Due to many emails I have been received on the last months, I decide to create a single article to explain a little bit about the Singleton classes (also known as Singleton Pattern). I’ll focus here on Objective-C and Cocoa approach, however I’ll talk a little bit generally, so you can take the concept to other languages as well.
Due to some bugs and questions with the old tutorial, I’m creating this new one, much more simpler and less bugs than the another one. I’ll not post the old link here because everything you need to know you can find right here.
Nowadays, exist few alternatives to create a Framework to iOS, changing the default Xcode Script, which could not be a good choice if you want to publish the APPs constructed with your custom Framework. I’ll treat here about how to construct an Universal Framework to iOS, using the default tools from Xcode.
I felt a good impulse to write a little article about this theme, because there are few poor informations about it around the web. In many cases, are wrong or incomplete informations. So if you want to write a framework to iPhone and distribute it, you are in the right place!
I’ll treat here about how to construct an Universal Framework to iOS, what are the necessary configurations and everything else related to. We’ll focus on Xcode 4, but this is also valid to Xcode 3.x.
Today I want to talk about the NinevehGL. Talk more about the features and about what it can offer to us. NinevehGL is almost done, I want to be as fast as possible, but I don’t want to launch it without everything seems great: the documentation, the tutorials, the official website and obviously, the NinevehGL itself.
Soon I’ll start posting videos and many divulgations about it, but right now in this article let’s see some images taken directly from the NinevehGL running.
This will be a little article to give support to my full tutorial about OpenGL. In this article I’ll talk about the EGL API and the EAGL (the EGL API implemented by Apple). We’ll see how to set up an OpenGL’s application to comunicate with the device’s windowing system.
I’ll focus on Objective-C and iOS, but I’ll talk about the setup in others devices and languages too. So let’s start! Continue reading →
NResponder is a new way to work with events in ActionScript 3.0 globally. You can cross events between different classes or even in different SWF files. With NResponder you add so much more flexibility to your application because you can changes the parameters “on the fly” in Run-Time. NResponder is inspired on Objective-C approach and is very oriented to performance and memory. You don’t need to create any instance if you don’t want.
For example, you can do:
// Instead this
myObject.addEventListener('anEventType', initialize, false, 0, true);
// Use this
NResponder.add('anEventType', initialize);
FEATURES
Bellow some characteristics of NResponder:
Work in static or instantiated mode;
Can specify the number of arguments to dispatch;
Can change these arguments “on the fly” (in Run-Time);
Can remove all NResponders;
Can specify the number of replies;
Can ordinate the replies;
Can associate each listener with one target;
Can have a delay to the next dispatch;
Can pause or resume the replies;
Can change all this attributes “on the fly” (in Run-Time);
Can join to native Event API of Adobe® Flash® and continue to use all this features;
Can instantiate and control each NResponder without change the others.