Does logic done first, appearance second, work well in iOS development? [closed] - iphone

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I wish to make an iOS application that includes a document library, log/journal, forums, possible randomized quotes ?and coaching tools?, and have built applications of that size in other contexts but this is my first iOS application.
Right now I'm working through http://www.raywenderlich.com/1797/how-to-create-a-simple-iphone-app-tutorial-part-1 , and I'd welcome comments on other tutorials, but I wanted to ask: does it work to work out the logical gears of an application before developing the graphic design? I would like to have somewhere between a Dirtylicious and Nature look, but my natural bent (no pun intended) is to get most the gears working and then defer most of the design work until after the gears. I expect they should not be completely separated, and there are cases where you apply the design and then realized that what the gears are doing only looked good on paper, but I wanted to do a sanity check on whether it makes to look up tutorials appropriate to a document library, a log/journal, forums, etc. and get them to work together first, and then skin it.
TIA,

It is recommended that you follow the MVC pattern, which strives for separation between layers.
http://developer.apple.com/library/ios/#documentation/general/conceptual/devpedia-cocoacore/MVC.html
Xcode helps you implementing that pattern.
I think you should try to put in "paper" everything you want to do, before doing any actual coding, check how many views you are gonna have, what you need, the flow between views, try to diagram everything, that will save you a lot of pain later. You don't have to be so specific about the GUI at this stage, you only need to know what kind of visuals you need in the views, (buttons, labels, etc...)
And yes, I think you're safe doing the Model first.

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I was given a serverless app to work on at work, where to start as a noob? [closed]

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avoiding the obvious answer, "Maybe I shouldn't have been given this to work on."
Let's just assume I was given this as a complex 'test of my abilities to learn on the job'.
The app is using serverless framework and I understand the basics of the structure using AWS and where certain things go etc, but I am not used to the structure of the app i was given.
I have a folder for backend, app, and one for 'graph'. I would just like to know where to start? Is the suggested route to user 'serverless-offline' or being that I didn't design this app, should I go straight to plugging things into my AWS, and get it running that way? I know this is kind of a noob question, and regardless I'm just going to go ahead and start playing around with the two options, but I do have a small window of time to figure out how to get this running in a 'Dev' environment so I can give a quote on adding some new React things to the app.
Are you working for a consulting company that advertised you as an "expert" to a customer where you actually have a severe knowledge gap to even approach the project you've been put on?
If yes, you aren't going to get much more information here in a reasonable sized answer than you can easily find using a web search. In fact, your question is so vague that I personally think it's not answerable at all. So, get searching on your own, hopefully you can figure out enough stuff by the deadline that you/your company can "fake it until you make it".
If not, and you are an employee in a normal company, you should have some sort of knowledge transfer process in place where someone who is familiar with the application would tell you at least an overview of how it works and how to approach it for basic changes. Unless this person left the company and now there is nobody in house with the needed knowledge, which is your boss's/company's problem and - if they are a good company - they should give you a reasonable amount of time to figure out all of this stuff the hard way, in which case the answer is - again - get searching the web.

Is GameScene.sks not recommended for game building? [closed]

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In nearly every tutorial for beginner SpriteKit game making I've seen, people delete the GameScene.sks with no real explination.
The reason why building simple non-game apps is so beginner friendly is because of the Storyboard.
Ray uses the GameScene here:
http://www.raywenderlich.com/84341/create-breakout-game-sprite-kit-swift
Is there any reason why NOT to use this tool? Writing out EVERYTHING in code is a little more daunting when you have this tool sitting right here that seems to simplify it a bit.. but I'd rather avoid it if it's better to do so.
Thanks in advance.
It's all personal preference really. I think the reason why people delete it though (at least in my opinion) is due to the following reasons:
You have to specify an initial scene size in the file. Whereas if you create the scene programmatically you can set the size to the view size.
The editor is very limiting. Xcode 7 however greatly expands the editor to include much more such as custom classes.
There were some pretty big bugs/crashes in the initial release of Xcode 6.
When learning Sprite Kit it's good to know how to programmatically do things instead of doing it visually. This is because games often have dynamic gameplay so you will certainly have to do things programmatically (especially when you consider the limitations of the Xcode 6 editor).
Some people (including myself) may use their own custom editor for designing levels etc. Whereas interface builder is standard because it has become very powerful over the years and works perfectly with UIKit.

