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Archive for January, 2010
Development of Universal Applications for iPhone OS (Apple iPad, iPhone and iPod Touch)
Jan.28, 2010
With the introduction of iPad, iPhone SDK 3.2 now supports and allow us present you our services targeted at bespoke software development of applications (iPhone OS apps) for the newest Apple iPad.

We at TapBits are thrilled from the new possibilities and eager to offer them to you through our bespoke/custom development of iPhone OS Apps for the extended range of devices – Apple iPad, iPhone and iPod Touch.
Let us quickly introduce you with the novelities related to the Apple iPad:
Apps layout:
Larger iPad screen to give people access to more information in one place, to increase focus on the content that people want, to flatten the hierarchy of screens in your app, to drastically reduce full-screen transitions, and to add realism, physicality, and stunning graphics to your applicationʼs user interface.
A split view is a unique capability of iPad which provides a new way for an application to present information side-by-side. Itʼs important to carefully consider how to take advantage of the flexibility that split view offers on iPad, while still providing users access to the same information when the application is running on an iPhone or iPod touch.
Similar to split views, popovers present a new way to present options to users. A well-designed Universal application will present the same options on iPhone and iPod touch using existing iPhone application user interface paradigms.
Gestures:
The larger size of iPadʼs screen makes a wider variety of gestures possible. For example, itʼs conceivable that a user could perform a gesture with four fingers on iPad, but would probably not find it easy on iPhone or iPod touch. A well- designed Universal app design would accommodate differences in gesture-based input.
Orientation:
iPad apps should fully support orientation, using the accelerometer, itʼs possible for an application to detect the current orientation of an iPhone OS device. With that information itʼs possible for an app to optimize the user experience using alternative layouts to accommodate for the orientation.
Hardware:
iPad, iPhone and iPod touch share much of the same hardware functionality. If you take advantage of a hardware feature thatʼs not available on other devices, you should ensure that the lack of hardware on the other devices is handled gracefully. For example,
Introduction of iPad presented the possibility for us to provide you with iPhone OS apps targeted at three different type of iPhone OS Apps, listed below:
• iPhone Applications. iPhone applications are optimized to run on iPhone and iPod touch. These applications run on iPad in their original resolution or can be optionally set to be pixel- doubled to accommodate for the larger display.
• iPad Applications. iPhone SDK 3.2 supports the development of iPad applications that are optimized to take advantage of iPad features, but run only on iPad.
• Universal Applications. iPhone SDK 3.2 supports the development of Universal applications. A Universal app is optimized to run on all iPhone OS devices—itʼs essentially an iPhone app and an iPad app built as a single binary.
A Universal app can determine which device itʼs running on and provide the best experience for that device. Well-designed Universal apps leverage a deviceʼs unique hardware features, provide the right choice of user interface elements, and use only the functionality that is supported by that device.
Apple recommends that iPhone OS developers design, code and build their applications as Universal applications. Building apps as Universal apps makes it easier for everyone. Itʼs easier for developers because thereʼs only one app to manage on the App Store. Itʼs easier for users because theyʼll know that it runs on any device they own.
an application running on iPad or iPod touch would not present the option to take a picture with a camera, but it could present them choices of images from the userʼs Photo library.
Design for Universal
In order to achieve your design goals for a Universal application, we are fully set to use conditional coding to determine the availability of features when your app is running. Conditional coding allows us to make sure youʼre loading the right resources for your app, using functionality thatʼs supported by the device and properly leveraging hardware thatʼs available.
Whether youʼre thinking of optimizing an existing iPhone application or creating a brand new one that takes advantage of iPad, you should take the opportunity to design your apps as Universal apps.
iPhone SDK now support for creating Universal apps is coming in a future seed, and thereʼs a lot you can do to prepare now.
Building a Universal app with TapBits will reward your customers with a great experience no matter what device they run your application on, and will make management of your apps on the App Store simpler. Let us design, write good conditional code, and build great apps for your ideas and customers – get in touch with us!
How to Create Your First iPhone Application
Jan.06, 2010

1. Introduction
So, you are here. This means that you have already completed the very first step in iPhone/iPad application development – and the most important one. You got an amazing idea of iPhone/iPad app and you want to make it reality! But you must be sure your idea is unique, novel, fun, entertaining – the minimum requirements for success. Once you are sure you got the right idea, you can proceed with point 2.
2. What do you need?
There are a couple of things that you MUST own/do in order to successfully turn your gorgeous idea into reality:
- get an iPhone/iPod Touch or iPad – yes, it will be hard to develop if you don’t own one
- get an Intel Mac computer running Mac OS X (yes, there are ones that run Windows but they are not appropriate)
- become an “Apple iPhone Developer Program” member – this requires $99 investment. It is worth!
- in case you wont be working on your own and you plan to involve others into your project – better prepare a Non-Disclosure Agreement (sample: http://help.elance.com/forums/30970/entries/34757). We recommend this since, as we all know, “two is more than one”. It will be best if you get a team into this – this promises better prospects for success.
Of course you can do it all yourself, we just don’t recommend this approach.
- you’ll have to install the latest version if the iPhone SDK on your Intel Mac
3. Who should do what?
Everyone is good in something particular. Also, it is best when you get the right man for the right job. So here you have to choose what part you can handle yourself and what should be left for your team to handle.
Here is a list of abilities – check it and make your decision:
- marketing (research)
- marketing (promotion)
- design GUI and/or WEB
- programming
- draw/sketch
- testing (ability to check functionality)
So, what should be it? Once you make your decision don’t forget to have your team members sign your Non-Disclosure Agreement – a very important one!
4. Finger the soil
You should not only inquire about what people like in the iPhone/iPad apps, but also check what other developers did and learn from them. There are all types of apps in the App Store – from very successful to ugly and failed ones. They are all “telling” you something. Something you have to carefully listen at and learn your lesson.
The best way to come up with original and even novel idea is when you
There always is the possibility that your first app is not that successful, but even then you can reference this case as “what not to do anymore” and learn from it.
5. Focus on your auditory
Who they are? What they want? How to help them achieve their goals within the app?
These are the question that should bother you. Try and give your best to find the proper answer. This will help you reach you loyal auditory and rage audience.
It could be a game, a utility application or even both. In any way, focus on things the audience will find at least useful.
6. Grab the pencil!
Yes, literally, you have to draw each screen. This way you can get a clear picture (again, literally) of what each screen need to present. How people will change screens, going from one place to another. How things will happen.
7. Design and programming
This is where it all happens. If you chose to be the designer or the programmer in point 3, this should be something that comes natively to you and you won’t face any issues.
Note that if you have no experience with mobile apps design it will be best if you get some help from experienced designer. Also, if you have a bunch of programming skills but nothing in Objective-C/Cocoa, you will have to look for help too, otherwise it would be reasonable to add a month of development time for ramping up.
