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Showing posts with label iPhone. Show all posts
Showing posts with label iPhone. Show all posts

iPhone Flashlight Programming Tutorial

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iPhone Flashlight Programming Tutorial Overviews

This tutorial is a step-by-step guide to using Xcode, along with Objective-C 2.0, to write your own Flashlight app for iPhone OS 3.0.

Targeted to both newbies and experts alike, you will learn how to use Xcode to create a Window-based app, how to understand Objective-C 2.0 code, how to set properties on the UIApplication object, how to implement the UIApplicationDelegate protocol, how to create a custom UIView, how to handle touch events, and more.

Unlike any other step-by-step tutorial, this one describes in detail every single step and line of code.

CONTENTS

- About This Tutorial
- Setup of iPhone OS Software Development Environment
- Startup Xcode
- Create New Project: Flashlight
- Build and Go
- Quick Tour of XCode
- It All Starts Here: main.m - Part 1
- Rental Vehicle Analogy
- It All Starts Here: main.m - Part 2
- main.m
- UIApplicationMain()
- UIApplication and UIApplicationDelegate
- FlashlightAppDelegate.h
- FlashlightAppDelegate.m
- UIApplication Properties
- UIApplication Methods
- UIApplicationDelegate Methods
- Touch - Overview
- Creating FlashlightView Class
- FlashlightView.h
- FlashlightView.m
- Adding FlashlightView to FlashlightAppDelegate
- FlashlightView Touch Handling
- Review of Key Skills

SEE ALSO

- iPhone Objective-C 2.0 Programming Exercises


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Core Animation for Mac OS X and the iPhone: Creating Compelling Dynamic User Interfaces (Pragmatic Programmers)

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Core Animation is a powerful new Apple technology that debuted with Mac OS X Leopard. As it was later revealed, it was a technology that originated for the iPhone.

Core Animation is actually comprised of two different technologies:
1) An animation technology
2) A layering (compositing) technology

Core Animation makes it easy to animate a "view" object from point A to point B without having to write your own animation loop or timer callbacks. It can be as simple as just saying "move there" and Core Animation takes care of the rest.

The layering aspect is the part that caught my attention as an OpenGL developer. Basically, you can think of Core Animation as a textured rectangle engine, i.e. apply a 2D image on a quad, and then can transform it (translate, rotate, scale). Apple leverages OpenGL under the hood so this is all really fast...much faster than the traditional techniques which are CPU oriented instead of GPU oriented. But the real leverage of the technology comes from the fact that you can turn on Core Animation for any existing Apple widget so you can use their buttons and various views instead of reinventing the wheel making your own 2D image quads (not to mention event handling/responder chain).

Furthermore, because OpenGL is used as the back end for Core Animation, it is now finally possible to intermix previously unrelated UI pieces together in a single view. So for example, before it was really hard to superimpose an OpenGL view with a Quicktime view and a Cocoa view for building a sophisticated UI. The "layering" part of Core Animation is now the grand unification technology that allows all this to just work together because all can now be rendered via Core Animation layers which is all OpenGL at the bottom. (The technology was originally called LayerKit before Apple renamed it to Core Animation.)

I find this particularly compelling for building UI interfaces. Before I might do a lot of the hard painful work of writing 2D stuff in OpenGL directly that required fluid animation and speed. But now Core Animation provides a simple API to do this and already provides me powerful capabilities such as rendering high quality text (always a pain in OpenGL).

Unfortunately, documentation is hard to come by for Core Animation. I think it has hurt its adoption rate.

Enter Bill Dudney who has addressed that shortcoming by writing the book "Core Animation or Mac OS X and the iPhone".

Bill Dudney covers it all, from simple animation and layer-backed views (i.e. using Core Animation with traditional NSView's on Mac) to using Core Animation layers directly for more powerful and expressive capabilities.

For anybody needing to deal directly with Core Animation, I think this book is a must-have.

However, I have seen some criticisms of the book, mostly from iPhone developers. So I want to be clear on what this book is about (or not about).

This book is specifically geared towards Core Animation, not Cocoa or iPhone programming in general. (Dudney is working on a general iPhone book which is worth looking at.) And knowledge of just Core Animation is not sufficient to build an entire application. This book is best suited for those people who want to make superior and elegant UIs to differentiate their products (or simplify implementation in my case), and not settle for run-of-the-mill looking UIs. For example, he builds a simple Front Row like interface as one of his more advanced code examples. But also to be clear, as much as I wish we had such a thing, this is not an elite Cocoa tips & tricks book or gems book so the focus is learning Core Animation (via mostly simple isolated examples), not doing elaborate example projects.

There is a single chapter on iPhone at the end of the book. There are not a lot of differences between pure Core Animation on Leopard and iPhone, so iPhone doesn't really need a whole lot of discussion. However, this also underscores that the book was really written with a Mac centric focus. The first section of the book covers using Core Animation with NSViews which is an important topic on Mac, but irrelevant to iPhone developers. When the book moves into dealing with Core Animation layers directly, this information is directly applicable to iPhone developers. But I can understand that iPhone developers may experience frustration at needing to work with Mac examples in these sections rather than iPhone examples. But the examples are fairly simple and to the point so you generally don't need to focus on the infrastructure differences between Cocoa and Cocoa Touch. Still, if you are an iPhone only developer, you might want to hold off on this book purchase unless your need to understand Core Animation is great and you can live with the fact that a significant portion of this book does not apply to you.

One other criticism I've seen is that the photos in the printed book are not in color. I can say that the e-book version is at least in color, though I personally don't think color is all that important for the topic material. (You might argue motion is important for animation, but I don't know how to address that in book form, short of making a flip-book.)

I do hope he will do something to address the new features in Snow Leopard and newer versions of iPhone OS whether it be a blog entry or an update to a book.

Core Animation for Mac OS X and the iPhone: Creating Compelling Dynamic User Interfaces (Pragmatic Programmers) Features

  • ISBN13: 9781934356104
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Core Animation for Mac OS X and the iPhone: Creating Compelling Dynamic User Interfaces (Pragmatic Programmers) Overviews

Mac OS X Leopard introduces a fantastic new technology that makes writing applications with animated and cinematic user interfaces much easier. We'll explore this new technology by starting with the familiar concepts you already know from the pre-Leopard development kits.