iPhone UI design to go [closed]

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Does anyone know of something that will let me design or at least sketch out iPhone interfaces on the go? I'm at school about 6 hours of the day, and that's when I get the best ideas, and need to actually make a rough draft of my design.
You didn't say what level of technology you typically have available to you.
If you have an iPad, I highly recommend Penultimate. There are other sketch-type apps around, but this one is my favorite. Simple, and beautiful. There aren't any interface mockup templates or anything, it's just a freehand sketch app.
If you don't have an iPad, might I suggest going low-tech? I never go anywhere without pencil and notepad. My personal weapons of choice are the Moleskine Large Reporter, Plain, a Tul 0.7 Mechanical Pencil (which clips nicely onto the Moleskine's strap closure), and some iPhone templates (which can be printed out, cut to size, and tucked into the Moleskine). You could also throw in a stencil kit, but I usually just freehand it.
Balsamiq Mockups is great for mocking up anything from a Desktop UI to a website to a iPhone app. It has some nice skins and controls for iPhone apps in particular. It also runs on air, which makes it great for cross-platform support and it also means that it can run in the browser (which you have an option to do from their site).
http://balsamiq.com/products/mockups
There is also a site to download more UI components for this software: http://mockupstogo.net/
The only downside is that the software is not free... :-( However, you can demo the software and I really do think this is worth investing in.
You also mention designing/sketching out your design, which might work nicely since the mockups will look sort-of sketchy, but you have the benefit of going back and editing it later.

How to write a WOL app for iPhone? [closed]

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Wake on LAN so cool, just want to write a iPhone app to WOL my PC, but have no idea to code, any one can point me the way?
If you've no experience of programming, then this is a very large first step. (More of a sheer vertical incline really.)
As such, you might want to take a step back and have a look a some basic (or indeed BASIC) programming tutorials. (Google is your friend.)
Alternatively, Apple has good online documentation regarding Objective C and the Cocoa (the language and framework that iPhone applications are written in.) A good place to start for this would be Apple's Introduction to The Objective-C Programming Language.
Basically you need to send a magic packed as described here, to do that you'll need basic programming knowledge and some knowledge on socket programming, here is a good book on the subject. There are numerous examples of that.
But in the end perhaps I could persuade you to purchase one of several iPhone applications that do exactly that, or grab the free one?
You'll need an understanding of bsd sockets as well as the user interface kit framework to put the necessary controls on the screen.
Or of course download an existing free app like this one which does it already, automatically detects your mac address, and also tells you whether your machines are on or off:
http://itunes.apple.com/us/app/wake/id396566137?mt=8
All the best for your projects.

Use productivity tools in presentations [closed]

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I was wondering how people think about using productivity tools like Coderush or Resharper in live demos. Is it a don't and should someone only use the most default settings of the IDE? Or is it ok to speed things up a little during the demo? Also, should you explain you are using this tool during the demo?
I've seen a lot of presentations where people use these tools and personally I don't mind.
Make sure you tell people that are going to be using the tool and then announce the action that you are about to take. e.g. "I'll use Resharper to extract this method into the Foo class"
It really depends on what you want to demonstrate. This kind of productivity tool are usefull even for demos in order to avoid loosing time on basic technical problems. You may also take advantages of such demos to introduce the features of these tools...
I tend to use DevExpress Refactor! Pro, and GhostDoc, when I do code-related presentations. I try to make sure the audience knows what I'm doing by saying out loud what I'm going to do, but I have also built my own custom tool for this, which you can find a beta of here: LVK.ScreenKeys.
Basically the tool will pop up, in the upper right corner of the screen, yellow tooltip/toast-like windows showing the key stroke/sequence I invoked, and also a textual description of what it means, depending on the software it was invoked in.
Before I started using such a tool, I invariably had questions like "what did you do now", and if you don't want to use such a tool (there are others besides mine), I would consider not using more than a few functions of such tools.