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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna
praeclarum

Continuous - C# and F# IDE for the iPad

praeclarum

Over the past six months I have been working on a new .NET IDE for the iPad, and today I am very pleased to release it on the App Store.

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Continuous gives you the power of a traditional desktop .NET IDE - full C# 6 and F# 4 language support with semantic highlighting and code completion - while also featuring live code execution so you don’t have to wait around for code to compile and run. Continuous works completely offline so you get super fast compiles and your code is secure.

Continuous gives you access to all of .NET’s standard library, F#’s core library, all of Xamarin’s iOS binding, and Xamarin.Forms. Access to all of these libraries means you won’t be constrained by Continuous - you can write code exactly as you’re used to.

Real Work, on the iPad

I love the iPad but was still stuck having to lug around my laptop if I ever wanted to do “real work”. Real work, in my world, means programming. There are indeed other IDEs for the iPad: there is the powerful Pythonista app and the brilliant Codea app. But neither of those apps was able to help me in my job: writing iOS apps in C# and F#. I couldn’t use my favorite languages on my favorite device and that unfortunately relegated my iPad to a play thing.

That realization produced this tweet last December:

I resolve to use my iPad Pro for software development in 2016.

— Frank A. Krueger (@praeclarum)

January 1, 2016

Well it took me a bit of time, but I finally have it: a .NET IDE on the iPad (and phone too!).

But it’s not “just an IDE”. I didn’t want it to simply be sufficient - I wanted it to be great. I also thought it was a nice time to push the state of the art in .NET IDEs a tad.

For ages compiled languages like C# and F# have forced a sequential development loop on programmers: the Code-Compile-Run-Test loop. We code something up, wait for it to compile, then wait for it to deploy and run, then we get to test it.

I hate waiting for compilation and deployment so I designed Continuous to minimize those steps. It does this by eagerly compiling your code - never waiting for you to tell it when to start. It runs your code as soon as those compiles complete successfully and displays the results of that execution right next to your code. Now you can focus on the code and the results of that code instead of being distracted by all the silly machinery of a compiler and IDE.

The benefits of making compilation and execution fast have surprised me. My iPad has become my favorite place to write apps now.

  • The UI is visualized right next to the code that is building it.
  • I am no longer constrained by designers with their static view of the world - the UI objects in Continuous are live and interactive.
  • I can use real code files but still visualize objects out of them as if they were scripts.
  • I can focus on building one screen of my app at a time and see the results without having to navigate from the first screen to see the screen I’m working on over and over.

I could argue that I’m a more efficient programmer thanks to these changes. Perhaps I am more productive. But the truth is, I’m just happier using Continuous. I play with GUIs more now, trying new ideas and tweaking things left and right. It’s quite liberating and plain old fun to get nearly instant feedback on your work.

I hope you find these features as exciting as I do. Please visit the website if you want more details on them, or throw caution to the wind and buy Continuous on the App Store now to see them first-hand.

Standing on the shoulders of giants

Continuous wouldn’t be possible if it wasn’t for .NET’s great open source ecosystem. Continuous uses Roslyn for compiling C# and FSharp.Compiler.Service for compiling F#. Continuous also relies heavily on Cecil (what problem can’t be solved with Cecil?) Also, Xamarin.Forms could only be included thanks to Xamarin open sourcing it.

And of course, none of this would be possible without mono and Xamarin.

Colophon

I wrote Continuous in F# using Xamarin Studio. The code is more functional than object oriented and uses a redux style architecture. I don’t think I could have built such a large app with its sophisticated requirements without F# at my side. Three years ago I wasn’t sure how to write GUI apps in a functional language, now I question why I haven’t always done things this way.

Source: continuous.codes
bohemiancoding

Sketch 3.5

bohemiancoding

We’re excited to release Sketch 3.5 today. We’ve made significant rendering and performance improvements that you’ll notice especially when working with large documents and images, multiple Artboards, and complex operations. We’ve brought feature requests to life and improved many fine details to polish and help you enjoy Sketch. We strive to release updates as often as possible and are excited for what’s coming in 2016.

This is our first update after leaving the Mac App Store. If you haven’t transitioned your license yet, please do so to ensure you’re using the latest version of Sketch. Like all previous updates, please note that Sketch 3.5 files are not backwards compatible with earlier versions.

