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Tuesday, April 5, 2011 Blender 2.57 Objective-C Export Script A few days ago, the Blender Foundation put out the first release candidate of Blender 2.5. This release unexpectedly broke compatibility with most existing 2.5 python scripts, including my Objective-C header Export Script. Which was great timing, since I needed to use the script today. I could've just gone back to an older version of Bl
Tuesday, September 8, 2009 Core Data Migration Problems? More iPhone 3 Development is going to have a brief discussion of migrations. We're going to use automatic migrations between chapters when we add to or change the data model. We're not going to do be discussing the more complex manual migrations, as Apple covers that topic pretty well in Core Data Model Versioning and Data Migration Programm
Thursday, October 28, 2010 OpenGL ES 2.0 for iOS, Chapter 1 - Introduction It is not an exaggeration to say that the iPhone SDK and the App Store have forever changed the way that mobile applications are developed and sold. By building the iPhone SDK on the foundation laid by NeXT with NextSTEP, which later became Apple's Cocoa framework for developing desktop applications, Apple was able to provi
Saturday, May 1, 2010 Xcode 3.2: Build and Archive One aspect of iPhone development that I'm no big fan of is ad hoc distribution. In Xcode 3.2, Apple added a new feature to Xcode that makes ad hoc distribution more than a fair bit better. But, for the first few weeks of using Xcode 3.2, I didn't even notice this item. I know many of you probably have, but I've talked to enough people that also mi
Monday, May 24, 2010 Downloading Images for a Table without Threads It is common practice in many networking libraries in many languages to spawn threads to handle asynchronous communications in the background while the rest of the program continues to function. Although this approach does work on the iPhone, it's really not the right way to do it. I've recently run across two different blog posti
Wednesday, May 19, 2010 Improved Gradient Buttons I've been playing around a bit, improving my imageless gradient button class. The new version allows you to specify the gradient for the normal and highlighted state by populating two arrays, one with the colors that make up the gradients and another with the relative location for each color. I've gotten rid of the abstract parent class and individ
Monday, May 17, 2010 Custom Alert Views Quite some time ago, I posted a way to accept text input using an alert view. The problem with that technique is that it relies on one of Apple's private APIs. I've had many people ask me how to use that technique without getting rejected in the review process. The short answer is: you can't. What you can do, however, is create your own class that simulates
Monday, May 3, 2010 NSStream: TCP and SSL In Chapter 9 of More iPhone 3 Development, we showed how to use Bonjour and NSInputStream / NSOutputStream to do network communications. In that case, it was for making a simple networkable game, but the technique is essentially the same for any kind of low-level network communications. On Mac OS X, NSStream, the superclass of both NSInputStream and NSOutp
Monday, April 12, 2010 Core Data Library For quite some time, I've been thinking about ways to improve the use of UITableViewController. I experimented a bit with a property-list driven model, and then simplified that into the paired-array version that is in More iPhone 3 Development. One of the things on my "would like to do list" has been to revisit that and create a good, robust tool to make ta
Saturday, April 3, 2010 Converting iPhone Apps to Universal Apps Well, the NDA has finally lifted, so we can start talking about iPhone SDK 3.2 and the iPad. The logical starting place seemed to be how to convert your existing applications into a "Universal App" that runs natively both on the iPad and the iPhone/iPod touch. Now, a lot of you have likely already had to figure this stuff out so you
Friday, March 26, 2010 Irregularly Shaped UIButtons You probably know that UIButton allows you to select an image or background image with alpha, and it will respect the alpha. For example, if I create four images that look like this: I can then use create custom buttons in Interface Builder using these images, and whatever is behind the transparent parts of the button will show through (assuming
Monday, April 20, 2009 OpenGL ES From the Ground Up, Part 2: A Look at Simple Drawing Okay, there's still a lot of theory to talk about, but before we spend too much time getting bogged down in complex math or difficult concepts, let's get our feet wet with some very basic drawing in OpenGL ES. If you haven't already done so, grab a copy of my Empty OpenGL Xcode project template. We'll use this te
Wednesday, June 24, 2009 Using 3D Models from Blender in OpenGL ES One question I get asked a lot is "how do I load 3D models into OpenGL ES?". Of course, the answer to that isn't a simple one. If you followed my my earlier posts on importing Wavefront OBJ files, you're probably aware of that already. There are many file formats, and none of them are ideal for loading into a resource-constrained d
Sunday, February 15, 2009 Strong Encryption for Cocoa / Cocoa Touch AES is a strong encryption standard that has mostly replaced the aging DES standard. AES is widely used and fairly secure encryption mechanism (but I am not an expert at cryptography by any stretch of the imagination; I'm trusting experts for that opinion). AES supports three different key sizes, 128, 192, and 256 (the larger the
