<?xml version='1.0' encoding='UTF-8'?><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/" xmlns:blogger="http://schemas.google.com/blogger/2008" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" version="2.0"><channel><atom:id>tag:blogger.com,1999:blog-4496016368000840574</atom:id><lastBuildDate>Wed, 11 Sep 2024 23:57:21 +0000</lastBuildDate><category>iPhone</category><category>iOS</category><category>Tutorial</category><category>iOS 5</category><category>Development</category><category>Dev Brief</category><category>Cocos2D</category><category>Game</category><category>XCode 4</category><category>Draw</category><category>Core Graphics</category><category>DevBrief</category><category>Quartz2D</category><category>ARC</category><category>Feast</category><category>Quartz 2D</category><category>Core 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Store</category><category>Appearance</category><category>Apple</category><category>Architecture</category><category>Beta</category><category>Blender</category><category>Breakpoint</category><category>Build</category><category>CAEMitter</category><category>CAEmitterCell</category><category>CCSprite</category><category>CCTouchDispatcher</category><category>CGImageSource</category><category>CIContext</category><category>CIFilter</category><category>Class</category><category>Command</category><category>Command Line</category><category>Comment</category><category>Condition</category><category>Custom</category><category>Database</category><category>Delay</category><category>Demo</category><category>Design</category><category>Distribution</category><category>Document</category><category>Documentation</category><category>Dynamic</category><category>EXC_BAD_ACCESS</category><category>Essential</category><category>Export</category><category>FMDB</category><category>Filter</category><category>Focus Order</category><category>Frame</category><category>GKAchievement</category><category>GLSL</category><category>Game Center</category><category>Google App Engine</category><category>IPA</category><category>Image</category><category>Import</category><category>Inherit</category><category>International</category><category>Invisible</category><category>JSON</category><category>Keyboard</category><category>Latitude</category><category>Learn</category><category>List</category><category>Lite</category><category>Localization</category><category>Location</category><category>Longitude</category><category>MAC Address</category><category>MKNetworkKit</category><category>MKiCloudSync</category><category>Mac</category><category>Measurement</category><category>Memory leak</category><category>Menus</category><category>Model</category><category>Monkey Jump</category><category>NSDate</category><category>NSOperation</category><category>NSUserDefault</category><category>Navigation</category><category>Network</category><category>Number</category><category>Particle</category><category>Performance</category><category>Photo</category><category>Photoshop</category><category>Physics</category><category>PhysicsEditor</category><category>Pinch</category><category>Pointer</category><category>PopoverView</category><category>Progress Indicator</category><category>Project</category><category>QuartzCore</category><category>RSA</category><category>Resize Image</category><category>Reusable</category><category>SBTableAlert</category><category>SSH</category><category>Save</category><category>Screen Capture</category><category>Scrolling</category><category>Security</category><category>Shader</category><category>Shooter</category><category>Shooting Game</category><category>Slide</category><category>Sort</category><category>Source Code</category><category>Space</category><category>Split View</category><category>Sprite</category><category>Sqlite</category><category>Star Rating</category><category>Starter</category><category>Static Library</category><category>Submit</category><category>TWRequest</category><category>TWTweetComposeViewController</category><category>TableView</category><category>Template</category><category>TestFlight</category><category>Text Input</category><category>TexturePacker</category><category>Thread Safe</category><category>Time Profiler</category><category>Tips</category><category>Tools</category><category>Tower Defense</category><category>Twitter API</category><category>Twitter Framework</category><category>UIGestureRecognizer</category><category>UIGraphicsGetCurrentContext</category><category>UISplitViewController</category><category>UIStepper</category><category>UITextField</category><category>Universal</category><category>drawRect</category><category>iPhone 4S</category><category>libssh2</category><category>plist</category><category>protocol</category><category>recursiveDescription</category><category>resizableImageWithCapInsets</category><category>storage</category><title>Dev Brief</title><description>iOS Development Articles from Internet. Try to collect lots of useful and funny things to help programmers(most important for myself ^_^).</description><link>http://devbrief.blogspot.com/</link><managingEditor>noreply@blogger.com (wcrane)</managingEditor><generator>Blogger</generator><openSearch:totalResults>145</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-9159107751379791295</guid><pubDate>Mon, 29 Oct 2012 06:27:00 +0000</pubDate><atom:updated>2012-10-28T23:27:44.160-07:00</atom:updated><title>Creating an iPad flip-clock with Core Animation</title><atom:summary type="text">Creating an iPad flip-clock with Core Animation: 
As part of the sliding puzzle game I’m developing for the iPhone and iPad (well, I can’t survive on the profits from BattleFingers forever), I looked for a way to represent a numeric score and time display in an interesting way. One of the nicer visual effects you could use for this is the “flip-card clock” style, where each number consists of a </atom:summary><link>http://devbrief.blogspot.com/2012/10/creating-ipad-flip-clock-with-core.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-7392700505901854118</guid><pubDate>Mon, 08 Oct 2012 10:21:00 +0000</pubDate><atom:updated>2012-10-08T03:21:04.835-07:00</atom:updated><title>Getting symbolicate stack call in logs</title><atom:summary type="text">Getting symbolicate stack call in logs: 
In last version of Xcode we can’t see full crash log.
For resolving this issue we can use next solution:

