Showing posts with label iphone. Show all posts
Showing posts with label iphone. Show all posts

iPhone User Interface Design Projects Review

iPhone User Interface Design Projects
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iPhone User Interface Design Projects ReviewLove it or loathe it, the iPhone and iPod touch have been a stunning success, largely due to the App Store -- over 100,000 apps at current count. It is, by all accounts, the largest gold rush to invade the application development scene since ... well, ever. Apps that pay attention to design and usability stand out from the rest of the detritus, and quickly become a success.
"iPhone User Interface Design Projects" devotes a single chapter to each of ten developers/designers who've stood out from the crowd. They talk us through their thought processes and workflows, their failures and ultimate successes. You can teach someone to write code, but can you teach something as subjective as interface design? Apple's "Human Interface Guidelines" document goes some way to achieving this goal, explaining what users expect from an iPhone app's interface, and how the various controls behave and interact. The HIG is an essential reference and fits the bill perfectly for most use cases, but doesn't offer insights into more creative interfaces. "iPhone User Interface Design Projects" augments the HIG by bringing the authors' experiences into the discussion. They explain what worked and what didn't - there's nothing like learning from other people's mistakes.
A common thread throughout the book is that design and usability is an iterative process - very rarely will your first design concept reach the App Store. Though the individual authors refer to it differently - wireframing, prototyping, mock-ups, etc. - you get a sense for the importance of knowing what the interface will look like and how it will behave before committing it to code. The book's technical reviewer, Joachim Bondo, contributes a chapter on the design of a prospective Google news reader. Refreshing in presentation, this isn't a post-development retrospective. As he explains in the chapter's introduction, he has a few ideas in his head, and he fleshes the designs out as your read along. You don't get to see the final interface, but that's not the point. What you do get is insight into his design decisions. Bret Victor presented the excellent "Prototyping iPhone User Interfaces" at WWDC '09, and Bondo's narrative is very similar in content.
Though I enjoyed (almost) all ten contributions, Chapter 7, for me, was the highlight of the book. Chris Parrish and Brad Ellis cover - in great detail - often overlooked concepts of user context and application flow, and the undeniable value of prototyping and specifications. Parrish and Ellis rightly won an Apple Design Award at WWDC '09 for "Postage", a visual and highly intuitive postcard creator, and they approach their chapter with similar attention to detail.
The odd-one-out is Ju'rgen Siebert's detailed discussion of typefaces, the implications of their usage on small-scale devices such as the iPhone, and a walkthrough of his "FontShuffle" app. As informative as the history and anatomy of typefaces was for me, I didn't see how it specifically related to the very restricted set of fonts on the iPhone. Siebert even goes so far as to mock up a Contacts screen with a font that isn't available on the device, suggesting that the screen's readability has improved as a result. I don't disagree; however, the iPhone's fonts are baked-in, and unless you want to implement a custom glyph rendering routine, it's a pointless argument on a closed device. This chapter represents a missed opportunity, in my opinion. I was initially looking forward to reading about the author's choice of available fonts under different scenarios, but was ultimately let down.
Where the book falls short is in its use of black and white screeenshots throughout. We're talking about the design of applications which are displayed on a full colour device. Colour clearly plays a very large part in the design of any user interface, so cheaping out with black and white screenshots was a mistake. What's even more unforgivable is that the downloadable eBook (which isn't free) doesn't have full colour plates! Come on, Apress! I think given the context of the book, we'd be prepared to pay a bit more for colour.
Who's this book for? Everyone who develops or designs for iPhone, novice to expert alike. Even if you've had success on the App Store, I guarantee there's something in here for you.iPhone User Interface Design Projects OverviewFollowing the best-selling Beginning iPhone Development, iPhone User Interface Design Projects is the first book dedicated to designing and implemented great user experiences on the iPhone. The iPhone has quickly become the coolest new platform for application development, and developers with all levels of experience and from all development environments are eager to learn how to do it. Not only is there money to be made for developers selling great-looking iPhone apps, but it's just a hell of a lot of fun for everyone involved

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Beginning iPhone Development: Exploring the iPhone SDK Review