You may reach out to us with any questions, or bug reports via email at mail@bohemiancoding.com. Don’t hesitate to get in touch and provide us with feedback, feature requests or ask for help. We enjoy hearing from you.

We’ve distilled a few highlights below, but if you wish you can read the entire release notes. We hope you’ll download the free update, and see what’s new!

Enjoy using Sketch 3.5!

Improvements

  • Improved rendering performance during complex operations such as moving many objects and undoing big changes, as well as while zooming and panning the Canvas
  • Improved performance with better caching for multiple blended layers, complex bezier paths, and for documents with large images
  • Improved performance when moving layers around in large documents with nested groups that have been open for a long time
  • The title of an Artboard now truncates so it doesn’t run over another Artboard ever again
  • The title of a new Group is by default called ‘Group’ instead of the combination of its child layer names
  • By default the Subpixel anti-aliasing has been turned off for all documents - we soon expect to drop support for it entirely

Enhancements

  • Properly scaling line height when resizing text layers
  • Automatic Union operation when dragging a shape onto another shape in the Layer List
  • Distributing layers horizontally or vertically now also takes the Pixel Fitting preference into account and a Toolbar icon is added for Aligning Layers to Pixel Edge
  • New images are now always inserted above the selected layer
  • The contextual menu that appears when right-clicking on a ruler now includes an item to remove all guides along that ruler
  • The list of used fonts in a document now includes all pages, and not only the current one
  • Dragging a selection rectangle outside an Artboard will no longer select any layers in the Artboard
  • Adds the ability to export slices in SketchTool using their ID instead of the layer name
  • When reducing the size of images we now display a warning dialog explaining the effects

Bug Fixes

  • Fixes a bug where Symbols could be pasted into each other in some cases
  • Fixes a bug where hitting the export button while an export-size field still had focus wouldn’t register the last edit and thus export at the wrong size
  • Fixes a rare bug where images could get lost between saving a document and reopening it
  • Fixes a bug where changing lists in text layers would not cause proper refresh
  • Scale sheet no longer accepts negative values for its width and height fields
  • Fixes a crash that could happen when changing selection in or out of Full Screen mode
  • Fixes a bug in SketchTool where it would fail to dump the contents of certain documents
pixateinc-deactivated20170328
pixateinc:
“Pixate + Google Today, I am very proud to announce that Pixate has joined Google’s design team.
Pixate was started three years ago with the goal to make designing and prototyping native mobile applications easy and more accessible. Our...
pixateinc

Pixate + Google

Today, I am very proud to announce that Pixate has joined Google’s design team.

Pixate was started three years ago with the goal to make designing and prototyping native mobile applications easy and more accessible. Our early adopters helped guide us along the path of making tools and services that best fit the needs of designers struggling to turn their ideas into reality. Today, we have companies of all sizes, from single-person startups to global corporations, using Pixate to bring their app ideas to life.

We don’t want to stop there. Our small team at Pixate has some really big ideas, and with the help of Google we’ll be able to bring those ideas to the design community at scale. We’ve become an essential part of the workflow for tens of thousands of designers, and are excited about expanding our mission at Google to reach millions of product teams worldwide.

Starting today we’re making Pixate Studio free and dramatically reducing the cost of the Pixate cloud service. You can read all about that in our FAQ. I sincerely want to thank all of you for your invaluable feedback and the endlessly inspiring prototypes you’ve created with Pixate. The landscape of design tooling is changing rapidly, and Pixate is committed to staying at the forefront.

Paul ColtonPixate CEO
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iosdevtips

The best Xcode plugins

iosdevtips

There are a lot of Xcode plugins to augment the IDE with additional features, conveniences etc., but it is a pain to discover and install such plugins. Alcatraz is a really great package manager that makes it a breeze to install Xcode plugins. Here’s how it looks:

In Alcatraz, you’ll find plugins, color schemes and templates for code fragments. You can install it by visiting alcatraz.io.

Here are some of the best Xcode plugins available in Alcatraz to boost your productivity:

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bomberstudios
bomberstudios

If you design for mobile, chances are you’re using some tool that lets you preview your designs on your iPhone’s screen (and if you don’t, shame on you : )

These tools use a shared Wifi connection (be it your main wireless network, or an Ad-Hoc network you’ve created using the Sharing…