1. add function to your main class

1
2
3
4
5void uncaughtExceptionHandler(NSException *exception) {

&amp;nbsp; &amp;nbsp; NSLog(@&quot;CRASH: %@&quot;, exception);

&amp;nbsp; &amp;nbsp; NSLog(@&quot;Stack Trace: %@&quot;, [exception callStackSymbols]);

&amp;nbsp; &amp;nbsp; // Internal error</atom:summary><link>http://devbrief.blogspot.com/2012/10/getting-symbolicate-stack-call-in-logs.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-3540546217731069360</guid><pubDate>Mon, 08 Oct 2012 10:18:00 +0000</pubDate><atom:updated>2012-10-08T03:18:14.129-07:00</atom:updated><title>Debugging Core Data Objects</title><atom:summary type="text">Debugging Core Data Objects: 
If you’re working on an app that uses Core Data, it’s inevitable that you’ll end up in the debugger and need to dig around in the object graph. You’ll also quickly realize that Core Data’s -description of an object isn’t terribly helpful:
(lldb) po myListObj
(List *) $19 = 0x08054ac0 &amp;lt;List: 0x8054ac0&amp;gt; (entity: List; id: 0x8074280 &amp;lt;x-coredata://</atom:summary><link>http://devbrief.blogspot.com/2012/10/debugging-core-data-objects.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-5182355878486674685</guid><pubDate>Mon, 08 Oct 2012 10:09:00 +0000</pubDate><atom:updated>2012-10-08T03:09:50.026-07:00</atom:updated><title>Second Set of TouchTargets Code Published</title><atom:summary type="text">Second Set of TouchTargets Code Published: 

All of the code needed to scan in, draw, and manage text strings from font sheets is in and has been published. Chapter 4: Say “Hello, World!”, OpenGL starts us off with a walkthrough of what we want to accomplish with the new font scanner, and how it will work conceptually.
Chapter 5: Building the Importer walks us through the actual code involved in </atom:summary><link>http://devbrief.blogspot.com/2012/10/second-set-of-touchtargets-code.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-4808826616219358396</guid><pubDate>Tue, 07 Feb 2012 13:19:00 +0000</pubDate><atom:updated>2012-02-07T05:19:24.263-08:00</atom:updated><title>How To Build a Monkey Jump Game Using Cocos2D, PhysicsEditor &amp; TexturePacker Part 3</title><atom:summary type="text">How To Build a Monkey Jump Game Using Cocos2D, PhysicsEditor &amp;amp; TexturePacker Part 3: This is a post by special contributor Andreas Loew, the creator of TexturePacker and PhysicsEditor.Create this vertical scrolling platformer with Cocos2D!Welcome to the final part of the Monkey Jump tutorial!  In this series, we are creating a fun vertical scrolling platformer with Cocos2D, TexturePacker and </atom:summary><link>http://devbrief.blogspot.com/2012/02/how-to-build-monkey-jump-game-using_07.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-915690101057339158</guid><pubDate>Sun, 05 Feb 2012 00:22:00 +0000</pubDate><atom:updated>2012-02-04T16:24:20.484-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Cocos2D</category><category domain="http://www.blogger.com/atom/ns#">Development</category><category domain="http://www.blogger.com/atom/ns#">Game</category><category domain="http://www.blogger.com/atom/ns#">How To</category><category domain="http://www.blogger.com/atom/ns#">Physics</category><title>How To Build a Monkey Jump Game Using Cocos2D, PhysicsEditor &amp; TexturePacker Part 2</title><atom:summary type="text">How To Build a Monkey Jump Game Using Cocos2D, PhysicsEditor &amp;amp; TexturePacker Part 2: 
This is a post by special contributor Andreas Loew, the creator of TexturePacker and PhysicsEditor.


