Re: iPhone Development

2009-01-03 Thread Barney Boisvert
Web apps, you mean?  Go grab the meta tag you need to lock the screen
size, and the develop as normal. HTML, JS and CSS are virtually
identical to the normal browser, mouse events are the biggest
difference to deal with.

cheers,
barneyb

On 1/3/09, Bryan Hogan  wrote:
> Can someone point me into the right direction to get started developing
> iPhone applications with CFML?  I would like to develop on Windows if at
> all possible.
>
> Bryan F. Hogan
> Product Manager
> eDonor(r) - Recruit, Retain, Repeat
> A Global Med Technologies(r) Company
>
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iPhone Development

2009-01-03 Thread Bryan Hogan
Can someone point me into the right direction to get started developing
iPhone applications with CFML?  I would like to develop on Windows if at
all possible.

Bryan F. Hogan
Product Manager 
eDonor(r) - Recruit, Retain, Repeat
A Global Med Technologies(r) Company

P  602.489.7844
F  602.489.7801
www.edonor.com

The information contained in this electronic mail message, including all
attachments hereto, is confidential information intended only for
distribution to the individual(s) named above. If the reader of this
message is not the intended recipient, you are hereby notified that any
dissemination, distribution, use or copying of this  communication, and
the information contained herein, is strictly prohibited. If you have
received this communication in error, please immediately notify us by
telephone at (602) 489-7800 and delete the original message. Thank you.



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Re: market rates

2009-01-03 Thread Glyn Jackson
this question depends on what part the the UK you are. we had someone on a 
contract  on £35 per hour but that was a short contract only 3 months and we 
really needed them. we advertised for someone with 2 years CF experience last 
year to work fully time at our offices, we found it VERY hard to find anyone! 
most stated they had CF experience but after the interview it was clear they 
did not! it took us 3 months to find someone and they started on £25k per year 
in the Midlands in London this would have been around £35k. I would say in the 
UK its 22-38k depending on experience. I have knew a fellow CF developer that 
left us  and got a Job in London on 68k very much open, its all up to the 
person. 

I did find that Java developers ask for the same sort of salary if thats 
anything to go by. PHP developers are ten a penny here so thats not a good 
market to compare to, and 2 years + php developer we can get starting at 17k

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Re: market rates

2009-01-03 Thread Chris Barrett
Yeah I don't see those rates as being realistic for what someone would make
at least in the US.  No programmer would work for $10 an hour here. They pay
the students at universities more than that.

On Fri, Jan 2, 2009 at 6:23 PM, James Holmes  wrote:

> Wow, I'd literally earn more pushing shopping carts at my local
> supermarket.
>
> mxAjax / CFAjax docs and other useful articles:
> http://www.bifrost.com.au/blog/
>
>
>
> 2009/1/3 Daryl James :
> >
> > We have a wealth of rate and trend statistics available over at
> http://www.odesk.com/community/oconomy.  Just click on rate statistics and
> browse through the categories.  These are real-time freelance/outsourcing
> statistics.  Hope this helps.
>
> 

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Re: [SOT] avg hourly rate for mid and adv cf programmer

2009-01-03 Thread Daryl James
You're welcome to check out our rates statistics from freelance professionals 
in the field...http://www.odesk.com/community/oconomy.  This should give you an 
actual idea...just click on Rates Statistics and look up your field.  Hope this 
helps.

Daryl James
- oDesk 

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Re: [SOT] avg hourly rate for mid and adv cf programmer

2009-01-03 Thread Daryl James
>I've heard of rates anywhere from $30 to $200 or more for 
>established firms. I've also heard of much less for over 
>seas contractors. Congress is looking at adding another 
>210,000 or so HB1 Visas which could trend those numbers 
>lower.
>
>Lee
>
>On Thu, 3 Nov 2005 09:55:15 -0600
>  "Kevin Aebig"  wrote:
>> 

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Re: CF iPhone mutiplayer game host using UDP event gateway whatever?

2009-01-03 Thread dicklac...@mac.com dicklac...@mac.com
>Useful links...?
>
>http://tutorial117.easycfm.com
>http://www.intrafoundation.com/software/UDPClient.htm
>
>On Sat, Jan 3, 2009 at 8:21 AM, dicklac...@mac.com dicklac...@mac.com <
>dicklac...@mac.com> wrote:
>
>>

John, Thanks for the quick response!  

Before posting here, I googled and found those links.  They were very useful (I 
am not a gamer and this is all new to me).   

The background info does a good job of getting you up to speed on UDP and what 
might be possible with CFM.

The only real problem is the author's  com object is a .dll  and, as I 
understand, that requires a windows installation.  I could setup an additional 
Win CF system using Parallels. but I'd rather not.

