OpenGL ES Tutorial for Android – Part V – More on Meshes

Per-Erik Bergman

I have a feeling that some of you have tried my tutorials and then thought “This is a 3D tutorial, but why is everything in 2D?”. So in this tutorial we will make some real 3D meshes. This is also necessary for the following tutorials.
When I started I had problems with finding out how [...]

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Continuos Integration for XCode projects

Christian Hedin

Continuos Integration is the practice of integrating changes from many people as often as possible. Instead of merging changes once a month and spending time handling merge errors you try integrate every day, perhaps even every hour. Each integration is built and tested on a server. If there are build errors or test failures, you [...]

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Boosting Android performance using JNI

Mattias Rosberg

JNI or Java Native Interface is the interface between the Java code running in a JVM and the native code running outside the JVM. It works both ways, that is you can use JNI to call native code from your Java programs and to call Java code from your native code. The native code normally [...]

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Test Driven Development in XCode

Christian Hedin

Test Driven Development, or TDD for short, is a simple software development practice where unit tests, small focused test cases, drive the development forward. This is most easily explained by the Three Rules of TDD that dictate the following:

You are not allowed to write any production code [...]

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OpenGL ES Tutorial for Android – Part IV – Adding colors

Per-Erik Bergman

Last tutorial was about transformations. This tutorial will be a short one. I’m going to talk about adding color to your mesh. I will continue with the source code from tutorial II.
Adding color
3D models with no colors are pretty boring so let’s add some color to it. In general colors need no explanation. OpenGL ES [...]

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OpenGL ES Tutorial for Android – Part III – Transformations

Per-Erik Bergman

Last tutorial was about building your polygons. This tutorial is all about transformations, how to move the polygons around. I will continue this tutorial from where the previous ended so you can use that source code or make a copy of it.
I am not going to bore you with a lot of mathematics but I [...]

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OpenGL ES Tutorial for Android – Part II – Building a polygon

Per-Erik Bergman

Previous tutorial was all about setting up the GLSurfaceView. Be sure to read it beacuse it’s a really importent one to be able to continue.
Building a polygon
In this tutorial we will render our first polygon.
3D models are built up with smaller elements (vertices, edges, faces, and polygons) which can be manipulated individually.
Vertex
A vertex (vertices in [...]

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OpenGL ES Tutorial for Android – Part I – Setting up the view

Per-Erik Bergman

I’m going to write a couple of tutorials on using OpenGL ES on Android phones. The theory of OpenGL ES is the same on different devices so it should be quite easy to convert them to another platform.
I can’t always remember where I found particular info so I might not always be able to give [...]

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UIToolbars in iPhone OS 2.x

Fredrik Olsson

The new release of iPhone OS 3.0 adds some nice API:s for managing a contextual toolbar. This is well needed as toolbars in the current iteration of iPhone OS is not only poorly documented, it is also quite hard to do right. So I will go over how to do toolbars the right way, for [...]

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Simple Authentication Using Spring LDAP

Mattias Hellborg Arthursson

It’s with great pleasure that we can now finally announce the final 1.3.0 version of Spring LDAP. It’s been a while since we’ve made a major release, but there’s quite a bit in this one to make up for it. Among the highlights of this release are the improvements in the authentication area, which is [...]

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Accelerometer and Vibration on the iPhone

Fredrik Olsson

Last friday I attended an excellent session at Øredev 2008, on Android by Mike Jennings from Google. At the end of the presentation Mike show the code for a simple application with a bouncing blue ball, controlled by the accelerometer. What stroke me was that the git of the application was 85 lines of code, [...]

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