How to draw a blueprint for a designer for iOS? - iphone

I want to show my designer something so he ccan build it for my iPhone app.
Is there any website or tool in which I can easilie draw something with iPhone patterns or something and show him what I want to have?

some easy and free tool I have been using in the past: http://mokk.me/
But beware - it's still in beta, but compared to other tools which require either Adobe AIR ( http://www.balsamiq.com/ ) or are bound to a single platform (Mac, Win) and somewhat expensive this is a really good way to draw mockups for an iPhone App.

These are some of the tools for iOS. But most of them are at a cost. you can try whichever is convenient for you.
http://www.omnigroup.com/products/omnigraffle/
http://graffletopia.com/
http://www.teehanlax.com/blog/iphone-gui-psd-v4/
http://balsamiq.com/download
http://keynotopia.com/
https://gomockingbird.com/

Another approach would be to use the "Storyboard" feature within newer versions of Xcode. Even though it's designed to produce actual interfaces for programs, it also works well as a high-level design tool for describing a sequence of screens and how they relate to each other.
In my current project, I'm not using a storyboard for the actual UI (because I need a little more control over view logic than it allows) but I do use it to sketch out how the visual portions of the application should appear and how they should interact with each other.

Related

Are there apps built on top of VSCode open source base?

VSCode has a very customizable UI with Activity Bar, Sidebar, Tabs, Status Bar etc (https://code.visualstudio.com/docs/getstarted/userinterface); customizable via extensions and seems to have been developed without any of the common web frameworks (https://github.com/microsoft/vscode/issues/99845).
It is well maintained, works in different OSes and has automatic updates.
Even if we remove the code-editor part, there is a lot of work in that.
This makes me wonder if it is possible to write a totally different app (not a code editor) on top of VSCode. For example a Slack-like messaging app, an Obsidian-like knowledge base app, etc.
Is it possible? Are there apps built on top of this code? Have I missed an important point that makes this idea unviable?
EDIT:
Some have pointed a very valid point. Some of what I mentioned here as VSCode features are really Electron features that VSCode inherits. Having developed an Electron app (5yrs ago) I see many things in VSCode that are not in Electron (but maybe my concept of Electron is wrong).
I want to emphasize that VSCode UI (bars, tabs, etc) + its extensibility seems to be a valid development framework. And I am ignorant of anything in this sense.
EDIT (jan/2023):
I guess we can add StackBlitz as a product that just did that.
I think your question is very valid and I was wondering the same thing, so thanks for asking it.
One thing that VS Code gives you that Electron doesn't is a distribution model - the marketplace and how new versions of your app can be detected and downloaded automatically etc. This is a big deal.
I think the disadvantages are that a very fancy UX may not be possible directly - but you have to "work around" by putting HTML within a Web View perhaps. This is just my guess and I haven't directly tried it.
To answer your question - the only one I am aware of is Thunder Client - so think of Postman - but as a VS Code plugin.
See also https://stackoverflow.com/a/67069697/314780 , which points to Eclipse Theia which uses parts from Visual Studio Code (i.e "Code - OSS") - https://theia-ide.org/ . The site links to a number of IDE-style apps built on top of it.
VS Code is an electron app. You might want to research what electron is – because you mention it: The Slack app is built on that same framework.
So, you've just invented something that already is done, very widely, in practice.

