Which is a more preferable Geometry in Objective C Programming? - iphone

It took me up to this point that I still do not understand what is the difference and which is better to use for geometrical programming in Objective C. I understand that NextStep has its own version of C Geometry (Quartz) but what is much more preferable to study and appropriate for iPhone dev?

There's CoreGraphics, if you just want to draw on a UIView. You could look at higher level options such as Core Plot: http://code.google.com/p/core-plot/
An alternative is to place a UIWebView in your app and use one of a myriad of JavaScript libraries and/or SVG.

Related

Best way to draw 3D text?

I need to draw two lines of text in a 3D perspective. They're not just flat characters, they are really 3D models and need to animate as well. Preferably with a glossy effect on them.
It sounds really complex to me and I have no experience with OpenGL. Are there frameworks that make this easy or am I looking at a difficult and timeconsuming task?
use cocos3d. cocos3d link here.
That kind of functionality on the iPhone requires plain OpenGL knowledge. You'll need to learn OpenGL and implement all of this by yourself. I know OpenTK is being ported to iPhone but that's not done yet. Good luck!

How to morphing of two images in iphone programming

how to do morphing of two images in iphone programming.?
Your question is not iphone related.. the kind of algorithm you are looking for is language-agnostic since it just work with images.
By the way it's quite complex to morph two images, usually you have to
embed a grid of points over the two images that links characteristics that should be morphed. For example if you have two faces you would use a grid that connects eyes, the mouth, ears, the nose, the edge of the face and so on: these two grid tells the morpher how to "translate" a point into another one while blending the two images
the previous step can be done automatically (with specific software) or by hand. more points you place better will be your results
then you can do the real morphing sequence: basically you do an interpolation between the two images (in which the parameter that you use will decide how much will be the final risult similar to the first or the second image)
you should also apply some blending effect to actually create a believable result, always using a parametric function according to the morphing position
You can use UIView animation to transition from one UIView to another. This should provide some sort of lame morphing.
You can use XMRM, which is written in C++: http://www.cg.tuwien.ac.at/~xmrm/
There is no image morphing API in the iOS SDK.
No, there isn't an API for it. You'll have to do it yourself.
...ask a short question, get a short answer...

Need some guidelines on iPad animation programming

I'm creating an interactive e-book for the iPad. This book will contain multiple pages that will consist of a lot of animations (frame and motion animations), transitions,... I was wondering what my development options are, should I use OpenGL, Quartz,...?
I've use UIImageView.animationImages before and found that it had really bad performance. What's the best way to draw frame based animations?
Does anybody have some good pointers to resources on this?
thanks in advance,
Thomas
I guess that depends a bit on what you'll be drawing. If you have a need for 3D, then OpenGL is the way to go, but it doesn't sound like it. I have a feeling Quartz2D is going to be just fine for your 2D drawing needs. I've done drawing with both and they have a very similar API. I think the downside of using all the raw power of OpenGL is that you have then signed up for doing most of the work yourself. I don't recommend attempting to using Core Animation high level APIs to manipulate OpenGL views.
If you do use Quartz2D and "normal" UIViews instead of OpenGL/EAGLView, then you can take advantage the many pre-canned animations Apple already build with Core Animation. This include the card flip left/right, resizing, moving (x/y translation), rotation and the ever popular e-book page curl.
The best example of iBook like custom page curl functionality I could find is this example code from High Caffeine Content. However, you don't have to bring that much math to the table if you just want to use the out of the box Core Animation stuff. The bad performance you may have encountered could have been due to anything, including older/slower hardware. They have revved the graphics chips on the new devices.

Richer iPhone Interfaces With Library Components?

