The mobile developer population has boomed, and the number of mobile apps in the market has hit new heights. Most studies show that in-app advertising is set to be a key driver of mobile growth over the coming years. In this article, Stacy Golmack will shed some light on the questions like: Is the average revenue truly growing? What are the most popular monetization models in the market today? Which ones will be driving growth tomorrow? Which models have outlived their time? She’ll try to present comprehensive answers, backed by statistical reports and expert opinion.
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While the concept of mobile-first began as a philosophy to help prioritize content and ensure positive, device-agnostic experiences, budgetary and scheduling constraints often result in mobile-first meaning mobile-only. According to the analytics data of Marli and Jasons’s healthcare clients, the majority of their users are still on desktop. They want to provide a positive experience for those users and for users on mobile and tablet apps and for those using mobile browsers — and even for users having an in-person experience! It is not accurate to assume that mobile is the primary experience.
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Back in 2007, the world met the iPhone for the very first time. After Apple’s product debut, it took less than six months for work to begin on PhoneGap, which would become one of the first and most adopted frameworks for hybrid mobile app development — that is, for apps written simultaneously for multiple platforms using HTML, CSS and JavaScript, rather than coded in native languages.
When compared with the prospect of learning an entirely new language and development environment in order to program iOS (and soon Android) apps, the appeal of this type of development to the already huge population of web developers in the world was palpable.
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Game-making has never been easier on iOS since the introduction of SpriteKit. In part three of this three-part series, Marc Vandehey will finish up the RainCat game and complete the introduction to SpriteKit.
This is lesson three in your RainCat journey. Today you will learn how to create options for muting sounds; game-quitting option; and a main menu — with buttons
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Game-making has never been easier on iOS since the introduction of SpriteKit. In part two of this three-part series, Marc Vandehey will explore the basics of SpriteKit. If you missed out on the previous lesson, you can catch up by getting the code on GitHub. Remember that this tutorial requires Xcode 8 and Swift 3. Today, you will learn how to spawn the cat, spawn food, animate the cat and add sound effects and music. Let’s do it!
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In this three-part series, Marc Vandehey will explore the basics of SpriteKit. He will touch on SKPhysics, collisions, texture management, interactions, sound effects, music, buttons and SKScenes. The aim of this series is to get a good understanding of what goes into making a simple game. You can check in with us later on and use the code as a reference for future projects. I will keep updating the code base with interesting additions and refactoring. To get a taste of what you will be creating, check out the completed project.
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If there is one thing that will stand the test of time, it’s thumb placement on mobile devices. This makes consideration of the “thumb zone”, a term coined in Steven Hoober’s research, an important factor in the design and development of mobile interfaces. In this article, Samantha Ingram will share the knowledge she’s acquired about the thumb zone and how to apply its rules to navigation, cards and swipe gestures.
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Getting an app just right, getting it to work across all possible devices, with different OS versions, display resolutions, chipsets and other hardware characteristics, and making the user experience smooth across all possible configurations, is a challenging task. In this article, Ville-Veikko Helppi will look at what’s available for testing React Native apps. He’ll explain some key features of React Native, before looking at how to implement these tests, and then he will categorize testing methods and frameworks on three levels, providing examples for each.
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Nic Raboy is an application developer that has been developing mobile applications as a hobby for the past five years. In this article, Nic is going to tell his story about mobile application development. He will look at some of the common problems with developing mobile applications, both native and hybrid, and how NativeScript by Telerik fills the gap. He’ll proceed to develop a NativeScript Android and iOS application from scratch, and then convert the same application to use the bleeding-edge Angular 2 JavaScript framework.
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Melody Jams may not have made the creators millionaires, but it’s with no doubt an incredibly successful project. Since Melody Jams’ launch Jamie Kosoy and his team overcame massive technical, mental and physical challenges to produce something that is of really high quality. A certain kind of ruthlessness was required with the number of features they wanted to create. They had to go well out of their way to prove their trust to one another. And they had to constantly be making stuff to show each other, rather than just talking about what they were going to make.
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