Iphone cocoa-touch animation suggestions - iphone

I need a documents or blogs and so on.. I'm realy interesting the animating views, user interface elements on the cocoa-touch king of crash course and how to design them in the photoshop or like that.
I found a few books about describing this subject. As i described the subject i realy need to crash information about these. I know i know, i think and heard somebodies says "you should read a lot of books for achieving this".
Does anyone have any suggestions ?

Bill Dudney's Core Animation for Mac OS X and the iPhone has a lot of good info.

For a crashcourse in animating views on the iPhone/iPod you basically need to read one chapter within apples developer documentation:
UIView Class Reference -> Animating Views
If you care to jump in even quicker, have a look at code examples like MoveMe.app.

I'd recommend reading through Apple's Core Animation Programming Guide. In addition to Bill Dudney's book, it's the best overall resource out there for learning Core Animation. The UIView class documentation describes how to do UIView animations.
There are a number of good code examples around here dealing with animations under the core-animation tag. Additionally, you can search for iPhone animation to find many iPhone-specific animation questions and answers here. I've learned quite a bit from many of the answers.

Related

Objective-C: Custom UI elements

I am a noob just getting started with Obj-C and iPhone development. I've been going through many examples and tutorials for the past 2 weeks and making good progress learning how to use the CoreLocation, CoreGraphics, MapKit, UI, etc. Very basic and straight-forward. There are many tutorials out there on these subjects.
However, now with that functionality in the bag, I am starting on putting my our project together. Our UI designer has created custom views of many iPhone controls like the UIToolbar, UIActionsheet, etc. Like having custom images for backgrounds and buttons. I cannot find any solid tutorials or advice on how to go about customizing things like the tab bar. For example, some say to create a Category overriding the drawRect method. Others say to subclass the UIToolbar class, but this say this is not recommended and may get appStore rejected. At this point I am confused and frustrated at which direction to start. Can someone with experienced with UI customization and app store approval please give me some direction or point me to some good tutorials? Thank you.
I would suggest that you can customise what Apple allow you to easily do with the available APIs and follow Apple's advice to not override drawrect. Oh and watch some of this years ADC videos.
Of course the coming ios5 will greatly increase your uikit customisation possibilities for ios5 devices.

What's the best way to skin my iPhone app (similar to how the Notes app is skinned)?

If you look at the Notes app on the iPad, you can see it uses all native iPhone controls, but they're "skinned" to look like a pad of paper. What's the best way to implement something similar to that? Could I use interface builder and simply change the background image for each of the controls, including the TableViews?
Thanks in advance for all your help! I'm going to continue researching this question right now.
This article from Dr Touch will probably come in handy: Stuff you learn from reverse engineering Notes.app
It's a little more complicated than that. My suggestion is manifold:
Hire a real designer to make the artwork.
Subclass whatever controls you want to skin, and handle this business directly in drawRect:. Interface Builder will not help you in this instance.
Consider drawing your controls programmatically instead of using images; a really cool thing would be to cache the programmatic drawings so that they only have to be performed once.
Best of luck!

Getting better at drawing in code for Cocoa?

What are some suggested "paths" for getting better at drawing in code in Cocoa? I think at this point, that's my biggest weakness. Is drawing in code something general, or Cocoa-specific?
Thanks!
- Jason
The best way is probably practice. Try drawing some simple things at first: a calendar (basically a grid), a custom button, or a digital clock.
Its also worth noting that a lot of 'custom' controls are made from images, so not that much of the drawing is done in code -- the only thing the code does is stitch those images together.
You might want to look at Opacity, a drawing app for OS X (I'm not affiliated with these folks, just discovered the app a few days ago). What sets Opacity apart from other drawing apps is that it can create Quartz code directly from your drawings. Naturally, the generated code is not perfect but in the few days I've been trying this app I've found it to be quite helpful in understanding how to use Quartz more effectively.
Drawing in code is need for creating custom controls no matter what UI toolkit you pick. Drawing in code certainly has its advantage, for example the application/framework that you are building is really lightweight come production time, cause there will be lot let resources(images/fonts/etc) to worry about.
Also if a problem arises changing drawing in code is a lot easier than to redo code and images together.
If you are doing Cocoa drawing start by looking at source code of BGHudAppKit and reading Cocoa Drawing Guide by Apple.
I'm in the same boat as you; I'd like to learn more about drawing code.
It's a big document, but the Quartz 2D programming guide on the developer website seems like a good place to start from. They introduce Graphics Contexts and Paths and include plenty of images.
There's also a book referenced in that document, Programming With Quartz: 2D and PDF Graphics in Mac OS X which looks good. The APIs for iPhone and OSX are almost identical, so there's no problem using a Mac OSX book.
So I'd suggest start with the Apple documentation (you don't need to read past the section on CGLayer drawing), try some sample code and figure out how it's working. Then move on to either that book or find more sample code on the web. Good luck!

New to animation in Iphone

I am fairly new to transition and animation methods in Iphone. Can somebody pl. guide me the basics of transition and Animation in Iphone. This is needed frequently in my Apps. Can anybody tell me any link where i can Understand ABC of animation ?
When it comes to Core Animation and UIView animations, you might want to look at Marcus Zarra and Matt Long's new book Core Animation: Simplified Animation Techniques for Mac and iPhone Development. It provides a very thorough walkthrough of Core Animation, from the high level UIView animations to more complex animations involving CALayers and CAAnimations. Bill Dudney also has an excellent Core Animation book.
As far as official documentation, the Core Animation Programming Guide is also well-written.
There are many questions here on Core Animation, tagged with core-animation.
Matt Gallagher has an interesting series of articles entitled "An Asteroids-style game in Core Animation".
Finally, I teach a course on iPhone development, in which I devoted a class to Core Animation and the neat things you can do in it. The course notes are available for download (VoodooPad format), and have quite a bit of detail in them, in addition to links to other resources and sample applications.

What are the best practices for converting existing iPhone navigation systems into a Split View navigation?

I am trying to figure out how to best convert many of may apps to Split View apps for the new iPad. What are some of the best ways to go about this, minimizing the amount of transition code needed?
Remember, the code is under NDA, but discussing generalities on the design architecture is not.
One thing I have done is making screenshots of the Keynote and that Ive movie. They show a lot of application in them and for now those are the best hints on how to do good UI design for the iPad I'm afraid. The mail app is a really nice example of the split view I think.