I am beginner in iPhone.I want to know what is the priority of execution of all methods like(viewdidload,viewwillappear,viewdidunload and other remaining...).
Please tell me anyone what is actual flow of the execution in iphone application.
Read up on uiviewcontrollers in the apple docs everything is there. It's pretty straightforward or I would list it here.
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I am four months incumbent to SAPUI5. I know the basics of SAPUI5 and am able to create application from scratch. However , this is true only for the controls that I am familiar with(I refer google/SAPUI5 SDK). Lately, I am realizing if it is brand new control for me, I have to spend a lot of time using SAPUI5 SDK going after the API reference, documentation and samples.
My question is could you please let me know how do I use SDK effectively ? For example, I need to know the method when a cell is clicked in sap.m.Table or an event for selection. How do I use documentation, API reference for it ?
Kindly help!
Whatever you are doing is correct, API reference has everything you need.
I can tell you the tricks I did while working on SAPUI5:
Every time you visit a reference about a particular control, watch out from where it has been inherited. This gives an edge, most control will have basic handlers at the parent control which can be reused in child controls. Example sap.ui.core.Element, this is like Grandfather of many controls. Spend time to understand this kind of controls.
Use browser console as your playground, create a particular object you are playing with, then use .and see what are the methods which are exposed.
Aggregations tell you about what is the kind of content a control can take in.
There is no other magic to this. Trust me, over a period of time, you will be very much faster in figuring out what fits.
~Cheers
When I work with new controls it helped me to take a look at the control samples first and its coding. This gives me a good quick overview.
Then I take a closer look at the API to that control to find out more about the properties, aggregations and events.
Sometimes I build a quick and simple example app for a certain control. This helps me to find out how the control is supposed to work.
As already mentioned, there is no way that works for everyone and it'll take some time.
You'll find your best way of working with it.
I'm wondering if anyone has any tips on how to implement the SimulTweet function that Twittelator Neue has?
This feature allows you to send a single tweet from multiple twitter accounts at the same time.
I am keen on implementing something similar...and I"m not sure where to start.
https://img.skitch.com/20111205-ngqp8tppuprr7w4r9jig65pm2y.jpg is a screen cap of the interface.
Take a look at ShareKit. It doesn't do the simultaneous tweeting, but it has all the code you need to implement it. I'm currently implementing this for a project. When it's finished I'll try to share the code somewhere.
I need to develop a client application for a site that host and show images.
The client should shows all new images and take a picture and send to website.
I'm a newbie to iOS programming so this question:
In an application alike this, there's the need to create a Model? I ask this question because I think I can do anything with Controllers but maybe I'm wrong.
While there is never a "need" to create a model, it's good form to do so, and it'll likely save you many headaches down the road. Ultimately, you're going to need to deal with images and websites and how they interact with each other and whatnot, so you might as well do it in models from the outset.
I'm as guilty as anyone for wanting to see immediate results and hack together something quickly, but I always regret it later on, and have to spend more time than I'd expected refactoring it into something usable.
The MVC pattern as used in Mac OS and iOS applications isn't something best explained in an answer box but here's a link to some simple documentation about the roles of Models, Views and Controllers
Some good basic introductions to start with, which also have relevant links to the next stage of documentation are:
Cocoa Core Competencies
Cocoa Application Competencies for iOS
Read these excellent articles first. You'll learn better and faster if you do some basic reading.
I'm looking for a few good tutorials or articles out there that might help me with communicating between different views which I have setup in a TabBarController.
I'd like to know how to properly call upon methods in other views of my TabBarController and then switch to that view.
The other thing I am curious about is how to launch views which are not part of the TabBarController.
I know these are simple questions, but for whatever reason I've been having real difficulty getting these simple tasks accomplished even after reading Apple's documentation.
Thanks in advance,
David
Your questions are very broad and open-ended and, as such, will be difficult to answer specifically. If you need specific answers to a specific problem, you'll have to describe the problem in detail (perhaps with code snippets) to help us answer you.
Basically, your question is: "How do I learn the fundamentals of the iOS view hierarchy and communication chain?", I am right?
I've told so many people this same thing, that I made a tinyurl for it -- one of the best books ever to get started and help people understand the basics of iOS, how things interlink, how to communicate between views, etc., is this book
Beyond that, there are a number of forums specifically dedicated to iPhone tutorials. In addition, if you're an iOS developer, you should have access to Apple's own video university (free!), and documentation (also free!) -- those are great places to start.
