Category Archives: Explanation

Mistakes Were Made: Audio and ARC

There’s a mistake I have, to my own great embarrassment, made twice, so I think it’s worth writing up for posterity. This one’s brief: you can laugh at me and move on. Under ARC, AVAudioPlayers don’t retain themselves while playing. … Continue reading

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Premature Completion: An Embarrassing Problem

Working on a project recently, Jerry and I came across an odd bug. We have a two-level UI that allows the user to navigate between several different scroll views. For the sake of keeping things pretty, we want to reset … Continue reading

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Xcode Archives – What a Buncha Jerks

It’s been a little quiet around here lately, and if this post title hasn’t given it away, it’s because Joel and I have been pretty hard at work getting some products shipped. At the day job, the bossman is generally … Continue reading

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All in the Timing: Keeping Track of Time Passed on iOS

Imagine you’re writing a game called Small Skyscraper. It’s one of a certain type of freemium game: it’s not particularly difficult, but achievements take a lot of time. You make money by selling in-app purchases to reduce the amount of … Continue reading

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CALayer Internals: Contents

It’s right there in the CALayer documentation: contents An object that provides the contents of the layer. Animatable. @property(retain) id contents Discussion A layer can set this property to a CGImageRef to display the image as its contents. The default value is nil. There’s … Continue reading

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CALayer’s Parallel Universe

Ever tried to animate a UIView’s position?  It’s easy, using UIView animation class methods like animateWithDuration:animations: and friends.  Simply change the position inside the “animations” block, et voila, a pretty animation with the duration of your choice. But have you … Continue reading

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CALayers v. CGLayers, or, Which Layer, Player?

What’s the Deal? An evergreen source of confusion for developers new to graphics on iOS is the existence of multiple Apple-provided graphics frameworks, and multiple “layer” objects within those frameworks.  We’re told to use Core Animation for compositing and animation, … Continue reading

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