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Posts with tag programming

Multitouch, multiscreen iPod touch Pong

Oh my. Still need convincing that the iPhone/iPod touch is the greatest gaming platform ever made? Then check this video of a couple Japanese researchers playing a game they claim to have put together "in about an hour": multiscreen, touch-based Pong.

On first glance, it looks like the game is even checking orientation of the iPods, but if you watch it a little further, when things go faster, you can see that it's actually just pushing the ball from screen to screen as it leaves. Still, if nothing else, a quick demo like this shows that multiple Touches (via a certain website, or on the same WiFi network, maybe, or -- hopefully -- just in close proximity to one another through Bluetooth or another protocol) can easily be made to connect multiplayer gamers.

As a demo, very nice (and it seems fun as a game as well). Can't wait to see a full-featured game that takes advantage of all of the iPhone's connectivity options.

[Via Waxy]

Bookwatch: Cocoa Programming for Mac OS X gets updated

Way back in December, our Christmas Gift Guide featured our pick of the many OS X-related books out there. One of the recommendations was the (very excellent) Cocoa Programming for Mac OS X by Aaron Hillegass - commonly referred to as 'The Bible' in the Mac development community.

At the time the book was a little outdated -- however in the last couple of weeks an updated third edition has been published. New sections feature Objective-C 2.0, Core Data, Garbage Collection, Xcode 3 and Core Animation, meaning this third edition is all ready for many of the new technologies in Mac OS X Leopard.

At just $32 (via Amazon.com), this updated version clearly ought to be on every developer's bookshelf (and aspiring developer's wishlist).

Torque Game Builder 1.7 helps indie game developers

Good news for indie game designers on OS X -- GarageGames has released version 1.7 of their Torque Game Builder, which allows programmers to create games for almost any platform from within an OS X interface. This latest release improves the editors for link points and collision polygons, as well as a new editor for vector objects and new t2dSceneObject methods. If you know what all that means, then you could probably program a better game than I could.

But the good news here is the one of the cheapest and best tools for game developers is now better than ever. Demos and trials of the tool are available on GarageGames' site, and licenses are as cheap as $100 for independent game developers. You've got the tools-- now go make us some great Mac games!

[Via Macminute]

Code Collector Pro 1.1.3

While many apps can accomplish the capturing and organizing of text, Code Collector Pro offers a singular focus on code snippets that makes it an excellent tool for programmers. It features a simple interface with tagging support, grouping and code highlighting which is accomplished by way of language definitions from TextMate bundles. If you already code in TextMate, you'll be able to add support for your favorite languages to Code Collector Pro with ease. The bundles are available for non-TextMate users as well.

Code Collector Pro's system service quickly adds snippets to your collection from any application; that's definitely useful. A menubar item is also included which allows for quick searching and copy-to-clipboard of your snippets. That part needs a little refining to reduce the mouse-keyboard-mouse switching necessary to complete the search.

Version 1.1.3 was released today with some minor bug fixes. Registering Code Collector Pro will run you about $29 (€20) and a demo is available. There is a far less feature-packed but entirely free standard version as well. A feature comparison is available on the Pro page.

Automation on the Mac

Welcome to the first of many AppleScript and Automator "how-tos." These tips are mostly geared toward Mac users who may know a little AppleScript, but want to learn more. If you've never opened Script Editor or Automator these tips will also help you get up to speed.

First things first, what the heck is AppleScript? It is an easy-to-use and easy-to-learn programming language. AppleScript was created in the early 90s as a simple way for people to create their own custom automation programs. This is one of the reasons the Mac remains popular in the printing and creative industry, where users can take large work flows and automate them relatively quickly.


Continue reading Automation on the Mac

ChipWits lives on

Back in the days when Apple pretty much owned the educational market, the Mac was new and Oregon Trail was the pinnacle of edutainment, there existed a little program called ChipWits. I played on my Laser 128, but there were versions for the Commodore 64 and Macintosh. Now some 20-odd years later ChipWits makes a triumphant return as an Adobe AIR app, so you can get your robot on with a Windows machine or a Mac (and hopefully Linux someday).

ChipWits is a programmable robot game. You build and program your little robot dude to travel through various environments (called rooms). Each one has specific rewards and risks, which makes programming the robot guy interesting. That may sound dry as toast, but your robot eats pie and drinks coffee. He can see, smell and touch. He can zap bugs but isn't too happy with bombs. The bit of whimsy thrown in with the robot-building makes for a really enjoyable game. Plus, it's surprising how fun debugging your robot can be.

