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Wednesday, 29 January 2014

iPhone 5s review

Each beat offers it is tock. Each leap forward inside design, the followup inside functionality, as well as optics, as well as special features. Each completely new new iphone 4, it is S-class successor. Which was the actual account with the apple iphone during the past year using its speed doubling, online video recording, as well as words handle. With the new iphone 4 4S inside 2011, using its dual-cores, 1080p, as well as Siri. And the actual account with the new iphone 4 5s inside 2013, using its 64-bits, 120 frames-per-second, and fingerprint ID sensor. Oahu is the account connected with having what is as well as which makes it directly into what is considered future. Connected with discerning many rotations do not transpire through the cover of an sole keynote, but alternatively since the effect of steady, working development, technology, as well as progress.



This new iphone 4 5s could be the completely new flagship telephone from Apple mackintosh. Much like the apple iphone as well as new iphone 4 4S, the actual new iphone 4 5s keeps not simply the same identify, though the identical design as well as lots of the identical features since it is many quick predecessor. As opposed to any kind of new iphone 4 previous to the idea, nonetheless, the actual new iphone 4 5s doesn't are able to be new, simply by itself. Not necessarily this coming year. This holiday season they have to share the actual stage -- plus the shelving -- while using considerably more colourful, likely more enjoyable, new iphone 4 5c. In the occasion while opposition hasn't been better, the actual new iphone 4 5s can be going through the idea even from Apple mackintosh. Nevertheless becoming the actual top-of-the-line new iphone 4 hasn't been concerning overall charge or maybe popular charm. The way to concerning becoming the actual top-of-the-line new iphone 4. The way to concerning giving us what Apple mackintosh telephone calls their particular many forward-thinking new iphone 4 ever, within our palms, today, today.
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iphone 5s

This iphone 5s will be Apple's 2013 flagship telephone. 

While basic design and style is equivalent to not too long ago, new colours contain precious metal along with living space dull, the actual iSight along with FaceTime camcorders are very much increased, the actual Apple mackintosh A7 chipset will be 64-bit along with includes a new, health-focused Apple mackintosh M7 movements co-processor, along with Touch USERNAME allow you to uncover and also obtain iTunes along with the App Shop based on only ones hand print. And yes it lines with all the fully newly designed iOS 7.
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Tuesday, 21 January 2014

The Launch to SceneKit

One of the stuff that surprises many people when they begin artwork programming together with OpenGL on the Macintosh personal computer or OpenGL ES about iOS is that, until really recently, at this time there wasn't almost any Apple-provided libraries for filling or managing things or clips. You'd for you to spin your own personal code for filling things, undertaking skeletal movement, as well as managing your entire things.

In iOS 5 many of us acquired GLKit, that added in many higher-level functionality missing via OpenGL ES. This particularly will not incorporate item filling or scene graph supervision, a couple of the most extremely essential desires regarding animations packages.

After that, with among the beginning Hill Lion previews, some thing referred to as SceneKit showed up. I'd personally recently been ability to hear things with regards to SceneKit just before it had been produced, although acquired honestly assumed this was going to arrive about iOS. The actual paperwork for SceneKit had been (and however is) rather sparse, even so the functionality seems to be really ensuring.

Unfortunately, by at this time, SceneKit is a Mac-only technological know-how. We've viewed recently been absolutely no data nevertheless that SceneKit will probably be contained in iOS 6. It really is however achievable, although Now i am not really holding my breath of air. Otherwise, well… arms surpassed for iOS 7.

Even as any Mac-only technological know-how, SceneKit is a cool platform. Why don't we have a look at just what it will as well as exactly how this is effective.

SceneKit, Conceptually

Previous to many of us begin using SceneKit, let's speak somewhat with what SceneKit is as well as does. Conceptually speaking, SceneKit is situated preceding OpenGL, although down below the bigger stage frameworks including AppKit. SceneKit views are generally thoroughly layer-aware, and so the look at could be animated applying Central Movement. Not only can the particular look at itself possibly be animated applying Central Movement, you could use Central Movement for you to animate the particular contents with the look at.

SceneKit is mainly what is called any scene graph supervision stockpile. This manages more than one animations things plus signals as well as video camera. Them jointly, consist of any "scene" that may be altered as well as displayed about screen. Even though, a number of knowledge of artwork programming is effective when working with SceneKit, it's any a lot smaller sized understanding challenge as well as, simply using a paradigm that is certainly familiar to the majority folks (a movie-set including scene using a video camera, signals, as well as objects), it really is conceptually much simpler.

