I am using Core Plot for a little App I am programming at the moment and I was wondering if there are any good looking examples or resources. With good looking I don't mean the google docs Example App ;)
Core Plot includes a number of example apps that demonstrate various features. There is also wiki page on the Core Plot site with links to many apps that use it.
I am not sure that what are you looking for as you have not cleared your question. But i am telling you this link: http://www.johnwordsworth.com/2011/10/adding-charts-to-your-iphone-ipad-app-using-core-plot/ which certainly will help you.
Related
I am currently trying to make use of a object recognition project named object recognition kitchen. This project is built on top of ecto which is a lightweight hybrid C++/Python framework for organizing computations as directed acyclic graphs.
I don't have any experience of developing projects on top of frameworks(I also don't know how to efficiently find useful frameworks). And I am wondering what is the main concerns to bear in mind when choosing the framework for projects.
There's a similar question,but my confusion is not solved by the answers.
Any comments or thoughts are welcomed.Thanks in advance:)
I'm a php web developer and when I was looking for some fw to work with and thus make easy me working I always looked for this.
Easy to learn.
Full docs and tutorials.
Great community either in its forums or elsewhere.
free. XD. many people use free stuff around the world. so there are many people who can help you.
3rd and 4th points can be summarized as very popular.
And the most important: make test about how easy could be develop some task in each of your chosen fw.
Hope this could help you.
What would be the easiest way to graph a line graph on a iOS app? I am building a iOS app that needs a line graph I don't need anything complex just something that will graph a int.
I have seen core graph but not sure if thats the way to go.
You're probably thinking of core-plot, which would be a fine solution if you want something that has a lot of features and is ready out of the box.
If you want something more minimal, you could create your own line graph UIView subclass very easily and make it do exactly what you want. Building a general-purpose graph library is a lot of work because there are so many ways that people like to vary their graphs. If you know exactly what you want and don't need something more flexible, rolling your own can be a quick and effective solution.
If you do decide to roll your own, Matt Gallagher's Cocoa With Love blog has a number of very good graphics entries to get you started.
Apple's Accelerometer sample app (on their iOS Developer Center web site) includes some example code for a simple line graph.
Nuclios http://www.infragistics.com/products/ios/ is a pre-built library that has a bunch of graphing styles. It's not free but I don't think the license fee is outrageous either ~$250
You could take a look at BEMSimpleLineGraph.
It's modeled after UITableView and offers a wide range of features.
I would like to download information from wikipedia to my iOS app. Firstly, I created simple RSS reader, but I can't download date from wiki. Now, I think that I should create parser for wiki.
What do you think about this? Any ideas?
Thanks,
Tomek
In my opinion, parsing a website is never a good idea. Only the smallest change in the design of the website can break your application and make it unusable. I'd try to get to your data in an alternative way. ;-)
Sandro Meier
Scrapping a web site directly from your app is never a good idea. If you are ever going to do that it is suggested that you do it on a server and provide the data to your app in a well known format, so that site changes can be quickly managed by your server, and as a result, never breaking your app.
Although wikipedia does not have a formal API, it provides some other ways of extracting data from its servers. You should check this link:
http://en.wikipedia.org/wiki/Wikipedia:Creating_a_bot#APIs%5Ffor%5Fbots
I know this question is quite old. But I've dealt with the same problem and wrote this very small library. I am using the mediawiki api (Mentioned in the post from Felipe) to get the needed information.
https://github.com/prine/WikiApiObjectiveC
I was wondering if anyone knew of a simple way to implement graphing in an iPhone/iPad application. I've spent quite a bit of time googling and can't seem to find any sort of a solution. Maybe I'm just searching with the wrong terms since a lot of consumers are asking about "graphing" in terms of using their applications, not developing them, the search-space is rather polluted.
It seems like a lot of iPad/iPhone applications have embedded graphs... and I can't imagine that every developer has invented their own graphing engine from the ground up. Or, maybe they have... Does anyone have any suggestions?
Core Plot is one popular option.
I have herd wonders about core plot but for myself i wrote a graph View Class which creates a standard graph.
Have a look
http://sebkade.wordpress.com/2010/05/06/basic-graph-class-for-iphone/
hope it helps
From my experience graphs are best done through UIWebView's and then written in HTML/JavaScript - there are many great html/javascript libraries for graphings. Personally, I like
http://www.highcharts.com
but these exist as well.
http://www.sencha.com/products/touch/charts
https://developers.google.com/chart/
http://www.zingchart.com/#welcome
Does anyone know a good beginners guide to using OpenGLES on the iPhone? I have found some but they all require assumed knowledge which I don't have.
Simon Maurice has some great tutorials on the very first steps. Take a look: http://www.cocoachina.com/wiki/index.php?title=Category%3aSimon_Maurice_iPhone_OpenGL_ES. Do them from the beginning and you'll have a good sense of the basics.
EDIT:
Backup link
Source code
You need only one reference:
http://www.khronos.org/opengles/sdk/1.1/docs/man/
Yeah, some of the documentation doesn't make a lot of sense the first time you read it, but really, read the sentence/paragraph/page again, and again. It really does make sense, and it's very accurate. Which is something you really can't say from tutorials. Tutorials are almost always written by people that don't seem too fussed about leaving out important details while documentation like that is usually written by very nitpicky people that cram every little important fact into (possibly overly-complex) sentences.
Oh, and one golden tip: Add a search function to your browser that does this:
http://www.google.com/search?q=%s+site%3Awww.khronos.org%2Fopengles%2Fsdk%2F1.1%2Fdocs%2Fman%2F&btnI
(replace %s by whatever your browser's search term replacement string is, the above example is for Opera)
I've bound it to the o prefix, so whenever I need to look something up on OpenGL/ES, I just type o glDrawElements in the address bar and instantly get the documentation page on it.
Once again, if I may plug my own work, I have a short writeup on what I learned while writing Molecules for the iPhone. I came into this having no experience with the 3-D side of OpenGL (I had done a little 2-D hardware acceleration before), so I have a bit of a different perspective on the subject. The source code to Molecules is available, so you might be able to learn something from poking around inside it. I also have written a post on how to use Core Animation structures and functions to accelerate OpenGL ES rendering, if you want something a little more technical.
Bill Dudney has a post here about how he started getting into OpenGL ES, and then a follow-on here where he provides code for a Wavefront OBJ loader for the iPhone.
I believe that I've seen a few more good resources around Stack Overflow in various answers, so you might search around and see what else you can find here.
For OpenGL NeHe is a great tutorial. Though, it doesn't specifically cover OpenGLES, it should still be pretty helpful. Just be prepared to run into things now and again that won't work on the iphone.
Also you can get v1.1 if "The Red Book" online.
Simon Maurice's tutorial can be found here
"The Red Book" is not recommended to OpenGL/OpenGLES beginner. It is book for professionals.
The first step is should try to run downloaded simple programs or simple codes from OpenGL web sites.
Here's a good (non-Chinese) link to Simon Maurice's tutorials:
http://web.me.com/smaurice/iPhone_OpenGL_ES_Blog/iPhone_OpenGL/Archive.html
His tutorials are excellent; they're what I used to learn OpenGL ES.
In addition to "The Red Book", another useful book -with tutorials and reference- is OpenGL SuperBible.
Again not OpenGLES specific, but I believe it is useful to learn OpenGL features in general, then filter out the ones you don't need.