Create this vertical scrolling platformer with Cocos2D!
Welcome back to the Monkey Jump tutorial!  In this series, we are creating a fun vertical scrolling platformer with Cocos2D, TexturePacker and </atom:summary><link>http://devbrief.blogspot.com/2012/02/how-to-build-monkey-jump-game-using_04.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-101255743908024524</guid><pubDate>Sun, 05 Feb 2012 00:20:00 +0000</pubDate><atom:updated>2012-02-04T16:21:13.919-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Cocos2D</category><category domain="http://www.blogger.com/atom/ns#">Game</category><category domain="http://www.blogger.com/atom/ns#">iPhone</category><category domain="http://www.blogger.com/atom/ns#">Monkey Jump</category><category domain="http://www.blogger.com/atom/ns#">PhysicsEditor</category><category domain="http://www.blogger.com/atom/ns#">TexturePacker</category><title>How To Build a Monkey Jump Game Using Cocos2D, PhysicsEditor &amp; TexturePacker Part 1</title><atom:summary type="text">How To Build a Monkey Jump Game Using Cocos2D, PhysicsEditor &amp;amp; TexturePacker Part 1 
This is a post by special contributor Andreas Loew, the creator of TexturePacker and PhysicsEditor.

In this tutorial, youll learn how to make a game about a monkey having a rough day.  He’s just minding his own business, but these crazy objects keep falling from the sky!

To see what I mean, check out this </atom:summary><link>http://devbrief.blogspot.com/2012/02/how-to-build-monkey-jump-game-using.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-3917378207152727684</guid><pubDate>Sun, 05 Feb 2012 00:13:00 +0000</pubDate><atom:updated>2012-02-04T16:14:22.560-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Debug</category><category domain="http://www.blogger.com/atom/ns#">GDB</category><category domain="http://www.blogger.com/atom/ns#">recursiveDescription</category><category domain="http://www.blogger.com/atom/ns#">UIView</category><title>Debugging with GDB: Print-Object and UIView recursiveDescription</title><atom:summary type="text">Debugging with GDB: Print-Object and UIView recursiveDescription: 
In the post Debugging with GDB: Introduction to Commands, Print and Print-Object I covered the basics of the command line inteface in GDB. In this post I’ll show you a trick to print out the entire view hierarchy for UIView objects.

