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Contents contributed and discussions participated by bernard tan

bernard tan

Preparing your iPhone App for Higher Resolutions - 0 views

  • The iPad has a bigger screen, and so it has a bigger resolution. With the iPhone 4, however, Apple did something different: they increased the resolution without changing the physical size of the screen. This makes for a higher pixel density, pixels are smaller and more tightly packed. In one square inch of the iPhone 4’s screen there are around 106 thousand pixels (at 326 PPI, or Pixels per Inch), while the older models have only about 26 thousand (at 163 PPI) in an inch – 4 times less! This makes graphics on the screen seem like continuous lines, because your eye can’t see the individual pixels. Apple calls this technology the “Retina Display” because they claim the human eye (the retina) can’t physically see the pixels at this resolution.
  • Using Two Images The official way of adding high-resolution support to your application is by having two versions of each image, one in “regular” resolution and one in double resolution. Whenever your application is viewed on the Retina Display, the larger image will be loaded automatically. This method allows for full and precise control of how your application will look in each case, and is very easy to apply to your existing applications. The full size image file should be named however you want, such as “Button.png”. Use this image name in your code and Interface Builder wherever you want to reference the image. The double-size image should be twice the size of its matching smaller image and named exactly the same with “@2x” appended to the name. In our example, we would name it “Button@2x.png”. Unfortunately, this technique will not work on the iPad; a pixel-doubled application will not load the higher resolution resource. This will probably be addressed in the future iOS 4 update which is scheduled to come to iPad this fall.
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    FYI. In case you are wondering why the term Retina Display on IPhone 4! Preparation of 2 set of images doesnt work here for the different devices?
bernard tan

Designing for the iPhone 4's Retina display - 2 views

  • The problem is amplified when saving for Retina, where there’s twice as many images, and the 1× images must match the 2× images precisely. The best solution I’ve come up with so far is: Build your design at 1×. Use copy merged to save all the 1× images. Duplicate the entire folder containing the 1× images. Use Automator to add @2x to all the filenames. Open each @2x image and run the Scale by 200% Photoshop action. This gives you a file with the correct filename and size, but upscaled content. Scale your main Photoshop design document by 200%. Use copy merged to paste the higher quality elements into each @2x document, turn off the lower quality layer, then save for web, overwriting the file.
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    Preparing your graphics for iphone apps to take advantage of iphone 4 Retina display!!! Designers take note to prevent frustrations later on!!!
bernard tan

HTML 5 Tutorials | iOS 4 Web Applications with HTML5 and CSS3 - 1 views

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    hehe. came at the right time! Lyndia's new course for IOS4 web app development!!
bernard tan

How Much Does it Cost to Develop an App? - O'Reilly Answers - 0 views

  • note that many apps will take between four and eight weeks to build, with the average being six weeks. With a full-time developer (40 hours per week) and a part-time designer (20 hours per week), the average man-hours per week is around 60. Six weeks multiplied by 60 hours per week equals 360 hours. Solid designers and developers will charge around $100 per hour, with top talent peaking at around $150 per hour and lower-end U.S.-based contractors charging around $65 per hour. Using the $100-per-hour rate yields a total of $36,000 (360 hours × $100 per hour). That number can quickly fluctuate: if your app took four weeks to build (240 hours) and the average was instead $75 per hour, the total would be $18,000 (240 hours × $75 per hour).
  • Note: For games, the number of total hours is much higher, and ranges between 700 and 2,000 hours. This equates to three to six months of work, depending on the number of developers working on the game simultaneously.
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    Money issue about developing an mobile app heh. They have interesting ways to cut back budgets too in this new platform... like getting interested developer to buy in your idea , hiring interns, taking reference to existing applications etc. O'Reilly released many good technical issue books hence I think their words proved some credibility.
bernard tan

iPad Usability: First Findings From User Testing (Jakob Nielsen's Alertbox) - 4 views

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    Discover Ipad Usability...
bernard tan

Gamification Encyclopedia - Game Mechanics Resource | Gamification.org - Gamification.org - 0 views

  • Gamification is the concept that you can apply the basic elements that make games fun and engaging to things that typically aren't considered a game. Examples are Frequent Flyer Programs, Wii Fit, badges in Foursquare, etc. The possible applications of game dynamics are nearly infinite with many believing that gamification will impact everything from the web to education, health, and work.
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    A whole lots page regarding Gamification!
bernard tan

YouTube - Scrabble for the Apple iPad - 0 views

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    a game showcasing interactions between multiple apple devices like ipad and iphones. Would this be an idea for interactive classroom environment? Can i just flip my answer to my teacher soon....
bernard tan

NTU Mobile - 3 views

shared by bernard tan on 29 Dec 10 - No Cached
Sally Loan liked it
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    NTU mobile web app. maybe we can take reference to this and come up something similar.
bernard tan