Beginning iPhone Development: Exploring the iPhone SDK
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Beginning iPhone Development: Exploring the iPhone SDK ReviewI have some very mixed feelings about this book. Let's start on a positive note. First of all, it is VERY well written. the authors don't just walk you through the answers they present in their projects, but also awaken your curiosity and walk you through the trial and error process that leads to their answer. some people say that this makes the book longer than necessary. i say that this makes them great teachers, since they know how to engage their readers and get you to understand not just what their solutions do, but why they have been implemented a certain way. my only qualm about their writing is that they spend a bit too much time explaining what they have done in the past and what they are going to do in the future instead of focusing on the lesson at hand.
I also got a lot of mileage out of the projects / code included in the book, especially the chapters on setting up your first two applications and the chapter on persistence.
Unfortunately, though, after reading this book it turns out i was not ready to make iPhone applications. i still ended up reading exorbitant amounts of documentation from apple to troubleshoot my code and do some very ordinary things. i found that apple's iPhone Application Development guide and Cocoa Fundamentals Guide had much more relevant data for learning how to make an iPhone application and are a better way to get started. i especially found that i needed to understand a lot more about how how my development environment manages resources, how events are handled and passed around (especially with regard to when to use actions vs delegates vs notifications and details on how these mechanisms work), memory management details, how an iPhone application works under the hood, how to interface between different languages and libraries, etc, etc.
The material in this book is great, but in the end, i would say that apple's introductory guides are what you need to get started, and this is just a supplement to them.Beginning iPhone Development: Exploring the iPhone SDK OverviewBeginning iPhone Development: Exploring the iPhone SDK is the second beginning level book from Apress that is written for developers who want to program Apple's iPhone, this time focusing on how to take advantage of the powerful new SDK that Apple are due to release in the second half of 2008.So while our first book (Beginning iPhone Application Development 978-1-4302-1051-1) was a general introduction to application development on the iPhone with general introductions to the tools of the trade such as Objective-C, the platform APIs and developer tools, this second book focuses specifically on the new iPhone 2 SDK, which will give developers new ways to create experiences for iPhone users.Readers will discover how to create programs for the iPhone using Apple's official Software Development Kit (SDK). Readers will learn to design user interfaces using Apple's Interface Builder tool, starting with simple interfaces and progressing to complex, professional-quality multi-view applications. Using a practical step-by-step approach, the readers will see how to implement common iPhone application interfaces and learn about about the Model-View-Controller approach to programming used throughout the iPhone SDK. Readers will also see how to interact with the user through the iPhone's multitouch screen as well as learn how to save data using the iPhone's file system and the embedded SQLite database. The book is packed with information and code samples showing how to exploit all the goodness of the new SDK from the iPhone's built-in accelerometer to the built-in camera and everything in between.

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

Building iPhone Apps with HTML, CSS, and JavaScript: Making App Store Apps Without Objective-C or Cocoa
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Building iPhone Apps with HTML, CSS, and JavaScript: Making App Store Apps Without Objective-C or Cocoa ReviewI am a developer, but I know nothing about the iPhone or iPhone app development, so this book sounded perfect for me. It's a very quick read: I read the whole book (< 160 pages) on a 3 hour flight to Boston. The prose is clear with very little fluff, but did I learn much about iPhone apps with HTML, CSS and Javascript? This raises the big question that was not clear to me when I started reading: who is this book for? It is clear that this book is not for someone who has no prior knowledge of HTML or CSS, or JavaScript. The tutelage on HTML and CSS is razor-thin. If you do not understand these languages, your head will swim very quickly. I have worked with both languages for a couple years, and yet I felt pretty unsatisfied with the skeletal explanations of some of the examples. The Javascript coverage was even more spartan. I am not a Javascript person; I know just enough to tweak simple code I have found on the Internet. I have no clue to some of the book's example code and what it means. Overall, I found this book was not written to be a tutorial at all. It is a bare introduction to the iPhone environment for a developer who has considerable experience in these languages. And to Stark's credit, he does does state in the Preface that this book is for people with "basic experience reading and writing HTML, CSS, and JavaScript (jQuery in particular)". I was not aware of this assumption, so be aware that you may have some rough going. On the up-side, however, there is some very interesting material in this book. I did learn something about the iPhone development environment, and the iPhone style of presentation. Now I know to look into Cocoa, jQuery and JQTouch. I also have to credit Stark for exactly limiting his presentation to provide a development option to Objective-C and submitting to the Apple Store. His last two chapters really interested me. Using PhoneGap to convert an iPhone web app to a native app was pretty thorough. Doing this conversion makes two distribution options available to the developer. And once your application is coverted, Stark's last chapter on "Submitting Your App to iTunes" really tied together some loose ends for me. Overall, I found this little book pretty helpful. It may not merit a second reading, but I have to offer it this praise: it has given me a foundation to start learning more detail, including writing in Objective-C.Building iPhone Apps with HTML, CSS, and JavaScript: Making App Store Apps Without Objective-C or Cocoa Overview
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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Tapworthy: Designing Great iPhone Apps Review