In Objective-C, all objects (derived from NSObject) have a description method, which returns an </atom:summary><link>http://devbrief.blogspot.com/2012/02/debugging-with-gdb-print-object-and.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-2858441729904776294</guid><pubDate>Wed, 18 Jan 2012 06:24:00 +0000</pubDate><atom:updated>2012-01-17T22:24:57.688-08:00</atom:updated><title>How to Make a Game Like Jetpack Joyride Using LevelHelper &amp; SpriteHelper – Part 1</title><atom:summary type="text">How to Make a Game Like Jetpack Joyride Using LevelHelper &amp;amp; SpriteHelper – Part 1: This is a post by special contributor Bogdan Vladu, an iOS application developer and aspiring game developer living in Bucharest, Romania.Learn how to create a game like Jetpack Joyride with LevelHelper and SpriteHelper!In this tutorial series, we will create a game similar to Jetpack Joyride using Cocos2D and </atom:summary><link>http://devbrief.blogspot.com/2012/01/how-to-make-game-like-jetpack-joyride.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-2396430466529318232</guid><pubDate>Fri, 13 Jan 2012 00:39:00 +0000</pubDate><atom:updated>2012-01-12T16:39:18.544-08:00</atom:updated><title>Game Analytics 101</title><atom:summary type="text">Game Analytics 101: This is a post by Ben Chong, an aspiring iOS game developer living in Indiana. Learn how to add analytics into your Cocos2D games!Hi folks! In this tutorial, I’m going to show you how you can easily integrate analytics into your Cocos2D games.  By the end of this post, you’ll know how to use analytics to see and understand how players are interacting with your games, in </atom:summary><link>http://devbrief.blogspot.com/2012/01/game-analytics-101.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-5369915778747138984</guid><pubDate>Thu, 12 Jan 2012 04:54:00 +0000</pubDate><atom:updated>2012-01-11T20:55:18.400-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Command</category><category domain="http://www.blogger.com/atom/ns#">GDB</category><category domain="http://www.blogger.com/atom/ns#">iPhone</category><category domain="http://www.blogger.com/atom/ns#">XCode</category><title>Debugging with GDB: Introduction to Commands, Print and Print-Object</title><atom:summary type="text">Debugging with GDB: Introduction to Commands, Print and Print-Object: GDB is the debugging system built into Xcode. Xcode handles much of the interaction with GDB to provide support for breakpoints, stepping through/over code, wowever, GBD also provides a command line that you can use to work directly with the debugger. This tutorial walks through the basics of the command line interface along </atom:summary><link>http://devbrief.blogspot.com/2012/01/debugging-with-gdb-introduction-to.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-7334578886580329302</guid><pubDate>Wed, 11 Jan 2012 11:43:00 +0000</pubDate><atom:updated>2012-01-11T03:43:16.493-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">iPhone</category><category domain="http://www.blogger.com/atom/ns#">Latitude</category><category domain="http://www.blogger.com/atom/ns#">Location</category><category domain="http://www.blogger.com/atom/ns#">Longitude</category><title>How to get Current Latitude and Longitude in iPhone</title><atom:summary type="text">

     
How to get Current Latitude and Longitude in iPhone



     
      On January 10, 2012, 
      in Miscellaneous, 
      by Sushant     
    

In this application we will 
see how to get Current latitude and longitude using GPRS in the iPhone. 
So let see how it will worked. My last post you can get from here 
(attached the previous post link).
Step 1: Open the Xcode, Create a new project </atom:summary><link>http://devbrief.blogspot.com/2012/01/how-to-get-current-latitude-and.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-4776723415727794795</guid><pubDate>Sat, 07 Jan 2012 01:51:00 +0000</pubDate><atom:updated>2012-01-06T17:52:42.918-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Core Graphics</category><category domain="http://www.blogger.com/atom/ns#">Development</category><category domain="http://www.blogger.com/atom/ns#">Draw</category><category domain="http://www.blogger.com/atom/ns#">iOS 5</category><category domain="http://www.blogger.com/atom/ns#">PDF</category><category domain="http://www.blogger.com/atom/ns#">Quartz 2D</category><title>How To Create a PDF with Quartz 2D in iOS 5 Tutorial Part 2</title><atom:summary type="text">How To Create a PDF with Quartz 2D in iOS 5 Tutorial Part 2: 
This is a blog post by iOS Tutorial Team member Tope Abayomi, an iOS developer and Founder of App Design Vault, your source for iPhone App Design.


Learn how to create a PDF programmatically!
Welcome to the second part of the tutorial series on how to generate a PDF using Quartz 2D! 

