iPhone UI design to go [closed] - iphone

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Does anyone know of something that will let me design or at least sketch out iPhone interfaces on the go? I'm at school about 6 hours of the day, and that's when I get the best ideas, and need to actually make a rough draft of my design.

You didn't say what level of technology you typically have available to you.
If you have an iPad, I highly recommend Penultimate. There are other sketch-type apps around, but this one is my favorite. Simple, and beautiful. There aren't any interface mockup templates or anything, it's just a freehand sketch app.
If you don't have an iPad, might I suggest going low-tech? I never go anywhere without pencil and notepad. My personal weapons of choice are the Moleskine Large Reporter, Plain, a Tul 0.7 Mechanical Pencil (which clips nicely onto the Moleskine's strap closure), and some iPhone templates (which can be printed out, cut to size, and tucked into the Moleskine). You could also throw in a stencil kit, but I usually just freehand it.

Balsamiq Mockups is great for mocking up anything from a Desktop UI to a website to a iPhone app. It has some nice skins and controls for iPhone apps in particular. It also runs on air, which makes it great for cross-platform support and it also means that it can run in the browser (which you have an option to do from their site).
http://balsamiq.com/products/mockups
There is also a site to download more UI components for this software: http://mockupstogo.net/
The only downside is that the software is not free... :-( However, you can demo the software and I really do think this is worth investing in.
You also mention designing/sketching out your design, which might work nicely since the mockups will look sort-of sketchy, but you have the benefit of going back and editing it later.

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How to become a Game Programmer? [closed]

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I'm a 2nd-year student doing my bachelor's degree in Computer Applications. I'm really interested in becoming a Game Programmer and my dream is to work at Rockstar Games😅(it sounds a bit crazy). I'm really worried and I don't know how to program or write code. I'm an absolute beginner. Do you have any tips or advice on how to get there and fulfill my dream? Thanks😀.
I work as a gameplay programmer in Canada so here's a few thing I can tell you.
Best place to start is doing the tutorials on the Unity website. Make a few that interests you and see how you like that. Unity is used in a lot of studios and it's very easy to find a ton of resources online for it. Once your more comfortable with it i'd experiment with unreal also to get an idea for more than 1 engine. While doing all that the idea is for you to build a portfolio of games/projects you can show an employer. Its ez to make ios/android builds to have portable visuals. Game jams are a great place to hone in some skills. Most game jam even lets you join in alone so teams missing people can add you in(programmers are usualy whats missing the most).
For the game industry more or less any programming degree can do but every studio will make you pass a programming test. Knowledge of the engine they use be it Unity/Unreal will be very important. For bigger studios that use their own they look for good c++/c# knowledge an often more experience. At the momment the industry is in dire need of people so its def a good time to join.
If rockstar is your ultimate goal you can certainly try and apply there right away (there's no harm), but its often more difficult to get in via larger studios when you don't know anyone there (also knowing someone on the inside is a major plus anywhere). But even if you don't know anyone, smaller studios have a lot of opennings at the momment and will often give you a a chance. 3 to 5 years experience in is when most opportunities might open up. But again depending on the labour market place may be more desperate.

Creating CrossPlatform Animated Video Rendering Application [closed]

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I am planning to create a cross-platform (Windows,Android and iOS in future) application just like Plotagon, where we can add/modify 3d model characters in some background scene, apply some animations & sound effects to those characters and finally produce rendered video of it.
When it comes to CrossPlatform, right now I can think of two technologies.
Xamarin
As far as I have researched, currently Xamarin has excellent support for Android and iOS. But, handling 3d Models and rendering becomes nightmare.
Unity3d
Since Unity can be used to develop Apps apart from games, Handling 3d Models and animating it becomes easier task. And I think its the way to go.
But, I have no clue of how to deal with rendering stuff.
Questions:
Am I going in the wrong direction? If yes, can someone suggest better technology for accomplishing all the requirements.
How can we render a video inside the app?
Little background:
I have 3+ Years of experience in developing enterprise applications(Web based) and few desktop applications using Java and .Net platform. Now started learning Unity3d.
Note: I am trying to avoid C/C++ languages.
I had a similar question when I was making my first game. I would strongly suggest going with Unity3D. I did and was very happy with it. Unity3D has a rich set of tools to help you develop your app and it is great for cross-platform distribution. And, in the case that it does not have what you need built-in, there is a store (the AssetStore) that has an enormous amount of helpful tools and assets.
Take a look around https://assetstore.unity.com to see what it has. You can search for "movie" and get multitude of hits (everything from video capture to movie theater models). As a note, not everything in the AssetStore is free.

