Recently I received a question about working with markdown text.
Here’s a complete example of a note taking app called NoteIt from Bruno Wernimont who createded the excellent previously mentioned open source utility library BaseKit.
NoteIt accepts markdown input, and provides a very nice interface with custom keyboard keys, adding/removing notes and more optimized for both iPhone and iPad app.
Here are a couple images from the iPhone version of the app:
1Password is a popular Mac/iOS password manager that can be integrated within your apps, and one app, Riposte, has gained some notoriety for it’s easy to use password entry by integrating with 1Password.
The guys at 1Password have written a small guide on their site discussing how you can check to see if the 1Password app is present on the user’s device, and how to integrate 1Password within your app by using url schemes, and setting 1Password as browser.
There are a number of different web based APIs that you can use to gather information that can be used within music apps.
Two of those APIs are provided by Last.FM and 8tracks that you can use to gather artist information, and information on different user created mixes and radio stations that can be used to enhance music apps.
Last week I mentioned a straightforward tutorial for working with the iOS user data API’s including a user’s contacts.
Here’s an iOS Objective-C example from Daniel Bader providing more insight into working with a user’s contact list. The example shows not only how to gather a user’s contacts but also how to guess a user’s favorite contacts.
This is done by rating each individual contact using the assumption that the more information a user has about a contact the greater the importance of that contact.
I’ve mentioned some excellent beginner tutorials on using OpenGL ES, here’s an advanced example on using OpenGL ES using a different approach to render the Milky Way galaxy.
The Milky Way contains over 200 billion stars and here’s an example from Hanno Rein that uses some interesting techniques to render this overwhelmingly large structure.
The example uses a background texture map, a dust map for determining the depth of each point, and uses point sprites to create the 3D points altogether with some custom vertex and fragment shaders.