Archive for 'Programming'

Advertising: AdMob v. AdWhirl

So we really haven’t gotten into the advertising side of iPhone programming that much, aside from casually noting a few links, but we’re starting to notice that some people are doing better at it than actually selling their programs. At least, there’s enough money in it now for people to FIGHT! So break out the popcorn and follow along with the developing Clash of the Juggernauts!

Juggernaut A in this case is AdMob, which it seems is the current biggest ad server in the mobile space, and Juggernaut B is AdWhirl, which makes a pretty compelling case to sign up with it by acting as a mediation layer instead of a direct provider. This did not go over well with Juggernaut A, so they decided to take their toys home with them:

Beginning July 22, AdMob will no longer serve ads requested from iPhone apps that employ ad network mediation layers such as AdWhirl or Tapjoy. This change will enable us to provide our publishers and advertisers, as well as end users, with the best possible experience and results…

Yeah, sure. We were raised on a dairy farm, so we know exactly what we’re smelling here. And so do most others; the discussion on the iphonesb list was … spirited, with threads like Who hates AdMob today? Hard to miss that sentiment, indeed. However, as you can see in the admob blocked adwhirl, now what? thread, Admob does indeed generally make up the bulk of revenues. Which is why, as this particularly perspicuous post portrays,

My theory goes as such: AdMob is frightened. They have a dominant position, but suddenly an influx of competitors has put the heat on 
them. I mean, frickin’ 800-pounds-ads-gorilla Google is getting into the game. And AdWhirl allows them to switch at a moment’s notice.
So, they make the decision to “balkanize” the target: “with us or against us”. They say: if we stop serving ads to AdWhirl now, when competitors can’t match our inventory and payouts, the large number of people having us as a primary revenue stream will have to switch to the AdMob SDK or lose us as a revenue stream. Makes sense in context.
Of course, this situation is not going to last. Competitors will eventually start to catch up to AdMob (I mean, frickin’ Google). And AdWhirl is a mid-to-long-term competitive advantage too large to drop…

Yep, we’d agree with that. There’s lots of other good insight in that thread worth checking out, too, but you get the gist of it.

Also note the thread My E-mail to AdMob about the adwhirl isssue, which sideslips into a discussion of new ad player MdotM, in which the founder shows up to fill in some background on it; and some more hard numbers on advertising return for your consideration in that thread as well.

And finally, if you haven’t come to a firm conclusion about which direction to take your ad-supported iPhone programming yet, then read this last thread, Thanks for all the support – AdWhirl, from one of the AdWhirl cofounders:

In terms of updates, we’ve been in communications with AdMob and the big requirement for them was not that developers couldn’t use both AdWhirl and AdMob, but rather, since they couldn’t tell when a developer was using AdWhirl to cycle through AdMob ads (since we requested directly from the library), they had to ban anyone using AdWhirl. That was why, after talking to them, we immediately pumped out a new version of the library that pulled AdMob’s SDK out, and differentiated our ads from AdMob’s ads. Developers can now safely implement both AdMob and AdWhirl with their own logic, but of course AdWhirl has no visibility into what is happening with AdMob and can’t help facilitate any optimization, customization, or ad tracking. (our blog post about this is here: http://www.adwhirl.com/blog)
Keep in mind, though, AdWhirl isn’t just about maximizing revenue and optimizing fill-rates (although we do that, too!) – we allow developers to create their own custom ads dynamically (both icon+text as well as full-width banner images) and link to wherever they’d like to. We realize other ad networks / companies will soon be following suit with their own house-ads products, but keep in mind that, as an OPEN PLATFORM, AdWhirl is planning to open up our community of over 1000 publishers across over 1500 apps, such that you guys can soon start helping one another directly with cross-promotion and getting apps past the top 100 without paying several thousand dollars to an ad network. There’s value in this community as you guys have clearly known for awhile!
Plus, we’re going to be offering new ways to monetize soon that break the whole advertising paradigm.
The important thing is we’ve worked really hard to make sure you guys aren’t forced to make a choice, which is what our open platform is all about.

Well, we know who we’re going to bet on as the long term iPhone advertising success story here!

Colophon:

For day 3 of The Great WordPress Client Test, our post is courtesy of

MacJournal.png

MacJournal 5.1.3!