Then we'll see how they apply to the new frameworks and APIs. We'll build on your existing knowledge of Cocoa and bring you efficiently up to speed on what Core Animation is all about.

With this book in hand, you can add Core Animation to your Cocoa applications, and make stunning user interfaces that your user's will be showing off to their friends.


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Customer Review


I wanted to love this book - Christopher Drum - Berkeley, CA USA
I wrote up a long, detailed breakdown of the failures of this book on my blog at [....], but here's the short version.
The book needs a few things to be successful, especially in light of the new crop of Cocoa developers coming around thanks to the iPhone. Most start with the definitiveCocoa(R) Programming for Mac(R) OS X (3rd Edition) by Aaron Hillegass and move on to learn about specific framework technologies. As such, certain stylistic and programming conventions that have come to represent "Cocoa programming best-practices" are not adhered to at all. Sample projects are lazy in scope, despite the author's stated intention to "spark our imagination." Sample code is often full of ivars and methods that aren't even used in the project. No memory management seems to be used at all. Code fluctuates between using "traditional" bracket notation and dot notation from project to project. And I could go on...

The author's writing is incredibly redundant, and the book could use an editor who isn't afraid to slash and burn. There are long passages that say nothing, and certain concepts and statements that come up again and again. Where on the one hand the author wants us to feel free to make "gaudy" things to learn how to integrate Core Animation into the future of interface design, he spends the better part of the book warning us against doing exactly that. He seems truly terrified that he's unlocking Pandora's Box upon the development community and will be personally held responsible if things start going wrong in Cocoa projects from now, forward. I humbly suggest this isn't the author's role in my life as a developer.

Perhaps my biggest beef with the book is that its target audience is ill-defined. It is definitely not an introduction to Cocoa, but it also tries too hard to hold the hand of more experienced developers. So its too easy for those with Cocoa experience, but too hard for those without experience.

I would really love to see this book re-imagined as a logical next-step from the Hillegass book and dig in deeply to Core Animation. Develop three or four deep, original projects, explain the code development in detail, build on the best-practices Hillegass teaches, and cater exclusively to a development community that understands Objective-C and how to use the Cocoa frameworks without fear.




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The iPhone Developer's Cookbook: Building Applications with the iPhone SDK

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Every other iphone book out there sticks to teaching the use of Interface Builder everytime you work on the GUI side of you app. That's totally insane.

I bought this book, made it 4 chapters in and thought I wasted my money. I bought another book and a couple months in realized that all I learned was interface builder and how to make the most basic apps possible. I've gone back to this book and realized it was the only one I needed.

Do not waste your time with making interface builder apps unless you are not a programmer or you are just looking to make a simple app over the weekend and probably never publish it.

This book separates the real programmers from the people who pickup an IDE and think they can code because they can drag and drop GUI components.

I would rather not have any books than not have this book. I would recommend buying it with the Learning Objective c book (from the same publisher) if you are new to the language. I find that it is not as simple to pickup as C++, Java or C# because the syntax is sort of odd. The learning objective c book will help with that.

If you are a good programmer, are new to iphone development, are capable of making really good software and want to create complex apps, this is the only book you will need.

If you are not a programmer (either literally or just think you are a programmer but really are not), are new to iphone and have never written software (on your own without using Google to find all your source code), go get one of the other books that teach drag and drop interface building, you will be lost with this book.

The iPhone Developer's Cookbook: Building Applications with the iPhone SDK Features



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The iPhone Developer's Cookbook: Building Applications with the iPhone SDK Overviews

“This book would be a bargain at ten times its price! If you are writing iPhone software, it will save you weeks of development time. Erica has included dozens of crisp and clear examples illustrating essential iPhone development techniques and many others that show special effects going way beyond Apple’s official documentation.”

—Tim Burks, iPhone Software Developer, TootSweet Software

 

“Erica Sadun’s technical expertise lives up to the Addison-Wesley name. The iPhone Developer’s Cookbook is a comprehensive walkthrough of iPhone development that will help anyone out, from beginners to more experienced developers. Code samples and screenshots help punctuate the numerous tips and tricks in this book.”

—Jacqui Cheng, Associate Editor, Ars Technica

 

“We make our living writing this stuff and yet I am humbled by Erica’s command of her subject matter and the way she presents the material: pleasantly informal, then very appropriately detailed technically. This is a going to be the Petzold book for iPhone developers.”

—Daniel Pasco, Lead Developer and CEO, Black Pixel Luminance

 

The iPhone Developer’s Cookbook: Building Applications with the iPhone SDK should be the first resource for the beginning iPhone programmer, and is the best supplemental material to Apple’s own documentation.”

—Alex C. Schaefer, Lead Programmer, ApolloIM, iPhone Application Development Specialist, MeLLmo, Inc

 

“Erica’s book is a truly great resource for Cocoa Touch developers. This book goes far beyond the documentation on Apple’s Web site, and she includes methods that give the developer a deeper understanding of the iPhone OS, by letting them glimpse at what’s going on behind the scenes on this incredible mobile platform.”

—John Zorko, Sr. Software Engineer, Mobile Devices

 

The iPhone and iPod touch aren’t just attracting millions of new users; their breakthrough development platform enables programmers to build tomorrow’s killer applications. If you’re getting started with iPhone programming, this book brings together tested, ready-to-use code for hundreds of the challenges you’re most likely to encounter. Use this fully documented, easy-to-customize code to get productive fast—and focus your time on the specifics of your application, not boilerplate tasks.

 

Leading iPhone developer Erica Sadun begins by exploring the iPhone delivery platform and SDK, helping you set up your development environment, and showing how iPhone applications are constructed. Next, she offers single-task recipes for the full spectrum of iPhone/iPod touch programming jobs:

  • Utilize views and tables
  • Organize interface elements
  • Alert and respond to users
  • Access the Address Book (people), Core Location (places), and Sensors (things)
  • Connect to the Internet and Web services
  • Display media content
  • Create secure Keychain entries
  • And much more

 

You’ll even discover how to use Cover Flow to create gorgeous visual selection experiences that put scrolling lists to shame!

