Thursday, November 22, 2012

iPhone SDK Tutorial | iPhone Development Tutorial – Live iPhone Training Courses Offered at EDUmobile.ORG Hello world! Button Hide Example in iPhone Learn To Create Your First iPhone Application Some Amazing Open Source iPhone Apps iPhone Magic Applications Some Simple 3GS Tips & Tricks for iPhone Mozilla: No Mozilla Firefox Browser for iPhone

Are you looking for a well structured online iPhone SDK Tutorial that is supported by real tutors who can provide you hand held iPhone programming tutorial through step by step guidance?

The path you need to take to learn to program for the iPhone is not an easy one because there are a “limited” number of resources out there that will tell you exactly what you need to do. EDUmobile.ORG has quickly realized that there is a lack of a well structured interactive learning environment that teaches iPhone Programming and came up with their one of the most successful Online iPhone Programming tutorial.

EDUmobile.ORG has created a well refined and proven teacher-student interactive system, that has successfully trained and is training over 200 candidates, at both Beginner and Advanced levels. The course is structured to be delivered via Online Videos, written course material, weekly do-as-you-go exercises and worksheets and the much needed and valuable one-on-one live online support from real tutors. These expert teachers and developers are there to quickly help you resolve any concept or coding issues that you have. The course creators and instructors are qualified and have worked on mobile apps and mobile gaming projects published by top tier companies such as EA Mobile, iPlay, Oberon Media, Disney Mobile, Sony Pictures, Warner Bros, and Vodafone amongst others. This iPhone development tutorial is highly recommended for all those who would like to master iPhone Programming in a simple easy-to-learn fun environment.

Inside The iPhone Training Program You Will …


- Master iPhone Development via a fun and easy to learn system

- Learn step-by-step via Online Video Tutorials, PDFs and Worksheets

- Get direct guidance and live One-on-One Support from our Tutors

- Take Weekly Exercises that are then reviewed and graded for you

- Have Tutors chart and monitor your progress on a regular basis

- Learn from the comfort of your home, at the time of your convenience

- Have remote access to a Mac, that is offered to you, if needed

- Work on a live commercial project as part of your final project delivery

- Get certification for the full tenure of the course

- Also master iPad Development as included bonus module

Once candidates complete our iPhone course they may go on to Independantly publish their own Apps, or work as Freelancers taking on iPhone projects for Clients from sites like Elance and oDesk, or they can directly benefit from a higher pay having enhanced their technical skill sets in a cutting edge technology space.

Note: This Course is iPhone OS 4 compliant, and is always updated to support the latest releases.

What You Will Learn In The iPhone Training Program



Xcode and Interface Builder: Xcode is the latest IDE from Apple and is used to create native applications for Mac OS and iPhone. Interface builder is used to create interfaces and used them directly in used your application. You’ll learn how to use both of them to create state of the art applications from scratch.

Intro to Objective-C: Objective-C is the object-oriented programming language used by Apple for all its development and you will have to learn it to write iPhone applications. We will teach you all important concepts you need to know to program for iPhone. This course assumes negligible knowledge of objective c and will deal in: classes, objects, properties, message sending, memory management, the Foundation classes, and so on.

Cocoa Touch: It is an API for building software programs to run on the iPhone and iPod Touch from Apple Inc. Cocoa Touch provides an abstraction layer of the iPhone OS, which is the operating system for the iPhone and iPod Touch. Cocoa Touch is based on the Cocoa API toolset for building software programs for Mac OS X computers. You will learn the important aspects of cocoa touch programming to conceive and develop innovative applications for it.

View Controllers: View controllers are the hub of the MVC design. You’ll learn how to create controller outlets, write actions, and wire them up to the user interface in NIB files.

Tab bar controllers: You’ll learn how to use navigation and tab bar controllers to improve the user experience. Various applications can be created using tab bar controllers and is must for iPhone programming.