WebApps Powered By iUI - 0 views

  • Name URL Description AU2Go http://m.adelphi.edu Adelphi University's full fledged app suite made to rival iStanford eSudoku http://sudoku.rectang.com/iphone/ A daily sudoku game of varying difficulty with leaderboard iLounge http://www.ilounge.com/index.php/iui Independent resource for all things iPod, iTunes and beyond iRibbit http://iribbit.com eBay on the iPhone iMobMail http://www.imobmail.org/ Webmail for the iPod touch and iPhone iViewr http://www.iviewr.com Browse and view popular attractions, events, and travel information on your iPhone NHL.app http://nhlapp.com/ NHL Game Information Presbytery of the Pacific Churches http://www.presbyteryofthepacific.org/iphone/index.html Readdle http://readdle.com/ A simple way to access your files with iPhone / iPod Touch Synod of Southern California and Hawaiian Churches http://www.synod.org/iphone/index.html Wachusett Youth Flag Football http://www.wachusettflagfootball.com/iphone Community Sports Website
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    IUI is kind of primitive with its basic features but alot of webapps has been built upon the library.
bernard tan

iui - iphone user interface framework - 0 views

  • iUI is a framework consisting of a JavaScript library, CSS, and images for developing advanced mobile webapps for iPhone and comparable/compatible devices.
  • iUI has the following features: Create Navigational Menus and iPhone-style interfaces from standard HTML Use or knowledge of JavaScript is not required to create modern mobile web pages Ability to handle phone orientation changes Provide a more "iPhone-like" experience in your Web apps
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    build iphone mobile site fast and almost no coding. iphone user interface
bernard tan

Challenges of Interface Design for Mobile Devices » Yahoo! User Interface Blo... - 1 views

  • designing for a mobile device can lead to a solution that is worlds different than its desktop equivalent.
  • Context of Use
  • Users have a very specific need and desire to accomplish their goal in the easiest and fastest way possible. This fact alone helps explain why mobile interfaces are designed the way they are
  • ...6 more annotations...
  • Feature sets are optimized to streamline common use cases Use typography to show hierarchy and importance Features are progressively displayed Large buttons are used to make interactions actionable
  • Context of the medium
  • Dealing with phone numbers and other mobile friendly data Displaying information on a smaller screen Not using a cursor Device speed and network latency
  • Designing with awareness to context will yield a more atomic design that instead of introducing users to a proverbial blank canvas, will guide them toward accomplishing important tasks. Having to deal with slow data speeds, high network latency, smaller screens, and an unpredictable mode of use only reinforce the need to isolate an application’s essential features and offer access to them when contextually appropriate. Next time you design an interface for a mobile device, remember to consider context of use and context of the medium as part of your design strategy.
  • To design an experience that can gracefully coexist with others tools, one needs to understand what kind of media can be processed by specific mobile internet browsers, and when onboard applications are launched.
    • bernard tan
       
      need to find out hows web app can interact with other apps... especially how we can integret that into harmonia and dropbox feature...
  • Using traditional web development techniques of creating fluid designs that scale horizontally is the fastest way to deploy a single design to many different mobile devices.
    • bernard tan
       
      for azhar ... on creating a fluid layout for harmonia so that it fit all devices.
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    While reading for ideas on doing mock up mobile interface, i stumbled this. very interesting read on designing for usability for mobile devices and why it is not just a scale down version of your actual desktop website.
bernard tan

Google Font Directory - 0 views

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    Google web fonts that is easy to embed into your site to make them nicer :)
bernard tan

Exporting Images from Canvas Tag HTML5 - 1 views

  • Exporting & Saving One thing that SVG can’t do is save the resulting image as a bitmap. It’s easy for <canvas> because the element is already a bitmap in the first place! The canvas can export its image to a data URL (e.g., data:image/png;base64,iVBORw0KGg...). This data may then be rendered in the browser, which could then be saved or dragged to the desktop, used in a new canvas, and so on. The browser must support PNG images, and it may have varying support for GIF and JPG. For our example, we’ll stick with PNG since it supports alpha transparency, and where we haven’t drawn on the canvas, it’ll be transparent. To get the data URL, we simply call canvas.toDataURL('image/png'). Note that we’re calling toDataURL() on the <canvas> element, not on the 2D context. This is because we’re getting all the pixels in the canvas, not just the pixels in a particular context. So taking the example we’ve put together already, we’ll make the browser redirect to a PNG version of the image when a user clicks on the <canvas> element (a contrived example, I know!): canvas.onclick = function () {  window.location = canvas.toDataURL('image/png');};
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    I am sharing of export images from web app specially to Eve and Sham, maybe useful for our harmonia project. This is the workflow i was mentioning on exporting the contents of the new html5 tag canvas to an jpeg or png and it opens in a browser, which then can be save or be used for other things, we could also explore on other options of sending the image directly to other applications. http://jsbin.com/abagi3/5/ Above url is a live prototype and you can actually view source to see how easily it is being done. :)
bernard tan