 

This book is organized for fast access: related tasks are grouped together, and you can jump directly to the right solution, even if you don’t know which class or framework to use. All code is based on Apple’s publicly released iPhone SDK, not a beta. No matter what iPhone projects come your way, The iPhone Developer’s Cookbook will be your indispensable companion.

 

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Customer Review


Definitely NOT helpful for new iPhone developers. - software developer -
This book is very frustrating, and an immense disappointment. Despite my 40 years of software development on other platforms, this book is woefully inadequate at helping someone new to iPhone development. Unclear documentation, poorly laid out source code (Ms. Sadun admits that it's done this way for ease of book publishing, not for the user of the book). Downloading the code itself is an exercise in frustration, requiring that you set up other tools (without any documentation) just to be able to download. If you bother to compile the examples, every one has the same name, so you are left with a mess to separate and cleanup, both on your mac and on the iPhone. The author gives you a website if you have any questions, but totally fails to answer a single question or provide any help whatsoever.

Perhaps if you are already a very experienced iPhone developer you can gain some useful kernels of wisdom from this book, but otherwise it's useless. Stay away!




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iPhone Open Application Development: Write Native Objective-C Applications for the iPhone

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Coming from a PHP world, Object-Oriented Programming can be difficult to wrap your mind around. Thankfully the introduction chapters here aren't too far overhead. OOP concepts are a must-have for modern programmers, and this book makes no contentions to teach you Objective-C directly. However, the author has included some good references to where you can take beginner OOP courses.

Through the first year of iPhone's being and well into the pre-2.0 and post-2.0 environment, this book proves invaluable for its chapters on the UIKit, a large part of the API that is used to build graphical apps on the device. Extensive coverage of UIKit classes, as well as undocumented 1.0 enumerations for certain components makes this a frequent reader when you are getting started.

The examples within the chapters cover just about anything you can think of doing with the UI, within reason. You will be able to confidently build apps that rival the ones included by Apple itself. Chapters on audio and graphics subsystems are as complete as could be at the time, and offer some examples that would be useful for game developers.

Quirks about the Ojective-C language are briefly discussed, then wonderfully mastered and repeated frequently to drive the point home. Object delegates, high-level messging, inherritence; you will get a full course of modern OOP goodness.

By the time you are done working with the chapter's examples you will feel like a million bucks. The iPhone platform is now your own lump of clay for you to mold and shape to your will. Couple this with some in-depth cocoa publications and you have the all the keys needed to swing the doors wide open. Feel smart, be informed and discover the tremendously versatile API that is iPhone OS.

The 2.0 version of Apple software makes some important changes, but for the most part, this book is still very useful. Great for beginners -- even if you don't know OOP, you can learn from examples on the 'Net and be way very soon.


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iPhone Open Application Development: Write Native Objective-C Applications for the iPhone Overviews

Certain technologies bring out everyone's hidden geek, and iPhone did the moment it was released. Even though Apple created iPhone as a closed device, tens of thousands of developers bought them with the express purpose of designing and running third-party software.

In this clear and concise book, veteran hacker Jonathan Zdziarski -- one of the original hackers of the iPhone -- explains the iPhone's native environment and how you can build software for this device using its Objective-C, C, and C++ development frameworks.

iPhone Open Application Development walks you through the iPhone's native development environment, offers an overview of the Objective-C language you'll use with it, and supplies background for the iPhone operating system. You also get detailed recipes and working examples for everyone's favorite iPhone features -- graphics and audio programming, interfaces for adding multitouch functionality to games, the use of hardware sensors, and the device's vast user interface kit.

This book explains:

  • How to access the iPhone's underlying operating system
  • The makeup of an iPhone application
  • How to get the open source tool chain running on your desktop
  • The iPhone's core user interface framework, which is heavily tied to major application-level functions
  • Using the many touted iPhone features such as multitouch, hardware sensors, and gestures
  • Intercepting and handling event notifications for many iPhone-related events
  • Raw video surfaces and 3D transformations that take you deeper into advanced graphics on the iPhone
  • How to record and play simple sounds and intercept sound events
  • Advanced digital audio output using Apple's new Audio Toolbox framework
  • Advanced user interface components such as section lists, keyboards, and image manipulation

The Appendix includes a compendium of miscellaneous code examples for cool application features, such as using the camera and creating a CoverFlow®-like album browser.

This book is a true hacker's book, designed for the millions of users who have run third party applications on their iPhone, but its concepts and code examples have shown to be remarkably similar to Apple's official SDK, making this book a valuable resource for both camps. Any programmer can use this book to write applications with the same spectacular effects that made the device an immediate hit, and impress users just as much as the official iPhone software does. That programmer can easily be you.

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Customer Review


LocalBeacon - Reuben R. Beckmann - Austin, TX
For those app developers that don't know Objective-C and Cocoa Touch and don't want to outsource development, check out localbeacon (an iphone app builder) at [...]. Full integration of Twitter and Facebook, multiple ways to add content into system, off-line access, robust infrastructure including a CDN for all rich content, ability to merge in audio/video and photo galleries, and push notifications. Great for those who want to build just one app or developers interested in white label.


I regret not buying this book before - Enriquez Guillermo - Japan
It's very detailed and I think was very useful.Even though I have never wrote a line for iPhone App before reading this book, I felt I was understanding. Its a shame It is outdated, but reading this was a excellent help in the understanding of new iPhone SDK App development process.

I am definitely waiting for Zdziarski 's next iPhone Book, iPhone SDK Application Development: Building Applications for the AppStore.




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iPhone App Development: The Missing Manual

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iPhone App Development: The Missing Manual Overviews

Anyone with programming experience can learn how to write an iPhone app. But if you want to build a great app, there's a lot more to it than simple coding: you also need to know how design and market your creation. This easy-to-follow guide walks you through the entire process, from sketching out your idea to promoting the finished product.