Does logic done first, appearance second, work well in iOS development? [closed]

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I wish to make an iOS application that includes a document library, log/journal, forums, possible randomized quotes ?and coaching tools?, and have built applications of that size in other contexts but this is my first iOS application.
Right now I'm working through http://www.raywenderlich.com/1797/how-to-create-a-simple-iphone-app-tutorial-part-1 , and I'd welcome comments on other tutorials, but I wanted to ask: does it work to work out the logical gears of an application before developing the graphic design? I would like to have somewhere between a Dirtylicious and Nature look, but my natural bent (no pun intended) is to get most the gears working and then defer most of the design work until after the gears. I expect they should not be completely separated, and there are cases where you apply the design and then realized that what the gears are doing only looked good on paper, but I wanted to do a sanity check on whether it makes to look up tutorials appropriate to a document library, a log/journal, forums, etc. and get them to work together first, and then skin it.
TIA,
It is recommended that you follow the MVC pattern, which strives for separation between layers.
http://developer.apple.com/library/ios/#documentation/general/conceptual/devpedia-cocoacore/MVC.html
Xcode helps you implementing that pattern.
I think you should try to put in "paper" everything you want to do, before doing any actual coding, check how many views you are gonna have, what you need, the flow between views, try to diagram everything, that will save you a lot of pain later. You don't have to be so specific about the GUI at this stage, you only need to know what kind of visuals you need in the views, (buttons, labels, etc...)
And yes, I think you're safe doing the Model first.

How to write a WOL app for iPhone? [closed]

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Wake on LAN so cool, just want to write a iPhone app to WOL my PC, but have no idea to code, any one can point me the way?
If you've no experience of programming, then this is a very large first step. (More of a sheer vertical incline really.)
As such, you might want to take a step back and have a look a some basic (or indeed BASIC) programming tutorials. (Google is your friend.)
Alternatively, Apple has good online documentation regarding Objective C and the Cocoa (the language and framework that iPhone applications are written in.) A good place to start for this would be Apple's Introduction to The Objective-C Programming Language.
Basically you need to send a magic packed as described here, to do that you'll need basic programming knowledge and some knowledge on socket programming, here is a good book on the subject. There are numerous examples of that.
But in the end perhaps I could persuade you to purchase one of several iPhone applications that do exactly that, or grab the free one?
You'll need an understanding of bsd sockets as well as the user interface kit framework to put the necessary controls on the screen.
Or of course download an existing free app like this one which does it already, automatically detects your mac address, and also tells you whether your machines are on or off:
http://itunes.apple.com/us/app/wake/id396566137?mt=8
All the best for your projects.

Use productivity tools in presentations [closed]

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I was wondering how people think about using productivity tools like Coderush or Resharper in live demos. Is it a don't and should someone only use the most default settings of the IDE? Or is it ok to speed things up a little during the demo? Also, should you explain you are using this tool during the demo?
I've seen a lot of presentations where people use these tools and personally I don't mind.
Make sure you tell people that are going to be using the tool and then announce the action that you are about to take. e.g. "I'll use Resharper to extract this method into the Foo class"
It really depends on what you want to demonstrate. This kind of productivity tool are usefull even for demos in order to avoid loosing time on basic technical problems. You may also take advantages of such demos to introduce the features of these tools...
I tend to use DevExpress Refactor! Pro, and GhostDoc, when I do code-related presentations. I try to make sure the audience knows what I'm doing by saying out loud what I'm going to do, but I have also built my own custom tool for this, which you can find a beta of here: LVK.ScreenKeys.
Basically the tool will pop up, in the upper right corner of the screen, yellow tooltip/toast-like windows showing the key stroke/sequence I invoked, and also a textual description of what it means, depending on the software it was invoked in.
Before I started using such a tool, I invariably had questions like "what did you do now", and if you don't want to use such a tool (there are others besides mine), I would consider not using more than a few functions of such tools.