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Adding Touch To SpriteKit

Adding Touch To SpriteKit

Sunday, Sep 29, 2013

@ 7sharp9

Only a quick post this week. Last time we looked at SpriteKit and how to add some particle emmiters to simulate a star-field and exhaust on a spaceship, this time lets look at adding some touch based input to move the spaceship around. The first thing we need to do is add a type of gesture recogniser, there are various built in gestures: UITapGestureRecognizer UIPinchGestureRecognizer UIRotationGestureRecognizer UISwipeGestureRecognizer UIPanGestureRecognizer UIScreenEdgePanGestureRecognizer UILongPressGestureRecognizer From the names above it’s pretty easy to get a feel for how they should be used, you can create your own subclass of UIGestureRecognizer if you need a custom one.
Spritekit particle fun

Spritekit particle fun

Friday, Sep 20, 2013

@ 7sharp9

I have been meaning to write this post for quite a while now. Since the first announcement of the iOS7 beta I immediately saw the list of new API’s and SpriteKit caught my eye straight away. I only managed to get time to briefly look over the API and saw that is wasn’t the usual trashy API with a million method overloads, internal mutation sucker punch type thing. It seems to be very declarative and intuitive, which makes for a nice change.
iOS async revisited

iOS async revisited

Thursday, Apr 18, 2013

@ 7sharp9

In this post weare going to look as async again, but from the perspective of F#. Xamarin Evolve 2013 I have been watching the Xamarin Evolve conference this week and it was good to see Miguel announce full support for F#. Those that follow me on twitter etc, will know that I have been doing F# for quite a while in MonoDevelop and Xamarin Studio. The new support currently entails some new project templates so that you can easily create epic new F# Apps without having to refer to my blog.
A little bit of iOS async

A little bit of iOS async

Tuesday, Apr 16, 2013

@ 7sharp9

I was going to title this post as ‘Now for something completely different’ but felt that a little bit too Pythonesque, and when I thought about it a bit it isn’t really completely just slightly different, namely C# rather than my usual F# posts. Right, enough of the waffling, this post is a little tour into the relatively unknown area of async on iOS. Xamarin announced the alpha preview of async await on March 11th this year (2013).
MonoTouch and F# part II

MonoTouch and F# part II

Thursday, Feb 7, 2013

@ 7sharp9

In the last post we left at the point where everything was running fine and dandy on the Simulator. So what happens if we compile for the real hardware? Lets change the active configuration to Debug|iPhone and hit build, what do we get?Boom! Error MT2002: Could not resolve: FSharp.Core, Version=4.3.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a (MT2002) (singleview) So I guess we need to tell it where the FSharp.Core.dll is, lets add a reference to it:
MonoTouch and F# part I

MonoTouch and F# part I

Sunday, Feb 3, 2013

@ 7sharp9

MonoTouch and F# that would be a cool duo right? Well let me explain what needs to be done and why to get this pair working together. I heard rumours a while ago that F# and MonoTouch would not play together nicely because of limitations in the ahead of time compilation (AOT). So I thought I would either prove or disprove this with some concentrated hacking. How hard can it be?

About Me

Hi, my name is Dave Thomas and Im a software engineer from the Uk. I work primarily in F# but also like to tinker with pretty much any interesting language. Im drawn to more functional languages like F#, Swift and Rust.

Have questions or suggestions? Feel free to ask me on Twitter.

Thanks for reading!

Dave Thomas