  • Get to know the tools for developing your iPhone app
  • Design a great app before you start coding
  • Build a complex app with Xcode and Interface Builder
  • Decide how to brand your app-then beta-test that brand in the real world
  • Learn the inside scoop on how to get your app into the App Store
  • Promote your product, track sales, and build a strong customer following

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Programming in Objective-c 2.0 Livelessons Part I Language Fundamentals and Part II: Iphone Programming and the Foundation Framework

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Programming in Objective-c 2.0 Livelessons Part I Language Fundamentals and Part II: Iphone Programming and the Foundation Framework Overviews

Programming in Objective-C 2.0 LiveLessons is the world's first complete video training course on the basics of Objective-C, the programming language at the heart of Mac OS X and iPhone/iPad development. Bestselling author and trainer Stephen G. Kochan provides the new programmer with a step-by-step, hands-on introduction to the Objective-C language and the fundamentals of object-oriented programming. The course does not assume any previous programming experience and includes many detailed, practical examples of how to put Objective-C to use in everyday programming tasks for the Mac OS X and iPhone/iPad platforms. Stephen G. Kochan is author of the bestselling book Programming in Objective-C 2.0 and author or co-author of several bestselling books on the C language, including Programming in C, Programming in ANSI C, and Topics in C Programming. He has been programming Macintosh computers since the introduction of the first Mac in 1984, and he wrote Programming C for the Mac. Part I: Language Fundamentals 1: Getting Started in Objective-C [00:14:00] 2: Classes, Objects, and Methods [00:43:03] 3: Data Types and Expressions [00:41:00] 4: Loops [00:23:19] 5: Making Decisions [00:37:20] 6: More On Classes [00:43:36] 7: Inheritance [00:45:48] 8: Polymorphism, Dynamic Typing, and Dynamic Binding [00:23:12] 9: More on Variables and Data Types [00:29:10] 10: Categories and Protocols [00:39:25] 11: The Preprocessor [00:37.24] 12: Underlying C Language Features [01:43:03] Part II: iPhone Programming and the Foundation Framework 1: Introduction to the Foundation Framework [00:08:31] 2: Numbers and Strings [00:37:24] 3: Collections [01:26:56] 4: Working with Files [00:52:07] 5: Memory Management [00:40:13] 6: Copying Objects [00:35:58] 7: Archiving Objects [00:27:38] 8: Introduction to iPhone/iPod Touch Programming [00:34:46] 9: Writing an iPhone Fraction Calculator [00:36:45]

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Building iPhone Apps with HTML, CSS, and JavaScript: Making App Store Apps Without Objective-C or Cocoa

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I don't consider myself much of a programmer. Creating webpages with HTML and CSS is pretty easy, but when it comes to working with PHP, MySQL, JavaScript, or other languages, I frequently turn to books and tutorials to help me figure out what's possible vs. what I want to accomplish. Building iPhone Apps... by Jonathan Stark shows n00b programmers like myself, how to make apps for the iPhone and iPod Touch. However, it's more accurate to say that it teaches people to make websites using an iPhone-ish look-and-feel. The book assumes the reader has some experience with HTML, CSS, and JavaScript, but doesn't require people to be experts in those languages. In other words, it's accessible for people who rarely do coding.

Like most programming books the first chapter covers the basics: HTML, CSS, JavaScript. It also discusses the differences between a web app and a native app, and the pros and cons of the different approaches. Subsequent chapters deal mostly with coding and how to make web pages look like iPhone apps. The book also covers important tools like jQuery, PhoneGap, and XCode, all of which extend the functionality of webpages and turn them into actual applications suitable for the iPhone.

The book is slim at less than 200 pages, but it's also to-the-point. With some programming books, I get the feeling authors are padding the word count or page count by including material that isn't absolutely necessary. This book keeps the fluff to a minimum, and it gains clarity from the brevity. Though it isn't a huge programming book, it doesn't waste the reader's time. The examples and discussions within the book are useful and informative, without straying too far off topic.

The only potential drawback for this book is that it came out in January 2010 - the same month that Apple announced the iPad. The iPad uses the same operating system as the iPhone, and it's expected to have a number of changes in the not-too-distant future. I don't expect it will change the usefulness of this book - web apps created for the iPhone will still work. However, I wonder about the differences between iPhone apps and iPad apps. Supposedly it's not a huge leap from one to the other, but there are definite differences between the two platform. It makes me think this book will need a Second Edition soon, or it will need some sort of addendum available online. Will the iPad get a different book, or will it be included in future editions of this book?

Despite the drawback, I still recommend this book. It's short, but it doesn't waste the reader's time. It's useful, informative, clear, and easy-to-follow. I wish more programming books were as clear and as brief.

Building iPhone Apps with HTML, CSS, and JavaScript: Making App Store Apps Without Objective-C or Cocoa Features

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Building iPhone Apps with HTML, CSS, and JavaScript: Making App Store Apps Without Objective-C or Cocoa Overviews

What people are saying about Building iPhone Apps w/ HTML, CSS, and JavaScript

"The future of mobile development is clearly web technologies like CSS, HTML and JavaScript. Jonathan Stark shows you how to leverage your existing web development skills to build native iPhone applications using these technologies."

--John Allsopp, author and founder of Web Directions

"Jonathan's book is the most comprehensive documentation available for developing web applications for mobile Safari. Not just great tech coverage, this book is an easy read of purely fascinating mobile tidbits in a fun colloquial style. Must have for all PhoneGap developers."

-- Brian LeRoux, Nitobi Software

It's a fact: if you know HTML, CSS, and JavaScript, you already have the tools you need to develop your own iPhone apps. With this book, you'll learn how to use these open source web technologies to design and build apps for the iPhone and iPod Touch on the platform of your choice-without using Objective-C or Cocoa.

Device-agnostic mobile apps are the wave of the future, and this book shows you how to create one product for several platforms. You'll find guidelines for converting your product into a native iPhone app using the free PhoneGap framework. And you'll learn why releasing your product as a web app first helps you find, fix, and test bugs much faster than if you went straight to the App Store with a product built with Apple's tools.

  • Build iPhone apps with tools you already know how to use
  • Learn how to make an existing website look and behave like an iPhone app
  • Add native-looking animations to your web app using jQTouch
  • Take advantage of client-side data storage with apps that run even when the iPhone is offline
  • Hook into advanced iPhone features -- including the accelerometer, geolocation, and vibration -- with JavaScript
  • Submit your applications to the App Store with Xcode

This book received valuable community input through O'Reilly's Open Feedback Publishing System (OFPS). Learn more at http://labs.oreilly.com/ofps.html.

