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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
command line.
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
symbolic.
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.
by Maxwell Scott-Slade and Joshua Scott-Slade
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.