App crashes under iOS 8.1

I was hoping that apps that were broken under iOS 8.0 would magically start working again with iOS 8.1. Sadly the problems are largely the same, though there are some curious differences, both with the Quantum Clockwork apps, and other software in my collection.

I’m still working on iOS 8 compatibility updates for Morris, Tablut, Möbius, Instrumental and Puzzle Poker. If you are running something earlier than iOS 8.0 and want these apps to keep working, hold off upgrading your OS for the moment.

 

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Updates for iOS 8 taking longer than expected

Unfortunately updating my apps for iOS 8 compatibility is taking a lot longer than expected. This is due to a bunch of bugs in iOS 8 related to how they’ve changed rotation handling. I’ve found a lot of posts from developers experiencing the same problems, but I haven’t yet figured out workarounds to keep everything happy.

For example, prior to iOS 8, if you were creating your interface programmatically you would do this to create the initial window:

self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];

If your application supports landscape orientations, and you’ve disabled auto-rotation by returning NO to shouldAutoRotate on your root view controller (because you want to handle the rotation transitions yourself), the UIWindow created by the above code will not fill the screen on iPad or iPhone 6 Plus if you were holding the device in landscape orientation when you launched the application.

The best workaround for this problem appears to be to use a Storyboard to get iOS to create the initial UIWindow for you.

Unfortunately, if you then rotate the device (with shouldAutoRotate still returning NO),  iOS 8 can incorrectly transform the co-ordinates of touch-down messages, depending on where you touch. Touch-move and touch-up messages all work correctly; it’s only the touch-down messages that iOS 8 gets wrong.

So in addition to iOS 8 deprecating a lot of APIs and changing the meaning of some existing APIs, it also produces a lot of really weird and inconsistent behaviour if you look at it in the wrong way. I get the impression that most of the Apple developers spent their time working on two new languages (Swift and Metal) instead of ensuring the OS worked properly…

I’m still working on finding the subset of iOS features that I can rely on to get the Quantum Clockwork iOS apps working reliably under iOS 8 while still supporting iOS 5, iOS 6 and iOS 7 — the current developer tools do not let me support anything prior to iOS 5, so that will be the minimum iOS version for these updates when they’re finally ready.

 

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Problems with iOS 8

As some of you have noticed, most of the Quantum Clockwork iOS apps are having difficulties running properly on iOS 8. Fixes are on the way!

 

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Puzzle Poker now available!

The long wait is over. Puzzle Poker is finally available to download on the App Store!

It’s free-to-try, so what’s stopping you?!

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Tokyo Run

I really want to play the video game that would do justice to Tokyo Run, an awesome short film / music video by woob – the creator of the classic em:t 1194. The video features awesome time-lapse photography, sweet high-def lo-fi futuristic-retro graphics, all perfectly cut to a great woob track.

In a way the film is a game on its own: buried within the film are clues to finding a bonus track hidden somewhere on the internet!

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15,511,210,043,330,985,984,000,000 is a very large number

The observable universe is much, much, bigger than this.

A mere handful of galaxies

There are roughly the same number of molecules in a litre of water as there are stars in the observable universe – 100,000,000,000,000,000,000,000 give or take a zero or two. For me this makes the universe seem tiny – and molecules even tinier! A whole universe of stars, in one carton of milk.

I’m not sure what this says about my new puzzle game, Puzzle Poker.

One litre of milk

There are 15,511,210,043,330,985,984,000,000 different ways to arrange the cards in a single puzzle. Of those, there are 538,583,682,060,103,680,000 arrangements with potentially different scores. These are universe-sized numbers. Even with a super-computer, checking all combinations of a single puzzle would take millions of years!

This enormous combination space makes for an excellent logic puzzle. It can’t be solved by trying all combinations – you need to explore and think – use logic and reason to prune back the search space – infer where the solution must lie.

I think it’s a great little puzzle that should appeal to all kinds of puzzle addicts, poker players and especially Sudoku fans. Puzzle Poker will soon be available for iPad, iPhone and iPod Touch. Keep your eye out for the launch!

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Instrumental Improvements

I’m currently trying to do too many different things at once, so everything is taking a lot longer than I expected to complete… even so, I have almost finished work on a minor update for Instrumental. So far this includes:

  • Retina graphics for the new iPad
  • improved font rendering
  • adjustable tone spacing for the hexagon keyboard
  • optimizations & tweaks to reduce touch processing latency & increase battery life
  • a couple of bugs I’ve introduced that I still need to fix :-(

If there is something else you’d like to see in the next version of Instrumental, now is the perfect time to ask!

Leave a comment here, or drop an email to contact@you-know-where.net

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Burning Chrome Project

A good friend of mine has a crowd funding project up at the moment, to digitize his 8mm student film from the early 90s and make it available to all through Vimeo.
I’m aching to see the footage, and also want to try making a soundtrack for it.
If you have some money to donate to a good, creative cause, please check it out.



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Instrumental drivers updated for Reason 6 and Reason Essentials

I’ve just updated Instrumental’s Propellerhead driver to better support Reason 6 and Reason Essentials. The update includes:

  • support for the Master Section and Main Mixer Channels in both Reason 6 and Reason Essentials.
  • Default mappings for the new effect units in Reason 6 – The Alligator, The Pulveriser, and The Echo. I recommend using the factory preset GS-3 as a good starting point for these devices.

Get the latest version from the Instrumental Download Page, unpack it, run the script for your OS, (re)start Reason/Record, and you’re good to go.

Please let me know if you find any problems with the updated maps, or have any suggestions for improvement.

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Instrumental HALF PRICE for a limited time

Instrumental is ON SALE at HALF PRICE for a very limited time. Get in quick!

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