Tag Archives: iPhone SDK

TRESPASSING IN THE WILDERNESS OF THE IOS SDK


via Trespassing in the Wilderness of the iOS SDK – Testlio blog.

At Testlio we work with some internal iOS apps, all of which need to be available for installation within the organisation.

In this post, we’ll take a look at how this process can be simplified. Will provide an awesome, yet familiar experience from the App Store.

I should note that this post won’t cover provisioning profiles, as fun as they might be or the device management aspects of iOS.

Also, I want to preface this post with a disclaimer: most of this post is not necessarily safe for the App Store, but where would the world be without thecrazy ones?

Parse SDK for iOS/OS X


via ParsePlatform/Parse-SDK-iOS-OSX · GitHub.

A library that gives you access to the powerful Parse cloud platform from your iOS or OS X app. For more information Parse and its features, see the website and getting started.

Creating A Secondary (Bottom) IOS Toolbar In Xamarin.Forms


via Creating a Secondary (bottom) iOS Toolbar in Xamarin Forms – Wintellect DevCenter.

Xamarin Forms is a really great platform for mobile app development – we have used it on several apps now and had much better results than when trying to use the native SDK’s directly. Every now and then though you run up against a roadblock with the default renderer implementations where some feature (perhaps a key feature of your app) simply does not work the way it should. Secondary toolbars on iOS are one of those. I recently spent a couple of days trying to coax this feature into working properly before finally finding a solution (many other folks seemed to have simply gSDKiven up on it).

Using an iPhone as a 3D Mouse with Multipeer Connectivity in Swift


via Using an iPhone as a 3D Mouse with Multipeer Connectivity in Swift.

My recent experiment with CoreMotion, CoreMotion Controlled 3D Sketching on an iPhone with Swift, got me wondering if it would be possible to use an iPhone as a 3D mouse to control another application on a separate device. It turns out that with Apple’s Multipeer Connectivity framework, it’s not only possible, it’s pretty awesome too!

The Multipeer Connectivity framework provides peer to peer communication between iOS devices over Wi-Fi and Bluetooth. As well as allowing devices to send discrete bundles of information, it also supports streaming which is what I need to allow my iPhone to transmit a continuous stream of data describing its attitude (roll, pitch and yaw) in 3D space.

Securing Your App with Touch ID


via Securing Your App with Touch ID | Xamarin Blog.

One of my favorite features of the iPhone is Touch ID, introduced by Apple with the release of the iPhone 5s a couple of years ago. touch-id-iconTouch ID adds biometric authentication to your device so users can touch the home button to unlock their device instead of using a pin code.

Since its initial release, Apple has added a few new ways to use Touch ID, including integrating it as an essential part of Apple Pay and adding an API for developers to use Touch ID in their apps. In this blog post we’re going to discuss how you can leverage Touch ID to create secure user authentication. We’ll include a fallback to store the password in Keychain and authenticate our users against that in cases where the device doesn’t support Touch ID.

CoreMotion Controlled 3D Sketching on an iPhone with Swift


via CoreMotion Controlled 3D Sketching on an iPhone with Swift.

I was really impressed by a demo of InkScape that I read about in Creative Applications recently. InkScape is an Android app which allows users to sketch in a 3D space that’s controlled by the device’s accelerometer. It’s inspired byRhonda which pre-dates accelerometers and uses a trackball instead.

Of course, my first thought was, “how can I do this in Swift?“. I’ve never done any work with CoreMotion before, so this was a good opportunity to learn some new stuff. My first port of call was this excellent article on iOS motion at NSHipster.

My plan for the application was to have a SceneKit scene with a motion controlled camera rotating around an offset pivot point at the centre of the SceneKit world. With each touchesBegan(), I’d create a new flat box in the centre of the screen that aligned with the camera and on touchesMoved(), I’d use the touch location to append to a path that I’d draw onto a CAShapeLayer that I’d use as the diffuse material for the newly created geometry.

Easy! Let’s break it down:

How to Integrate Google Sign In into Your iOS Apps


via How to Integrate Google Sign In into iOS Apps Using OAuth 2.0.

In my last tutorial we worked with the YouTube API, and through the demo application we managed to make requests to that specific Google API. Actually, we created anAPI key prior to any request, as that key was vital for every request that was about to return data back to our application. This time, we’ll continue working with the Google APIs, and my goal is to show you how to makeauthorized requests after a user has signed in with the Google in the application.

For this purpose we are going to use a special SDK, namedGoogle Sign-In SDK. This one provides all the necessary classes and functionalities we need in order to:

  1. Add the default Google Sign In button in our app.
  2. Go through the whole user authentication process using the OAuth 2.0 protocol and get the necessary tokens.