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Customer Review


Loved It - R. Young - Irvine, CA United States
Very clear and easy to understand. If you have a solid understanding of jQuery there is no reason why you can't follow the steps in this book.


Fantastic! - J. Curry - Libertyville, IL USA
Buy this book! I have worked with Jonathan Stark for years now, and he is a true expert.



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iPhone Cool Projects

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When reading introductory books in any language, it is easy to learn the language elements and concepts, but it is hard to see how everything fits together. What is great about the cool projects series from Apress is being able to see the elements and concepts in practice with projects from professionals who are active in the field.

Each chapter is written by a different author, so every project covers a different experience and topic. These range from touch interfaces to streaming audio over the network. Some of the projects presented are based on the author's live applications that are currently available through the App Store. A wide range of the topics are covered in the book with practical examples of the concepts.

This book is definitely not an introduction to Cocoa or iPhone programming. It is more geared toward the intermediate reader who has learned the basics and needs practical, real-life examples. It can also be of use to a more experienced iPhone programmer who wants to explore some of the topics in the book without having to dig through the documentation.

I would highly recommend this book because it is easy to read and does not get bogged down with basic concepts. Code is provided on the book's site and is easy to follow the code with the explanations in the book. As a beginning iPhone programmer, I found this book to be a lot of help to work out some of the concepts I was having trouble with.

iPhone Cool Projects Features

  • ISBN13: 9781430223573
  • Condition: NEW
  • Notes: Brand New from Publisher. No Remainder Mark.



Rating :

Price : $39.99

Offer Price : $12.95




Overviews

The iPhone and iPod touch have provided all software developers with a level playing field—developers working alone have the same access to consumers as multinational software publishers. Very cool indeed! To make your application stand out from the crowd, though, it has to have that something extra. You must learn the skills to take your apps from being App Store filler to download chart-topping blockbusters.

Developers with years of experience helped write this book. Spend some time understanding their code and why they took the approach they did. You will find the writing, illustrations, code, and sample applications second to none. No matter what type of application you are writing, you will find something in this book to help you make your app that little bit cooler.

The book opens with Wolfgang Ante, the developer behind the Frenzic puzzle game, showing how timers, animation, and intelligence are used to make game play engaging. It moves on to Rogue Amoeba's Mike Ash explaining how to design a network protocol using UDP, and demonstrating its use in a peer-to-peer application—a topic not normally for the faint of heart, but explained here in a way that makes sense to mere mortals. Gary Bennett then covers the important task of multithreading. Multithreading can be used to keep the user interface responsive while working on other tasks in the background. Gary demonstrates how to do this and highlights traps to avoid along the way.

Next up, Canis Lupus (aka Matthew Rosenfeld) describes the development of the Keynote-controlling application Stage Hand, how the user interface has evolved, and the lessons he has learned from that experience. Benjamin Jackson then introduces two open source libraries: cocos2d, for 2D gaming; and Chipmunk, for rigid body physics (think “collisions”). He describes the development of Arcade Hockey, an air hockey game, and explains some of the code used for this.

Neil Mix of Pandora Radio reveals the science behind processing streaming audio. How do you debug what you can't see? Neil guides you through the toughest challenges, sharing his experience of what works and what to watch out for when working with audio. Finally, Steven Peterson demonstrates a comprehensive integration of iPhone technologies. He weaves Core Location, networking, XML, XPath, and SQLite into a solid and very useful application.

Software development can be hard work. Introductory books lay the foundation, but it can be challenging to understand where to go next. This book shows some of the pieces that can be brought together to make complete, cool applications.

Who is this book for?

All iPhone application developers with any level of experience or coming from any development platform

Summary of Contents

  1. Wolfgang Ante - Designing a Simple, Frenzic-Style Puzzle Game
  2. Mike Ash - Mike Ash’s Deep Dive Into Peer-to-Peer Networking
  3. Gary Bennett - Doing Several Things at Once: Performance Enhancements with Threading
  4. Matthew “Canis” Rosenfeld - All Fingers and Thumbs: Multitouch Interface Design and Implementation
  5. Benjamin Jackson - Physics, Sprites, and Animation with the cocos2d-iPhone Framework
  6. Neil Mix - Serious Streaming Audio the Pandora Radio Way
  7. Steven Peterson - Going the Routesy Way with Core Location, XML, and SQLite

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Customer Review


Poorly Written - Christopher Morris -
I bought this book because I wanted to see code that successful iPhone developers had written. I guess I was looking for "best practices" sort of information and I was hoping that I might get insight on how to tackle some problems I have run into when developing my own applications.

Book Flow

The biggest disappointment in this book is that developers wrote it (I am assuming). The book lacks the continuity you would normally find when one or two people collaborate on an entire book. When a different person writes each chapter, you get seven different styles in this book. I found a couple of the chapters very well written, but the rest I found to be, well, written by developers. I'm not saying that developers are inherently bad at writing, but it takes a certain something to relay information to other developers effectively. Most of the writers of this book just do not have it.

Code Samples

I got very frustrated reading chapters with code snippets from applications the various authors had written. If a working application had been available to provide context to the snippets, then I would have been less frustrated. For example, in Chapter 5, the first 12 pages of the chapter provide code snippets with very brief explanations of what the code is supposed to do. No working example is provided for context. I couldn't even play with the code to see what was going on. It was almost like I was expected just to know the context because I was on the team that wrote the application. The last 10 pages actually create a working sample. I would have rather spent the entire chapter creating the application with better explanations of each step and theory behind the code.

Proofreading

I wish I had a dollar for all the typos I've seen in this book. Again, in chapter 5, page 118 there is a screen shot of the application the author wrote. The caption says it's a screen shot of the application that you will be writing at the end of the chapter. Sloppy.

Conclusion

I feel like I did get some useful information from this book. Was it worth the frustration of reading poorly written text, no context for code snippets, and numerous errors? Not in my opinion.