Tuesday, May 5, 2009 Procedural Spheres in OpenGL ES OpenGL ES does not have GLU, which is a utility library available in regular OpenGL. Among the many things that GLU provides is a bunch of methods for rendering primitive shapes like cylinders and spheres, which can be really handy. The math behind calculating these shapes procedurally can be a little mind-bending, especially if you're new to th
Tuesday, May 12, 2009 OpenGL ES from the Ground Up: Table of Contents This posting will act as a table of contents to my OpenGL From the Ground Up series of tutorial. As I add new postings, I will add them here: Basic Concepts. Also read Alphabet SoupA Look at Simple DrawingViewports in Perspective Let There Be Light. This chapter is supplemented by an alternate version of the final codeLiving in
Monday, May 11, 2009 Device Detection Somebody asked me over Twitter for how to detect what device the code was running on. Since a tree fell in my backyard the other day, right on the telephone lines and taking out my internet service in the process, I was working on an iPhone, and trying to answer a question quickly. In short, I gave a wrong answer. My apologies to anybody who relied on it. Here
Wednesday, March 25, 2009 Limiting Text Field Input Received a question today about how to make a UITextField so that it can only accept a certain number of characters of input. Say, you wanted a text field that only allows up to five characters to be entered, and then accepts no more. It's actually easy. First step is to set your controller (or other appropriate class) as the text field's delegat
Thursday, March 5, 2009 UIImage and NSCoding Here is a category to conform UIImage to NSCoding so you can archive it. This is untested - I hacked this up a few minutes in response to a question posed on Twitter. Please let me know if it needs any corrections: UIImage-NSCoding.h // // UIImage-NSCoding.h #import <Foundation/Foundation.h> @interface UIImageNSCoding <NSCoding> - (id)initWithCoder:(NSC
Friday, March 6, 2009 At Last, Particle Generator Okay, I was able to get the particle generator code back together at the 360 iDev conference. I now must put this project on the shelf because I am backed up on my paying work, but I'm putting it out there for anyone who's interested. First, let me say that I am not an OpenGL expert. I wrote this to help me learn OpenGL and particle systems better,
Wednesday, December 17, 2008 gluLookAt() Somebody asked me for an implementation of gluLookAt() for OpenGL ES. I didn't have one, but I knew where I could get one. The Mesa3D project is a non-licensed, open-source OpenGL-compatible library. Some changes were required to get this function to work under OpenGL ES, but this is, in no way, my work - I just tweaked it a little so that it would compile
Friday, January 23, 2009 A Better Generic Date Picker I've tweaked my generic date picker class so it matches, pixel-for-pixel, the date picker used by Apple's built-in apps like the Address Book (Contacts.app), and also fixed some bugs in the previous version. Here is the code that implements it. Use is exactly the same as with the previous version. Note: if you copied this before about 5:30pm ES
Sunday, December 14, 2008 OpenGL Postings These past three days have seen a flurry of postings. I thought I'd just do a quick table of contents to the various tutorials and postings I've done recently, in the order they should be read: A Better OpenGL Project Template for Xcode Source code for the missing gluPerspective() function NeHe OpenGL Lesson 02 Ported to iPhone NeHe OpenGL Lesson 03 Ported
Monday, October 20, 2008 iPhone "Optimized" PNGs For the most part, Apple's developer documentation for both the Mac and iPhone is excellent. They are well-written, accurate, and provide excellent code samples. There are, of course, always gaps, especially with newer areas. Sometimes these gaps are simply a matter of resource constraints; the volume of documentation the documentation teams have to
Thursday, November 13, 2008 Creating Transparent UIViews - a Rounded Rect View I recently needed a view that had the shape of a rounded rectangle. Drawing a rounded rect using Core Graphics isn't particularly hard. As a matter of fact, the QuartzDemo sample code shows one way to do it. So, I dutifully created the view to draw a rounded rect. No matter what I did, however, it drew white all the way
Friday, October 31, 2008 Elvis has Left the Building I was just informed that the indexer is done and the last piece of the book is at the printers. I think this has to count as being "officially" done, although it won't feel real until I have a copy in my hand. By the way, the final cover was a grapefruit, and it looks good and matches well with the other books in the series that will be coming o
Thursday, April 17, 2008 Simplifying libxml As I mentioned in my previous post, XML handling on the iPhone is through the open source libxml library, which is a procedural C-based API. We can also use libxml in Cocoa, and if you have an eye toward re-using your code on the iPhone, it's probably not a bad idea to use libxml instead of NSXML. It also means I can show you how to use libxml without us
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