Google Chrome has been my browser of choice for some time now. So familiar and expectant I am with the user interface and exceptional performance that whenever I am forced to switch to another browser, I am instantaneously irritated by the lack of intuitive UI, laggy experience and long loading delays.
Just this week I have discovered yet another long realised yet under touted feature that exists in the Chrome browser: Bookmark Synchronisation between devices.
It has me almost as excited as I was all those years ago when I first realised that the contacts on my shiny new Android phone automatically synchronised with my GMail account!
Eevee has ranted about a mind blowing list of problems associated with PHP as a programming language over at the Fuzzy Notepad. The article PHP: a fractal of bad design is a monstrous tribute to everything we all know as PHP programmers but are afraid to admit. Normally I don’t read beyond the third or fourth paragraph of an article like this, but as someone who’s embedded in PHP at the moment, I couldn’t help myself!
When it comes to leveraging the best framework for mobile game development, it seems that there are plenty of options to choose from. Typically, if the realisation of a great idea needs to be accelerated to market to ensure a good return on investment, you want to minimise reinventing the wheel and spend most of the development time on the specifics that differentiate your game from the herd.
If you find yourself stuck trying to replicate something that you’ve seen in another application or game, there’s a high chance that someone else has already hit that road block, solved it and is now offering their solution freely. Don’t be afraid so sacrifice control of the architecture to achieve a quality game.
Which brings me to my brief article on the open source Android game development library: AndEngine.
Over the past few weeks I’ve spent a bit of time improving some of the behind the scenes architecture of the Unofficial Triple J Now Playing Android app. Most of these changes have been focused toward minimising the impact of the app on mobile devices which require special consideration from programmers when it comes to data usage, memory consumption and battery life. Version 2.2 is now available from the Android Market or directly from the Served Chilled product page.
Version 2.1 of the Unofficial Triple J Now Playing app has been released. I worked tirelessly to cram in a whole bunch of features and get it working before the Hottest 100 on Australia day. I’m glad I did too, because according to the Google statistics for the app, I had over 1500 installs in a single day!