In part one, we set up an app framework for the </atom:summary><link>http://devbrief.blogspot.com/2012/01/how-to-create-pdf-with-quartz-2d-in-ios_06.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-5139504655941080938</guid><pubDate>Thu, 05 Jan 2012 02:06:00 +0000</pubDate><atom:updated>2012-01-04T18:07:38.729-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Development</category><category domain="http://www.blogger.com/atom/ns#">How To</category><category domain="http://www.blogger.com/atom/ns#">iOS 5</category><category domain="http://www.blogger.com/atom/ns#">PDF</category><category domain="http://www.blogger.com/atom/ns#">Quartz 2D</category><category domain="http://www.blogger.com/atom/ns#">Tutorial</category><title>How To Create a PDF with Quartz 2D in iOS 5 Tutorial Part 1</title><atom:summary type="text">How To Create a PDF with Quartz 2D in iOS 5 Tutorial Part 1: 
This is a blog post by iOS Tutorial Team member Tope Abayomi, an iOS developer and Founder of App Design Vault, your source for iPhone App Design.


Learn how to create a PDF programmatically!
Sometimes in your apps you might want to generate a PDF with data from the app for your users.  For example, imagine you had an app that allowed</atom:summary><link>http://devbrief.blogspot.com/2012/01/how-to-create-pdf-with-quartz-2d-in-ios.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-4641692038402091479</guid><pubDate>Wed, 04 Jan 2012 02:09:00 +0000</pubDate><atom:updated>2012-01-03T18:09:50.704-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">iPhone</category><category domain="http://www.blogger.com/atom/ns#">libssh2</category><category domain="http://www.blogger.com/atom/ns#">RSA</category><category domain="http://www.blogger.com/atom/ns#">SSH</category><title>Saving RSA keys in files from iPhone application</title><atom:summary type="text">Saving RSA keys in files from iPhone applicationThis is my first post which I wanted to write after I get some experience in generating RSA keys on iPhone. I hope it can help some people to avoid troubles which we got while working with RSA keys.This post describes how to create RSA-keys in iPhone-application. In Apple documentation we can find how to make key pair with usage of standard </atom:summary><link>http://devbrief.blogspot.com/2012/01/saving-rsa-keys-in-files-from-iphone.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-2634241138219479741</guid><pubDate>Sat, 31 Dec 2011 03:56:00 +0000</pubDate><atom:updated>2011-12-30T19:58:39.353-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Core Data</category><category domain="http://www.blogger.com/atom/ns#">Dev Brief</category><category domain="http://www.blogger.com/atom/ns#">Development</category><category domain="http://www.blogger.com/atom/ns#">iPhone</category><category domain="http://www.blogger.com/atom/ns#">Tutorial</category><title>iPhone Development – core data relationships tutorial part 1</title><atom:summary type="text">iPhone Development – core data relationships tutorial part 1: 
I’m going to start a short series on Core Data relationships and maybe throw in some general Core Data stuff too. Here in part one we’re just going to set our app up with core data and add two entities with a simple one to one relationship between them. A one to one relationship means that for every Fruit there will be one source and </atom:summary><link>http://devbrief.blogspot.com/2011/12/iphone-development-core-data.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-2858750597563586888</guid><pubDate>Sat, 31 Dec 2011 03:50:00 +0000</pubDate><atom:updated>2011-12-30T19:51:54.896-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Core Data</category><category domain="http://www.blogger.com/atom/ns#">Development</category><category domain="http://www.blogger.com/atom/ns#">iPhone</category><category domain="http://www.blogger.com/atom/ns#">Tutorial</category><title>iPhone App Development Tutorial – Core Data part 2 – One to Many Relationship</title><atom:summary type="text">iPhone App Development Tutorial – Core Data part 2 – One to Many Relationship: 
In this tutorial we will look at creating a one to many relationship in core data. It’s really very easy and not that much different than creating the one to one relationship. The difference comes in how the relationship allows the entities to interact with each other. In part one we had two entities, Fruit and Source</atom:summary><link>http://devbrief.blogspot.com/2011/12/iphone-app-development-tutorial-core.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>1</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-1428715739251131620</guid><pubDate>Thu, 29 Dec 2011 23:51:00 +0000</pubDate><atom:updated>2011-12-29T15:51:45.215-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Blocks</category><category domain="http://www.blogger.com/atom/ns#">CGContext</category><category domain="http://www.blogger.com/atom/ns#">Development</category><category domain="http://www.blogger.com/atom/ns#">Draw</category><category domain="http://www.blogger.com/atom/ns#">drawRect</category><category domain="http://www.blogger.com/atom/ns#">iOS</category><category domain="http://www.blogger.com/atom/ns#">iPhone</category><category domain="http://www.blogger.com/atom/ns#">ObjC</category><title>Using blocks for drawing to avoid subclassing in Objective-C</title><atom:summary type="text">