Table Views: You’ll learn how to use data source to organize tables, insert and delete table data, and navigate between tables using navigation controllers or even a tab controller.

Keyboard Input: The virtual keyboard is unique to the iPhone and it’s important that your application makes it as easy as possible to enter text. You’ll learn how to use delegates to design and handle keyboard input for an ideal user experience.

Persistence: Persistence of data is always required in any real world application. You will learn various mechanisms for storing data, archive data and use it whenever required by the application.

Programmatic Interface creation: You will learn how to create interfaces without using the interface builder. This will give a deep understanding of how the interface elements are handled at the lower level.

Custom Drawing: Core Graphics will allow you to create custom drawing and graphic elements to give that innovative touch to your application. Touch Events: Take advantage of the touch screen by learning how to handle touch events and multi-touch gestures.

Camera and Photos: Learn to access the camera and the photo book album for your applications

Accelerometer: Tap into this unique device feature to detect and adjust to motion.

Profiling and live device testing: Learn how to connect your iPhone to your mac and how to profile and transfer application to it.

Content Structure of the iPhone Course & Tutorials


All the Weekly iPhone tutorials are well structured and highly organized. The course is served on a weekly basis in the form of Online Videos, Weekly PDFs, Worksheets and One-on-One help which is given by highly qualified course instructors. Course topics include -

Week 1 – Introduction to Objective C and Xcode

Introduction to iPhone development and Xcode
Introduction to Objective C – part 1
Introduction to Objective C – part 2
Introduction to Objective C – part 3
Making your first iPhone App

Week 2 – Cocoa and MVC in iOS

Introduction to Objective C – Part 4
Properties, Protocols and Categories in Cocoa
Important Cocoa classes
Basic Interaction handling – A touch app in iPhone
Understanding MVC architecture

Week 3 – Controls and Gestures in iOS

Introduction to Controls
Advance Controls in iphone
UISegmented Controls
Understanding views and view hierarchy
Handling Gesture and swipe – UITouch ,UI Responder and UIEvent Class


Week 4 – Controllers and Memory Management in iOS

Understanding View Controllers in detail
Working with Switch, Slider and Buttons
Understanding Page Controls and Date Pickers
Memory management in iOS

Week 5 – Advance Controllers programming in iOS

Understanding the use of Tab bars
Understanding Pickers
Working with Progress view, scroll view and text view
Working with Web view and Alert view

Week 6 – Introduction to Table View in iOS

Undersatnding Navigation Controller in iPhone
Working with Table view and mixed content
Grouped, indexed and dynamic table view
Other operations in Table view

Week 7 – Persistence in iOS

File handling in iPhone(Directory and file creations, saving and retrieval of data)
Using SQLlite in iPhone
Working with Persistence using property list.
Understanding the use of Accelerometer

Week 8 – Advance Graphics and Touch in iOS

Introduction to quartz – using colors, polygon lines and curves
Understanding Core Location.
Using Multitouch – Explain responder chain
Working with Gyro meter

Week 9 – Multimedia and internationalization in iOS

Playing back video in iPhone
Understanding of Core Data
Using camera in iPhone
Internationalization

Week 10 – OpenGL ES programming and networking

Introduction to OpenGL – ES – Simple example
OpenGL ES – Animation
Using Networking API s
Working with address book

Week 11 – Advance features in iOS

Using iCloud Storage
Introduction to Core Image
Using Notification center
Using Twitter on iPhone

Week 12 – Quality assurance in iOS Application

Launching the App in the APP store
Performance tuning of an Application
Debugging in Xcode
Unit Testing Applications

Visit EDUmobile.org/iphone/ to learn more about the iPhone Tutorial and iPhone Development Tutorial Course Program

Welcome to WordPress. This is your first post. Edit or delete it, then start blogging!

In this application we will see how to hide button from the iPhone application. So let see how it will worked.

Step 1: Open the Xcode, Create a new project using Single View Application. Give the application “ButtonHide”.

