, though FuzzyCube is the only group to have released a game so far). Lots of game developers are facing a crunch right now, and with the iPhone easy and cheap to develop for, we might see even more of these former larger game devs turn to the smaller screen.

Update: My apologies to the folks at Newtoy -- they are apparently the first Ensemble refugees to have released an iPhone game, dropping Chess with Friends in the App Store last December. But the point stands: bigger studios who've been asked to dissolve can seemingly find a nice place developing for the iPhone.

Filed under: Features, How-tos, Developer, iPhone, iPod touch

iPhone Dev 101: Creating Xcode projects, brief Xcode UI overview


In our last iPhone Dev 101, a continuing series on iPhone development, we talked about resources that you can use while you are coding with Cocoa. In this dev post, I'm going to walk you through Xcode and creating your first project.

First we need to open Xcode, so once you have the SDK installed, you'll need to open /Developer/Applications/ and look for Xcode.app. This is Apple's IDE (Integrated Development Environment) that allows you to code, debug, test, and build all of your iPhone and Mac applications. When you open this application, nothing specially really happens, although you might see the welcome center -- if you see this, you can choose to disable it at startup by using the check box at the bottom.

To create a new project, select File > New Project. In the resulting window select iPhone OS Application > View-based Application, and click "Choose." You will then need to specify a save name and location for the resulting files that will combine to create your application. In the resulting Xcode window, you should note that most of the work is already done for you!

At this point you have a fully functional application. Try it out: click the "build and go" button at the top of the window and wait while the app is compiled and opens in the iPhone Simulator. The app definitely doesn't do much, but still, it's a running application you made without writing any code.

Continue reading to learn more about Xcode, and get a brief UI overview.

Continue readingiPhone Dev 101: Creating Xcode projects, brief Xcode UI overview

Filed under: Analysis / Opinion, Gaming, Software, Odds and ends, iPhone, App Store, iPod touch

Rolando's Simon Oliver in the Daily Mail

The Daily Mail has reported the story of our friend Simon Oliver, creator of Rolando (whom we interviewed quite a while ago when the game originally came out). Apparently things have worked out very well for him -- the game has sold 700,000 copies so far, Oliver's set to be a millionaire, and he's now, as he says, the head of a game studio that already has a hit under its belt. Very impressive (too bad they still call him a geek).

It's stories like this that are pushing the little App Store bubble we've got going nowadays -- every investor with money to spare (not as many as usual, given the current economy) is happy to sink it into releases for the iPhone, and while there is plenty of money being made, not every developer ends up like Oliver (let's not forget he had a quality product in the first place).

But there is some good news here: without the App Store and the iPhone platform, this never would have happened. Say what you want about Apple's release policies or their initial "no SDK" choice, but with the iPhone, they've brought development and distribution down to anyone who can dream it.

Filed under: Analysis / Opinion, Gaming, Software, Freeware, Internet, Developer, iPhone, App Store, SDK, iPod touch

Aurora Feint devs share their social code in OpenFeint

The folks behind the popular Aurora Feint series of iPhone games have decided to share their work creating a "social MMO" system on the iPhone with other developers. They've just announced a system called "OpenFeint," which other devs will be able to license and use in their own games. OpenFeint will supposedly allow a developer to put together a multiplayer community in an iPhone app, complete with profiles, news boards and chat, in under an hour. They're also providing a server for developers to use, so devs won't have to host their own server software -- they'll just have to make their client work with the existing system.

Wild. It sounds like they're just making the systems they've already developed in their own games available to anyone who wants to use them. Right now, they're looking at a private beta (interested devs can sign up on their site), and eventually the service will be free for a limited number of users, with certain costs as the userbase grows.

The cynical side of us wonders if there's a catch in there somewhere -- presumably, all of the users in OpenFeint will keep their information on the Aurora Feint-owned server, so we'd guess there's a chance that at some point in the future, they could use that list for less-than-honorable actions (Steve Demeter's Onyx Online plan is another service that aims to be platform-wide, which seems to have similar risks). But that's just us being paranoid -- taken at face value, this just seems like one team of indie developers opening up what they've already done to help other devs. Very cool.

Filed under: Developer, iPhone, App Store, SDK, iPod touch

My first iPhone application

Piggybank iPhone AppLast month I wrote about some resources for learning Objective-C that I was using to learn how to write iPhone applications. Judging by the number of comments on that article, I thought that I should write a follow-up post about my progress and the status of my first iPhone application.