This one, well … it’s not called “MacBlog”, you may notice — and that is for good reason. Although I suppose this “journal” concept must appeal to some not insignificant body of people or else it wouldn’t be into version 5, it’s just not designed as a blog management tool. So there’s really no point listing specific issues with WordPress, we’ll just jump straight to the conclusion of “pick something else” and give it a 3/10 for getting a post up with a picture, although we had to sort out a really annoying amount of formatting and metadata afterwards, and HTML editing is just not available!, which puts MacJournal right off the WordPress coder geek reservation far as we’re concerned.

Continue Reading →
1

Snippet: Intercepting Touches

Ever wanted to intercept touches on a view that generally eats them, like MKMapView for instance?

I’d like to allow my user to double-tap the map view to place an annotation marker, rather than the default zoom behaviour. What’s the preferred method of having my program intercept touch events, then either passing them along (single-touch) or not (double-tap)?

Well, here’s a question on Stack Overflow that answers that for MKMapView and probably UIWebView as well: create a wrapper view that intercepts the various touch events, then place the functional view inside it, like this:

#import <MapKit/MapKit.h>
- (void)applicationDidFinishLaunching:(UIApplication *)application {

//We create a view wich will catch Events as they occured and Log them in the Console
viewTouch = [[UIViewTouch alloc] initWithFrame:CGRectMake(0, 0, 320, 480)];

//Next we create the MKMapView object, which will be added as a subview of viewTouch
mapView = [[MKMapView alloc] initWithFrame:CGRectMake(0, 0, 320, 480)];
[viewTouch addSubview:mapView];

//And we display everything!
[window addSubview:viewTouch];
[window makeKeyAndVisible];
}

Colophon:

Second day of The Great WordPress Client Test, and today we’re checking out

ecto256.png

ecto 3.0!

Now this acts much more like a Mac program should. Interface is intuitive, category/tag/image composition beats Blogo all hollow, we like that ‘Amazon Helper’ plugin idea, … but there’s some quibbles here too:

  • The Preview window is resolutely blank. Blogo, now, it did a nice job of downloading all the appropriate templates from the blog. On the other hand, ecto actually uploaded it as expected and didn’t muck up the categories or lose text and so on … so we don’t count that as a major flaw.
  • Doesn’t seem to be a way to blockquote selected text, you have to click into blockquote mode then paste apparently. Not a dealbreaker I suppose, but I do rather like the online editor’s behavior that blockquotes the paragraph containing the insertion point.
  • It doesn’t maintain the Undo stack between HTML/text view changes either, even if you don’t actually do anything but switch between the two views.
  • Whilst in general the HTML creation and paste handling is excellent, and it’s a brilliant feature to actually force the HTML to be correct before leaving the HTML editor and offer to fix it for you like ecto does … in the particular circumstance where we’d like to paste source code in and slap <pre> tags around it, this feature actually gets in your way as it insists on making every line a new paragraph, which is not what we want as it loses the indentation. Perchance there’s a way around this, but it’s not immediately obvious.
  • The initial publish disallowed trackbacks/pingbacks. Presumably that’s a trivial setting fix somewhere, but allowing them really should be the default we think…

So yeah, we like this ecto thing overall, we’ll give it a solid eight from first impressions. Definitely worth an indepth evaluation probably … but we’ll see if we’re completely starstruck by any of the remaining five!

Continue Reading →
1

Code: Plausible Blocks

So you’re all pumped up about this deft-sounding “Block” (aka Closure) concept that Grand Central Dispatch is going to bring to us in Snow Leopard … but it’s not out yet, and Snow Leopard does not run on the iPhone! So what do you do?

Well, if you’re really excited, you … implement it yourself.

If you caught the sessions on blocks at WWDC, you may be as excited as
I am to make use of them. Unfortunately, they’re only available for
Snow Leopard.

As a result, I decided to back-port block support to iPhoneOS 3.0 and
Mac OS X 10.5…

Dude. That’s hardcore. Here’s the announcement of Plausible Blocks; project page on Google Code; and a tutorial demonstrating its use with NSOperationQueue and UIActionSheet with sample code on github. Enjoy!

UPDATE — More good posts on blocks:

Using Blocks: Understanding the Memory Management Rules

Blocks, Episode 1

Blocks, Episode 2: Life Cycles

UPDATE 2 — Recommendations from the 1.0 release announcement:

Joachim Bengtsson’s Programming with C Blocks

Mike Ash’s Series on Blocks, Part I

Mike Ash’s Series on Blocks, Part II

Landon Fuller’s Using Blocks 1 (as mentioned above)

Landon Fuller’s Using Blocks 2

Google Code Project FAQ

h/t: iPhoneSDK!

