Writepad Like Application iOS - iphone

I want to create app that should let the users to write in their own handwriting. Simply it is a handwriting app.
I dont know where to start my development and what are the concepts i need to be study for this(Core Graphics or OpenGL ES).
Please give me any reference.
Thanks in advance.

Sign up as an iOS developer, and watch any of these session videos which look even remotely related to what you want to do:
http://developer.apple.com/videos/wwdc/2011/
They will give you an overall idea of what each API is capable of, and after that you can start researching individual topics in the documentation or here on stack overflow.
Good luck!

Related

SWIFT: Controlling a view on another users device

This is a simple question on a (probably) complicated topic.
I'm in the process of trying to build an app in which multiple users are invited into a session by a single user.
If they accept, I would like the session admin/host's device to control the views on the devices of all the users in that session.
I have searched high and low, Google, StackOverflow, Treehouse etc. but whenever I suggest multiple users or type the question as I have here I get responses that demonstrate how to make an app capable of supporting multiple users on one device, or similar.
The question is simply: is what I want to do possible? Is it safe? Does anyone have a resource that would get me started in learning about how to code this scenario.
Thanks in advance,
Kyle.
Easy as pie - you use PubNub for exactly that.
demo similar to your problem:
https://www.pubnub.com/developers/demos/codoodler/
(That demo is in-browser, but it's equally easy to do inside an app - assuming you're an experienced app developer of course!)
more demos:
https://www.pubnub.com/developers/demos/
I can tell you're new at mobile development. Do understand that:
A) In general programming is extremely difficult. Programming mobiles in particular has a lot of fussy knowledge needed as well as broad general engineering skills.
B) We really live in the "age of BAAS" - "platforms" such as PubNub, FireBase, Parse, Realm, Couchbase and so on. (These days you can't really be an "app programmer" .... you can't get a job "programming an iPhone". You get a job doing Firebase development, happening to be on iPhone - you know?)
I believe Apple has documentation on this very topic:
https://developer.apple.com/reference/multipeerconnectivity
The trickier part will be how do you send back and forth data that allows the host to "control" the views of the other devices. If by "control" you want to let the host control things that are outside of your app (like a screen share) I don't believe that will be possible.

Android Battery Application

Hi Good day I am currently working on my thesis and one of my objective is to show the power consumption of a running application.
Here's the scenario for example I'm playing angry birds and what my thesis should do is to show the power consumption ON THE SAME SCREEN (while PLAYING the said application) Is that possible? Can anyone help me on how to develop such application? If its not can you please give me a link that would explain that it is impossible? Because my professor would only believe my claim if I got an answer from a credible and reliable source.
I hope you guys can help me with this. I'm a newbie in android programming and I really need your help so bad..
Thank you so much XoXo :)
Here's a similar question already answered: Is it possible to run (and view) two apps simultaneously?
It doesn't appear so. This third-party software is the closest I've seen to something like that, but it will likely affect your power consumption data.

what are the basic steps to start any game applications in iphone?

I am not familiar with gaming application, So Now I want to start a simple kids game application which displays the score with limited time.
What are step to proceed. Do I need to register with game center, I don't know about this. Please give me any suggestions that would help to start game application.
Thnak you,
Madan Mohan.
First of all, you will need to register an iPhone developer program, you won't be able to test your code on a device without it. Alternatively, you could purchase a copy of Xcode and develop on a simulator until you are ready for actual device. In any case, you will need the $99 program for publishing.
Now, you will need to learn Objective C. Grab yourself a book and understand how views work before designing your game.
If you want your app to run on a device (or to publish to the app store), you will need an iOS developer account for $99. However, if you want to just test you device in the built in simulator on your computer, you can do it for free.
Next, figure out what kind of game you want to make. Plan what is going to happen, what views are necessary, design an interface, write some code. Thats the basic process.
You DO NOT need to regester with Game Center. Game Center provides some easy to use feature for your app, such as simple to implement online leaderboard. If you want to use them (you will need the $99 account, not the free account), set up Game Center. I don't want to write a tutorial here since thats off topic.
Game creation is just like any other app creation. I hope this helps. You said above in a comment you are familar with Objective-C so start programming the game as you would any other app.

