development

Git Pro Tip: Let grb Handle Remote Branches for You

It seems like git has been picking up more and more traction in the web community, and tools like Tower and gitx seem to be making git tons more accessible to designers. One of my favorite features of git is how easy it makes branching. Most of the time that I work on a new feature I create a branch for it in my git repo, and I typically push that branch up to the server if it’s going to be around for more than a few hours. The commands for doing all of that can be hard to remember, though. Enter grb, short for git_remote_branch.

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MC3D – Platform Agnostic 3D Foundation

Sorry for the lack of posts recently. Things have been, well… you know. Same old story. Super busy. Which is good, but it’s murder on blog post frequency.

I’ve recently had to port some OpenGL ES work I did from iOS to Android. It used to be that doing so would have been insanely painful (as opposed to just painful). I would have had to convert the Objective-C code to Java, and then maintain completely distinct sets of code that do the same exact thing. Fortunately, the Android NDK (Native Development Kit) allows you to write code for Android in C/C++. The version of the NDK supported on 2.2 still requires part of the Activity (Android’s counterpart to an iOS view controller) to be written in Java, but does allow you to call C/C++ code using JNI. In 2.3 and 3.0, you can do entire activities in C or C++.

This is a huge step forward for Android for those of us who do performance-critical work on multiple platforms, but it’s not without some pain. Debugging across the JNI bridge is… less than easy. But, being able to share code across platforms is a huge win, and being able to get native speeds in the process is teh awseome.

During these projects, I’ve been taking a lot of my 3D-related code and creating a new set of platform-agnostic C functions and types. I’ve been cleaning up and making names consistent, and placing appropriate pre-compiler macros to make sure the code compiles correctly everywhere. On iOS, the library will take advantage of the Accelerate Framework in places, but doesn’t require Accelerate to function.

I’ve chosen C because I don’t like mixing C++ and Objective-C. The object models are two different for my tastes. But I’ve also made sure to include proper ifdef’d extern statements so that you can import the MC3D header files from C++ without hassle.

I’ve dubbed this set of functions MC3D, and I’m making it open source under a simplified version of the simplified BSD license (simplified simplified BSD license?). I’ve taken out the attribution requirement, so the only requirement is that if you re-distribute the source code, you have to leave the copyright and license text intact. That’s it. Otherwise, you can use it for free in any project, commercial or otherwise, without paying anything, without attributing, and without asking (no really, you don’t need to ask).

MC3D is still very much a work in progress, and I’m only adding code to the repository that I feel is ready for public consumption. Much of what’s in MC3D has been posted here before, sometimes with different names or in slightly different form.

I have other code that I plan to add in the future, including higher-level functionality like model loading, scene management, and skeletal animation, but I won’t add anything until its both solid and platform agnostic.

Currently, documentation is very sparse, and I currently can’t offer any support or help with using it, so caveat emptor! I will gladly accept contributions, bug fixes, and new functionality back into the MC3D codeline.

MC3D on GitHub.

Link fixed, sorry about that

©2008-2010 Jeff LaMarche.
http://iphonedevelopment.blogspot.com

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Shortchanging Your Business with User-Hostile Platforms

Shortchanging Your Business with User-Hostile Platforms

After yet another Campfire outage this week (albeit a brief one), I went looking for an alternative group chat solution for our distributed team at BankSimple. Griping on Twitter led to a number of suggestions, and we gave the most frequently occurring suggestion a try.

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App Store-safe Page Curl animations at Ole Begemann: iOS Development

Launch (Ftrain.com) — Brace yourself for the initial angry wave of criticism: why wasn’t I consulted?

High Scalability – High Scalability

Martin Doms : Using the Google Reader API – Part 2

TestFlight | iOS beta testing on the fly

Objective-C Memory Management & Garbage Collection

Friday Q&A 2010-12-17: Custom Object Allocators in Objective-C

Google Author link
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