My iPhone development is stepping up a notch and I'm looking at the UI. We're thinking of having a few nice interface-y features - things like dragging and dropping images onto one another from a gallery list, or similar.
How far does the basic iPhone interface stretch? Do most people create their own interfaces and code, and if so what's the base there? CoreGraphics? OpenGL?
I don't want to reinvent the wheel, but neither do I want to take an overcomplicated option if someone's done the work already.
There are several tiers to Cocoa-based interfaces. Generally, I recommend working at the highest level of abstraction that meets your needs for presentation and performance.
The base UIKit elements that you can place using Interface Builder or code are designed to handle the most common cases within an application's interface. These provide some degree of customization, depending on their type, but what you see is generally all you get. On the iPhone, Apple even tries to maintain a certain look and feel for these stock elements by rejecting applications during review that use them in ways that contradict the Human Interface Guidelines.
The next level down are custom UIViews. These can be made to look like anything through the use of Quartz drawing within the -drawRect: method. You can do your own touch handling by overriding methods like –touchesBegan:withEvent: or by using the new UIGestureRecognizers. Given the level of customization you can do here, this is where most people stop when tweaking their interfaces.
You can go a little lower than this by working with Core Animation layers and animations. You don't gain a lot, performance-wise, by using CALayers instead of UIViews on the iPhone, but they can be useful if you want to craft visual items that use the same code on Mac and iPhone. Custom animations may be required if you want to do something more than animate a view between two states linearly. You can even do some limited 3-D work using Core Animation.
Finally, there is OpenGL ES for display of full 3-D scenes and for really high performance graphic display. This is about as close to the metal as you're going to get when dealing with the iPhone display system, and it shows in terms of the amount and complexity of code you have to write. For complex 3-D work, this is what you will need to use, but for 2-D and even rudimentary 3-D I recommend looking first to Core Animation because of the code it can save you. If performance is unacceptable, then should you go to OpenGL ES.
Now, just because you need to use one of these technologies to work with part of your interface does not mean that it can't coexist with the others. UIViews are backed by Core Animation layers, and even OpenGL ES renders into a CALayer which can be placed in a view. Again, use the highest level of abstraction that is appropriate for that part of your interface.

OpenGL - to use or not to use ? why - iPhone application dev

I have to develop an application "Behavior like an Tetris game".
I have never used "OpenGL" for the iPhone application developement.
Application is something like this
Red / green / blue square boxes drop from top
Red + Red + Red = Points & boxes disappears
same way user has to make combination & get points
Different levels are there.
There are three buttons Left, Right for movement & bottom for speedy fall
For this kind of application should I use open GL or NOT?
i.e. Is it possible to develop entire application with view & it's animation?
If yes then, will it be more complex as compare to open gl?
What is the advantage of using open GL?
(I know that it gives good 2d, 3d look )
(But here my question means - easy coding?)
(Or open gl is more complicated as compare to objective-c?)
(I am just asking because I am not aware of it)
Basically your options are:
Using OpenGL
Using Quartz
Using UIKit
OpenGL is a fairly complicated beast, but is by far the best way to squeeze performance out of the iPhone. Do you need it for a Tetris game, though? Almost certainly not.
Quartz is the toolkit used in Mac OS X and the iPhone to draw images and do image effects. Because I come from an OpenGL background in other languages, I find Quartz strange and frustrating. However, it is probably easier for someone who is new to both.
You can do everything here using UIKit, and it will definitely be much much easier than other options. The main disadvantage is that it's rather slow in comparison, but once again doing a Tetris-like game shouldn't matter at all.
Before you go with UIKit, though, I recommend just checking out something like Cocos 2D, which will give you the advantages of OpenGL without the headache of dealing with all of its inner workings.
From the tone of your question it looks like you're confusing what OpenGL is and isn't with regard to Objective-C.
OpenGL is a library written in the C programming language (to put it simplistically) that excels at rendering shapes (especially 3D shapes) for display on a screen. It doesn't replace Objective-C inside your program, it merely assists you in drawing the shapes. If you don't use OpenGL, you'll need to write some sort of drawing/rendering code in your NSView (or subclass) to render the blocks. By using OpenGL, you will be provided a lot of helpful C methods for drawing shapes, which otherwise you'll have to implement yourself. On top of that OpenGL has thousands of man hours worth of drawing optimizations that you can take advantage of if you use it rather than trying to implement shape rendering yourself.
Having said that, OpenGL isn't all sunshine and roses. It works like a state machine and has its own assumptions about the way it will be used (like any API). Just because you know C and Objective-C doesn't mean that using OpenGL will be trivial. If you've never written any OpenGL code, I suggest you look into a reference like the venerable Red Book.
The thing to keep in mind is that OpenGL is not a language until itself (ignoring the OpenGL shading language). Its merely a set of C functions to aid you in rendering graphics.
You may well want to ask as well on http://iphonegamedev.stackexchange.com/, the new Stack Overflow variant just for iPhone gaming.
To learn & understand what you need.
Please go through following link.
it includes all necessary links for all kind of resources that you needed.
http://maniacdev.com/2009/04/8-great-resources-for-learning-iphone-opengl-es/
Edit :
After reading your question properly ( actually my question - By r & d I found solution).
I think - you need to develop a 2d application.
Go for the following link. Best option for 2d animation.
http://code.google.com/p/cocos2d-iphone/
Don't forget to visit following link, if you needed sample codes.
http://monoclestudios.com/cocos2d_whitepaper.html