Step 2: Need to add new viewController class in the project. Select project -> New file ->UIViewController subclass -> next -> Give the application name “ButtonHideView”.

Step 3: Now open the AppDelegate.h file and make the following changes:

#import <UIKit/UIKit.h>
@class ButtonHideView;
@interface AppDelegate : UIResponder &lt;UIApplicationDelegate &gt;
{
ButtonHideView *buttonHideView;
}
@property (nonatomic, retain )IBOutlet ButtonHideView *buttonHideView;
@property (strong, nonatomic ) UIWindow *window;
@end

Step 4: In the AppDelegate.m file make the following changes:

#import "AppDelegate.h"
#import "ButtonHideView.h"
@implementation AppDelegate
@synthesize window = _window,buttonHideView;
- ( BOOL )application : (UIApplication * )application didFinishLaunchingWithOptions : ( NSDictionary
* )launchOptions
{
self.window = [ [UIWindow alloc ] initWithFrame : [ [UIScreen mainScreen ] bounds ] ];
// Override point for customization after application launch.
self.window.backgroundColor = [UIColor whiteColor ];
[self.window makeKeyAndVisible ];
buttonHideView = [ [ButtonHideView alloc ]
initWithNibName : @ "ButtonHideView"
bundle : nil ];
[_window addSubview :buttonHideView.view ];
return YES;
}
@end

Step 5: Now open the “ButtonHideView.h” file and make the following changes:

#import <UIKit/UIKit.h>
@interface ButtonHideView : UIViewController
{
IBOutlet UIButton *button1;
IBOutlet UITextField *textfield1;
}
@property (nonatomic, retain ) IBOutlet UIButton *button1;
@property (nonatomic, retain ) IBOutlet UITextField *textfield1;
- (IBAction ) ButtonHide : ( id )sender;
//}
@end

Step 6: Double click the ButtonHideView.xib file and open it to the Interface Builder. First drag the
UIButton and UITextField from the library and place it to the view window. Select the button from
the view window and bring up connection inspector and connect touch up inside to the File’s Owner
icon and select “ButtonHide:” method and connect the File’s owner icon to the textfield and select
“textfield1”. Now save the .xib file, close it and go back to the Xcode.

Step 7: In the ButtonHideView.m file make the following changes:

#import "ButtonHideView.h"
@implementation ButtonHideView
@synthesize button1,textfield1;
- ( id )initWithNibName : ( NSString * )nibNameOrNil bundle : ( NSBundle * )nibBundleOrNil
{
self = [super initWithNibName :nibNameOrNil bundle :nibBundleOrNil ];
if (self ) {
// Custom initialization
}
return self;
}
- (IBAction ) ButtonHide : ( id )sender
{
if ( [textfield1.text isEqualToString : @ "" ] ) {
button1.hidden = YES;
} else {
button1.hidden = NO;
}
NSLog ( @ "%@", textfield1.text );
}
@end

Step 8: Now Compile and run the application on the Simulator.

In this first iPhone app tutorial you will be introduced to some new tools like xcode, and Interface Builder. You will also learn how to create new view, add controls, and respond to the events. Click on Read more to continue.

Introduction

In this tutorial I will give you a brief introduction on how to get started with your first iPhone application. To begin you will need the latest version of the iPhone SDK which you can download it from here. With the SDK you get some tools like Xcode, Interface Builder, iPhone simulator, and many more. The first application is usually called “Hello World” but I have named my first app “Hello Universe” because a revolutionary device calls for a change of name.

Purpose of the “Hello Universe” app

Using the app a user will be able to enter his/her full name and click a button to see a message appear. The message will say “John Doe says Hello Universe!!!”. This app will not only introduce you to some of the tools but will also show you how to use controls, respond to events and create new views. Excited, I am :-)

This is how the app will look like

Creating a new project
Launch Xcode and click on File -> New Project -> Select Application (under iPhone OS) -> select Window-Based Application project template and click on choose.