Since I had a few programming classes in college (VB, C++), the logic of loops and decision statements was not a big hurdle. By using the learning resources like screencasts and books, I was able to get a better grasp of object-oriented programming (OOP) in general, and of course the syntax specific to Obj-C. I became familiar enough with Xcode just by using it for demo programs, and I used the wealth of iPhone developer resources from Apple to use the iPhone SDK. After paying $99 to Apple to enter into the iPhone Developer program, I was then able to access the forums; they were helpful in figuring out specific things (like how to preset a UIPickerView object).

Continue readingMy first iPhone application

Filed under: Analysis / Opinion, Gaming, Developer, iPhone, iPod touch

How to make an iPhone game

The folks at Gogogic asked Twitter if they wanted to see how the company's iPhone games were made, and since the answer was in the affirmative, we all get the benefit of looking into just how one iPhone developer put their game together.

It starts with a wiki; the company keeps a collaborative site of all the ideas they have for upcoming games, and if the decision is made to go ahead with an idea, that wiki page branches out into the planning documents behind the eventual app. Concepts are drafted in sketches, conversations, and outlines, and eventually they feel like they have the idea "fully developed," at which point the game goes into a proposal pool, and then is eventually picked for production.

That begins with an animatic, as you can see above -- before they ever write the first code line, they map out what will happen in certain game situations. It looks like they used Flash to put that together pretty easily, but you can see how well it shows off game design elements and how things should work during gameplay. After that, there's nothing to it but to do it -- the game is coded, art and sound elements are put together, and of course the usual run of playtesting and so on takes place (the company is going to show off how to test and publish games in a future post).

The game above turned out to be called Symbol6 (Hexago was a working title), and is in the App Store right now. Thanks to Gogogic for sharing a look behind their process -- there are tons of developers working on apps at the moment, and it's neat to see how someone else does it.

Filed under: Software, iTunes, Apple, iPhone, App Store, iPod touch

App Store reaches 20,000 apps

Our friends over at Apptism, a site that tracks and rates App Store apps, have pointed out that their counter recently flipped over the big two-zero... zero zero zero. That's right, only three months after hitting the 10,000 mark (and that took only six months), the amount of apps in the store has doubled, and there's no sign the acceleration will be stopping any time soon.

The ease of development in the iPhone SDK, combined with the huge success of the device and Apple's own promotion revolving around how many apps are in the store, mean that the platform is taking off like a rocket. Sure, numbers aren't necessarily the best indicator of quality (anyone want to speculate how many of the 20,000 apps have to do with farting or belching?), but the fact is that people are both developing and consuming apps from the App Store in gigantic numbers. How long before we reach 50,000 different applications on the iPhone? A million?

Filed under: Analysis / Opinion, Hardware, Software, Apple, iPhone, SDK, iPod touch

In search of Push

Wherefore art thou, Push? Macworld has gone in search of the much-awaited iPhone feature that would let applications get their own notifications even while not necessarily active (so apps like Twitterific could have a little red number on them showing the number of unread tweets, and so on). But the Push system was "pulled" (still makes me laugh) from the 2.1 firmware during the beta phase, and as you probably know by now, it's still not on your iPhone.

Unfortunately, there's no official news on the subject (Apple hasn't canceled the service completely, as far as we know, but would they really tell anybody if they did), but Macworld has a few ideas: it could be that Apple has abandoned the system, thinking that it didn't really help as much as they thought it would, or Apple is still working on it, or Apple is working on something even better. Which one of those you decide is true probably depends on what you think about Apple in general, so we'll let you make your own guesses on that.

But we will say this: we're near the end of the known roadmap for the iPhone, and people are already talking about a new version of the hardware. If we don't see an update on Push in the next refresh, it's probably likely that the only thing the notification system will be pushing is daises.

Continue readingIn search of Push

Filed under: Analysis / Opinion, Gaming, Software, iPhone, iPod touch

Lights Off returns to the iPhone


Hey, remember Lights Off? We first posted about it in the relative Stone Age of iPhone development, when the only SDK we had was writing web pages and when you had to actually jailbreak your iPhone to do anything cool with it. Nowadays, of course, we live in storied times, and so Lights Off has returned, this time on the App Store as a $1.99 app. It does look a little different, but the new version has been redone from scratch, and has added in some sound effects (even though you can't hear them in the video above). If you liked the game then, you'll probably like it now, too.