Using blocks for drawing to avoid subclassing in Objective-C
It is very common for a designer to ask for a 1 pixel tall bar here, 
or a small gradient there. This is a small request that isn’t very hard,
 right? Subclass UIView, override drawRect and
 do the drawing using Core Graphics. But every time you do this you need
 to add a file to your project. And all this file does is include 1 
</atom:summary><link>http://devbrief.blogspot.com/2011/12/using-blocks-for-drawing-to-avoid.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-1579368982211367558</guid><pubDate>Thu, 29 Dec 2011 03:04:00 +0000</pubDate><atom:updated>2011-12-29T15:52:38.975-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Appearance</category><category domain="http://www.blogger.com/atom/ns#">Design</category><category domain="http://www.blogger.com/atom/ns#">iOS 5</category><category domain="http://www.blogger.com/atom/ns#">iPhone</category><title>How To Make Your App Stand Out With The New iOS 5 Appearance API</title><atom:summary type="text">How To Make Your App Stand Out With The New iOS 5 Appearance API: 


       

This is a guest post by +Tope who is Vault Overseer at App Design Vault where you get stunning iPhone App Design templates for developers with a budget or lack of good design contacts.

The App Store with over half a million Apps is now a crowded place. To succeed, your app needs to stand out both in design and </atom:summary><link>http://devbrief.blogspot.com/2011/12/how-to-make-your-app-stand-out-with-new.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-3656758945030141878</guid><pubDate>Thu, 29 Dec 2011 02:28:00 +0000</pubDate><atom:updated>2011-12-28T19:01:06.230-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Dev Brief</category><category domain="http://www.blogger.com/atom/ns#">Development</category><category domain="http://www.blogger.com/atom/ns#">iOS</category><category domain="http://www.blogger.com/atom/ns#">Tutorial</category><category domain="http://www.blogger.com/atom/ns#">Universal</category><title>Building a Universal Framework for iOS</title><atom:summary type="text">Building a Universal Framework for iOS: 
Apple has invested quite a bit of time into making it easy to compile for a number of different architectures in XCode. For instance, compiling a library into its armv6, armv7, and i386 variants is just a matter of specifying the supported architecture types. However, there isn’t a built-in mechanism to take the binaries built for the various architectures</atom:summary><link>http://devbrief.blogspot.com/2011/12/building-universal-framework-for-ios.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-1510899339815760346</guid><pubDate>Tue, 27 Dec 2011 14:38:00 +0000</pubDate><atom:updated>2011-12-29T15:56:59.950-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Development</category><category domain="http://www.blogger.com/atom/ns#">International</category><category domain="http://www.blogger.com/atom/ns#">iOS</category><category domain="http://www.blogger.com/atom/ns#">iPhone</category><category domain="http://www.blogger.com/atom/ns#">Keyboard</category><category domain="http://www.blogger.com/atom/ns#">List</category><title>Get List of Installed International Keyboards</title><atom:summary type="text">Get List of Installed International Keyboards: 
The NSUserDefaults object is typically used to save/restore your application related preferences, configuration data, etc – see Write and Read User Preferences for more information. In addition to application specifics, there is a system wide default list that is available to all applications, accessible using the class method standardUserDefaults </atom:summary><link>http://devbrief.blogspot.com/2011/12/get-list-of-installed-international.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-3560337827741771994</guid><pubDate>Tue, 27 Dec 2011 02:42:00 +0000</pubDate><atom:updated>2011-12-26T18:44:31.427-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">ARC</category><category domain="http://www.blogger.com/atom/ns#">Dev Brief</category><category domain="http://www.blogger.com/atom/ns#">Development</category><category domain="http://www.blogger.com/atom/ns#">iPhone</category><category domain="http://www.blogger.com/atom/ns#">ObjC</category><category domain="http://www.blogger.com/atom/ns#">Objective C</category><category domain="http://www.blogger.com/atom/ns#">Tutorial</category><title>Migrating your code to Objective-C ARC</title><atom:summary type="text">Migrating your code to Objective-C ARC: 
Recently, Apple introduced several new developer stuff including Xcode 4, ARC, LLVM Compiler 3.0 and iOS 5. From some of the questions on Stack overflow, I could understand that, most of the ARC related confusions arise due to the fact that, developers don’t know if “ABC” is a feature/restriction of LLVM 3.0 or iOS 5 or ARC.

