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).
Related
I'm not interested in getting the stock data, but I want to create a smilar application that will have the exact same UI as Apple's Stocks application on the iPhone.
Does anybody know of a tutorial or open code repo that can show me how to do this?
There will be no such tutorial, because the stocks app use a huge number of different technics, and graphical effects.
If you read the ViewController Programming Guide, and then CoreGraphics (Quartz) Guide, then you are near to do it yourself.
Ask again if you have a more specific question.
Is there any sample technical architecture diagram for an iPhone app which could depicts high level components and their interactions.
Please guide.
Is there something in particular you are looking for? Have you taken a look at Apple's iOS application programming guides? Or are you looking for their technology overview?
It's nothing like a web application architecture.
Sure, like any software, there's a "front end" and "a back end". But even the simplest web app requires a number of decisions to be made - consider a LAMP app - you've decided a linux box will run apache and serve HTTP responses based on PHP code accessing a MySQL database. And maybe on the client side you're using a Javascript framework!
But any popular web app is more complicated then that, because you need to make sure the app scales and runs all the time when there is a number of possible points of failure. Therefore, an architecture is necessary.
iOS is nothing like that. The user taps a piece of glass and their device draws something to the screen. The complexity of the architecture is based on the demands of the app - can the developer get away with using UIKit or do they need to use CoreAnimation/OpenGL? How complicated is the data in play, should they use Core Data? If it's a media-based app, what video/audio/image frameworks should be used, if any? Etc.
Possibly the only architecture decisions that need to be made are how an app interacts with a server backend... but that's a web app architecture, not an iOS app architecture. Typically an iOS developer that needs to diagram an app architecture can draw an arrow that points to "Cloud" and be done with it.
I have seen apps in App Store that have really attractive UI.When i make an app i use only the default set of control provided by Interface Builder and my app(even though good in functionality)does not have a UI that can attract people.Is there any ref or sample code that teaches us how to design good UIs for iPhone apps.
Also I want to place a control in my App similar to one in iPhone(i.e the way we unlock the iPhone by sliding a button and the iPhone gets unlocked)how can we do this.Please provide some ref or sample code for it.
There is no simples step by step description of how to make really attractive ui's. It takes both time, skill and a sense of esthetics. However, a good starting point is to thoroughly read your way through apples iphone human interface guidelines:
http://developer.apple.com/iphone/library/documentation/userexperience/conceptual/mobilehig/Introduction/Introduction.html
I am new to iPhone development. I want to make a simple iPhone application which computes the distance traveled by the user, how much calories are burnt, where the user located is and in which direction he/she is forwarding to.Can anybody provide me the details or approach to follow to develop this application.
I suggest that you go through the iPhone OS Reference Library. A good sample that relates to accelerometer is AccelerometerGraph.
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.