Difficulty level of specific iPhone app creation? [closed] - iphone

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Closed 10 years ago.
I wish to build an iPhone app, but I've never ventured into anything like this before, appart from the very basics of HTML. I want to know how difficult it will be to create this app, if you really need someone pro to do it, or if it's managable to learn by a newbie.
The app:
Basicly the app works as a notepad AND a dictaphone. You should be able to create posts, which you can give a headline, write text, record sound, add searchwords and save.
All these posts should be listed by date, with the ability to search through them, using the given searchwords.
That's it. How difficult do you think this will be to accomplish?
If you believe this will be doable by a newbie, where do I start?
(I don't have access to a Mac computer to do the work on, so can I create everything on my windows PC, and transfer the project to someone else to compile and so on?)
Btw, don't be too technical in your reply, because I really don't know much about this topic, that's why I'm asking your help, to see if I should just trash the idea all together.

I'm not sure this question can be "answered". It's to subjective. I will offer a few words of advice though.
You can develop the app. It will be hard and take a lot of
dedication. If you love to learn new tools, new programming
languages, new operating system APIs - and love the challenge of
programming; then you should absolutely give it a whirl.
If you're concerned about time to market, then you'll have to hire professionals.
This app pretty much already exists. Review similar apps already for sale and ask yourself if you or the team you assemble can build something better. If you can't, by all means build it for fun; but don't publish it.
Doing this without a Mac will be next to impossible unless you explore things like Appcelerator Titanium.
Best of luck!

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OSX Cocoa Book recommendation for an iOS Developer? [closed]

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Closed 10 years ago.
I'm an experienced iOS developer, and I understand the basic differences between iOS and OSX development in theory, but have not written a single app for OSX. Next week, I plan to begin my first OSX app. This weekend, I have a long road trip... so I'm hoping someone can recommend a good book for learning OSX/Cocoa development, considering my existing knowledge (eg, I'd really rather not putz around with "Here's a NSString!" or other such Hello-world-esque approaches for newbies to Objective C).
Thanks!
I would be inclined to pick up Beginning Lion OSX Apps Development (a book from Apress because I had a good experience with them for iOS). The reviews on Amazon aren't the greatest but the worst reviews have complaints about the book's poor index. Someone who had iOS development experience but wanted to switch over to mac (someone like you) gave it a 4-star rating.
In all honesty though, I would opt for guides and Apple documentation. If you are going to have access to an iPad on your road trip, I would recommend you download some of Apple's programming guides to iBooks and read them during your trip. If you want examples step-by-step however, and need help overcoming a learning curve, I find Apress books to be solid.
Hope that helps!

How to design good looking iPhone applications [closed]

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Closed 11 years ago.
I think I have just about mastered the basics of iPhone programming and now I want to make my apps look better.
Every time I show my family/friends what I have done they think it looks a little "basic". I am inclined to agree
I know how to customise the table view but apart from that everything I make just looks a bit "appy". All the books I have just cover the basics. There's nothing in there that looks amazing.
I know this is a very vague question but I really need to make things look better.
Do I have to be good at art?
I have heard of people using custom designs in Quartz composer, is this how they do it?
Thanks
Good iPhone apps do not look like "art". They look like the standard Apple apps included with the phone. The real "art" to UI design is following the standard conventions of your platform. It's unimportant if your application looks "basic"; the really important things are that it's functional and easy to use. This is something Apple gets right in a big way, and it pays off for them handsomely.
Study the apps on your phone to see how they do things, and then follow those patterns. User testing (even if it's just with your friends and family) is exactly the right thing to do. If your program is powerful and useful enough, they won't be concerned that it looks a little basic. In fact, that can be a real advantage. The more complicated something is, the harder it is for someone to pick up and figure out how to use it right out of the box. The average iPhone user doesn't have a very long attention span, and with as many apps as are available on the App Store, it's hard to blame them for not wasting much time.
While I agree with #Cody, good UI/UX is not art, art does have a place. Art does not take the place of a good UI but does add to it. Not to much art, art needs to be a background part of the app. Backgrounds, icons, button backgrounds, etc.
If you, like me, can not make the art part, hire an artist--if the revenue will support that.
Finally, an artist is not by nature a UX designer, these are usually two different types of people.