SceneKit gives a number of functionality for developing clips via the start proper as part of your code, although is mainly made for dealing with animations scene information exported via a good external app including Maya, 3DS Greatest extent, Modo, LightWave, or Blender. SceneKit works by using the particular Collada extendable, that is backed by most (if not really all) important animations packages (though together with a number of caveats I'll go over later). The actual Collada extendable will not service just animations things, it could store info on a full animations scene such as signals as well as digital cameras together with armatures as well as movement information for the two simple item movement as well as sophisticated skeletal movement.

SceneKit is incredibly nicely included together with AppKit. Seeing that you will see somewhat in the future, projection (how a person establish if a mouse click or touch touches any animations item as part of your scene) is really dealt with when using the regular struck tests device that is certainly already with NSView.

SceneKit is flawlessly competent at making most clips for you personally without must interact with the particular OpenGL API or compose shader code. If you want far more overall flexibility, nevertheless, SceneKit offers the chance to enable you to provide the particular scene, or any person portion of the particular scene, having a provide delegate. Allowing you will get ready to go rapidly, but will give you all of the overall flexibility regarding OpenGL should you need it. Provide delegates are generally past the particular scope with this preliminary document, even so the really existence regarding a really device exhibits how much thought proceeded to go in to the engineering with this platform.

All sorts of things that SceneKit, can make many tough factors not that hard. Yet, there are a lot regarding undocumented nooks as well as crannies with SceneKit at this time. I'll have a look at some of those today as well as ideally help you to a spot where one can start off looking at the others of them.

Setup for you to Participate in Alongside at home
In order to use SceneKit, you will ought to be applying Xcode 4. 4 or 4. 5 as well as, of course, you'll need to be about Hill Lion. If you feel including playing alongside at home, just available Xcode. When you'd rather just get the particular code, you may get this right here. In case you are not really about to play alongside at home, feel unengaged to by pass forward for the part referred to as Environment the particular World Background Shade.

With Xcode, make a new OS X Request task inside Xcode through important ⌘⇧N and selecting your Cacao Request task design.

 You are able to telephone any project whatever you desire. Now i'm calling acquire SceneKitFun to hold with the identifying established practice I started in Outset apple iphone Progress. Really the only establishing that concerns here's making certain Work with Automatic Reference point Depending is actually tested. The many rule I article the following is going to be utilizing ARC. Now i'm while using the prefix MCP in my rule, which can be your central MartianCraft school prefix. If you use some other prefix (and people should), your filenames is going to be a bit diverse from acquire.
 After your project has become designed, add this SceneKit platform on your challenge. SceneKit isn't incorporated into Xcode projects automagically, and we should instead employ it is functionality. You can also need to add this QuartzCore platform, since SceneKit utilizes a number of Key Toon info set ups and macros.

Electrical wiring up the Scene See

Now, we should instead create a SceneKit check out. SCNView, this course in which tools some sort of SceneKit check out don't even have some sort of assign, so to add each of our tailor made functionality, we are going to subclass SCNView. On the other hand, we could utilize a stock SCNView and set it is attributes via another course, for example each of our software assign, but When i locate our code is often solution with subclassing in cases like this.

Make a new course as part of your challenge. You wish to make use of the OPERATING SYSTEM X Hot chocolate theme known as Objective-C Class.

 Call up this category XXXSceneView (where XXX may be the three correspondence prefix you would like to use), as well as ensure it is a new subclass of SCNView.
Next, click MainMenu.xib to open Xcode's interface builder. From the Object Library in the lower right pane (press ^⌥⌘3 to bring it up if you don't see it), Drag a Scene View object to your application's window, then resize it to take up the full window. Xcode's auto-constraints should do the right thing automatically and make the new view resize with the window, so we shouldn't need to do anything else in terms of layout.

Press ⌥⌘3 to bring up the Identity Inspector and set the class of this new view to XXXSceneView.

Single-click XXXSceneView.h to open the header up in the editor. Right now, our code won't compile because the compiler won't know where to find SCNView. Insert the following #import statement right after the existing import to tell it:

#import <SceneKit/SceneKit.h>


Now you can compile your app. It won't do much, but it will compile and run and show you an all-white window.

Finish part 1 ... See You soon in next lesson of  "The Launch to SceneKit"
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Friday, 10 January 2014

Learn How to Develop Android Games: Lesson Five

Movement in animation and games is often actually done with ActionScript because ActionScript allows for flexibility over the Timeline alone. I'm going to show you exactly what I'm talking about, because what I want to do is I want to animate this intro screen out.