Looks good on paper, but the devil's in the details - David Ruedger -
I bought this after seeing the high reviews from others on this site. Unfortunately, the content doesn't quite live up to the hype for me. I got this in particular wanting more details about threading having come from the Windows world where I have implemented very robust networking applications that require UI responsiveness while results are cached in the background. I was hoping this book would shed some light on how to go about doing this in the iPhone paradigm, but the example is so rudimentary that it almost isn't even worth putting into the book. Plus, the instructions for building the app are incorrect and contain glaring omissions as well as references to code objects that don't even exist. What's worse is the code itself as listed in the book doesn't even run when built! It causes an unhandled exception due to objects created in the header file not being instantiated or initialized in the implementation file. And no where in the chapter does it say you must download the source code for the example. It walks you through it as if it has been checked and is guaranteed to work as printed. Once you download the source code, it becomes apparent how rushed or poorly thought through this portion of the book was. Whole sections of the header and implementation files are glaringly omitted from the book. Did Bennett even bother proofreading this part of the book, and if so, where were the editors in this process? It's shameful for a book that is marketed as a technical tome to increase a developer's proficiency on the platform.

I'll admit that I haven't delved into other parts of the book in great detail, but the game portion did look pretty interesting at first glance. However, the hands on experience I had with the threading chapter left a very bad first impression and does not leave me all too optimistic on either the usefulness or accuracy of the additional content in the book.




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iPhone Advanced Projects

iPhone Advanced Projects Review




As the name suggested, this book talks about advanced iPhone programming topics. Each of the 11 chapters packs loads of information and real world experience from the authors. You will actually spend more time to digest the information than just reading it. Highly recommended to experienced and seasoned iPhone developers, but also offers quite some insights for developers new to the iPhone scene. You will be amazed on how much you can learn from the authors of the book. And lots of code samples throughout the book, you won't be disappointed.

Chapter 1 - Great introduction to the particle system, the very basic element for many types of games.
Chapter 2 - Interesting coverage on how to build a networked app/game, with the help of Google's free App Engine service using Python.
Chapter 3 - Using Core Audio to do audio streaming. This chapter is quite hardcore for me, but I was able to follow through and learned quite a lot about how audio streaming works and some tricks as well.
Chapter 4 - This chapter is right on the money - debugging! The author showed a few different approaches when debugging your iPhone apps.
Chapter 5 - This chapter covers basic SQLite operations in your codes. Currently there's no Objective-C delegate/wrappers for SQLite operations, so everything is in C fashion. There are other frameworks for a better interface with SQLite.
Chapter 6 - If you don't like dealing with SQLite, with the introduction of iPhone SDK 3.0, you can use Core Data :) This chapter shows you how Core Data and KVC protocol works.
Chapter 7 - How to send emails from your apps w/o going to the email client. The author shows both online and offline modes, as well as a nice introduction to three20 framework.
Chapter 8 - This chapter talks about networking issues, sockets, wifi detection, power management, etc. Also some insights if you want to roll out your own networking protocol stacks.
Chapter 9 - This is my favorite chapter talking about how to design an effective and responsive user interface. NSOperation and NSOperationQueue are covered, as well as tips & tricks on how to display large amount of data w/o slowing down.
Chapter 10 - Very nice introduction to Apple's push notification service, including both setup steps and server side scripts.
Chapter 11 - Mapping and Reflection on OpenGL ES. This is a brief introduction to OpenGL ES environment mapping and reflection. I wish this chapter is longer and has more coverage in depth. But again, this is not an OpenGL ES book, the topic itself deserves a whole other book.

Overall, this book is pretty advanced in many aspects of the iPhone SDK frameworks. Coverage on SDK 3.0 frameworks are much welcomed and the competence of the authors are undeniable. Again, I highly recommend this book to any iPhone developer, no matter how seasoned you are, you will learn a thing or two from this book.

iPhone Advanced Projects Features

  • ISBN13: 9781430224037
  • Condition: NEW
  • Notes: Brand New from Publisher. No Remainder Mark.



Rating :

Price : $39.99

Offer Price : $12.50




Overviews

As the fourth book in our series of iPhone Projects based on the work and experiences of iPhone, this volume takes on the more advanced aspects of iPhone development. The first generation of iPhone applications has hit the App Store, and now it's time to optimize performance, streamline the user interface, and make every successful iPhone app just that much more sophisticated.

Paired with Apress's bestselling Beginning iPhone Development: Exploring the iPhone SDK, you'll have everything you need to create the next great iPhone app that everyone is talking about.

  • Optimize performance.
  • Streamline your user interface.
  • Do things with your iPhone app that other developers haven't attempted.

Along with Series Editor Dave Mark, your guides for this exploration of the next level of iPhone development, include:

  • Ben “Panda” Smith, discussing particle systems using OpenGL ES
  • Joachim Bondo , demonstrating his implementation of correspondence gaming in the most recent version of his chess application, Deep Green.
  • Tom Harrington implementing streaming audio with Core Audio, one of many iPhone OS 3 APIs.
  • Owen Goss debugging those pesky errors in your iPhone code with an eye toward achieving professional-strength results.
  • Dylan Bruzenak building a data-driven application with SQLite.
  • Ray Kiddy illustrating the full application development life cycle with Core Data.
  • Steve Finkelstein marrying an offline eMail client to Core Data.
  • Peter Honeder and Florian Pflug tackling the challenges of networked applications in WiFi environments.
  • Jonathan Saggau improving interface responsiveness with some of his personal tips and tricks, including “blocks” and other esoteric techniques.
  • Joe Pezzillo pushing the frontiers of APNS, the new in iPhone OS 3 Apple Push Notification Service that makes the Cloud the limit for iPhone apps.
  • Noel Llopis taking mere programmers into a really advanced developmental adventure into the world of Environment Mapping with OpenGL ES.

What you'll learn

  • Use wi-fi to do more than simply connect to the Internet.
  • Communicate with other iPhone users in real time.
  • Take advantage of all the tricks built into Cocoa Touch.
  • Convert your iPhone and iPod touch apps for use in other environments.
  • Convert your other mobile apps for use with iPhone and iPod touch.

Who is this book for?

All iPhone application developers with any level of experience or coming from any development platform, though this title is the natural choice after any of the other iPhone X Projects books.

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Customer Review


Too Many Mistakes to be Useful - Clifford Sharp - Longmont, CO
I DO NOT recommend this book at all for any level of iPhone developer(s).

