by Dave Verwer
Get an introduction to some of the techniques used to develop for iOS and then build a simple app! We will take a break for coffe and cakes - honest!
(An Intel Mac with Xcode 4 and the iOS SDK installed is required to build the app, but we have some available)
This talk will guide you through developing applications for the iPhone that makes use of the onboard sensors: the three-axis accelerometer, the magnetometer (digital compass), the camera and the global positioning system. You'll learn how to make use of these onboard sensors and combine them to build augmented reality applications. This will give you the background you need to build your own applications independently using the hottest location-aware technology yet for any mobile platforms.
by Tim Isted
If you find yourself putting NSLog() calls everywhere just to find out the values of
variables, or check execution flow, this talk is for you. You'll see how to make use of
Xcode's integrated debugging interface, as well as access GDB directly via the
i) Taking NSLog() as far as possible, overriding 'description', adding method and
file names, getting stack traces, etc.
ii) Xcode 4's Debug Area, stepping, continuing and examining.
iii) Setting, enabling and disabling breakpoints, including conditional and
iv) Using the GBD command line from the XCode console.
v) A quick intro to analysis with Shark and Instruments.
by Rory Prior
This talk will show you how to subclass UIView to make a custom control, capture touch events and draw graphics primitives. You will also see how to implement the delegate design pattern in your own objects. Examples will be drawn from his new iPad application, iKana Noto.
by Graham Lee
Developers in communities as diverse as Smalltalk, Java and Ruby have been relying on unit tests to help them design their application code for decades. Objective-C developers have had IDE support for unit tests since before iOS existed, and yet very few app developers have adopted the test-driven way. In this talk, Graham discusses the benefits of test-driven development, busts a few myths and looks at real examples of TDD's application to ObjC code.
by Daniel Tull
Core Data is the best way to persist objects on iOS. This talk gives a quick start guide to all aspects of Core Data, from creating the data model to presenting the information on screen.
by Wes Biggs
In-app advertising can be a powerful tool to drive your iOS business - but with great power comes great responsibility! Using insights from Adfonic's network of 8,000 mobile apps and sites, this session will explore the choices, opportunities, advantages and potential pitfalls of integrating mobile ad units into your project.
We'll examine the techniques for ensuring quality and control, explore the range of emerging ad formats and rich media, and assess the impact on user experience and revenue potential. And finally, for the hardcore coders, we'll take a look at the guts of Adfonic's new iOS SDK and discuss some of the design choices made in creating an SDK by developers, for developers.
by Chris Wilson
I came to iOS development from flash and it wasn't long before I realised that UIKit
can only go so far when developing games. OpenGL ES gave fast low level access to
the graphics hardware but it came with a pretty steep learning curve. Fortunately I
discovered an early version of Cocos2d, a framework for building 2D games built on
top of openGL ES, its tagline is 'Fast, Free, Easy to use and community supported'.
In the talk we'll cover;
• The main features of the framework.
• The tools available.
• Gotchas, avoiding the pain early on.
• What next for Cocos2D.
by Hamish Allan
Join the co-author of Files Pro, one of the first document management apps in the store, on a journey through the history of its connectivity: the paths chosen, the pitfalls avoided, the lessons learned, and the way ahead.
by Neil Taylor
Animation is thought of as being for games, but you can move your nongame app from functional to pleasurable. This talk show you how to do that using CoreAnimation.
The iPad clearly warrants iPad-specific design, but while there are a couple of standout titles, we didn't feel it was getting the design inspiration it deserved. We've spent the last 9 months concentrating on the iPad as a source of (and target for) game design inspiration. This session will highlight some of the obvious, and not-soobvious, qualities of the iPad as a gaming device, and how we harnessed those to create two quite different iPad-native titles that draw their design inspiration from quality game design and the iPad itself, not interpretations of scaled-up iPhone game design or scaled-down console design.
by Chris Ross
Tap to Experiment: a shared idea for an instant messenger app that led to a experimental collaborative project with over half a million AppStore downloads in the first 6 months. In the session, Chris will share experienced gained from experimentation and collaboration; the various ways we have monetized our apps, the roller coaster ride of submissions and pulling the trigger on a complete rebuild of the software platform.
