A quick blog post today.
The update to Schrödinger Lab has now been submitted to the App Store. If all goes well, I expect it to take ~3 weeks until it goes live.
Of course, there's a chance it could be rejected for a technical reason, in which case it will need to be resubmitted with corrections.
(The application process is time-consuming and sometimes annoying, but ultimately it does help Apple maintain the standard of Apps for sale- which is something that benefits consumers. )
Well, I'm off to relax for a bit.
Edit: (Dec 2nd) I found a small error in the code, so I just now resubmitted to the App Store. Unfortunately, this means I have to go back to the end of the queue, but at least I got to squeeze in a few extra improvements before resubmitting.
Edit II: (Dec 12th) The new version of the App has just been approved! I've been working hard in the interim and I'm actually going to submit the next version of Schrödinger Lab in the next few hours. I'll blog about the even newer update over the next day or two. It contains a few nice improvements and I'm quite proud of it.
Looking further ahead- I've even started working on the update after that! My new mission is to allow users of Schrödinger Lab to explore angular momentum states. Let's see how it works out.
Tuesday, 27 November 2012
Monday, 26 November 2012
Code is completed! Now to submit to App Store.
The good news is that the 2D update to Schrödinger Lab is completed. All that's left to do is to submit to the Apple App Store and await approval. This could take a few weeks, so please be patient, but I will try my best to get it out in time for Christmas!
As a taster, below is a screenshot from the finalized code showing a wave impacting a double-slit.
Wednesday, 7 November 2012
On the downhill stretch!
I successfully merged the 1D and 2D codes into what will be the next release of Schrödinger Lab. Since I last wrote, I've also taken the opportunity to rewrite the graphing in the 1D code to take advantage of my improved knowledge of OpenGL, the graphics programming language I've been using. The changes to the end-user are minimal, but I've managed to make the code a lot cleaner, which should help accelerate future updates.
I also tidied up the interface a little bit and got rid of some tiny but occasionally annoying misalignments in the paneling.
Finally, I rewrote my text-parsing code to make it easier for me to use subscripts/superscripts/italics and other font effects in my help boxes.
OK, so here's what the latest version looks like:
I now have a palette system in place where the user can make multiple palettes for solving either or both of the 1D and 2D Schrödinger eqn. This will make it easier for the users to compare results with different parameters and also to compare between the 1D and 2D results.
The Future
The two big tasks I have remaining are i) to finish writing the help documentation for the 2D calculations and ii) to implement saving and loading of palettes for the new combined code. I hope to have this finished in a month or so and then it will take a further month to get the code submitted and accepted by the Apple Store. So, altogether I estimate it's going to take about two months before the update is shipped.
Pricing will remain the same- i.e. the cheapest I can physically sell it without giving it away. I briefly considered setting the price equal to
number of dimensions the code can solve SE in x $1,
but ultimately I decided that I prefer to maximize the number of copies sold as opposed to the amount of money made.
The More Distant Future
I plan to continue adding functionality to Schrödinger Lab. Some of the features will be obvious, but I ultimately will need to look for ideas about where I can take this code next. So, if any of you want a particular feature implemented then let me know! I'm also interested in constructive criticism of what I've already done. In general, any feedback will be appreciated.
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