One of the projects actually just takes an Apple code example and adds a few methods here and there. I don't have to buy a book to do that. One project adds some methods and ivar's to files that are generated files per Core Data. This is always a bad idea.

There are many mistakes in the source code in the book. The source code in the book doesn't match the downloadable source code in many places. The downloadable source code fails to build and is missing files. I found such obvious errors in the downloadable source like no semicolon at the end of some of the lines. This code was obviously never built and/or tested.

This book was very poorly and hastily put together. Don't waste your money, but more importantly, don't waste your time.





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iPhone SDK Programming, A Beginner's Guide

iPhone SDK Programming, A Beginner's Guide Review




I would like to say that this book is great. It's definitely a great book for beginners.
The book teaches how to do the basic stuff such as navigation controllers, table views and simple stuff such as buttons, images, view controllers, etc.
However, I noticed this book seemed to be rushed...for example, the author teaches how to make the navigation bar disappear
using the viewWillAppear method but then doesn't tell you how to get it back and where to place code (PAGE 178).
I found out that you must incorporate setNavigatioBarHidden:NO animated:YES to view didLoad method in the second view controller just to get the Navigation Bar back.
It was frustrating to search through the net and then figure it out on your own.

I recommend this book for absolute beginners, who would like to tinker but not for production.
Although the author has written a decent book, I hope that the author realizes that improvements are needed such as:

1) Completing methods when they are introduced.
2) Help the reader understand why they are doing some things introduced.
3) Check the book for logical reasoning in the reader's perspective, such as the aformentioned navigationbar.
4) If a publishing company rushes the author to print an unfinished book, then the author needs to find a new publisher.

iPhone SDK Programming, A Beginner's Guide Features

  • ISBN13: 9780071626491
  • Condition: NEW
  • Notes: Brand New from Publisher. No Remainder Mark.



Rating :

Price : $39.99

Offer Price : $19.04




Overviews

Develop your own iPhone applications

Ideal for non-Mac programmers, this introductory guide shows developers how to create applications for the world's most popular smart phone. You will learn how to use�a modified version of�the Mac development environment, the Objective-C programming language, and the Xcode development tools.

Nearly every chapter of iPhone SDK Programming: A Beginner's Guide consists of a self-contained project, with the corresponding Xcode available for download and modification. The book is designed around the concept of accomplishing specific, discrete programming tasks for deployment on the iPhone.

.

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Customer Review


Fun Intro to iPhone Programming. - David House - San Francisco, CA
Easy to understand introduction to iPhone programming. Along with coding, Interface Builder is utilized in the examples and exercises to give the reader a better sense of how it can be used in development. Overall I've learned a lot from this book.


No Easy Access to Table of Contents in Kindle for iPhone Version - Web Phillips -
I am giving the Kindle for iPhone version of this book a low review, because it lacks an easy access to the Table of Contents.

You cannot easily navigate to the Table of Contents of this book using the "Go to" feature in the Kindle for iPhone app, because it states that no Table of Contents is available for this book.

However, a Table of Contents for the Kindle for iPhone version of this book does exist, but you have to manually flip through the pages on your iPhone or iPod Touch to find it.




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iPhone Application Development For Dummies

iPhone Application Development For Dummies Review




I have no programing experience; however, this book makes it easy to understand how it works. It is very good at explaining little intricate details. I recommend it!

iPhone Application Development For Dummies Features

  • ISBN13: 9780470568439
  • Condition: NEW
  • Notes: Brand New from Publisher. No Remainder Mark.



Rating :

Price : $29.99

Offer Price : $16.82




Overviews

Making Everything Easier!

With iPhone? Application Development for Dummies, Second Edition, you'll learn to:

  • Design small- or large-scale iPhone applications for profit or fun
  • Create new iPhone apps using Xcode?
  • Get your applications into the App Store
  • Work with frameworks

Got a good idea? Turn it into an app, have some fun, and pick up some cash!

Make the most of the new 3.1 OS and Apple's Xcode 3.2! Neal Goldstein shows you how, and even illustrates the process with one of his own apps that's currently being sold. Even if you're not a programming pro, you can turn your bright idea into an app you can market, and Neal even shows you how to get it into the App Store!

  • Mobile is different ? learn what makes a great app for mobile devices and how an iPhone app is structured
  • What you need ? download the free Software Development Kit, start using Xcode, and become an "official" iPhone developer
  • The nitty-gritty ? get the hang of frameworks and iPhone architecture
  • Get busy with apps ? discover how to make Xcode work for you to support app development
  • Off to the store ? get valuable advice on getting your apps into the App Store
  • Want to go further? ? explore what goes into industrial-strength apps

Open the book and find:

  • What it takes to become a registered Apple developer
  • How to debug your app
  • What's new in iPhone 3.1 and Xcode 3.2
  • What goes into a good interface for a small device
  • How applications work in the iPhone environment
  • Why you must think like a user
  • What the App Store expects of you
  • What makes a great iPhone app

Visit the companion Web site at www.dummies.com/go/iphoneappdevfd2e for source code and additional information on iPhone app development.

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Customer Review


Not Great - Bobo - Dallas, TX
I have gotten through the first 7 chapters of this book. I am going to switch to something else. I just feel like it is taking so long to actually accomplish anything. And from looking some of the intro videos from Apple, the author seems to be going the long way around the barn for everything. Here is what I want from an development book.

1) Outline the structure of what you are going to do
2) Fill in the appropriate code with explanations
3) Run the code

- Then repeat this process with expansions and improvements.

Here is the format of this book

1) Blab on forever about concepts, inserting lame jokes
2) Code things without explanation, just saying, we will explain why later
3) Go back and try to explain things after it is coded
4) Randomly switch topics like a stream of consciousness. Oh, why don't we stop here and worry about an icon....

I did not realize how bad I had it until I watched an apple developer conference video where the speaker demonstrated the power of Cocoa and Interface Builder to put together an application in an hour that does more than what I have gotten so far out of 7 chapters.

I just don't trust that this author is really sharing from his vast understanding of the best way to get things done.


