Showing posts with label Mobile. Show all posts
Showing posts with label Mobile. Show all posts

Monday, October 27, 2014

Jumping into swift for iOS


5 years ago I started making iOS apps. I started out using Livecode where I made 13 iOS apps and games. I also tried Corona Sdk where I made two more games and also Unity where I made one game. I then stopped for a while to focus on desktop apps again. Something I favor more that mobile because desktop apps make more money and have way more users (at least for my products). 

Another reason I stopped iOS development for a while was the development tools I where using had issues. Many where buggy and did not have full access to very much. 

When swift first came out I focused on it for Mac OSX but recently I decided to jump into swift with iOS. I am shocked just how easy it is over Objective-C. Actually I find now swift is actually easier than using Livecode or Corona to make iOS apps. And that is the truth

I was waiting around for Xojo to release its iOS version, which made it self into beta last week. However I just wanted to see if swift could be the answer. I am still interested in Xojo because of the cross platform aspect.

I started by making a simple photo app with swift for a simple benchmark test. That imports a photo from a album adds some core image effects and exports the altered image back to the photo album. I had made a similar app with Livecode back in 2012 and that was a month of programming. With swift the same type of app tock 3 hours from start to finish. Yes, Wow! I never knew I could do something that fast.

The coolest idea for learning and using swift, is swift has more widespread work available world wide than with another tool. 

I highly suggest checking out swift, it is a lot easier than it looks. 

I sure this blog will see some more Swift post with some code examples soon.



Wednesday, April 10, 2013

Livecode Cross Platform is now open source

An development tool I used for the past nine years released itself as open source April 9th 2013.
This includes the full source code to the engine for desktop, mobile and server along with the IDE.

Here an quick link to the Git engine source https://github.com/runrev/livecode

The IDE which needs an free account to unlock and use can be found here Runrev

Livecode is an cross-platform tool for Mac OSX , Windows, Linux, Server, Android and iOS.
Its not prefect and can not do everything. However what it can do it does well. For the last 9 years 80% of all the software I have sold was made with Livecode. Even if now I moved on to using Real Studio (Xojo), Xcode and Unity for most of my software and games. (it was not for any other reason than I needed tools that could make professional software that Livecode was no longer suited the best option to build.)

I do recommend checking it out, it will surprise you to find out Livecode can do much more than what you first think it can do.

There also an great amount of 3rd party add-ons and custom controls than any other tool I seen besides Unity. One of the best part of it being open source for me is actually opening up the engine source and tweaking things. However I only started peeking and saying there using that? In I use that already with tool X.

I recall helping out an Livecode user last winter, and when I recommend curl as an option I was told "that dumb I never use it." Well guess what, Livecode was using curl, one look at the source code and licensing shows it.

There are many other interesting discoveries on how they made there tool work. I for years tried to guess what cross compiler they used. When I seen stack-less just in time compiler. I almost fell out of my chair. I had that listed as one of my guesses years ago.

If your new to Livecode, it will depended on coding experience on how you take it. I personally learned programing from BASIC and Livecode is much like hyper-talk. It takes time getting use to if you have years of using other programming languages, because it seems like baby talk. If you can look beyond that you find it works fast and does a lot.

The mobile space is actually very well and 500 times better than Corona sdk. However if you want physics you need to program them your self, which is really not that hard. There is however some major down  sides. The native UI is outdated at best, but you can use custom controls and get them to work pretty fast depending on your skill at design.

For Mac there no cocoa yet, witch means no retina support. This was one of the main reasons I quit using Livecode last year. And moved back to tools like Xcode and real studio.

Personally Livecode still worth an look for Mobile and it also does windows really well. Also Cocoa for mac is now an future project of runrev so its coming. I just do not think it will come till 2014 I could be wrong.

Also the IDE is way dated. And mobile apps windows at 1 to 1 retina sizes do not fit most computer displays. There an few tricks to getting this to work, witch is not all that bad for the trade off in code time saved.

Why not download it and give it an try. Maybe it works for you. Also do not believe everyone on that forum that says you can not do that. I proved many of them wrong for years doing what they said can not be done with Livecode.