Video recording and production done by Istanbul Tech Tals
What developers want is localization which is uniform across platforms (Android, iOS, Windows Phone, HTML/5), fully supports static and dynamic phrases, eliminates mixing and matching file types, and integrates seamlessly (largely transparently) into the development process. Welcome to Localization 2.0, the next generation. If you have already undertaken localization, this talk will show you the benefits of Localization 2.0 and how to achieve them. If you haven't begun localization, learn how to avoid the costly shortcomings of outdated localization approaches.
When Artsy released a mobile app we had to re-think how we could translate an ever changing web experience into something small and beautiful. We built it with a tight time-frame, a small team and a collection of ever changing specs and iOS betas. Orta will discuss the ways that they dealt with the aftermath of 3 months sprinting, and 2 months cleanup before another release could happen. How we built the mobile Artsy website simultaneously so that there was always a backup. And finally where the app is now, and how both visually and architecturally the app is changing to slowly become as elegant as the works presented inside it.
Chris highlights the benefits and different techniques of doing concurrent programming and show how developers can avoid some obvious and some not so obvious mistakes.
Everyone knows the pain of convoluted code as an application grows and feature after feature is being added. In this talk Peter will let you explore ideas how to grow your project in a healthy, maintainable way, how to manage dependencies, how to design code around testability, how to write plugins and even some practical solutions around the idea of aspect oriented programming. This is all based on a large-scale 150k lines project and Peter will show some production code as well.
Max presents TextKit - probably the most significant recent addition to UIKit. iOS 7's new interface replaces icons and bezels with text, all of which is now driven by the new framework. Max covers how TextKit came to be, what it's all about, and, by means of a couple of examples, how things that took weeks before can now be solved in a few lines of code.
Eric presents ProGuard - the open-source optimizer and obfuscator that is integrated in the Android SDK. ProGuard reduces the size of applications, improves their performance, and makes them more difficult to reverse-engineer. Eric presents some typical results on what to expect from ProGuard, discuss the latest developments and provide some background that should help mobile developers get the best out of ProGuard.
Android is now the most popular software platform in the world and millions of people use it in their everyday life. One of the largest challenges for application developers is how to make their applications consume as little network and battery as possible. Although the Android platform has improved a lot over the years, there are still lots of things that developers need to think about. In this session, Erik goes through the different choices and what they will mean to your application. Learn about the latest protocols, Android platform tricks and how to get the most out of an Android device without draining its battery.
Niklas introduces and runs demos of RoboVM - a new open-source project with the goal of bringing Java and other JVM languages to iOS devices. The RoboVM ahead-of-time compiler translates Java bytecode into native code that runs directly on the CPU without the overhead of an interpreter. Access to the iOS Cocoa Touch APIs is provided through a Java to Objective-C bridge enabling the development of apps with truly native UIs and full hardware access.
Consider this talk a 45 minute boot camp about libgdx. Mario will introduce you to the overall idea behind libgdx, show you how to create your first project, run and debug it on all supported platforms and introduce the bare minimum of libgdx's API to write a very simple game. After attending the talk you should be well equipped to dive into the documentation and samples of libgdx to start writting your first game!
Nathan focuses on how developers can code better by defining in a provable way how code should function before it is written. Test-driving code reduces the penchant for writing code developers don't need while increasing productivity on the code they do need, and provides a working model of how each part of the system works, deterring regressions. Don't believe him? Come follow along with Nathan as he walks through testing a simple game before writing a lick of production code.