Retain cycles, auto-release </atom:summary><link>http://devbrief.blogspot.com/2011/12/migrating-your-code-to-objective-c-arc.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-1639714084156441427</guid><pubDate>Fri, 23 Dec 2011 07:07:00 +0000</pubDate><atom:updated>2011-12-22T23:09:33.198-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">CCTouchDispatcher</category><category domain="http://www.blogger.com/atom/ns#">Cocos2D</category><category domain="http://www.blogger.com/atom/ns#">Dev Brief</category><category domain="http://www.blogger.com/atom/ns#">Game</category><category domain="http://www.blogger.com/atom/ns#">iPhone</category><category domain="http://www.blogger.com/atom/ns#">Tutorial</category><title>Build a Caterpillar Game with Cocos2D: Movement and Missiles</title><atom:summary type="text">Build a Caterpillar Game with Cocos2D: Movement and Missiles: 
This entry is part 5 of 5 in the series Build a Caterpillar Game with Cocos2DThis is the fifth installment of our Cocos2D tutorial series on cloning Centipede for iOS.  Make sure you have completed the previous parts before beginning.




Last Time…
In the last tutorial, we discussed the AI of the caterpillar.  You learned how to move</atom:summary><link>http://devbrief.blogspot.com/2011/12/build-caterpillar-game-with-cocos2d.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-2725607742116288654</guid><pubDate>Wed, 21 Dec 2011 23:55:00 +0000</pubDate><atom:updated>2011-12-21T15:55:17.629-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">iOS 5</category><category domain="http://www.blogger.com/atom/ns#">iPhone</category><category domain="http://www.blogger.com/atom/ns#">Security</category><title>Basic Security in iOS 5 Tutorial Part 1</title><atom:summary type="text">
Basic Security in iOS 5 Tutorial Part 1
This is a post by Chris Lowe,
 an iOS application developer and aspiring game developer living in San 
Antonio, Texas. He warns that this tutorial is pretty Epic in length, 
but promises you’ll learn a thing or two along the way. :] 



Learn how to store passwords securely in the Keychain!

One of the most important aspects of software development also 
</atom:summary><link>http://devbrief.blogspot.com/2011/12/basic-security-in-ios-5-tutorial-part-1.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4496016368000840574.post-4020212375627511107</guid><pubDate>Wed, 21 Dec 2011 03:22:00 +0000</pubDate><atom:updated>2011-12-20T19:23:53.191-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">App</category><category domain="http://www.blogger.com/atom/ns#">Dev Brief</category><category domain="http://www.blogger.com/atom/ns#">iPhone</category><category domain="http://www.blogger.com/atom/ns#">Navigation</category><category domain="http://www.blogger.com/atom/ns#">Storyboard</category><title>Using Storyboards To Make Navigation Based iPhone Apps</title><atom:summary type="text">Using Storyboards To Make Navigation Based iPhone Apps: 


Over the past few weeks I’ve been doing a series on using the new storyboard feature in XCode for iOS apps.  The short story here is that we can now compose our iOS apps in a completely new way when we are coding apps in iOS 5.  Storyboards are not backward compatible.

Today, I’m going to show you how to using storyboards to create a </atom:summary><link>http://devbrief.blogspot.com/2011/12/using-storyboards-to-make-navigation.html</link><author>noreply@blogger.com (wcrane)</author><thr:total>0</thr:total></item></channel></rss>