Not the correct style/content for a development book - Manuel A. Ricart - Cottage Grove, MN United States
The content of the book is basic and is OK as an introduction, however there are a few things I don't like about this book:

1) Some key steps are usually missing or not highlighted enough. For example, in order to dismiss the keyboard on the "ReturnToMe" application, there's a very important setting that needs to be made in Interface Builder, without it, it doesn't work. This part is missing.

2) The code samples are fairly crude code. Instead of using a single value to determine something, additional instance variables are created. Not elegant, and worse not reusable. In this case, the sample code was to scroll a text field to account for the keyboard showing/hiding. Similarly values like phone numbers are stored multiple times in the code. A more elegant solution is to simply store the value on the UI where its shown, and to read it from the button/label when necessary.

3) Presentation of code samples sometimes direct the reader to "insert the after this text" type of thing. I understand the need to save space. However when right next to this I find screenshots of XCode that are useless for any purpose (like adding accessor methods), the logic doesn't hold. Scrap the picture and list the code, as this is always more useful to the reader.

4) While there's a lot of text to try and motivate development of useful apps, the sample apps spend time on useless minutia and skip important tips. For example a bit of effort goes into developing a 'hidden button' to what amounts to setting a preference for the application. The space would be better served by showing how to set an application preference. Other details like customizing the keyboard that will show when the user taps on a field is more useful and directly affects the usability of the application for the user. The sample doesn't do what the text preaches.

5) A cool feature on the ReturnToMe application is enabling the user to dial the number. However the way this was implemented is silly. Instead of providing a pointer to the API to dial a phone, the phone number is placed in a UIWebView (to get the feature for free). The code to this is 100X more than calling the API directly. - [[UIApplication sharedApplication] openURL:[NSURL [..]]. And yes, I want to see how to use the UIWebView, but that usecase is the wrong place for it.

After the initial application, the book jumps into a larger application. I find larger samples to be less useful to the reader than small recipe type snippets that cover API ground. While a complex app is cool, it should simply be a downloadable sample for readers to examine.





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iPhone SDK Application Development: Building Applications for the AppStore

iPhone SDK Application Development: Building Applications for the AppStore Review




While this book is not as comprehensive as some have wanted, I found it to be a nice beginners tutorial to writing iPhone applications. The book starts out with an objective-C primer. Since objective-C has such an "interesting" syntax this is badly needed, even though I come from a strong programming background.

Each section includes a reasonably complex sample that puts that section's material to use. Most of the sections also include a "Further Study" area that gives you some homework. This is where the user can expand his knowledge through research and working with the tools.

The book jumps around a bit by first going over simple UI patterns, then spending time talking about audio services and networking, only to come back and spend more time with UI controls, only to jump back into audio/video. Still, one has to remember that this is a reference book and not a novel so jumping around is ok.

The sample applications that I have tried so far are ok and I feel like I have a much better grasp on how the iPhone system works.

This book is not an XCode or Interface Builder tutorial.

iPhone SDK Application Development: Building Applications for the AppStore Features

  • ISBN13: 9780596154059
  • Condition: NEW
  • Notes: Brand New from Publisher. No Remainder Mark.



Rating :

Price : $34.99

Offer Price : $19.99




Overviews

This practical book offers the knowledge and code you need to create cutting-edge mobile applications and games for the iPhone and iPod Touch, using Apple's iPhone SDK. iPhone SDK Application Development introduces you to this development paradigm and the Objective-C language it uses with numerous examples, and also walks you through the many SDK frameworks necessary for designing full-featured applications.

This book will help you:

  • Design user interface elements with Interface Builder and the UI Kit framework
  • Create application controls, such as windows and navigation bars
  • Build and manage layers and transformations using Core Graphics and Quartz Core
  • Mix and play sound files using AVFoundation, and record and play back digital sound streams using Audio Toolbox
  • Handle network programming with the CFNetwork framework
  • Use the Core Location framework to interact with the iPhone's GPS
  • Add movie players to your application

iPhone SDK Application Development will benefit experienced developers and those just starting out on the iPhone. Important development concepts are explained thoroughly, and enough advanced examples are provided to make this book a great reference once you become an expert.

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Customer Review


good for advanced users - K. Addaquay - New York
i am surprised by some of the reviews this book is getting. personally..i think is WONDERFUL book...BUT not for beginners. i think if you already have a handle on things, this book can REALLY push your understanding to another limit. if you want to be held by the hand..step by step then please dont get this book, i totally understand where the other reviewers are coming from( YOU DONT BUILD APPS WITH INTERFACE BUILDING IN THIS BOOK ... everything is from scratch 100% code ). ...this book is a MIRACLE.


objective not subjective - J. Rawlings - Melbourne, VIC, Australia
Whats with all the complaining about how the api's and device capabilites SHOULD be??? who cares, keep your opinions to forums and blogs, no one wants to read about this who is starting out. Leaves a bad taste in your mouth as soon as you start reading.. asked myself the question, why is this guy even writing about the topic if he's so annoyed with the constraints?! Forget it, too frustrating to make any constructive progress.





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Cocoa and Objective-C: Up and Running: Foundations of Mac, iPhone, and iPod touch programming

Cocoa and Objective-C: Up and Running: Foundations of Mac, iPhone, and iPod touch programming Review










Price : $34.99

Offer Price : $23.09

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Overviews

Build solid applications for Mac OS X, iPhone, and iPod Touch, regardless of whether you have basic programming skills or years of programming experience. With this book, you'll learn how to use Apple's Cocoa framework and the Objective-C language through step-by-step tutorials, hands-on exercises, clear examples, and sound advice from a Cocoa expert.

Cocoa and Objective-C: Up and Running offers just enough theory to ground you, then shows you how to use Apple's rapid development tools -- Xcode and Interface Builder -- to develop Cocoa applications, manage user interaction, create great UIs, and more. You'll quickly gain the experience you need to develop sophisticated Apple software, whether you're somewhat new to programming or just new to this platform.

  • Get a quick hands-on tour of basic programming skills with the C language
  • Learn how to use Interface Builder to quickly design and prototype your application's user interface
  • Start using Objective-C by creating objects and learning memory management
  • Learn about the Model-View-Controller (MVC) method of sharing data between objects
  • Understand the Foundation value classes, Cocoa's robust API for storing common data types
  • Become familiar with Apple's graphics frameworks, and learn how to make custom views with AppKit

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