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Showing posts with the label mobile

[eBook] Understanding mobile application development for everybody

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Problematic Mobile applications are used by many people these days. Many craftsmen, freelancers and others people have at the point, the idea to make their own mobile application to support their business. In general it's a really good idea to do so. Providing a quality application to your customer is always a PLUS and sometimes a MUST.  The problem is that sometimes, we don't know what creating an application implies and we don't know how to start... ➡️ This often leads to time and money loss 🤯 Guide to design your mobile app [ free eBook ] Below, you will find a link to download a presentation that I wrote about how to design your mobile app.  This is a short document that will help you to understand all the steps needed in order to publish a stable and a quality application .  We also cover the 'delays' problematic as many people think that a mobile app is fast to develop, so they underestimate deadlines... You will also find a few tips about Play Store and the

[Flutter Tips] Remove the "DEBUG" banner of your Flutter app

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  [Flutter Tips] Remove the "DEBUG" banner of your Flutter app When you start coding a new application with Flutter, you  will surely see a banner with "Debug" text displayed on the top right corner of your app. To remove it, you will need to set the debugShowCheckedModeBanner property of the MaterialApp (or CupertinoApp ) widget to false . 🟢Here’s an example on how to do it: import 'package:flutter/material.dart'; void main() { runApp(MyApp()); } class MyApp extends StatelessWidget { @override Widget build(BuildContext context) { return MaterialApp( title: 'Flutter Demo', debugShowCheckedModeBanner : false, // This removes the debug banner home: Scaffold( appBar: AppBar( title: Text('No Debug Banner'), ), body: Center( child: Text('Hello, World!'), ), ), ); } } > debugShowCheckedModeBanner: false : This line ensures that the debug ban

Wallpapers for your mobile

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Mobile applications need wallpapers My mobile applications Actually, I'm developing some Flutter mobile applications. If you have already designed mobile apps, you must know that at some point, you will need picture assets and more specifically, background images. All that in order to give your application a specific feeling... Original wallpapers In my daily mission of creating applications, I take regularly some time to design wallpapers. Now, with AI tools (and a lot of imagination), you can design original content. So I propose to you to discover some of my creations. For instance I tried to design specific atmosphere inspired by Rick & Morty universe. I give you access to a pack of wallpapers, that you can download for free if you have subscribed to my "buymeACoffee.com" account. ✅Download: Original Wallpaper pack (on BuyMeACoffee.com) 👀You can have a preview of all wallpapers on Youtube: Wallpapers pack presentation (Youtube) Tell me what you think, and if you

[Flutter tip] How to ignore lowerCamelCase warnings for your whole project

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If you like me, are coding generally in C# or other Camel case based programming language and start to  code in Flutter / Dart, you will always see a warning like this:   The variable name 'xxxx' isn't a lowerCamelCase identifier. Try changing the name to follow the lowerCamelCase style. To solve that, you can add a specific comment at the begining of each file where you have this issue. But maybe the most interesting thing for you is to do it only once in your whole project. For that, you have to edit the following file: analysis_options.yaml Add the following statements:  non_constant_identifier_names: ignore # This file configures the analyzer, which statically analyzes Dart code to # check for errors, warnings, and lints. include: package:flutter_lints/flutter.yaml linter: rules: # avoid_print: false # Uncomment to disable the `avoid_print` rule # prefer_single_quotes: true # Uncomment to enable the `prefer_single_quotes` rule # Disable the non_const

[GODOT] Animate camera depending on touch screen events (C#)

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If you develop a 2D game for mobile, like a RPG game seen from top (Zelda like for instance), and you want to navigate on your map just by dragging the screen, here is the simple way to implement it in GODOT. In your level scene you have to add a "Camera" Node and make it the current one: public override void _Ready() { // Ensure the camera is set as current Current = true; } Then create the associated Camera script (in this example in C#). You have to handle Godot input events to animate the camera. The events to manage are: - InputEventScreenTouch - InputEventScreenDrag The goal is to determinate the delta amount of  horizontal & vertical spaces that have been dragged by the user. You can see an example of handling these events in the following code snippet (camera script):  using Godot; using System; public partial class camera : Camera2D { private Vector2 _touchStartPosition = new Vector2(); private bool _isDragging = false; // Call

[News] Microsoft acquire Xamarin !

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In its original blog post ( that you can find it here ), Scott Guthrie has announced that Microsoft acquired Xamarin, the company that gave us the technology to develop mobile apps in C# for  iOS, Android and WP :) Wednesday, February 24, 2016 In my mind it s a good news for the futur evolution of the technology, however we can ask ourself about the futur development and pricing strategies... Hope it will be more accessible, at less in term of pricing, than the actual version ! What do you think ?

Android Ad-Hoc app publication guide (with Xamarin Studio)

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Warning before to start Before to install a custom APK app on your device, make sure it comes from a secured and trusted source ! Generate your APK using Xamarin Studio In order to have a valid package file (APK file), we have to generate a valid package signed with a security certificate. You can use a temporary certificate for test purpose. The process bellow shows you how to do that using Xamarin Studio Wizard: Generate your APK Select Archive for publishing menu Then select "Ad-Hoc" option (to generate your APK localy) Click on "Sign and distribute" Create a custom signing certificate Create a temporary certificate to sign your APK file Install the APK on the target device Configure the target device In order to accept and install a "custom" APK (application coming from other sources than the Play Store), you will need to unlock your phone. This is done in the phone's parameters