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	<title>Craftymind &#187; Cocoa</title>
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	<link>https://www.craftymind.com</link>
	<description>Hacking away at UI development</description>
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		<title>Adrift Released</title>
		<link>https://www.craftymind.com/adrift/</link>
		<comments>https://www.craftymind.com/adrift/#comments</comments>
		<pubDate>Wed, 06 Mar 2013 22:07:48 +0000</pubDate>
		<dc:creator><![CDATA[Sean Christmann]]></dc:creator>
				<category><![CDATA[Cocoa]]></category>
		<category><![CDATA[Html]]></category>
		<category><![CDATA[Javascript]]></category>

		<guid isPermaLink="false">http://www.craftymind.com/?p=445</guid>
		<description><![CDATA[Today we&#8217;re announcing the release of Adrift for iOS. I built this with some excellent design and sound work from Tack Mobile. You can play an online demo at http://www.playadrift.com and download the game from there. The game was built with Cocos2d for the phone, and the site is built using html5 technologies. I&#8217;m hoping to [&#8230;]]]></description>
		<wfw:commentRss>https://www.craftymind.com/adrift/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
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		<title>Launching Space Gremlin to the Mac App store</title>
		<link>https://www.craftymind.com/launching-space-gremlin-to-the-mac-app-store/</link>
		<comments>https://www.craftymind.com/launching-space-gremlin-to-the-mac-app-store/#comments</comments>
		<pubDate>Mon, 07 Feb 2011 15:04:10 +0000</pubDate>
		<dc:creator><![CDATA[Sean Christmann]]></dc:creator>
				<category><![CDATA[Cocoa]]></category>
		<category><![CDATA[apps]]></category>
		<category><![CDATA[mac]]></category>
		<category><![CDATA[osx]]></category>

		<guid isPermaLink="false">http://www.craftymind.com/?p=215</guid>
		<description><![CDATA[Lately I&#8217;ve been on a kick&#8230;instead of wishing for software to work the way I want, I&#8217;m just gonna build it the way I want instead. Today one of those ideas has come to fruition and I&#8217;m happy to announce it&#8217;s launch in the new Mac App Store. Space Gremlin is an app I wrote [&#8230;]]]></description>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Mac app store hacked, how developers can better protect themselves</title>
		<link>https://www.craftymind.com/mac-app-store-hacked-how-developers-can-better-protect-themselves/</link>
		<comments>https://www.craftymind.com/mac-app-store-hacked-how-developers-can-better-protect-themselves/#comments</comments>
		<pubDate>Fri, 07 Jan 2011 01:13:34 +0000</pubDate>
		<dc:creator><![CDATA[Sean Christmann]]></dc:creator>
				<category><![CDATA[Cocoa]]></category>

		<guid isPermaLink="false">http://www.craftymind.com/?p=203</guid>
		<description><![CDATA[Crude instructions have started showing up online with ways to circumvent Apples Mac App store receipt validation. By simply copying receipt and info.plist data from a free app and pasting it into a paid app, you can run apps copied from friends computers or bittorrent. I myself have a copy of a paid app (not [&#8230;]]]></description>
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		<slash:comments>22</slash:comments>
		</item>
		<item>
		<title>PNG compression on iPhone/iPad</title>
		<link>https://www.craftymind.com/png-compression-on-iphoneipad/</link>
		<comments>https://www.craftymind.com/png-compression-on-iphoneipad/#comments</comments>
		<pubDate>Wed, 01 Sep 2010 23:59:17 +0000</pubDate>
		<dc:creator><![CDATA[Sean Christmann]]></dc:creator>
				<category><![CDATA[Cocoa]]></category>

		<guid isPermaLink="false">http://www.craftymind.com/?p=195</guid>
		<description><![CDATA[I was having a discussion with a coworker about png compression for the iphone and wanted to resolve the issue of whether we should bundle Fireworks source assets in xcode for quick editing and recompiling, or if we should export compressed versions to use for the bundling phase. I know the iPhone does it&#8217;s own [&#8230;]]]></description>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>360iDev session materials on Quartz 2D</title>
		<link>https://www.craftymind.com/360idev-session-materials-on-quartz-2d/</link>
		<comments>https://www.craftymind.com/360idev-session-materials-on-quartz-2d/#comments</comments>
		<pubDate>Wed, 04 Mar 2009 16:51:45 +0000</pubDate>
		<dc:creator><![CDATA[Sean Christmann]]></dc:creator>
				<category><![CDATA[Cocoa]]></category>

		<guid isPermaLink="false">http://www.craftymind.com/2009/03/04/360idev-session-materials-on-quartz-2d/</guid>
		<description><![CDATA[360iDev San Jose has been awesome so far and it&#8217;s not over yet, still a whole day of sessions to go. I&#8217;m putting my session materials up now during the keynote so I don&#8217;t forget after I&#8217;ve presented. Get the zip file here. Update: I forgot to mention during my presentation, but the samples within [&#8230;]]]></description>
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		<slash:comments>2</slash:comments>
		</item>
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		<title>Creating the &#8216;loupe&#8217; or magnifying glass effect on the iphone.</title>
		<link>https://www.craftymind.com/creating-the-loupe-or-magnifying-glass-effect-on-the-iphone/</link>
		<comments>https://www.craftymind.com/creating-the-loupe-or-magnifying-glass-effect-on-the-iphone/#comments</comments>
		<pubDate>Tue, 10 Feb 2009 18:06:57 +0000</pubDate>
		<dc:creator><![CDATA[Sean Christmann]]></dc:creator>
				<category><![CDATA[Cocoa]]></category>

		<guid isPermaLink="false">http://www.craftymind.com/2009/02/10/creating-the-loupe-or-magnifying-glass-effect-on-the-iphone/</guid>
		<description><![CDATA[One of my recent projects tasked me with figuring out how to recreate the magnifying glass effect that Apple uses inside textfields on the iPhone, but in a more generic way so anything on the screen could be magnified. Getting this effect is pretty simple in any visual framework once you figure out how masking [&#8230;]]]></description>
		<wfw:commentRss>https://www.craftymind.com/creating-the-loupe-or-magnifying-glass-effect-on-the-iphone/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>From AS3 to Objective-C: Flex vs iPhone development</title>
		<link>https://www.craftymind.com/from-as3-to-objective-c-flex-vs-iphone-development/</link>
		<comments>https://www.craftymind.com/from-as3-to-objective-c-flex-vs-iphone-development/#comments</comments>
		<pubDate>Wed, 30 Apr 2008 16:44:54 +0000</pubDate>
		<dc:creator><![CDATA[Sean Christmann]]></dc:creator>
				<category><![CDATA[Cocoa]]></category>
		<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://www.craftymind.com/2008/04/30/from-as3-to-objective-c-flex-vs-iphone-development/</guid>
		<description><![CDATA[Recently I&#8217;ve been given the opportunity to work full time on commercial iPhone development at EffectiveUI. The most intriguing thing about the platform for me is having access to non traditional user input mechanisms. When I was playing around with Wii remote integration on the desktop, the potential was exciting, but the ubiquity was limiting. [&#8230;]]]></description>
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		<slash:comments>14</slash:comments>
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