iPhone development

I am new to iPhone development. I want to make a simple iPhone application which when launched computes the distance travelled by the user,calories burnt,postion of the user,movement.Can anybody provide me the details or approach to follow to develop this application.
Unfortunetely, it's not that simple.
You will have to learn xCode/Objective C/C#.
I suggest you start by getting a book, i recommend:
Beginning iPhone Development - Mark
LaMarcheiPhone for Programmers: An
app driven approachThe iPhone
developers cookbook
You should be able to find these as eBooks as well (if that's what you like).
Unless you want a step by step tutorial for a fitness program... Then you'll be out of luck.
Yes, follow the steps outlined in the following links:
iPhone Programming Tutorial
iPhone Development Guide: Quick Start
All you need is inside the Core Location framework (and some math).
If you don't know how to use the Core Location framework, just look at the Apple developer page, there are tons of sample code (and they should also have some sample video from the last techtalk)
It would have been better if you could ask a direct question rather than sharing an app idea. Which major problem areas you are facing while developing the app,
For initial iPhone app development, I will suggest to go through following link:
https://developer.apple.com/library/ios/referencelibrary/GettingStarted/RoadMapiOS/
For your application, you will need Location services, which should run in background too (while the application is in background) you can also consider content on Apple website:
https://support.apple.com/en-in/HT201357
More over you will be able to calculate the distance covered, position and movement, through location services and based on this information and custom information provided by user, you will be able to calculate the calories burnt by applying simple math (totally depends on the logic you want to apply).

Software development methodology when doing Iphone development

What kind of practices do you do when developing iPhone apps? For instance, do you write up a technical design document of any sort. Do you write down the design of your app at all? Do you implement a certain methodology agile/scrum/waterfall etc...? I'm just curious when working on projects like an iPhone app, what kind of best practices do people use or do people just go at it?
I've worked on a few iPhone apps, and I've found this workflow works pretty well:
Figure out what the app is going to do. Create a one sentence description of the app that embodies what you're trying to do. If you can't explain the core functionality in one sentence, people won't get it!
Create interface mockups for each screen of the app on paper, and then in Adobe Fireworks. Fireworks' native file format is PNG, so it's easy to create images for use in the actual app later.
Figure out how you're going to architect your app using Model-View-Controller and the other iPhone app design patterns (delegates, dataSources, etc...). Don't try to do something other than MVC. The whole SDK is built around MVC!
Start coding! I usually start with the bare functionality first. For a drawing app, I implement the drawing controller and the important drawing views (color picker, etc..) first. I back things up to an offsite SVN repository as I go using Versions (I haven't had much luck with the repository support in Xcode)
Distribute a beta version of the app to a group of AdHoc testers. This helps a lot. Getting the app in the hands of a few extra people really helps isolate usability issues and bugs that are hard for a single developer to find.
Repeat until satisfied and Apple approves :-)
I haven't done much with iPhone development, but its irrelevant. I wouldn't consider it any different from any other developmental process.
The process is different for each case, some have at it and others follow their development methodologies.
As one who is about to dabble in his first iPhone app, I don't think there is any one methodology that rules over any other. You can apply any of the techniques you mention to an iPhone app, just like any other development effort.
A key thing about iPhone apps, or any Apple related development effort, is that Apple sort of forces you to follow certain design guidelines. That is good in some ways (less to concern yourself with) and bad in others (restrictive).
Also, Objective-C and Cocoa Touch can also lend itself to certain ways of programming.
Now, specifically for me, as a sole developer, I will probably:
Jot down high level features of what I want to be included in the first version
Do an interface mockup (either on paper or with a software tool)
Jot down some key objects and functions (psuedo-code)
Set up a source control mechanism (I think this is key)
Start going at it
Possible repeat of any or all of 1-3 :-)
I prefer to start with small proof-of-principle projects to test out different capabilities of the device that I need for my final product. This is especially important on a mobile device like the iPhone, because hardware limits on memory, processing power, graphics, or display size can render some ideas impractical. It's best to know that your application won't work as you imagined after only a couple of days of playing around, rather than after a month of development.
John Geleynse and others at Apple advocate starting your design with a single sentence that describes your product and its intended audience, and building everything around that mission statement. I've found that this works extremely well for determining what features to incorporate or leave out of a product, particularly on the iPhone. Having a simple core product description at the center of your design is also extremely helpful when you need to explain this product to others in your later marketing efforts.
Aside from that, I've found that iterative development incorporating lots of testing and user feedback has worked for me on every platform I've developed for.