The big improvement in what the authors are calling ChipWits II is that you can now create your own missions. If something like Desktop Tower Defense is your bag, the Mission Editor will appeal to you. Currently you can try ChipWits 15 times and buy it for $14.95. The release price will be $19.95, and the authors are donating 10% of their profits to 3 non-profit organizations.

iPhone Coding: Using the Accelerometer

You don't need to use a lot of fancy routines to subscribe to data generated by the iPhone's built in accelerometer. A single UIApplication delegate lets you know whenever the iPhone has updated its tilt data.

When you add a method for (void)acceleratedInX:(float)xx Y:(float)yy Z:(float)zz to any UIApplication, the iPhone sends regular messages to your application giving you values for X, Y, and Z. These values are not exactly what I first expected:

X = Roll X corresponds to roll, or rotation around the axis that runs from your home button to your earpiece. Values vary from 0.5 (rolled all the way to the left) to -0.5 (rolled all the way to the right).

Y = Pitch. Place your iPhone on the table and mentally draw a horizontal line about half-way down the screen. That's the axis around which the Y value rotates. Values go from 0.5 (the headphone jack straight down) to -0.5 (the headphone jack straight up).

Z = Face up/face down. I expected the Z value to correspond to yaw. And it does not. It refers to whether your iPhone is face up (-0.5) or face down (0.5). When placed on it side, either the side with the volume controls and ringer switch, or the side directly opposite, the Z value equates to 0.0.

Continue reading iPhone Coding: Using the Accelerometer

iPhone Coding: Using the Slider

In terms of application development, the iPhone's UISlider is pretty standard. It works like nearly every other slider you've ever programmed. It offers a drag-able thumb control that moves between a minimum and maximum value. As its dragged, the slider produces events that you can redirect to your main application.

Continue reading iPhone Coding: Using the Slider

In which, iPhone apps are built

It turns out that creating new GUI iPhone apps is both harder and easier than you expect. Saturday night when the first iPhone UI app proof-of-concept appeared, I was tied up with family. I frantically emailed Mike Rose begging him to get a post out, which, wonderful man that he is, he did. Sunday, I grabbed what time I could, intent on testing out the new developer toolchain produced by Nightwatch and company. In summary: if you can wait for an already-compiled binary toolchain to emerge, do so.

The developers have done all they can to make building the tools as simple a process as possible. The folks on the irc.osx86.hu #iphone-uikit channel are helpful and supportive. But the bottom line is pre-alpha means pre-alpha. There many rough compiling patches along the way where I ended up hitting my head against the wall, convinced I could never get the tools built. I had to edit the source several times to get it to compile on my Intel Mac Mini.

Continue reading In which, iPhone apps are built

Blast from the Past: 1996 Programming FAQ

Do you remember the days of MarksMan (aka Prototyper)? AppMaker? Mac Common Lisp? Smalltalk Agents? This FAQ may bring back some memories. It's a snapshot in time from 1996, which seems like yesterday in real time but was, technologically-speaking, a million years ago. The prices for developer tools really stands out--development packages for $695, a resource editor for almost $300. Amazing, isn't it, how cheap Mac Software has become on the whole? And I'm more than a little sure that a contributing factor is that the dev tools are free now. That was something that really struck me on the way back from NeXT to Mac. On NeXT, Interface Builder and the whole GNU programming suite were included. When I returned to doing Mac development, the sky-high prices for devtools (even with student discounts) really bugged me.

Lifetime Network joins iTunes

Lifetime Network, best known for its woman-centered programming, and it's multi-kleenex "Lifetime Movies" offerings, has joined iTunes. New shows include Cheerleader Nation, Off the Leash, Lisa Williams: Life among the Dead and Lovespring International as well as a collection of those Lifetime Movies.

Cheerleader Nation focuses on the Dunbar High School cheerleading squad and their focus on snagging their third national championship. Off the Leash introduces celebrity A-lister pooches. Lisa Williams: Life Among the Dead focuses on the supernatural advice from a British clairvoyant. Lovespring International is a "hilarious improv series" about a dating service. Despite being a member of their target demographic, I've never actually watched Lifetime.