 In fact, I want it to move over to the left-hand side when you click on the Start button. I also want to do the same thing for this end screen. So again, I want to create some animation using ActionScript, and I want to animate both of these things here.
I'm going to start off by using some code snippets. So in the previous lesson, I talked about how to add to this Mobile Game folder, and I'm going to select Animate with ActionScript. And when I double-click on it, it will add that code to my Actions panel on that first frame right there, so I'll just double-click on it and it adds that code.









Okay, so the first thing I have here are the import statements, okay, so I need these import statements in order for this code to work down here,


import fl.transitions.Tween;         
import fl.transitions.easing.*;       
import fl.transitions.TweenEvent; 


 because this code down here references these various classes, and that's what these are, classes and packages. So you can see TweenEvent. Well, I'm using that tween event right here.
var introTween = new Tween(screen,"x",Strong.easeInOut,screen.x,(screen.width)*-1,1,true);                                                           
function tweenFinish(e:TweenEvent):void                                    
    {                                                                                           
        trace("tweenFinish");                                                          

    }                                                                                           


 So I need these three lines (the import statements) , so I will just take them three and I'll cut them and I'll scroll up to the top, because I want to make sure those import statements are at the top and the code is there before I start to actually use it, because this Flash ActionScript code executes from the top down.

So lets scroll down, and again down here at the bottom, I want to take this code 


var introTween = new Tween(screen,"x",Strong.easeInOut,screen.x,(screen.width)*-1,1,true);                                                           
function tweenFinish(e:TweenEvent):void                                    
    {                                                                                           
        trace("tweenFinish");                                                          

    }                                                                                           

 and I want to cut it as well and put it in the appropriate area.
in INTRO SCREEN area in function moveScreenOff  see the next image 



Again, right in here for this intro tween I have this introTween variable, and it creates this new tween. And the first thing you needed to do is define what will be animated, and in this case I wanted to be the introScreen. So the introScreen is actually a variable that gets passed in, and inside of this moveScreenOff, it's actually known as screen, so whatever gets passed into this function it references back to that name. So all I really need right in here is not introScreen.

I just need screen okay, because I'm going to use this movieScreenOff function a couple of times. So again screen refers to introScreen. It's going to move its X position. That could be Y position. It could be its size. It could be its alpha or its transparency, if you will. But I want to move it to the left and then right. Okay, so that's the property I'm going to move. This is how I'm going to move it, so it's going to move it sort of in a strong motion from the right to the left.

Okay, there's bounce. There is also elastic that I can use. Next step, right here this is its starting position, its ending position, and then numbers in seconds that that transition will take place. So that's how the tween class works, okay. And for it's start position, well, I don't want it to start at zero, because, quite frankly, the screen isn't at zero. I want it to start from wherever the screen is, so I can type in screen.x, so wherever it is, start there and then move it to, not to a thousand, because that's going to move it to the right, what I want to do is I want to take this right here.

I want to take what is the equivalent of minus 800, or whatever the size of that item is, and that's where I want the ending position to these. So I'll cut that and paste that right in there. In fact, I don't even need this line right there anymore. Okay, so its starting position is wherever it is. Its ending position is its width in a negative number. So that's what this does. It's going to happen over the course of one second. True means you're setting the interval to seconds okay, and what this means is it doesn't matter what the frames per second of the Timeline is.


Okay, so for the introTween right here, on motion_finish go ahead ahead fire off this function. Well, what do I want to happen during that time? Let me scroll down, because that's when I want to initialize the game, throw in a trace statement and add that intro frame. So I'll cut all of that code and move that right into that function right there. All right, so far so good. In fact, the last thing I'm going to do is I'm going hit this Auto Format button, just so it formats and indents all my code. I can see that this function is nice and neat now, and I'd say this is ready to go.




Okay, so again I've cleaned up this moveScreenOff function. So whether it's the introScreen or something else, it's going to animates it using this Tween class. But I'm using this moveScreenOff in another place. In fact, clear down at the bottom, right here, line 132, I'm calling that same moveScreenOff. And in this case it's going to move off the endScreen. And that's the power of ActionScript animation is here I'm able to also move the endScreen as well as the introScreen, all from within one function using the Tween class.

All right, so let just do a test movie. There it is. We see that Timeline animation. I'm going to click Play. 




We'll see it slide off to the left, and again it goes through the game, and then we have this high score screen. If I click Play Again, it's going to animate this off the screen as well, just like that. So two animations done pretty easily by using the Tween class as well as the on- motion finish. It really gives me a nice effect, and it also makes it reusable.


to download the file click here 

wait us in the next lesson ... 

