Rev Mentor

Tips, tricks, news & commentary for Revolution developers 
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Revolution dev platform and ePublishing

I've often felt that an eReader built in Revolution would be a natural. If we could make Revolution readers for Blackberry and iPhone, we'd be all set. The road for doing all this is being paved as I type by Amazon, Barnes & Noble and now Hearst.

Here is Heart's ePublishing device and model:

Hearst is also offering a dedicated reader, the Skiff:

     
Click here to download:
Revolution_dev_platform_and_eP.zip (1189 KB)

Here's their rap on it:

The Skiff Reader, the first e-reader to integrate the upcoming Skiff Service, is a state-of-the-art device that is simple and easy-to-use. Our innovations include:
  • Largest e-paper display › More viewing area for a richer reading experience.
  • Thinnest e-reading device › Remarkably sleek. Easy to hold, use and carry.
  • Most durable e-reader › First-of-its-kind metal-foil display (eliminating the fragility of glass). A magnesium housing. An incredibly sturdy device.
  • Highest display resolution › Four times as many pixels as most e-book readers, for more immersive reading.
  • Full touch screen › For intuitive content selection and navigation. Instant page turns with the swipe of a finger.
  • Extraordinary battery life › Read for a week between charges.

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Filed under  //   development   digital magazine   eink   epublishing   ereader   hearst   revolution   skiff  
Posted by Jerry Daniels 

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Developers: lessons in design and development

Watch the video here: apple.com

MUCH more than a product promo, watch and listen as Apple's Jon Ives and company walk their design talk with a very fine, new iMac. Great video!

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Filed under  //   apple   design   development   imac   jon ives  
Posted by Jerry Daniels 

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White Paper: A 100% Revolution Solution

 


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Filed under  //   case study   commercial app   development   revolution  

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New Unity 2.5 is out!

Unity3D game development tool (the best in my book over anything else) is shipping version 2.5 The biggest new feature is now it works from windows as well. So that will add a whole lot more developers who did not buy a mac just to use unity. (and there are many that did, so you can see how good it most be , if people switch to a mac just to use unity) The 2.5 also has an all new interface to help make it even easier than before. It was already so easy to use. 3ds max importing is now supported. no more converting first.

They added a license change This is a big one. The indy licensing can now deploy to all platforms (aka windows, which before was a pro only feature) There a long list of improvements, and bug fixes.

This is hands down the best game tool on the market. I've tried all the others in the under $3000.00 licensing fee and Torque, blitz, C4 even the free open source jobbers come no where near the quality as this one does. It got a prefect workflow, and with the iPhone plug in (torque iPhone plug-in is a rip off), there really no other tool that come close in this price range, In over all quality of what can be done, and how simple it is to code a game. It is worth buying into if you make money building games.

Check it ll out here. @ http://unity3d.com/unity/whats-new/unity-2.5

 

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Filed under  //   development   games  
Posted by Jerry Daniels 

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Kawasaki's web app < $15K

Read how Guy Kawasaki built a Web app on the cheap.

By the Numbers: How I built a Web 2.0, User-Generated Content, Citizen Journalism, Long-Tail, Social Media Site for $12,107.09! Because of Truemors, I’ve learned a lot about launching a company in these “Web 2.0” times. Here’s quick overview “by the numbers.”

This is definitely worth a peek. It not only gives inspiration and information, but it's driving eyeballs to Guy's Web 2.0 app, isn't it? Quite a marketing coup for his product, and, perhaps, food for thought on how you could do the same. I highly recommend clicking on his picture (above), reading the article, and visiting his Truemors site.

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Filed under  //   budget   deployment   development  
Posted by Jerry Daniels 

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Estimates - how long?

There's a though-provoking post in the Signal vs Noise blog by 37signals that John Gruber of Daring Fireball pointed out today. Here's a quote:

Imaginary work is always easier to do than real work. It is much more attractive (being more quickly done) and once you see the imaginary work, it can be very difficult to identify the real work it masks. People estimating imaginary work often assume they have all the facts in hand when making their estimates, which assumption leads them to believe that there is no “big technical hurdle” preventing its implementation.

Click the image above to read the whole article on SVN and discover what makes a feature easy or hard to implement before you send your next request for a wouldn't-it-be-great-if feature to your team, your contractor, or yourself.

I would further recommend John Gruber's article on Copy and Paste on the iPhone, which really points out the non-trivial aspects of implementing a seemingly trivial feature on not just an application but an application platform (like the iPhone).

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Filed under  //   deployment   development  
Posted by Jerry Daniels 

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Internet Applications - 1 of 5

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Simple-to-complex examples of writing internet applications. Part 1 of 5 parts.

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Filed under  //   deployment   design   development   lesson   video  
Posted by Jerry Daniels 

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Internet Applications - 2 of 5

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Simple-to-complex examples of writing internet applications. Part 2 of 5 parts.

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Filed under  //   deployment   design   development   lesson   video  
Posted by Jerry Daniels 

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Internet Applications - 3 of 5

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Simple-to-complex examples of writing internet applications. Part 3 of 5 parts.

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Filed under  //   deployment   design   development   lesson   video  
Posted by Jerry Daniels 

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Internet Applications - 4 of 5

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Simple-to-complex examples of writing internet applications. Part 4 of 5 parts.

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Filed under  //   deployment   design   development   lesson   video  
Posted by Jerry Daniels 

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