📜 First make it work (get tests to pass)

First make it work (get tests to pass). Then make it right (clean it). Then make it fast. (if it needs it). Uncle Bob (via How to convince ‘performance guys’ to Clean Code – Google Groups )

December 3, 2013 · 1 min · 37 words

📺 The User is Drunk

The User is Drunk (by squareweave ) Blurry vision Attention-poor (Guide them) Say it twice Emotional (Do over the shoulder testing) Drunk, not dumb ( Source: https://www.youtube.com/ )

November 22, 2013 · 1 min · 28 words

🏞 (image)

(via The 5 Rules of Storytelling Every Teacher Should Know about ~ Educational Technology and Mobile Learning )

November 12, 2013 · 1 min · 18 words

📜 All well-drawn characters have a spine. And the idea is that the

All well-drawn characters have a spine. And the idea is that the character has an inner motor, a dominant, unconscious goal that they’re striving for, an itch that they can’t scratch. Judith Weston (via Andrew Stanton: The clues to a great story | TED.com )

November 12, 2013 · 1 min · 45 words

📺 Andrew Stanton: The clues to a great story

All good stories (…) should give you a promise. [to be fulfilled] Make the audience put things together. Don’t give them four, give them two plus two. [“The Unifying Theory of 2 + 2”] Storytelling has guidelines, not hard, fast rules. A strong theme is always running through well told story. The best stories infuse wonder. (via Andrew Stanton: The clues to a great story | Video on TED.com)

November 12, 2013 · 1 min · 69 words

📜 Drama is anticipation mingled with uncertainty

Drama is anticipation mingled with uncertainty William Archer (via Andrew Stanton: The clues to a great story | TED.com )

November 12, 2013 · 1 min · 20 words

🔗 Support Guidelines « Vesper

Support Guidelines « Vesper Dave Wiskus ’ guidelines for handling @vesperapp support emails: Use Names Everyone Gets a Reply No Arguments Keep Records Be Honest Sooner is Better Ask for a Favor Say ‘Thank You’

November 6, 2013 · 1 min · 35 words

🔗 iOS Design Patterns

iOS Design Patterns The tutorial is divided into sections, one section per design pattern. In each section, you’ll read an explanation of the following: What the design pattern is. Why you should use it. How to use it and, where appropriate, common pitfalls to watch for when using the pattern. (…) In the process of developing this app, you’ll become acquainted with the most common Cocoa design patterns: Creational : Singleton and Abstract Factory....

October 4, 2013 · 1 min · 91 words

🔗 newfoo: Good Practices for Big iPhone Projects

newfoo: Good Practices for Big iPhone Projects Developing a high-quality iPhone app can be tricky stuff for new and veteran developers alike – especially on larger projects. In this article, I’ll discuss several tools & techniques that have helped my teams and me to produce high quality work and helped save a lot of time. Use Multiple Build Configurations Use an Enhanced UIColor Use isEmpty Instead of Nil and Length Checks Use Logging Treat Compile Warnings as Errors Use Static Analysis Frequently Learn Apple’s Rules for Memory Management

October 2, 2013 · 1 min · 88 words

🔗 Warnings I turn on, and why » Idle Time

Warnings I turn on, and why » Idle Time I’ve started turning on most of Xcode’s warning options and one warning-related build setting in all of my personal projects. I suggest you do the same. (…) The rest of the warnings, I turn on because either they make something clearer or they tell me about either real or potential (i.e., future real) bugs. See also boredzo/Warnings-xcconfig repo at GitHub.

October 2, 2013 · 1 min · 69 words