In the next screen you will be asked to save your project and give it a name. Xcode creates some files for us based on the name of the project, so you want to be careful with the name you provide. I have named my project “HelloUniverse”.

This is how the list of files look like in Xcode.

All the class files are stored under the “Classes” folder, some special files are listed under “Other Sources”, all the view files and resources show up under “Resources”, and any library or frameworks we add to our project are listed under the “Frameworks” folder. It is important that we save all the images, files, databases, and views in the “Resources” folder because all the iPhone apps run in its own sand box; which means they can only access files placed under the resources folder.

How the app is launched

Every C/C++/Java/C# programmer knows about the main method found in main.m file which is present under the “Other Sources” folder. You normally will never have to change this method and all we have to know is that this method is responsible in launching the app. The method applicationDidFinishLaunching method is called when the app is launched on the device or the simulator. The method is defined in “HelloUniverseAppDelegate.m” file which is found under the “Classes” folder.

Interface Builder

Using Interface Builder we can design our application by adding controls or creating additional views. The files that the Interface Builder creates gets saved with a .xib extension and are called nib files. Every project gets one nib file by called which is called “MainWindow.xib” which can be found under “Resources”. An iPhone application has only one window (MainWindow.xib) unlike a desktop application which is created with multiple windows; however, we can create multiple views which are added to the window. Double click on “MainWindow.xib” to launch the Interface Builder, which will open four windows and one of the window will look like this

The above picture shows the contents of the “MainWindow.xib” nib file. Every nib file has atleast two files; File’s Owner and First Responder which cannot be deleted. Every other objects apart from the first two, represents an instance of an object which gets created when the nib file loads. File’s Owner simply shows that it owns the object in the nib file. First Responder tells us which object are we currently interacting with; like the textbox, buttons… The third object which is special to the MainWindow.xib file is called “Hello Universe App Delegate” and this file represents “HelloUniverseAppDelegate” class. Last but not the least the view represents the object which we design in our apps.

Creating a new view

If we had created this project using “View-Based Application” project template then there would have been no need of creating another view from scratch, but where is the fun in that. In Interface Builder create a new view by clicking File -> New -> Select Cocoa Touch -> View and click on choose. Let’s save the view in the project folder by naming it “HelloUniverse” and once we do that IB (Interface Builder) will prompt us to add the view to the current project; click on “Add” and it will show up in Xcode. In Xcode and move your view to the Resources folder.

Creating a view controller

We have a view now let’s create a view controller to manage the view. In Xcode create a new view controller by selecting classes and clicking File -> New File -> Select Cocoa Touch Classes under iPhone OS -> select UIViewController -> click on choose and name your file “HelloUniverseController” without changing the extension. The newly created class inherits from UIViewController which knows how to interact with a view. Now that we have our view and the controller class, there must be some way to connect these two files and we can do it by setting the class property of the File’s Owner. Double click “HelloUniverse.xib” file in Xcode to launch Interface Builder and select File’s Owner -> select Tools -> Identity Inspector and under “Class Identity” category, change the class to “HelloUniverseController”. This is how the Class Identity should look like

Once that is done we need a way to control the view in the nib file from code and this is done by connecting the view instance variable to the view object in the nib. The connection is made using “outlets”. Select Tools -> Connections Inspector create a connection from the view variable to the view in the nib file. Move your mouse over the empty circle to see it change to a plus symbol indicating that a connection can be created. Click on circle and drag your mouse to the view in the nib file and release. As you do this you will see a blue line being created from the circle to the mouse. Once a connection is created, the connections inspector for File’s Owner will look like this

Adding controls to the view

From the screen shot above we require two text boxes, one label, and a button (Round Rect Button). From the library drag and drop the controls to the view and align it as seen in the figure 1.0. After you have added the controls let’s change some of its properties, starting with the text boxes. Select the first text box and open Attributes Inspector by selecting Tools -> Attributes Inspector. Under Placeholder enter “First name”, under “Text Input Traits” change Capitalize property to “Words” and change the Return key property to “Done”. Apply the same settings for the other text box but change the Placeholder to say “Last name”. Select the label and delete its text property, since we do not want the label to say anything until the button is clicked. Double-click the button to edit the title of the button and type in “Click Me”. Save and quit Interface Builder as we have successfully designed our view.