Flash cs6 and Flash Builder, workflow

I wish I could pose more specific questions on this topic, but what I'm really looking for is a bird's eye view - a blog post, something from Adobe, documentation or even a book that outlines an approach, because I've had a tough time finding something comprehensive.
I've primarily been developing in a 2 man team with Flash Pro for years - an artist and developer. I've also worked in larger teams, using the same workflow:
AS code written as class files using Flash Pro editor, with minimal code on the timeline (only stops and an occasional function call when the timeline hits a certain frame).
Library assets are linked to AS3 classes where needed
Assets are placed on the main stage & main timeline, for maximum convenience of the designer.
Apps are published and built by exporting to swf with Flash Pro
No source control whatsoever except telling each other if we are going to change the fla.
Our shop is on the verge of bringing in more coders to develop a series of Flash browser games, and I'm thinking it's time to bring this workflow into the current reality. We'll want to have something that suits both artists and coders (minimizing complaints from either camp), as well as git support for source control.
Finally, my questions:
How are most developers authoring games currently? I've read a popular approach is to create art assets in a fla using Flash pro, link them to classes and export to a SWC. Code is then developed in Flash Builder, where assets are embedded.
If I take the SWC approach, is all code stripped from the timeline of MovieClip assets?
I'm aware that Flash Builder has an option to create a 'Flash professional' project which integrates the two and seems ideal, but going back and forth between Builder and Pro seemed to be crash prone. Does anyone use this approach reliably?
Will CS6 give us any advantages over CS5.5 to make it more developer friendly; ie. code-completion, etc.
Is there a way to set up workflow so the artist could make changes and then build/run the game from Flash Pro, and the developers could do it from Flash Builder - or would everyone need Flash Builder to run?
Are there any good 3rd party tools that provide code completion and an all around better development environment then the flash IDE (as an alternative to Flash Builder)?
Do people see Flash Builder as a 'must have' when working in teams or in general Flash dev?
Thanks for answering any part of these questions, or just simply sharing your experiences, opinions, and personal preferences. Any knowledge will be a big help at this point!
That is a lot of questions for one question. I'll try to somewhat cover the main topic of workflow.
The approach you describe with a pure ActionScript project with swc:s linked in is probably the most common approach (at least when it comes to more complex projects) as you want to separate code from content as much as possible. Usually I work with one artist so we sync up on functional design and then I define how the scene objects should be structured (i.e. a container clip, with XYZ child clips, naming, linkage and everything) to make it fit in with current framework or new supporting code.
You do not want any code in the flash pro timeline whatsoever, you want it all in your ActionScript files. Ideally as a programmer you shouldn't have to go into the flash scene project. However, in reality you probably will. I usually try to keep this to my own placeholder scene so I don't contaminate the production files with test and placeholders. You also really don't want several people editing in the same scene at once. One approach is to split up into several different scene projects. If you make a card game you could have something like this: card.swc, mainScene.swc, opponents.swc. That also allows for some concurrency if you are working with multiple artists.
Keeping the flash pro files in xfl format makes it a bit more source control friendly and you could actually merge two versions of the same scene but it can be a bit complex at times.
I usually solve this by making quick functional placeholder graphics that can later on is replaced by an artist (or render graphics from code).
When it comes to IDE:s, I think the most popular ones are FlashDevelop, Flash Builder and IntelliJ IDEA (With Flash Builder as my personal favourite). Get started with one and try some of the others in due time. Make sure the functions you use all day long are really good. However, if you have only been working with the flash professional environment before anything will be a drastic improvement on productivity.
I for one prioritize searching, refactoring and ease to follow the program flow, which simplifies debugging and getting into other peoples code quickly. But it all really comes down to finding a tool that runs on a frequency you can tune your mind into.
I hope that answered some of your thoughts and questions. Do not hesitate to follow up with more of them.

What is a good visualization library for creating state diagrams and animations?