30+ Super Secret iPhone Features and Shortcuts | iPhone.AppStorm - 0 views

  • Press the Home and Sleep Buttons Simultaneously to Take a Screenshot
  • Press Home Once to Go to First Home Screen or Search
  • Hold Home and Sleep to Reboot
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  • Hold Home for Five Seconds to Quit the Current App
  • Tap Shift and Drag
  • Double Tap Space for a Period and Space
  • Enable International Keyboards for International TLDs
  • Leave Off www and .com for Faster Browsing
  • Add Sites to Your Home Screen for Quick Access and More
  • Tap and Hold a Link for Options
  • Scroll Inside Frames and Text Areas With Two Fingers
  • Double Tap a Text Column or Image to Zoom to It
  • Tap and Hold to Save Images
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    kinda handy for iphone users especially the screenshots.
bernard tan

50 Great Web Alternatives to Desktop Software - 0 views

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    free web apps online
bernard tan

Web App - Scrolling long lists - 1 views

  • Scrolling Long Lists Another big problem with iPhone web apps is presenting very long lists efficiently. Digg has this problem with their stories and comments and they work around it by breaking stories into pages of ten and omitting all but the top five comments. Apple solves this problem nicely in their Mail app by loading 25 messages at a time and putting a link to get more at the end. Clicking it loads those messages and appends them to the end of the list, allowing you to use the joyous flick gesture to scroll the complete list at once. In my view, this is nicer than breaking the list up into separate pages. iUI makes it easy for you to use this convention in your own web apps. Simply create a link with target="_replace" and iUI will load the URL it and replace the <a> with the contents of the URL. Again, the URL should not point to a complete HTML document, but only the fragment you want to replace the "Get More" link with. For an example of incrementally loaded lists, look at the Digg demo again. Scroll to the bottom of the stories list and click on the "Get 10 More Stories..." link.
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    One of the issue/feature for the billboard on finLit hub project which i was discussing with Sham about earlier on. Here's a nice solution which i think we can take into consideration. Do check out the digg demo link that I highlighted. http://www.joehewitt.com/iui/samples/digg/#___1__
bernard tan

Why the iPad Will Not Save the Publishing Industry - woorkup.com - 0 views

  • Leaving purely technical considerations aside (in some cases the final result is better than in others), the general quality of those magazines is without doubt extremely high and the integration between classic and multimedia content makes their reading experience very pleasant and engaging. But there is a basic limitation that could play a significant role in preventing their widespread diffusion, thereby making them not competitive in terms of economic return. The problem is not the limited number of iPads in circulation, as some may think, but the difficulty – or the inability – to download single issues of a certain magazines on your device because of their excessive size, which usually is around 400 MB.
  • the general quality of those magazines is without doubt extremely high and the integration between classic and multimedia content makes their reading experience very pleasant and engaging. But there is a basic limitation that could play a significant role in preventing their widespread diffusion, thereby making them not competitive in terms of economic return. The problem is not the limited number of iPads in circulation, as some may think, but the difficulty – or the inability – to download single issues of a certain magazines on your device because of their excessive size, which usually is around 400 MB.
  • each download may take a period ranging from twenty to seventy minutes if you are connected to a wi-fi hotspot. If you use a 3G connection, instead, the download is inhibited and a message warns you that, due to the excessive size of the file, you must be connected to a wi-fi to continue to the download. Apart from the frustration generated by waiting too long for the completion of the download (especially if you consider that there are an infinite number of alternative sources of information available in a few seconds, for free, just surfing the web), when the user doesn’t have access to a wi-fi network, he is likely to quit the purchase altogether
  • ...1 more annotation...
  • This limit, which negatively affects sales volumes and profitability of editorial projects aimed at iPad users, will bring developers to rethink radically the structure of such contents and limit their size. Otherwise, a significant proportion of those users who have once experienced the frustration of the download will not want to repeat the purchase a second time.
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    Something it's not about how rich or engaging the contents are but how the ease of being able to reach for it is. ( infrastructure) Afterall would you bother buying a magazine from your local newsagent if you had to stand there and wait in a queue for 30 minutes or more.
bernard tan

10 tips to get started with html5 games - 0 views

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    good and important tips for developing html5 games... for mobile.. the touch function is one of the most important thing to take note so the game works in mobile device using hand gesture.
bernard tan

flixel.org v2.0 - 1 views

shared by bernard tan on 10 Dec 10 - Cached
  • A revolution in Flash game production. An amazing new way for man to interface with machine. The beginning of a new tomorrow. Never before has the world witnessed such a collection of AS3 files. We put it all in the new flixel 2. Groups to help organize game objects, quad trees for faster, more accurate collisions, a cleaner API, plus all the old flixel classics: animated sprites, tilemaps, and particle emitters. Most importantly, flixel is still completely free for personal or commercial use
  • Display Hundreds of Objects at Once Create Tilemaps from Text Files or Images Generate and Emit Particles for Hot Effects Play Positional, Streaming, Looping Sounds Scroll Objects or Groups in Parallax Text Display, Buttons and Mouse Cursors Save Games, Math Utiltities and Collisions Pure ActionScript 3 is Fun and Free!
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    Game development code library for flash based game in case we are working on flash game development that is ported to iphone games.
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