Connecting instance variables to the objects in the view

We still need some way to interact with the controls on the view, in code and this is where outlets help us out. IBOutlet is a special keyword if used with an instance variable, will make the variable appear in Interface Builder. Since IBOutlet makes the variable appear in Interface Builder, using IBAction as a return type for a method will have the opposite effect. Using IBAction we can handle an event triggered by any control placed on the view. Let’s see how this works; open HelloUniverseController.h file in Xcode and type in the following code
//HelloUniverseController.h
@interface HelloUniverseController : UIViewController {

IBOutlet UITextField *txtFirstName;
IBOutlet UITextField *txtLastName;
IBOutlet UILabel *lblMessage;
}

- (IBAction) btnClickMe_Clicked:(id)sender;

@end

//HelloUniverseController.m
- (void)dealloc {
[txtFirstName release];
[txtLastName release];
[lblMessage release];
[super dealloc];
}

All the variables above are marked with IBOutlet and Interface Builder will make these available to itself so proper connections can be made. We also have a method whose return type is IBAction (void); Interface Builder will also make this method available to itself so we can choose which event will call this method. The method also takes a parameter called “sender” which is the object which triggered the event. The variables are released in the dealloc method as shown above. Let’s connect these instance variables to the controls on the view (HelloUniverse) as described earlier. Open Interface Builder by double-clicking HelloUniverse.xib file and select File’s Owner, open Connections Inspector to see all the variables present under Outlets and to create connections.

Let’s hook up the button click event to the “btnClickMe_Clicked” method. Select the button and under the Events list it seems that we do not have a button click event; however, we do have a “Touch Up Inside” event which is raised when the button is touched and released symbolizing a click. With the button selected click the circle next to “Touch Up Inside” and drag your mouse over to File’s Owner and release to have the method name show; simply click on the method name to create a connection.

Handling events
Let’s write some code in btnClickMe_Clicked event to read the first and last name and display a message in the label. This is how the code looks like
//HelloUniverseController.m
- (IBAction) btnClickMe_Clicked:(id)sender {

NSString *FirstName = txtFirstName.text;
NSString *LastName = txtLastName.text;
NSString *Message = nil;

if([FirstName length] == 0 && [LastName length] == 0)
Message = [[NSString alloc] initWithFormat:@”Anonymous says Hello Universe!!!”];
else if ([FirstName length] > 0 && [LastName length] ==0)
Message = [[NSString alloc] initWithFormat:@”%@ says Hello Universe”, FirstName];
else if ([FirstName length] == 0 && [LastName length] == 0)
Message = [[NSString alloc] initWithFormat:@”%@ says Hello Universe”, LastName];
else
Message = [[NSString alloc] initWithFormat:@”%@ %@ says Hello Universe”, FirstName, LastName];

lblMessage.text = Message;

//Release the object
[Message release];
}

The method does few simple things, it finds out the first and last names and figures out what message to display in the label. We also create a temporary variable called “Message” to hold the message which will be displayed in the label. The variable is allocated and initialized by alloc and initWithFormat messages respectively. The variable is released in the end because when working with the iPhone we are responsible of cleaning up the memory. The easiest way to remember when to release objects is; if you create it then you own the object and hence you are responsible of releasing it.