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Wednesday, 8 January 2014

Learn How to Develop Android Games: Lesson Four


One thing that will really help in development of any project in Flash will be to use the Code Snippets panel. If you go to Window, open up Code Snippets, 

notice that there are already these folders filled with all these great Action- Script code snippets that you can use in your project. 


And for this title and this game, what I'm going to do is I am going to go ahead and load in some code snippets that I already have prepared. And this Code Snippet file you can download it by clicking here


So if you select the flyout menu, go to Import Code Snippets XML. And inside of the Code Snippets folder, select MobileGame.xml. So with that file selected, click Open, and you can see that it loads in this new folder called Mobile Game, and it's filled with code snippets. Very powerful, and I can add any one of these easily, just by double-clicking on it.

As I do that, it adds that code snippet to the Actions layer in my Timeline. Okay, so I have just added this ActionScript code snippet. I'll just delete that because, again, I don't need it right now.

 But really using the Code Snippets panel it's as simple as adding the code snippet and customizing it specifically for your use. But I'd say Flash Professional CS5 is all set up, and I am actually to further the development of this game.

to download the file of this lesson click here 

wait us in the next lesson >>>
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Sunday, 5 January 2014

The very best iphone 3gs 5s & iphone 3gs 5 Situations.

An additional year, another i phone. Except on this occasion, we received 2 completely new smartphones coming from Apple company company. The actual i phone 5c is the lower-cost model, which often commences at $99 having contract, as well as essentially affords the similar functions since final year's i phone 5, however in a new freshly created, vibrant plastic-type material package. The greater persuasive entrant, the actual i phone 5s, arrives for a greater price tag, but packages with an abundance of completely new functions. A great entry price tag associated with $199 for 16GB having contract, you have a new state-of-the-art 64-bit A7 CPU having movement coprocessor, Effect IDENTITY fingerprint sensor, as well as a greater photographic camera that has a much larger impression sensor as well as aperture, twin BROUGHT ABOUT display, as well as rush filming potential.
The structure on the mobile phone per se, however, remains largely the same from the advanced lightweight aluminum i phone 5. There may be at this point, naturally, a new precious metal i phone in the combination, and the black color model is actually a bit more grey, but otherwise, the actual display screen, human body size, as well as look and feel are generally very a very similar.
It is good news should you be modernizing coming from a good i phone 5 to a 5s, your case ought to use your new mobile phone with out issue—as very long because it will not cover the property option (if you want to employ Effect ID), possesses a new large-enough photographic camera cut-out to allow for the extra BROUGHT ABOUT display (most do). Yet should you be among several other who's nonetheless transporting a good i phone 4S and therefore are last but not least eligible to a new backed up grade, there's a completely world associated with conditions accessible to include exuberance, persona, and many essentially, safety on your completely new i phone.
Despite the fact that many i phone 5 conditions works with the 5s, case producers include unveiled an abundance of completely new types before weeks, as well as we have now carried out each of our far better round up the actual hottest ones we have now observed. Your selections period coming from economical, humble translucent plastic-type material conditions of which simply enhance the sturdiness issue, for you to intricate hand-carved timber conditions of which squeeze in a emotion associated with luxury to a already-luxurious mobile phone.
We view completely new conditions at all times (so we replace that tale often), but for at this point, here i will discuss each of our leading recommendations for conditions for the completely new i phone 5s. And if you still have a good i phone 5, these kind of conditions works too. Observed a case you love, but it's not right here? Contact us in the reviews underneath.


Read more on: http://a38156a7.linkbucks.com
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Friday, 3 January 2014

Learn How to Develop Android Games: Lesson Three

Let's begin by reviewing the start file that already has basic game structure implemented, including graphics as well as ActionScript code.

Let's start with the graphics, because on this introScreen layer is this intro screen, and I'll just double-click on it.


 You can see it contains animation, as well as a Play button right here. So you click the Play button and you'll get into the game. 


Let's go back to Scene 1. I'll turn off the introScreen.There is an options menu, with an Exit button that will be used-- I'll turn that off-- and an endScreen that will populate the results. I'll turn that off. Then we have this text layer which contains some various text items. These happened to be dynamic text fields that will show the score, the lives, as well as the Level the person is on, and lastly we just have that background. So those were all the game's screens set up and various graphics, most of the graphics we'll need.

And notice also in the Library panel there are some various graphics that will be used. So I am going to click back on the Properties panel.

 Now, let's take a look at the Actions layer. It's right here, in that first frame, is some ActionScript code. So let's go to Window, open up the Actions panel, 

and let's review some of this code, this basic game structure that's currently set up. So right up here at the top are going to be all of the variables. Okay, so there are four variables up here at the top, this INIT_GAME.There's this START_PLAYER State. There's the PLAY_GAME State and the END_GAME State. So at any point in time, the gameState is going to be equal to one of these items up here. Okay. We want to be aware of what gameState we're in at all times. We need to set up those variables first. 