The JohnnyTwoShoes brothers are multi-talented game designers based in London who absolutely love building great games from the ground up. They will talk about the excitement and challenges of being an indie game company, and their plans for expanding on their success so far.
What do magazines and websites want? How can you best supply them with information? How can you get your app reviewed? How, ultimately, can you give yourself the best chance to get a positive review?
Real life editor of Tap! The iPhone and iPad magazine, Christopher Phin will explain all. Well, within the context of how devs can deal with the press; for everything else, there's Wikipedia.
This session will feature live voting on different categories of apps, finding out what Apps developers really rate. Categories are:
• Best App Development App
• Best desktop App Development Program
• Best Game App
• Best Leisure App
• Best Business/Productivity App
• Best Education App
• Best Information Presenting App
• Best Social Networking App
by Dave Wiskus
You've spent a lot of time learning how to talk to machines. Now learn how to make them talk to human beings. In this session, you'll learn what makes designers tick, how to approach the design process, and how to make your applications prettier and more usable. Don't worry, there's no in-depth Photoshop tutorials here; just motivational design theory and tips on how to improve your work, whether it be on your own or as part of a team.
by Dave Addey
Head of Smartphone Applications Development at NXP Software B.V. a world leader in multimedia solutions for Mobile Devices. Jeremy is a hands-on developer delivering chart topping titles like CineXPlayer for iPhone and iPAD, and the driving force behind the new Apps division.
As programmers, we spend a lot of time hating our past selves. What may seem genius at one point can seem insane in the future. A lot of these issues are avoidable though. This talk will go over practices you can use to write cleaner code and better structured applications, and put you on the path towards thanking your past self more frequently.
by Graeme Gibson
With the phenomenal growth of mobile computing, we are beginning to recognise for the first time the power of blending multiple technologies of the past with those of mobility; always present, location aware, connected and personal. Using experiences from mobile projects deployed in recent times, this talk shows what can be done when you blend the mobile phone application with the world around you.
What if I could...
by Luke Rogers
The mobile app world as we know it may have been pioneered by Apple, but now everybody wants a piece of the action with devices, operating systems and even app stores being announced and launched at an astonishing pace. So should we be branching out? In this talk, Luke will draw from his experience working as part of team of near field communication app developers to share the ins and outs of life outside of iOS.
by Dave Verwer
Persuading people to part with their hard earned cash for your application is always challenging! Get an overview of the in-app purchase system and then a detailed look at some of the techniques used to try and persuade people that your in-app purchase is worth the money.
A quick impromptu session from the Intelligent Robotics group at Aberystwyth University
We will be providing dinner at the Marine Hotel on Thursday evening for all iOSDevUK attendees, followed by some BarCamp Sessions. BarCamps give opportunities for specialist meetings that are of interest to attendees. This is accomplished by having lists of offered sessions, and people choose which sessions they want to go to. If no-one wants a session, it doesn't happen.
Sessions will be 30 minutes, and can be a short talk, a pooling of experience, or just a get-together of interested individuals who want to get in contact.
Format of evening will be:
by Kate Ho
Multitouch interfaces not only means multi-finger gestures, but it also opens the door to multiple people interacting with the same device. The increased screen size of the iPad from the iPhone means that it is possible for mobile devices to comfortably fit more than one person around the same screen. This has led to a new class of multiplayer games, where friends can play together on a single iPad.
In this talk, I want to talk about some of benefits of shared-device interactions, and discuss some interface design considerations when developing these types of games and activities.
Craig founded appworkshops.com and regularly teaches app development workshops at universities around the UK. Craig is now the lead digital media developer at Huw David Design, creating engaging apps for a wide variety of national brands. Craig has had major chart success with a number of apps and is passionate about well formed and innovative marketing strategies. The talk will address how marketing can make your App more competitive in a crowded marketplace.
The iPad is unrivalled as an education device and many schools, colleges and universities are adopting it. This talk will discuss the applications of iOS devices in schools and highlight several design and business considerations that apply particularly to applications for use in schools and with younger children.
Will this be a deep examination of the developer's psyche, or just an explanation of why we are all such cheery souls? Who knows, but I do know that Scotty is always worth listening to. He will look at past mistakes and future hopes, and finish off our conference on a high note.
7th–9th September 2011