The author stated that CF didn't support UDP (at least until CFMX) so he wrote 
the com object.  From this, I inferred that there might be native UDP support 
in the later versions of CF (or at least a Java com object replacement).  With 
that capability, the solution should run on any platform supported by CFMX, 
true?

TIA

Dick






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Re: CF iPhone mutiplayer game host using UDP event gateway whatever?

2009-01-03 Thread John M Bliss
Useful links...?

http://tutorial117.easycfm.com
http://www.intrafoundation.com/software/UDPClient.htm

On Sat, Jan 3, 2009 at 8:21 AM, dicklac...@mac.com dicklac...@mac.com <
dicklac...@mac.com> wrote:

> Hi
>
> I have been away from CF for a few years.
>
> My latest activities have been learning Cocoa and Objective-C so I can
> program iPhone apps (mainly for friends and my own amazement).
>
> It's pretty cool to have all that power in your pocket!
>
> In  an iPhone forum a question was asked:  what/how to implement an
> Internet multiplayer option to an iPhone game he has already published.
>  There are two basic needs:
>
> 1) Admin, Record keeping (user names, high scores), etc.
> 2) Interactive mulltiplayer play of the game
>
> CF/SQL seems a natural for 1 using a standard web server interface
> (HTTP/TCP).
>
> In this particular game (role playing) (HTTP/TCP) prolly would provide good
> enough performance to satisfy his needs.
>
> However, some of the more advanced iPhone games  use fairly Hi-Res 2D and
> 3D graphics with fairly decent frame rates.  The iPhone runs OS X (Unix),
> OpenGL ES and has a separate GPU.
>
> This type of game would require more frequent interaction and more data
> exchange.  The HTTP/TCP connection and handshaking protocol, likely, has too
> much overhead to sustain frame rates on the client iPhones.
>
> Most games use the UDP protocol (connectionless, unordered, no packet
> delivery guarantee) with a specialized server app written in C++.
> ..
> I should mention here that all the heavy lifting is done on the iPhone
> clients--  the server only needs to send data such as the x/y/z coordinates
> of each player (plus some info on speed, weapon, direction).  So, CF would
> not be serving the multiplayer graphic displays, rathet only the data needed
> by the iPhone clients to refresh their displays.  If packets are lost, so
> what-- just a momentary lag until the next one comes along.
>
> Whew!
>
> Here are my questions:
>
> 1) Can the latest/greatest CF efficiently handle UDP through sockets or
> event gateways (or whatever) to make it a practical host of the multiplayer
> play?
>
> 2) Has anybody done this?
>
> 3) Any examples, code snippets?
>
> Any help will be greatly appreciated!
>
>
> TIA
>
> Dick Applebaum
>
>
> 

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CF iPhone mutiplayer game host using UDP event gateway whatever?

2009-01-03 Thread dicklac...@mac.com dicklac...@mac.com
Hi

I have been away from CF for a few years.

My latest activities have been learning Cocoa and Objective-C so I can program 
iPhone apps (mainly for friends and my own amazement).

It's pretty cool to have all that power in your pocket!

In  an iPhone forum a question was asked:  what/how to implement an Internet 
multiplayer option to an iPhone game he has already published.  There are two 
basic needs:

1) Admin, Record keeping (user names, high scores), etc.
2) Interactive mulltiplayer play of the game

CF/SQL seems a natural for 1 using a standard web server interface (HTTP/TCP).

In this particular game (role playing) (HTTP/TCP) prolly would provide good 
enough performance to satisfy his needs.

However, some of the more advanced iPhone games  use fairly Hi-Res 2D and 3D 
graphics with fairly decent frame rates.  The iPhone runs OS X (Unix), OpenGL 
ES and has a separate GPU.

This type of game would require more frequent interaction and more data 
exchange.  The HTTP/TCP connection and handshaking protocol, likely, has too 
much overhead to sustain frame rates on the client iPhones.

Most games use the UDP protocol (connectionless, unordered, no packet delivery 
guarantee) with a specialized server app written in C++.
.. 
I should mention here that all the heavy lifting is done on the iPhone 
clients--  the server only needs to send data such as the x/y/z coordinates of 
each player (plus some info on speed, weapon, direction).  So, CF would not be 
serving the multiplayer graphic displays, rathet only the data needed by the 
iPhone clients to refresh their displays.  If packets are lost, so what-- just 
a momentary lag until the next one comes along.

Whew!

Here are my questions:

1) Can the latest/greatest CF efficiently handle UDP through sockets or event 
gateways (or whatever) to make it a practical host of the multiplayer play?

2) Has anybody done this? 

3) Any examples, code snippets?

Any help will be greatly appreciated!


TIA

Dick Applebaum


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