Continue Reading →
0

Library: ParseKit

Now here’s something pretty darn nifty: ParseKit, a super-duper set of goodies for both string tokenization

ParseKit provides general-purpose string tokenization services through thePKTokenizer and PKToken classes. Cocoa developers will be familiar with theNSScanner class provided by the Foundation Framework which provides a similar service. However, the PKTokenizer class is much easier to use for many common tokenization tasks, and offers powerful configuration options if the default tokenization behavior doesn’t match your needs…

and grammar-based language parsing. Neat.

ParseKit allows users to build parsers for custom languages from a declarative, BNF-style grammar without writing any code (well, ok.. a single line of code). Under the hood, grammar support is implemented using the ParseKit Objective-C API, so the grammar syntax closely mirrors the features of the Objective-C API…

Cool, huh? This is an Objective-C implementation of the tools described in Building Parsers With Java apparently, and runs on Leopard and iPhone of course; check out the Google Code project page for code and more documentation!

Continue Reading →
1

Tutorial: UIPasteboard

Yet another not quite as thorough but still worth a gander 3.0 tutorial over on Mobile Orchard today, Copy & Paste With UIPasteboard:

There are two system pasteboards: a General system-wide pasteboard that’s used for copy-paste operations and a Find pasteboard that holds the last search string.

Additionally, applications can create their own pasteboards that can be used by other apps. For example, a point-of-sales app and a credit card terminal app could use a shared pasteboard to pass payment details back and forth…

Fairly straightforward stuff, especially if you’ve delved into NSPasteboard on the desktop … but since we actually never had any particular reason to do so all that deeply, it was still a worthwhile read!

Continue Reading →
1

Code: BWToolkit

Here’s a nifty-looking resource for your desktop Cocoa development: BWToolkit! A wide selection of handy-dandy classes for jazzing up and speeding along your interface work — and get this, they come with their own Interface Builder plugin to boot:

BWToolkit is a BSD licensed plugin for Interface Builder 3 that contains commonly used UI elements and other useful objects. Using these objects is as simple as dragging them from the library to your canvas or document window.

When I first heard about the plugin architecture in IB 3, I saw a huge potential for improving the developer user experience and lowering the barrier to entry for developers who are new to Cocoa. I hope to have accomplished that with this plugin…

Yes, the various goodies described in the links would be nifty enough on their own — and the latest version is right up to date with Snow Leopard, no less — but we’re quite looking forward to adding our own collection of custom views and the like to Interface Builder … just as soon as we have some spare time. *laugh* *sob* *whimper*. Well, anyways, in the meantime, grab the source from bitbucket and check it out for yourself!

Continue Reading →
1

Library: CocoaREST

Here’s a library that may be of interest if you’ve got a use for RESTful services in your iPhone or desktop app: CocoaREST, a generalized superset/replacement for libraries such as MGTwitterEngine:

Recently I created a set of Cocoa classes that let developers interact with internet services such as Twitter, Facebook, Friendfeed, etc. The initial intent was simply to support Twitter, but as the classes became more generalized, the possibilities grew exponentially…

My library is written so you won’t need to look at my headers more than once (if that). This is the developer’s workflow I envisioned when I began writing the API:

  • Create a task of a certain service (ie, SDTwitterTask)
  • Set the task’s type appropriately
  • Navigate to the service’s API page for that task (let’s use mentions as an example)
  • Read that page and note all optional and required parameters
  • Set any properties (ivars) on the task that you would like to have passed to the API
  • Run the task and await results (or an error)

As you can see, it’s almost completely transparent. That’s the goal, no intermediate complexity, just a simple gateway to a website’s API.

Sounds promising, yes? Introduction to be found here; source and instructions to be found at github; and check out the author’s other open source projects as well!

h/t: cocoa-dev!

