ZWebBrowser Won 2nd Place In A Worldwide Mobile Programming Contest!
I am proud to announce that ZWebBrowser (iOS component) won 2nd place during the ChupaMobile Worldwide Mobile Programming Contest held last month, March 2012.
A software developer currently focusing on Web and iPhone/iPad development.
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I am proud to announce that ZWebBrowser (iOS component) won 2nd place during the ChupaMobile Worldwide Mobile Programming Contest held last month, March 2012.
Before we go over with this tutorial, I would like to thank everyone for reading my posts, for asking questions and for giving suggestions. Because of that, I will continue writing tutorials that might help other developers get rid of headaches and frustrations.
This tutorial is a follow up tutorial from my previous post. Someone find it simple yet helpful and ohers have questions if it is possible to mark/stylize and get those strings inside UIWebView that are selected or highlighted. So I created this tutorial to support that question.Let's get started!
UIWebView displays contents as a normal websites do but it doesn’t allow us to access its contents directly. So we have to use JAVASCRIPT in order to do that.
UIWebView has a method that can access any javascript implementations within your UIWebView (stringByEvaluatingJavaScriptFromString).
Since we need to use a Javascript, we need to add a javascript file to do this task. Download the javascript and html file here. Extract the zip file once you finished downloading it.
You'll see a javascript file (UIWebViewSearch.js) and html file (index.html) there.
What are these files anyway?
This time I will be sharing with you guys how to avoid freezing your application UI when populating your views or your Table Views with image data by having an asynchronous request and loading of these images.
Why Asynchronous?
First of all I would like to tell you guys my experience where it almost took me for like a week just to figure out why my application keeps freezing everything it performs a request of image assets to populate my views.
I would like to share with you guys some development areas of iOS that I have compiled so far. I intended to post this one so that I have something to flip over everytime I happen to forget something during development because my brain is somewhat that occupied that I can't memorize everything, especialy syntaxes.
These are the things that I have compiled so far:
I've been developing iPhone applications and when APPLE give birth to their sophisticated device called iPad, I realized that there were a lot of applications from iPhone that gets converted to iPad version. So I decided to do the same.
What I did first is create a separate project to create the iPad version and I suddenly realized that I've been wasting much of my time, I often got problems with adding new features or update the app where I need to apply to both iPhone and iPad version.
Then I decided to just use a single source and just put a lot of IF-ELSE there to detect what iOS device is running but still it's a huge headache when it comes to adding new features or update the app and hard to debug.
When I happened to read the documentation from APPLE about universal applciation, I finally got a solution to this problem with universal applications using the new design pattern of splitting the classes, delegates and resources. Thanks also to Cory Wiles on her wonderful blog which gives me additional information and solution with a good project example to start with.
Now let's get started with the Universal Application Paradigm.
How did ZJoytsick came to life?
I just started learning Cocos2D and after playing around with this powerful 2d engine's collisions, animations, audio and particle systems, I decided to create a simple game that controls a spaceship movements and simply shoot spawning enemies (something like space defender).
I used 4 buttons to move the spaceship (up, down, left and right) and 1 button to shoot. I enjoyed playing the game but i felt something is missing with the way the spaceship moves. I tried playing games before using joysticks and I suddenly remember, how about I use joystick control to control the spaceship? It would be better i think. So I decided to write a cocos2D API that mimics the joystick control like any other games (samurai vengeance).
And there it is, I finished the API and use it in any of my game that needs Joystick control and I tell you guys, joystick is really an amazing control compared to just arrows moving (up, down, left and right). Joystick enables object to move to any direction with speed variations depending on how you position the joystick control (joystick thumb - The small circle inside the joystick container).
I would like to share it to everyone and I named it ZJoystick. :)