iPhone Apps: Roll your Own ?
wb4jfi
wb4jfi at knology.net
Tue Mar 9 10:57:29 CST 2010
Unless something has changed, creating the app was not the big issue. I
downloaded their dev environment a year ago, and it seemed OK. But,
they require that all app distro be through iTunes and the iStore. It
costs $200 to sign up for that, per person/organization. And, you can't
even try your app on a real iphone until you go through that. You can
possibly piggyback with another willing organization, but good luck
finding one.
I like my iPhone, but I gave up the idea of creating anything for it.
Apple and their closed system/minds....
Terry
Andre Kesteloot wrote:
>
> Software
> *Easy-To-Make iPhone Apps*
> Dan Woods, 03.09.10, 6:00 AM ET
>
> If you ever had an idea for an iPhone app but did not really have a
> clue about how you would get it working, your time has come. A new
> generation of simplified iPhone app development environments are about
> to reduce the technical skill required and promise to add fuel to the
> already explosive growth in the number of apps.
>
> The current road to an iPhone app leads through Apple's iPhone
> Software Development Kit, which is a collection of software, sample
> programs and educational material that provide the tools that are
> needed to create an app. IPhone app programming is based on a language
> called Objective C, which is a powerful language but one that requires
> a programming background to master. Most people who can create an HTML
> page without too much trouble wouldn't know where to begin to create
> an Objective C program.
>
> The new iPhone app developer toolkits vary widely in power and
> approach, and frankly, will lead to a lot of useless apps, something
> there is no shortage of now. But they will also unlock user-driven
> innovation on a massive scale, and this will no doubt lead to many
> success stories. Here's the lay of the land on how these new toolkits
> work and what they can do for you.
>
> First of all, it is important to separate the toolkits by their
> approach to creating iPhone apps. The two broad categories are
> template-based systems and those that provide simplified building blocks.
>
> The template-based systems reduce the process of creating an iPhone
> app to a fill-in-the-blank process. To create an app, you choose a
> template that provides the basic structure and functions of the app.
> You then add assets such as graphics or sound files or links to the
> template, press a button and out pops a working app. Examples of such
> environments include Mobile Roadie, aimed at bands that want apps and
> AppBreeder, which has a number of different templates. Larger systems
> for content management like Kyte now offer ways of automatically
> producing apps as well.
>
> The advantage of template app development environments is that they
> significantly lower the barrier to creating an app. You don't have to
> hire a development firm to write Objective C for you. If you can
> manage to get graphics in the right form, you can get an app that
> looks quite good. The problem is that such an approach offers limited
> flexibility. If you want what is in a template, great. But if you want
> to adjust things in a way that was not anticipated, you are out of luck.
>
> The building block approach is much more powerful, but demands a bit
> more thinking and understanding on the part of the developer. The
> building block approach provides the developer with a blank canvas.
> You then choose from a set of building blocks and place them on the
> canvas. The building blocks can be configured by filling in the blanks
> for certain types of assets and through configuration parameters. But
> the number of building blocks on the page, their size and how they
> interact is far more flexible than the template approach. Anyone who
> has done Visual Basic programming will find the building block
> approach familiar. But you must understand the building blocks (title
> of a page, map, buttons, lists, etc.) and how they interact, which is
> somewhat more difficult than filling in a template.
>
> EachScape is the pioneer in the building block approach. EachScape was
> cofounded by Ludo Collin, cofounder of StarCut, a mobile Web site
> development house, and Bob Fitterman, the former CTO of Vindigo, a
> mobile local search service that was way ahead of its time. Other
> companies pursuing the building block approach may be out there, but I
> haven't been able to find them.
>
> "Template-driven solutions tend to produce apps that all look the same
> and have limited capabilities," said Fitterman, who is now CTO of
> EachScape. "EachScape lets nonprogrammers create smart phone apps with
> all the hallmarks of a custom program: advanced user interactions,
> local data storage and even the ability to incorporate custom UI
> elements. Our apps each look unique because they aren't confined to
> what the template lets you do." For a look at an app created by
> EachScape check out /TimeOut Magazine's/ Guide to New York City
> <http://itunes.apple.com/app/time-out-new-york/id342731404?mt=8&tduid=87cb0a12044b7c0419315a8e1deb6566&affId=1503186>.
>
> ------------------------------------------------------------------------
>
> But Fitterman acknowledges that templates provide such an easy way to
> get started that he is going to incorporate templates constructed out
> of building blocks into EachScape. Once users have some experience
> with templates, they may be able to handle building blocks.
>
> Which choice is right for you? If there is a template-based
> environment out there that does exactly what you want, then go for it.
> It will be the simplest path to creating an app. But if you want to do
> something unique or are a digital agency that is going to create a lot
> of apps, the building block approach is probably better.
>
> One major advantage of using these simplified environments is that
> some of them will not only create an iPhone App but also create apps
> that could run on Android or Palm or other platforms and devices.
> Fitterman says EachScape has its Android version up and running based
> on the same building blocks that are used to develop iPhone apps.
>
> So the next time an idea for an iPhone app pops into your head, don't
> just let it sit there. Bring it to life.
>
> /Dan Woods is chief technology officer and editor of Evolved
> Technologist, a research firm focused on the needs of CTOs and chief
> information officers. He consults for many of the companies he writes
> about. For more information, go to evolvedtechnologist.com
> <http://www.evolvedtechnologist.com/>/.
>
> ------------------------------------------------------------------------
>
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