Today started just like any other day. You sat down at your desk, took a sip of coffee and opened up Xcode to start a new project. But wait! The similarities stop there. Today, we will try to build for a different platform! Don’t be afraid. I know you are comfortable there on your iOS island, knocking out iOS applications, but today begins a brand new adventure. Today is the day we head on over to macOS development, a dark and scary place that you know nothing about.
The good news is that developing for macOS using Swift has a lot more in common with iOS development than you realize. To prove this, I will walk you through building a simple screen-annotation application. Once we complete it, you will realize how easy it is to build applications for macOS.
Developers and organizations alike are looking for a way to have more agility with mobile solutions. There is a desire to decrease the time from idea to test. As a developer, I often run up against one hurdle that can slow down the initial build of a mobile hypothesis: user management.
Over the years, I have built at least three user management systems from scratch. Much of the approach can be based on a boilerplate, but there are always a few key items that need to be customized for a particular client. This is enough of a concern that an entire category of user management, authentication and authorization services have sprung up to meet this need. Services like Auth0 have entire solutions based on user and identity management that developers can integrate with.
When you develop a game, you need to sprinkle conditionals everywhere. If Pac-Man eats a power pill, then ghosts should run away. If the player has low health, then enemies attack more aggressively. If the space invader hits the left edge, then it should start moving right.
Usually, these bits of code are strewn around, embedded in larger functions, and the overall logic of the game is difficult to see or reuse to build up new levels.
Have you ever wondered what it takes to create a SpriteKit game from beginning to beta? Does developing a physics-based game seem daunting? Game-making has never been easier on iOS since the introduction of SpriteKit.
In this three-part series, we will explore the basics of SpriteKit. We will touch on SKPhysics, collisions, texture management, interactions, sound effects, music, buttons and SKScenes. What might seem difficult is actually pretty easy to grasp. Stick with us while we make RainCat.
If there is one thing that will stand the test of time, it’s thumb placement on mobile devices. This makes consideration of the “thumb zone”, a term coined in Steven Hoober’s research, an important factor in the design and development of mobile interfaces.
Have you ever interacted with a mobile website or app that simply didn’t play nice with your thumbs? Perhaps you’ve had to stretch to get to an important menu, or swiping turned into a battle with multiple swiping elements. Mishaps such as these reveal poor consideration of the thumb zone.
Mobile applications are now a critical part of most enterprises, and there are many ways to create them, but what are the differences between these options and how do you choose between them? Do you choose to create native applications as Google and Apple intend? Do you choose to develop a mobile web hybrid application? Or do you find a middle ground?