If you click on Build and Go, the view will not be visible because we have not yet added it to the window. Let’s see how we can do that

Adding view to the window

Now we cannot drag the view and add it to the window, so we need another way to add the view as a sub view to the window. We already know that “HelloUniverseController” is the view controller of the view “HelloUniverse” and “HelloUniverseAppDelegate” is the application delegate where the window is made visible in applicationDidFinishLaunching method. It is in that method we will add the view as a sub view to the window. Before we do that, the application delegate (HelloUniverseAppDelegate) needs to know about our view controller. Add the following lines to HelloUniverseAppDelegate.h file to change the file like this
//HelloUniverseAppDelegate.h
@class HelloUniverseController;

@interface HelloUniverseAppDelegate : NSObject {
UIWindow *window;
HelloUniverseController *hvController;
}

@property (nonatomic, retain) IBOutlet UIWindow *window;
@property (nonatomic, retain) HelloUniverseController *hvController;

@end

From the above code we first add a forward class declaration of “HelloUniverseController” because we do not want any circular dependency when we import the header file of “HelloUniverseController” in HelloUniverseAppDelegate.m. A variable and a property of type HelloUniverseController is also declared. The property as you can see is declared with a couple of attributes called “retain” and “nonatomic”. The retain attribute will increase the reference count of the instance variable by one and nonatomic is used because our program is not multi-threaded.

A lot of first time users miss to synthesize the property we declared, so let’s do that now at the top of the HelloUniverseAppDelegate.m file and the code looks like this

//HelloUniverseAppDelegate.m
@implementation HelloUniverseAppDelegate

@synthesize window, hvController;

The view is added as a subview to the window in applicationDidFinishLaunching method and this is how the code looks like
//HelloUniverseAppDelegate.m
- (void)applicationDidFinishLaunching:(UIApplication *)application {

HelloUniverseController *hvc = [[HelloUniverseController alloc]
initWithNibName:@”HelloUniverse” bundle:[NSBundle mainBundle]];

self.hvController = hvc;

[hvc release];

[window addSubview:[self.hvController view]];

// Override point for customization after application launch
[window makeKeyAndVisible];
}

The second line shows that we imported the header file of “HelloUniverseController” and we also synthesized the property hvController. In the “olden” days in order to create a property we had to create getter and setter methods which would be something like getHVController and setHVController. The synthesize keyword automatically generates these methods for us. In applicationDidFinishLaunching method we allocate and initialize a temporary variable, assign it to our property, release it, and the view associated with the view controller is added as a sub view to the window. The key thing to remember here is that the view message is passed to the “hvController” which returns the view and is added as sub view to the window. A valid view is returned because we created a connection from the view instance variable to the view in the nib file. The property is finally released in the dealloc method as shown below
//HelloUniverseAppDelegate.m
- (void)dealloc {
[hvController release];
[window release];
[super dealloc];
}

We have always allocated and initialized variables in one single line as seen below, this is usually the accepted way but the same code can be written in a different way as seen below
HelloUniverseController *hvc = [HelloUniverseController alloc];
hvc = [hvc initWithNibName:@"HelloUniverse" bundle:[NSBundle mainBundle]];

Build and go to test your application.

Hiding the keyboard

Wait a minute clicking the “Done” button doesn’t do anything. Ideally we would like to hide the keyboard when the “Done” button is clicked no matter which text box we are currently editing. To hide the keyboard we need to do two things; set the delegate of the keyboard to File’s Owner and implement a method called textFieldShouldReturn in HelloUniverseController.m file. To set the delegate, open Interface Builder by double clicking HelloUniverse.xib, select the first text box and click on Tools -> Connections Inspector. Click and drag your mouse by selecting the empty circle next to delegate under “Outlets” and release your mouse over to File’s Owner. Assign the delegate for the next text box in the same manner.

The method textFieldShouldReturn gets called when the “Done” button is clicked and this is how the code looks like
//HelloUniverseController.m
- (BOOL)textFieldShouldReturn:(UITextField *)theTextField {

[theTextField resignFirstResponder];
return YES;
}

The method gets a parameter called sender, which is the object that triggered the event. We will use the same object to which we send the resignResponder message, which will hide the keyboard on the textbox. The boolean “Yes” is returned to tell the sender that the first responder is resigned.