Next up is the setup, so right in here, this is where we'd sort of turn on and off any graphics that we'd want to deal with, maybe adjust the screen size. That's all done in the setup, so in this case we're turning off the endScreen and we're turning off the optionsmenu. 




Okay let's scroll down, because next up we have this introscreen, and for this introScreen we have a Play button, and when it gets clicked on it fires off this clickAway function, which in turn moves the introScreen off. That's when it calls to this function right in here. function moveScreenOff this first line. I'll just do two forward slashes to add a comment.
So basically "Move the screen off." That's what this line does. Right in here, this is where we establish the gameState, STAY_INIT_GAME. Okay. Not only that, but this trace statement is going to give me, in the Output panel, this word STAY_INIT_GAME. Trace statement will appear in the Output panel. And then, lastly for this, we are to go ahead and fire off the gameLoop function at the frame rate of the movie.
This is important because this is going to keep track of what gameState we are in, okay. 


At the frame rate of the movie, that might be something interesting to check out, so let's go ahead and take a look at it. I'll minimize the Actions panel, and I'll just click on the background, right here for my stage, so my document is selected. And notice in my Properties panel frames per second, 24. So the gameLoop would fire off 24 frames per second, okay. That's quite a bit, and I am going to seeing a lot of these trace statements, so I really want to take that down to 1.


Okay, so just for testing purposes, I want to change the frames per second to 1 frame per second. So at that rate, this function is going to get called 1 frame per second.


 So let's go ahead and scroll down a little further and take a look at gameLoop. Okay, for this gameLoop function, it's basically going to keep track of all of the games state the user is in, okay. So if they're in the STATE_INIT_GAME, if gameState is set to STATE_INIT_GAME, fire off this function. If it's set to START_PLAYER, fire off the START_PLAYER player function.
PLAY_GAME, fire off that function. STATE_ END_GAME, then fire off the endGame function.


So it's constantly checking to see what state you're in. If I scroll down a little further, I should see all of these functions down below, so let's take a look at initGame. So when they click the Start button, it fires off this initGame, and right in here, this is where we set up all the graphics and everything.
Not only that, once they're all set up, we can change the gameState to START_PLAYER. Okay. Trace gameState, its going to just show me these words in the Output panel. 


But then next up, with that set to START_PLAYER, it's going to fire off this function startPlayer, so this is where we basically create the player that you're going to control. Okay, that's going to go right in here. Once he is set up, STATE_PLAY_GAME will show up in the Output panel, 


and then it will fire off this function called the playGame.And right in here, this is basically where you set up the enemies, explosions, et cetera. So there is a quite a few thing that are going to go right in here, so there might be multiple function calls in here.


 As I scroll down, makeEnemies, we should see this appear.


testForEnd right in here, this is where basically "Check to see how many lives the user has etc." some other things. Check their level. All of that.But again, you can check that and all we're doing here is we are going to set the gameState to STATE_INIT_GAME, which in turn is going to go ahead and initialize this function, 

which is going to remove the game, which is going to appear this trace statement. It's going to turn on the endScreen and then go ahead and show the results. So if I scroll up, testForEnd fires off of this and just basically puts everything in place at the closing screen, all of that good stuff.

All right, so that's the basic structure for this game. Notice right here everything is really powered by this gameStates function, which controls all of these other functions that do various things. And since I've dropped my frames per second down to 1 frame per second, we should see various statements in our Output panel, so I am going to close that Actions panel. I am going to just go ahead and increase the size of this panel because right in here, in my Output panel, I am going to see all of these trace statements. So I am going to go to Control > Test Movie. I am going to test it in Flash, 


and we'll see this animation go slow because it's only going 1 frame per second. That's fine. But watch what happens if I click on the Play button, and we'll just keep an eye out for my Output panel. Click Play. There we are. So it initializes the game, it starts the player, play the game so it can set up all of the enemies, into the game, and then remove the various things and show the results.
So that's the basic game structure that's set up. I'd say it's looking pretty good. It's really just a matter of populating all of these functions with various things, and one of the first things is going to be to make sure we set up our screen appropriately so our content fits appropriate regardless of what size your screen is.

To download the source file click here 

wait us in the next lesson ... 

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Thursday, 2 January 2014

8 Ios 7.0.4 photos

8  Ios 7.0.4 photos




on lock screen


when you click double on iphone button


mail box






Music



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