And yes, we have now come full circle -- developers have recreated, with Apple's official SDK, a program that was originally created without an official SDK, so people who jailbroke their iPhone back then to play the game can now do so without jailbreaking their iPhone. Got all that? We know -- it hurts our head, too.

Filed under: Features, How-tos, Developer, iPhone

iPhone Dev 101: Introduction

Welcome to the iPhone Dev 101 series. This series on TUAW is designed to tell readers about iPhone development, and give potential iPhone developers a look at the iPhone. In this introductory post, I'll walk you through some of the most asked questions about the iPhone & App Store. These posts will be a little geeky, but I will try to explain anything that you might not already know about.

Where do I start?
If you already have an Apple ID (either from iTunes/MobileMe/.Mac/etc.), then the first place to start would be to join the iPhone DevCenter. The basic (free) access will allow you to download the SDK (Software Development Kit), look at documentation, download example code, and test your applications in the iPhone Simulator (a Mac application that emulates the iPhone OS).

You will not be able to test and debug your application on your actual iPhone or iPod touch hardware, however. For that you will need to purchase a paid development membership.

Once you attempt to sign in to the DevCenter with your Apple ID, you will be presented with some terms and conditions that you will need to accept. Once you accept them, you will be taken to the main DevCenter -- this is the place where you will be able to download the SDK and access some other important information about iPhone development.

Read on to learn more about iPhone development.

Continue readingiPhone Dev 101: Introduction

Filed under: Books, Developer, iPhone

Starting out with Objective-C

Objective C CodeI recently decided to embark on a personal challenge to learn Objective-C (the programming language behind Mac and iPhone applications) so that I could one day get applications into the App Store. I'm not looking to make millions with a fart machine app, but I do want to see some of my ideas come to fruition and end up on some iPhones. While we've previously mentioned how to delve into programming in Objective-C, there have been some recent releases of educational materials that can help those who want to learn the language:

Programming in Objective-C 2.0
(book, $44.99)

This is the latest release of Stephen Kochan's series which some consider to be the Objective-C bible. It has a wealth of information jammed into almost 600 pages, and it will take you from simple variable assignments to advanced class implementation. I'm over halfway through this book, and the text is easy to read (not too high level), and is broken up in a visually appealing style with sufficient whitespace to be gentle on your eyes. If you're only interested in programming for the iPhone, you may only want to rely on this book for its wealth of foundational Objective-C material as it only has one chapter devoted to the iPhone.

Continue readingStarting out with Objective-C

Filed under: Analysis / Opinion, Gaming, Cult of Mac, Odds and ends, Developer

Lugaru shows why game devs should support OS X and Linux

Jeff Rosen of Wolfire Games has an intriguing post up about why developers of videogames like himself should go out of their way to support the OS X and Linux markets. Their game, Lugaru, is available on Windows, OS X and Linux, and the upcoming sequel, Overgrowth, is also being developed for OS X.

Rosen says right out that the prevailing opinion, that the smaller markets aren't worth developing for because the audience isn't there, is just plain wrong -- Mac sales accounted for a full half of Lugaru's sales. The people who are buying software, his data seems to say, are using Macs.

And he has five main points why it's worth the time and effort to release builds on these smaller platforms: you have sites like ours (and the great Inside Mac Games) to talk about your game for you. We Mac gamers respect companies that take the time to make sure we have just as great a gaming experience as our PC counterparts, and we talk about it when they do. He says that a Linux version gained them a mention on Slashdot, one place they'd likely never have been mentioned if they were "just another Windows game." And power users are often Mac users as well -- you want someone who will spend an entire night coming up with new content for your game just because they love it so much? Mac users are nothing if not disturbingly obsessive about the software they love.

Good points all around. Many game developers, both large and small, continue to scoff at the Mac markets as too small while at the same time wondering why they can't get a foothold of a community on the Internet. Of course, releasing a Mac version doesn't guarantee you higher sales and a rabid group of fans -- you have to make a good game first and foremost. But some of the most influential and insightful game players online are Mac users, and by shrugging them off as "not a big enough audience," you're shooting yourself in the foot.

Tip of the Day

Holding the Command key (aka the Apple key) and pressing Tab will cycle through your open applications. It's easier to Cmd-Tab if you are Copy (Cmd-C) and Pasting (Cmd-V) to and from various applications.


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