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by Josh Clark
Touch is leading us to a future with less and less chrome, possibly even none at all, as gestures replace familiar buttons, menus, and tabs. But if there are no visible controls, how do users figure out how to use the damn thing? The talk will show how to teach users new interfaces and gesture vocabularies by creating discoverable gestures even without visible controls. The talk will show the power of animation, reveal the influence of game design, show how toddlers are better at this stuff than we are, and discuss the new ways we have to start thinking about the visual and functional design of our interfaces.
Brian Kernighan famously quipped, "Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it."
That debugging is hard is a universal truth, however the unmanaged code we write as Cocoa developers does make our life somewhat more difficult. We can't always stand on the shoulders of @mikeash, @gparker & @bbum when we get a crash in objc_msgSend()!
Kernighan's second point is even more salient — while it may be tempting to write tricky code, it can become a debugging nightmare. If you anticipate the need to debug code while you're writing it, you'll be better off when you're tracking down yet another heisenbug.
In this talk I'll discuss the tools you can use to make debugging easier, and some techniques for ensuring you've not coded a rope long enough to hang yourself. You'll walk away with some extra arrows to your debugging quiver, and a better idea of how to write more debuggable code.
5th–6th September 2011