Conclusion
I hope you had fun with this tutorial and feel a little confident in writing your next great iPhone app. Please leave me your comments and let me know what you thought.

Happy Programming,
iPhone SDK Articles

Some really amazing open source iPhone Apps. It can be tough to learn how to develop, especially when it comes to finding complete examples. That’s why I put this list together. Each of these open source iPhone apps is not just open source, but has been in the app store, and all but one are in there right now. So if you’re looking for an example of some real apps here they are.

1. Mover – Allows you to transfer stuff from one iPhone to another by “flicking” it to the other device. (source code- https://github.com/millenomi/mover-packaging/ )

2. Artifice – Strategy game where you try to get to the other side by moving boxes out of the way. Utilizes Cocos2D. (source code- http://kwigbo.com/artifice)

3. Freshbooks – Open Source iPhone app that enables usage of Freshbooks web invoicing software from your iPhone. (source code- https://github.com/freshbooks-addons/freshbooks-iphone-project)

4. Gorillas – Classic Worms/iShoot turn based shooter type game converted to iPhone from basic. Utilizes Cocos2D.(source code- https://github.com/lhunath/Gorillas).

5. Tux Rider – iPhone port of the extremely popular, and beautiful 3D Tux Racer game. (source code- http://barlow-server.com/tuxriderworldchallenge/)

6. Wolfenstein 3D Classic Platinum – If you haven’t heard of Wolfenstein post below so we can say a prayer for you. (source code- http://maniacdev.com/2010/06/35-open-source-iphone-app-store-apps-updated-with-10-new-apps/)

7. ZBar – A barcode reader open source iphone app. (source code- http://zbar.sourceforge.net/download.html)

Some cool applications and games for iPhone. Some of them are really look like a magic so download them and become an illusionist.

Thanks for watching!n

We are sharing some really simple tricks and tips for iPhone. Enjoy and please share your views.

Despite the hopes of many, Mozilla made it official today that it will not develop a standalone Firefox browser for the iPhone.

Instead, the browser-maker will continue to pour resources into Firefox Home for iPhone, its browser companion app. Mozilla said in a blog post:

“People have asked about adding more browserlike features to Firefox Home, but there are technical and logistical restrictions that make it difficult, if not impossible, to build the full Firefox browser for the iPhone. We are focused on building Firefox Home as a rich, cloud-based application and making it a valuable product that people will continue to love and use.”

In fact, Mozilla’s announcement that it will expand Firefox Home to BlackBerry and Symbian could be an indication that the company is moving away from mobile browsers entirely. As with the iPhone app, Firefox Home for these mobile platforms would tie into the Firefox Sync service to deliver the browsing history, open browser tabs, and notes that you generated on your desktop computer to your mobile phone. While there’s no hard timeline yet, Mozilla anticipated that these apps will arrive in “the coming months,” the company mentioned in a blog post.

Mozilla also says it will investigate creating a version of Firefox Home for iPad, based on users’ requests.

Although Mozilla has long been experimenting with a dedicated Firefox app, the Fennec browser is only in its early phase on Android and the first Firefox mobile browser was limited to only two Nokia devices. In addition, Mozilla halted work on a Fennec browser for Windows Mobile.

Firefox Sync, on the other hand, offers convenient cloud-based storage and is comparatively simpler to build than a standalone browser. One of the first implementations of Firefox Sync appeared as an add-on in Firefox for Nokia’s Maemo/Meego platform.

New features for Firefox Home

In addition to pushing the syncing-and-storage service to other mobile platforms, Mozilla has also committed to adding features to its iPhone version of Firefox Home. The forthcoming features include being able to synchronize passwords, customize your search engine preference, and share links and updates to Facebook and Twitter directly from the app. Mozilla also aspires to more seamless integrate with Apple’s iOS 4 applications, including YouTube, Google Maps, and Safari, the latter of which Firefox Home currently uses as an option for viewing a Web site.


Source : iphone-tutorials[dot]org

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