I'd like to post-process log files and extract node data and transitions, and then graph them in a gui of some kind. So, I'd like to programmaticly draw bubble diagrams, maybe with animations showing packets going from node to node.
Ideally, perl or java would be the language of choice, but anything that runs on a linux platform would be fine.
What is the best library for this kind of thing?
Java Solutions
Two possibilities in Java include Prefuse and Visual Library. They both have the ability to display graphs with some animation ability. Prefuse has better graph layouts. Visual Library is more Swing-like if you are used to Swing development.
Adobe Flash
If you are willing to work with Adobe Flash, Flare is probably a little more suited to your task as it has better animation capabilities and has good graph layouts.
Animation Libraries
If your diagrams are fairly simple, you could create your own diagrams and use the Timing Framework or Trident for animation.
Other
Some other possibilities include Processing and JavaFX. Javascript libraries include ProcessingJS and Protovis.
Graphviz will draw you static diagrams. It can't do animations as far as I know.
If you can convert the output into graphviz dot format (graphviz) than you can use idot incremental viewer (iDot_incremental_viewer) which uses prefuse behind the scenes and it's completely free. The only thing you need to do here is to convert the output in simple dot file. Rest will be taken care of incremental viewer.

Template apps for iPhone

Is there a good place to get starter apps for iPhone, where you choose from any of a large set of permutations?...for instance with a nav bar and a flip screen and a 3 deep table view, with Core Data support etc. I guess what I was hoping for is some kind of wizard where you can check a few boxes and have a working app as a starting point....but more than just the 3 or 4 choices that come with xCode. If not a wizard, just a nice set of a couple dozen permutations.
Also....is there any good sample apps out there that show the difference between identical apps, one which uses Interface Builder and one not?
Aside from being handy for myself, I'd think these would be great as a teaching tool. I've googled a bit and come up with nothing.
http://www.appsamuck.com/ may not be all you want but is a good place for you to start.
http://developer.apple.com : each part of the SDK has numerous examples, although the focus is on the parts of the SKD they represent, you will find pretty good overall coverage.

How can I enhance the look of the Perl/TK GUI under Perl 5.004?

I have an application that is built to work on Windows, Linux, and Solaris that uses the Perl/TK GUI. Due to constraints, we are limited to Perl/TK only. Moreover, we are limited to an old Perl/Tk version, 5.00404.
I'd like to work within these limitations to make the GUI look as nice and modern as possible.
Are there any web-resources that have TK design schemes (for buttons, frames, colors, etc) that could assist me in this endeavor?
I am also looking for modernization advices like the one that I found here:
If you're finding that your Tk apps look a little ugly on X-based systems, try adding the following lines to the top of your script:
$mw->optionAdd("*font", "-*-arial-normal-r-*-*-*-120-*-*-*-*-*-*");
$mw->optionAdd("*borderWidth", 1);
Try using images instead of button elements, then you can have whatever style you like and the fonts can be baked in. This will work for pretty much any element where the contents are not dynamic - including backgrounds on panes and such. Granted it's more work but it does solve your problem, especially if you have a competent artist in your project group.
You could use the Tk theme engine to give your app better looks.
Using optionAdd to tweak defaults through the option database
is a reasonable start. A thread about this can be found at:
http://tcl.projectforum.com/tk/221
Download griffin.kit from there, use the sdx tool to unwrap it and locate
griffin.tcl to get a good set of option settings.
http://wiki.tcl.tk/3411 for the sdx tool.
Since in Linux the background of Tk::Entry and Tk::Text is grey i would also use the following two lines.
$mw->optionAdd( '*Entry.background', 'snow1' );
$mw->optionAdd( '*Text.background', 'snow1' );
Replace 'snow1' with a color of your choice. You can also use the hex representation(RGB) of the colors like '#ff9696'.
The Tile themeable engine for Tk makes it look much prettier. However, Perl/Tk has lagged far behind Tk's development, and can't take advantage of Tile and other advancements.
You should investigate whether Tkx is an option for you. It's not completely compatible with Perl/Tk, but the API is pretty close. It's a bridge between Perl and Tcl/Tk, so it can use all of the modern Tcl/Tk features (like Tile) while still having application logic coded in Perl. Quite a few of ActiveState's own graphical utilities use Tkx, with fairly good-looking results.
(source: activestate.com)
Perl 5.00404 is incredibly ancient, though. The Tkx dist claims to depend on Perl≥5.008... I don't have an old enough Perl to see how accurate that is.