Good luck!
Are there any guidelines on pitfalls to avoid while developing iPhone applications?
Sure, thousands. The same is true for any software development. Unfortunately, the easiest way to enumerate them is to write them down on a sheet of paper while waiting for a friendly soul to release you from the one you just fell into.
However:
Don't try to reinvent the wheel. The iPhone API is very complete -- you just have to LOOK for the facility you need. Things are NOT always implemented the way you would expect. Read the guides, carefully. Look at the tutorials and analyze how they work. (Try changing a line here or there in the tutorial to see what difference the change makes.) The single biggest mistake I have made in 1 year of iPhone development is not trying hard enough to find the iPhone way of doing something.
Don't ignore memory management; master it early and often. Use the Object Allocation and Leaks tools in Instruments to check for memory leaks frequently. I'd recommend checking after you complete each feature or view; more often than that if you keep finding bugs. Eventually you may understand it so well you can stop doing this.
Don't just use the default build settings. Play around with them to understand what they do. Figure out certification and distribution. GET INTO THE DEVELOPER PROGRAM QUICKLY -- it can take a while to push through that pipeline. [ AND when you get that notification that you need to renew, get it on instantly -- there have been problems with that process. ]
Don't neglect to read the Human Interface Guidelines (HIG) carefully. If they say not to do something -- DON'T DO IT. Apple will reject applications that misuse their iconography.
Don't stint on marketing. Yes, the App Store puts your app in front of millions of people... In theory. But the odds of getting front-paged are slim. There are a lot of great apps on the App Store that haven't sold much because no one knows about them.
Don't rest on your laurels. If a new technology comes out, find out if it makes your job easier; if it does, take the time to learn it. Personal example: I'm just now trying to switch from SQLite-based data management to Core Data, because I was in a hurry at the time I started my most recent project; now I wish I had slowed down and thought about it.
Don't go into your design thinking (for example) "How do I implement my concept with a table view?" It's true that table views are natural for many informational and utility applications, but don't be constrained. Instead, think about what users will want to be able to do, how you can make it easier for them -- put things together that will be used together, etc. If you've never explored the concept of Use Cases, read up on them.
Don't hesitate to build composite views. Many of the questions I have seen here on Stack Overflow have to do with putting a toolbar at the top of a table, or having an image in the background of a text field. I understand the desire to do things the easy way, and as I state in #1 above, if there is an easy way, use it. But in many cases the solution is just to layer a couple of views with appropriate placement and transparency.
Think about what might be Apple-approved from the start.
App Rejected is one of several useful sites to help understand Apple's mostly undocumented standards. (One more.) (A previous question on app store rejection reasons.)
A few quick examples:
Using a UIWebView can get your app a 17+ rating.
Coding with an undocumented/private API = rejected
Version number < 1.0 might= rejected
Not enough feedback about network success/fail = rejected
Too much network use = rejected
Clearly limited free version vs full version = rejected
The word 'iPhone' in the app name = rejected
The above links contain many more examples, and more details about those examples.
Don't neglect the programming guides. While the documentation is quite extensive, the programming guides contains a veritable trove of useful tips and "insider" information that simply cannot be gleaned from reading method definitions. I spend just as much time reading the guides for a technology (say, Core Data) as I do actually implementing it.
Don't assume you know what a method does. If you have any degree of doubt about the functionality of a method, it is well worth your time to go look it up in the documentation to verify.
Wonderful examples from #Amagrammer above.
I would love to add that the first place to start is iPhone development is Photoshop. This is still the best advice I can give to anyone who is starting out. I now use OmniGraffle because it has awesome stencil templates.
What I find is that even for super simple app's, draw up your prototype and look for usability issues and work flow issues. It is 100x quicker to redraw your app than re-code it. I have fallen into this trap numerous times and now actually draw up some pretty simple functionality to see what it will look and feel like.
This advice will save you 10s maybe even 100s of hours in hopefully getting your app right first time and getting you to think through what the issues are. Throwing away code sucks and I have done it not because the code was bad but because it made the usability or solution worse. I think the best of us end up throwing code away and prototyping your design definitely will help in having to RTFM for something you did not have to build in the first place.
If you don't have an great designer, and can't do great design by yourself, then don't even start iPhone app development. This rule only applies if you want/need to make money with your apps.