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Posts Tagged ‘tutorial’

Core Location is a powerful yet simple iOS framework allowing easy access to the iPhone’s GPS. You can access the coordinates of the device with GPS or cell triangulation, compass, and direction and speed of travel.

Apple’s description:

The Core Location framework lets you determine the current location or heading associated with a device. The framework uses the available hardware to determine the user’s position and heading. You use the classes and protocols in this framework to configure and schedule the delivery of location and heading events. You can also use it to define geographic regions and monitor when the user crosses the boundaries of those regions.

In this tutorial you will learn how to access the raw Core Location data, including the iPhone’s GPS coordinates and speed of travel. (more…)

I started to write a tutorial today but got a bit burned out in the process. I will finish it eventually, but here is the code for you to tinker with in the meantime.

The code demonstrates Core Location and makes use of custom protocols. The app updates a UILabel with GPS coordinates and speed of travel. Stay tuned, the tutorial will be finished up shortly!


[Source: CoreLocation GPS Demo - 25k]

Request a tutorial

I am calling out to all my readers to give some feedback on what kinds of tutorials you would like me to write.

So please, leave a comment!

UPDATE: I have fulfilled one request already. Thanks Philip for the suggestion!

Core Location GPS Tutorial Part 1
Core Location GPS Tutorial Part 2

I know I have been fairly silent here lately, but I have been pretty busy. I want to point you all to a resource to hold you over until I get some time to push out another tutorial. John at ManiacDev.com has created a great tutorial utilizing the Sparrow 2D Game Framework.

Be sure to check it out at the source link below.

[Source: ManiacDev.com]

The learning curve of Cocoa can be steep depending on your background, but it’s a climb that is sure to leave a smile on your face every few steps of the way. Just enough to offset the hair pulling and cursing that is sure to ensue from jumping into Cocoa programming for the first time. One of the features that sweetened things up for me was Cocoa’s UIView animation capabilities. There is a lot to cover, and I just don’t have the time to even think about how to approach a lesson on all the animation features. I will give you an example of basic animation and a possible implementation and point you in the direction of Apple’s documentation so that you can build upon what you learned here.

For more information make sure to read Apple’s documentation on the UIView class. There is a lot more you can do with but let this be simply a foundation for you to learn the basic concept.


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Here is the source code to a simple iPhone project I made that demonstrates a Table View-Based Application with a Navigation Bar Controller to manage the subsidiary screens of content. This application creates a Table View Controller that manages a Table View. The Table View displays a list of color names. When a table cell is selected, a screen of the appropriate color is displayed. Navigation between the table view and the subsidiary screens is managed by a Navigation Bar Controller. The Table View Controller serves as the First (or Root) View Controller of the Navigation Bar Controller.




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Here is the source code to a simple project I made in an iPhone development class I took. Click the + and – signs to increase / decrease the number of sides on the polygon. It was one of the funner projects in that class, so I wanted to share my solution to it.




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Using iOS 4 Frameworks on OS 3

With iOS 4 comes 1500 new features for developers to take advantage of. Unfortunately, not all of your users will be able to enjoy this new experience. For example, if your user has a 1st generation device only capable of running OS 3.1. Or an iPad which (at the time of writing this article) only runs 3.2. Utilizing some of these new features will make or break a cross version app, but some can be worked with. This tutorial demonstrates how to solve this problem.
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Here is some example code based off my tutorial on how to implement orbital / radial gravity, but in reverse. This example pushes objects away instead of pulling inward. It makes for a nice explosion effect. Much work would need to be done to make it realistic, but you get the general idea of how to blow things up. You need to have Cocos2D and Box2D installed. Box2D comes packaged with the latest version if Cocos2D.




Download Source Code for this tutorial:
Bomb Demo Box2d & Cocos2d Example Source Code – 799k

The other day I wrote a tutorial on how to implement orbital / radial gravity with the use of Box2D and Cocos2D. I have decided to post the source code for this. You need to have Cocos2D and Box2D installed. Box2D comes packaged with the latest version if Cocos2D.



Download Source Code for this tutorial:
Radial Gravity Box2d & Cocos2d Example Source Code – 692k

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