Continue Reading →
1

Tools: gDEBugger

So, you serious about improving your Open GL code for the desktop or Open GL ES code for the iPhone? Really serious? Like, “$1000? Pffft! A BARGAIN!” serious?

gDEBugger does what no other OpenGL tool can – lets you trace application activity on top of the OpenGL API to see what‘s happening within the graphic system implementation. gDEBugger saves you time by locating “hard-to-find” bugs caused by the incorrect use of the OpenGL API. Debugging OpenGL applications is faster and your applications are more reliable.
gDEBugger provides you with the application behavior information you need for optimizing application performance. No more redundant or “performance killer” OpenGL calls.
Also, you can perform regression tests to understand changes in visual display, performance and accuracy between different versions of your OpenGL application..

Well, have we got the tool for you: gDEBugger!

gDEBugger does what no other OpenGL tool can – lets you trace application activity on top of the OpenGL API to see what‘s happening within the graphic system implementation. gDEBugger saves you time by locating “hard-to-find” bugs caused by the incorrect use of the OpenGL API. Debugging OpenGL applications is faster and your applications are more reliable.

gDEBugger provides you with the application behavior information you need for optimizing application performance. No more redundant or “performance killer” OpenGL calls.

Also, you can perform regression tests to understand changes in visual display, performance and accuracy between different versions of your OpenGL application…

Indeed. We’d seen this tool mentioned before on the mac-0pengl list, so when we saw news of an iPhone beta, we signed right up for it. And indeed, once you get past the flaky Windowsness of the port, it is a most uniquely functional tool. Check out the tutorial and this article on optimization which is part of the extensive online help.So that’s all very well, and it’s apparently popular, but how does it actually run? Well, we ran it over the very early shell of a little iPhone program we’re working on here, and here’s what it looks like at work:

gDebuggerScreenShot

That’s some pretty detailed information, huh? And on the right there is a sample of the kind of thing it finds for you; apparently we’re calling glGetIntegerv somewhere or other, and it politely tells us

Using “Get” or “Is” functions slows down render performance. These commands force the graphic system to execute all queued OpenGL calls before it can answer the “Get” or “Is” query.

Instead, consider caching relevant state variable values inside your application’s code.

Isn’t that helpful? Learn a new thing every day, yes indeed!

So we would suggest that you should all go out and add it to your toolset immediately if you’re doing any OpenGL work, being uniquely suited to that … but $1000-odd with the maintenance package whatever that is, that’s kinda on the steep side if you’re not actually optimization bound at this exact moment, isn’t it? But we shall see what price point they actually release it at soon enough apparently, the release version is scheduled for sometime in July apparently. And July is close!

Continue Reading →
2

Environment: Ansca

Whilst this isn’t likely to be of great interest to us personally, if you happen to be the scripting type of chap — particularly if you’re fond of Lua — here’s something you may find interesting: a development environment for the iPhone called Ansca and aimed directly at you:

“I hate being a n00b. So I’m just going to get over and say that I am completely lost when it comes to XCode/Cocoa (Apple developer frameworks that use Objective C). I also am not so keen on Objective-C. Can anyone point me in the direction of maybe a book or two?” a befuddled developer asked at the developer site HackintOsh.org on March 17.
“For anyone struggling with XCode/Objective-C, give Ansca Corona a look,” urged Trae Regan, a central Florida iPhone application developer who blogged on the release of the SDK today. “It’s a Lua-based iPhone Development Framework that looks to be very easy to use.”
The Ansca development framework brings a JavaScript or Adobe Flash ActionScript type of language to iPhone applications.

“I hate being a n00b. So I’m just going to get over and say that I am completely lost when it comes to XCode/Cocoa (Apple developer frameworks that use Objective C). I also am not so keen on Objective-C. Can anyone point me in the direction of maybe a book or two?” a befuddled developer asked at the developer site HackintOsh.org on March 17.

“For anyone struggling with XCode/Objective-C, give Ansca Corona a look,” urged Trae Regan, a central Florida iPhone application developer who blogged on the release of the SDK today. “It’s a Lua-based iPhone Development Framework that looks to be very easy to use.”

The Ansca development framework brings a JavaScript or Adobe Flash ActionScript type of language to iPhone applications…

Um, yeah. Right then. Must admit that leaves us so cold we do believe we’re actually superconducting, as we find Objective-C downright enjoyable to work with; but hey if it’s got you fired up, signup for the “early adopter” version is free at the moment and apparently quite popular; there’s also a small gallery of products published with it already.

h/t: MobileGamesBlog!

Continue Reading →
4
Page 78 of 98 «...5060707677787980...»