Getting Started with Spring Data – MongoDB in Scala

Amir Moulavi

I used MongoDB for a project in 2010 and I had great experience with it. Unfortunately I didn’t get the chance to work with this agile and scalable document-oriented database again until now. But my current assignment has brought the opportunity to use it in production In this post I want to show you a [...]

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Getting started with Android NDK

Per-Erik Bergman

You want to try out the Android NDK? I have gotten a lot of questions about how to setup and work with the NDK and I decided to write down how I do it. My goal with this entry is to gather all the information you need to get started with the Android NDK. I [...]

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Invoke any Method on any Thread

Fredrik Olsson

I previously wrote a blog post titled Performing any Selector on the Main Thread detailing a convenience category on NSInvoication for easily creating invocation objects that could be invoked on any thread. This category has served me well, and even got traction in the iOS developer community, so I never bothered to stop and think [...]

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Auto-incrementing Build Numbers in Xcode

Fredrik Olsson

Users and testers will find bugs you are sure you have already fixed. Sometimes they use the wrong version, sometimes your fix is not as good as you thought. Either way a tiny unique version number visible in the app can save you hours of work. Incrementing the version number of your project for every [...]

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A Not Very Short Introduction To Node.js

Anders Janmyr

Node.js is a set of asynchronous libraries, built on top of the Google V8 Javascript engine. Node is used for server side development in Javascript. Do you feel the rush of the 90′s coming through your head. It is not the revival of LiveWire, Node is a different beast. Node is a single threaded process, [...]

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OpenGL ES Tutorial for Android – Part VI – Textures

Per-Erik Bergman

Last tutorial we worked a bit more on meshes and we have also talked about adding colors to our mesh. The most common way of adding colors to your mesh is to add a texture. There is a couple of different steps involved with adding a texture to the mesh I will try to go [...]

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Exceptions and Errors on iOS

Fredrik Olsson

Cocoa, and by inheritance Cocoa Touch on iOS makes a clear distinction between what is an exception, and what is an error in your application. This should be obvious since NSException and NSError both inherit from the NSObject root class with no relations at all. Programmer vs. User Exceptions are intended for signaling programming errors [...]

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Extending the JDT

Michael Kober

A couple of weeks ago I had a look at the Motodevstudio for Android developers and I think it has some quite nice features like code snippets or wizards for Android activities, services and more. Actually it’s is quite easy to extend the eclipse JDT and provide such useful plugins. This blog post is about [...]

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Performing any Selector on the Main Thread

Fredrik Olsson

Many UI frameworks, including AppKit for Mac OS X and UIKit for iPhone OS, require that all methods to UI components are sent on the main UI thread. Cocoa and Cocoa Touch make this quite easy by providing for example -[NSObject performSelectorOnMainThread:withObject:waitUntilDone:] in Foundation. Making updating the text for a text field a snap: [someTextField [...]

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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 unless it is to make a failing [...]

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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. [...]

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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 [...]

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