The Cocoa Conundrum

cocoa conundrumWhen it comes to software on the Mac platform it's a mixed bag. I don't mean like on Windows, where the bag is full of snakes, scorpions, rusty blades, and the occasional bit of peach. Software on the Mac has been in flux for a decade. When Apple bought NeXT, most of us figured Copland was dead in the water (and it was). Personally, I wish we'd seen OpenDoc come to fruition, but that comes from years of dealing with bloatware. OS X pushed the "Classic" Mac OS further and further into the shadows, until, with the advent of Intel Macs, it's pretty much dying off... Read the fine print on these Leopard features for developers, and you'll realize how dead "Classic" really is. Perhaps we should call it "Relic."

Now ask anyone (well, almost anyone) who's coded Cocoa apps and they'll tell you it's lovely. Shoot, Apple's so proud of the frameworks they provide for devs, they even touted a new one, Core Animation, as one of the 10 things coming in Leopard. But we're still living a dual-existence (triple or quadruple or more, if you get technical) in that you have Cocoa apps, and you have the non-Cocoa apps. Perhaps you know about Java, which is what Limewire uses. Or X11's ability to run apps like GIMP. Both of those have their quirks. Java apps can be all over the place, and X11 doesn't integrate the UI of OSX, among other issues. Carbon is a mix of old-skool API's (implemented in good ol' C if I recall), and permeates Mac apps like Office and Photoshop, where a teardown/rebuild would be too unwieldy. There's also the fact that key apps like Finder and QuickTime are Carbon enough to still have some legacy code from way back when, which might account for some of their quirks too... No holy wars about Cocoa vs. Carbon, OK? I'm with David Weiss on this one. So you have Cocoa, Carbon and everything else.

Getting granular for a moment, look at a tale of two browsers: Safari vs. Firefox. Safari is a Cocoa app, and it is tightly integrated with OS X tools. It maintains the ability to look up words in the Dictionary app with a right-click, and access the OS X Keychain. Firefox is not a (full) Cocoa app, and you can't niftily use a keyboard shortcut to look up a word, nor will it store passwords in Keychain. I've learned to use this "wall" to my advantage. Since the passwords are stored differently, I can automatically log in to systems (like gmail) using two accounts simultaneously. I use my business gmail on one browser, and personal on the other. Unfortunately, you're limited to 3, as all Firefox-based browsers will share their version of Keychain, and all Webkit-derived browsers use Keychain. I say three, because Opera stands alone (and doesn't always play nice with Gmail). There's the conundrum: to the average user, they don't care, but when little non-Cocoa quirks appear, they scratch their heads and wonder why the Mac doesn't just "do stuff" one standard way.

Keep reading for my take on shareware, freeware, and malware in OS X...

Continue reading The Cocoa Conundrum

Adium to be a Google Summer of Code project

Adium, the open source multi-network chat client with more features than I thought existed, has recently announced that they are going to be a mentoring project in this year's Google Summer of Code. For those unfamiliar: it's a program that brings students together to collaborate on and learn about open source programming. Each summer Google accepts and offers many different projects that students may apply to work on, as you can see from their extensive list.

Adium's list of available projects is quite lengthy as well, which should be good news for fans and users of the app. I have honestly never paid that much attention to the Google Summer of Code events before, but I do know that they have improved or given birth to a lot of great OSS in the past. Good luck to Adium and company!

[via Daring Fireball]

Widget Watch: HBO Widget


I haven't been this impressed with a widget's capabilities in a long time. The HBO widget is highly functional and eye candy-infused, allowing you not only to check the program guides for both HBO and Cinemax channels, but you can browse and view their 'large collection' of teasers right inside the widget. Top that all off with a really slick minimizing ability to get all this intensive content out of your way when you'd rather save the cycles, and I think I've found the latest widget to receive a 'click of my mouse™.'

The widget is, of course, free and available from HBO's site.

[via Daring Fireball]

You got your Python in my Cocoa

Red ShedJonathan 'The Wolf' Rentzch has an article about using PyObjC to bridge the gap between Python and Objective C to create applications that can use the best of both programming languages. While Python may not be the hottest programming language around (Ruby seems to be getting lots of press as of late), it is a tried and true alternative to Cocoa, and some say it is the easiest language to get started with.

The article includes directions for installing PyObjC as well as 3 Quicktime movies demonstrating certain activities. Rentzch has also posted a companion piece on his blog.

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