If you did that and actually competed with tik tok that’d be hilarious
— MrBeast (@MrBeast) October 31, 2022
Vine started as its own company in June 2012, Twitter acquired it in October 2012, and its first official release was in January 2013. Twitter announced that it would discontinue Vine in October 2016 and disabled all uploads.
If Vine could be turned into a TikTok competitor as YouTuber Jimmy “MrBeast” Donaldson suggests, it could help counter TikTok’s serioussecurityissues and help give Twitter a much-needed image boost.
Here’s the problem:
Musk has asked engineers to look at the old code. This would be a sensible thing if we were dealing with a hardware, mechanical, or physical artifact, but Vine is software. Even more challenging is the fact that it’s mobile software. That was first released in 2012 and last updated in 2016.
As software developer and product manager Sara Beykpour put it (and on Twitter, no less!):
some free advice, from someone who worked at Vine and also led the shutdown of Vine.
This code is 6+ years old. Some of it is 10+. You don’t want to look there. If you want to revive Vine, you should start over.
I have no inside knowledge of Vine, but I’d be willing to bet that the Android and iOS Vine apps were probably written as native apps. React Native wasn’t out until 2015, and every other cross-platform solution at the time (including Xamarin) wouldn’t have been up to the task.
In 2012, when Vine began, that would mean:
On Android: writing the app in Java using Eclipse (the stable 1.0 version of Android Studio wouldn’t come out until December 2014).
On iOS: writing the app in Objective-C, quite possibly using NIBs instead of storyboards.
Simply put — ancient stuff, at least by the standards of mobile development. While there are still some Java-based Android and Objective-C-based iOS projects out there, the majority of the top apps in the stores are written in either Kotlin or Swift.
It would be a good idea to have a handful of developers look over the old Vine code for an audit. There’s a chance that there might be a few useful ideas in there, possibly in feature switches that never got turned on. However, that old code will probably be useless as a starting point to build on in the short timeframe that Musk suggests for the relaunch of Vine.
I even introduced Anitra to them, and she’s now a tech editor there, which is why we’re both on the team photo collage:
The name RayWenderlich.com made sense when it was just a blog that its namesake, Ray Wenderlich, started when he’d quit his job to become an indie mobile developer. At the time, he was simply blogging and sharing iOS development tips as part of his business. As I mentioned earlier, I learned iOS programming from the original edition of his first book, The iOS Apprentice, where you learn by building four applications.
The site kept growing and became that classic internet success story where the side business became the main business. The site grew to add Android development tutorials (around the time I joined the team), and since then has expanded to add Flutter, Unity, and other mobile development topics.
A decade and thousands of articles later, the name change makes sense. It’s no longer an indie mobile developer’s side project, but a full-fledged publishing company in the same spirit as O’Reilly and No Starch Press.
Congratulations, Kodeco, and I look forward to writing more mobile dev tutorials with you!
If you’re making an iOS app, the odds are pretty good that sooner or later, you’re going to have to integrate authentication — login and logout — into it. I show you how to do that with Auth0 in both a video…
…as well as a matching two-part article series that walks you through the process:
Maybe you’ve run into this Android Studio problem lately. You’ve created a brand new project, and when you run it — even if you haven’t made any changes — you get the dreaded Android Gradle plugin requires Java 11 to run error:
Here’s the “quick and dirty” fix. It assumes that you already have JDK 11 installed.
On Linux and Windows, open the File menu and select Settings… to get to the Settings window (you can also use the keyboard shortcut Ctrl + Alt + s).
On macOS, open the Android Studio menu and select Preferences… to get to the Preferences window (you can also use the keyboard shortcut ⌘ + , ).
Once the Settings or Preferences window is open, select Build, Execution, Deployment → Build Tools → Gradle from the menu on the left side.
You can change the JDK that Gradle uses in the Gradle projects section’s Gradle JDK menu. Changing the current selection from JDK 1.8 to JDK 11 works for me:
The Android Studio on my Windows machine already defaults Gradle to JDK 11, but on my Mac, it’s still insisting on JDK 1.8. I’m sure there’s some config file floating around somewhere that I need to edit — does anyone know which one? — but in the meantime, I’m using the quick and dirty fix.
While getting groceries, I saw this endcap for cotton candy-flavored energy drink. The “XBox controller as phone” pose is silly, but it also reminded me of a phone I’d wanted way back in the early 2000s: the Nokia N-Gage.
Released in 2003 (in the pre-smartphone era, back when mobile phones sported a lot of dedicated buttons), the N-Gage was a phone-meets-handheld gaming device.IGN summed it up best as “a bad console filled with bad games,” and it didn’t help that the speaker and microphone were mounted on its side. In order to use it as a phone, you’d have to hold it like this — a position that would come to be known as sidetalking:
Sidetalking looked silly, so soon there were sidetalking photos featuring people using the N-Gage while making silly faces…
In case you’re wondering, I’m not really pining for the N-Gage anymore. My iPhone 13 Pro is a decent gaming phone, and on the Android side, I’ve got a Nubia Redmagic 6R that plays Genshin Impact rather nicely.