What are some good open-source iOS projects to study at? [closed]

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Closed 11 years ago.
I am looking for a good well designed iOS code/framework that is open sourced out there that I can study on. What I mean good design is, they follow good object oriented concepts, code is clean, and organized, possibly has some unit testing in it as well. I wanted to learn these concepts and apply it to my projects as well. Any suggestions are appreciated
Apple provides some great sample code.
Additionally, I suggest looking at the abundance of iOS code available on code sharing sites such as GitHub. There's some great work done by some StackOverflow members. Marcus Zarra and Dave DeLong are two such people. I've also posted some code up there as well. Just so you know, a lot of code posted on GitHub are not complete projects, but libraries or useful classes.
There's also the Three20 framework, published by Facebook.
At risk of shameless self plugging, here's a project I wrote that's overly commented and fairly simple. The app is a "speed dial" for iPhone. Set a number, flip a switch and you don't need to jump into the phone app to tap on a number in favorites anymore. One tap dialing right from your home screen. I've got two apps based on this code that are out on the App Store, but this app itself is not.
Edit:
Since writing this answer I've got some more project, much more complex than the one linked above. MBCalendarKit is the one I'm most proud of. Feel free to tear it up.
I think Apple makes good code sample codes.
three20
http://three20.info/
Put together by facebook.

How to learn about iPhone jailbroken programming? [closed]

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Closed 10 years ago.
I'm interested in learning about what additional features and APIs an app has access to when an iPhone is jailbroken. Can someone provide me with some basic resources to learn about this? I would be most interested in:
documentation on the private APIs
filesystem layout
app configuration, e.g. how did WinterBoard replace SpringBoard? Apps that replace the lockscreen?
tools needed
Suggestions appreciated.
Very good question. I've personally spend quite a bit of time on trying to find documentation on the private APIs, and even though I'm pretty sure I've come across it some time ago, right now I can't really find it anymore. However, I do have some answers to your questions. Let me share what I have so far:
Filesystem layout
An old, but still mostly true guide on filesystem layout.
"Replacing" apps
I think most of the "hijacking" of original iPhone apps is based on catching and re-implementing objective-c messages through posing and comparable techniques. A good guide on this is available here. I'm note entirely sure that this is the mechanism at work though.
Tools
A toolchain for iphone dev is available on google code. See this guide for info on how to install it.
See this guide for info on how to use the default apple Xcode environment for development on a jailbroken phone.
This is the best thing I'v found on the subject so far :
Jailbroken Development : Starter Pack

Best Highscores Framework - iPhone [closed]

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Closed 11 years ago.
I am trying to decide between:
OpenFeint - http://www.openfeint.com/developers
Agon - http://developer.agon-online.com
ScoreLoop - http://corporate.scoreloop.com/features
All of the websites look clean. I don't know how many users they have but ScoreLoop has some recognizable games using the service.
Have you tried any of these platforms? Which is best?
Open Feint has some of the most well known apps as cross-promotions. Open Feint has a nice Objective-C API, matching Cocoa Touch.
Agonn has not as many apps for cross promotion, but are growing fast. Agon uses a C based API.
I Have no personal experience of ScoreLoop. But I understand that it allows much better UI customization than the other, making it easier to make the leader boards an integrated part of your game.
I just started experimenting with ScoreLoop, and so far I really like it. Integrating it into my cocos2d based game was pretty straightforward (just following the Getting Started document). It looks like there's a lot of room for UI customization, but I haven't really had a chance to play with this yet.
As far as I understand it, one of the differences between ScoreLoop and similar services is that in ScoreLoop, challenges are a central concept. So if your game can use challenges (mine will), this might be a good choice. It doesn't support chat, though. If you want more social networking features, OpenFeint might be worth a look.
I haven't personally tried any of these but Cocos2d also has a high-score framework built in.
I have good experience with OpenFeint. The developers were responsive to all my questions and helped me work around a few limitations.