Tapworthy: Designing Great iPhone Apps
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Tapworthy: Designing Great iPhone Apps ReviewHere's why: it's not only a great guide to what makes iPhone apps successful, but what will increasingly be the way to make successful software for any platform. Josh does a fantastic job of getting the reader into the right mindset for creating successful apps.
This is an interface, big-idea, that's why that design works book, not a coding book. Nor is it a "how to market your iPhone app book". That said, the interviews alone with designers of big important iPhone apps about how they really designed those apps is worth the price many times over.
Warning: you will probably spend more on buying apps Josh uses as examples of what he is talking about than you will on the book itself - I guess the skills he developed writing his last book, "Best Iphone Apps: The Guide for Discriminating Downloaders", gave him five star ability for picking great to awesome apps.
Also, while I almost never buy anymore actual paper books, this one is worth it - the color, gloss stock, painstaking layout and content structure would not be done justice as a .pdf.
I could write a longer review, but I'd rather go back to reading, re-reading, mulling and thinking about the what Josh covered in this book. Can't wait for the iPad book!Tapworthy: Designing Great iPhone Apps Overview
So you've got an idea for an iPhone app -- along with everyone else on the planet. Set your app apart with elegant design, efficient usability, and a healthy dose of personality. This accessible, well-written guide shows you how to design exceptional user experiences for the iPhone and iPod Touch through practical principles and a rich collection of visual examples.

Whether you're a designer, programmer, manager, or marketer, Tapworthy teaches you to "think iPhone" and helps you ask the right questions -- and get the right answers -- throughout the design process. You'll explore how considerations of design, psychology, culture, ergonomics, and usability combine to create a tapworthy app. Along the way, you'll get behind-the-scenes insights from the designers of apps like Facebook, USA Today, Twitterrific, and many others.

Develop your ideas from initial concept to finished design
Build an effortless user experience that rewards every tap
Explore the secrets of designing for touch
Discover how and why people really use iPhone apps
Learn to use iPhone controls the Apple way
Create your own personality-packed visuals
Ten Tips for Crafting Your App's Visual Identity
Choose a personality. Don't let your app's personality emerge by accident. Before you start designing, choose a personality for your app. The right personality for the right audience and features makes an app irresistible and creates a bonafide emotional connection. Tapworthy designs have the power to charm and beguile.
Voices (left) has a Vaudeville personality appropriate to a funny-voices novelty app. iShots Irish Edition (right) creates a gritty dive-bar ambience for its collection of drink recipes.

Favor standard controls. Because they're commonplace, the standard set of controls is sometimes dismissed as visually dull. Not so fast: commonplace means familiarity and ease for your audience. Conventions are critical to instant and effortless communication. Before creating a brand new interface metaphor or inventing your own custom controls, ask whether it might be done better with the built-in gadgetry.
A coat of paint. Standard controls don't have to be dreary. Use custom colors and graphics to give them a fresh identity. This technique requires a light touch, however; don't distract from the content itself or drain the meaning from otherwise familiar controls.
Wine Steward uses standard lists (known as table views in iOS) but creates a vintage ambience by draping a backdrop image across the screen. The app adds a parchment graphic to the background of each table cell, making each entry appear to be written on an aged wine label. The burgundy-tinted navigation bar maintains the app's wine flavor.

' You stay classy. Luxurious textures applied with taste increase your app's perceived value.
' Keep it real. Realistic lighting effects and colors create elements that invite touch and create an emotional attachment. They also provide subtle guidance about what your audience can interact with.
' Borrow interface metaphors from the physical world. Lean on users' real-world experience to create intuitive experiences. People will try anything on a touchscreen, for example, that they'd logically try on a physical object or with a mouse-driven cursor. Besides these practical benefits, using an everyday object as an interface metaphor imbues an app with the same associations that folks might have with the real McCoy--a shelf of books, a retro alarm clock, a much-used chessboard, a toy robot.
' Don't be afraid to take risks. Make sure your interfaces are intuitive, sure, but don't be afraid to try something completely new and different. Designers and developers are hatching fresh iPhone magic every day, and there's still much to explore and invent. While you should look hard at whether you might accomplish what you need to do with standard controls, it's also worth asking, Am I going far enough?
The app icon is your business card. The icon carries disproportionate weight in the marketing of your app, and it's important to give it disproportionate design attention, too. Be descriptive more than artistic. Make your app icon a literal description of your app's function, interface, name, or brand.
Use a dull launch image. Disguise your app's launch image as the app background for a faster perceived launch. Always cultivate the illusion of suspended animation when switching in and out of your app.
Be kind to new users. Provide simple welcome-mat pointers for first-timers. Beware of more complex help screens; they're warning signs of an overcomplicated interface.

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Beginning iOS 4 Application Development Review

Beginning iOS 4 Application Development
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Beginning iOS 4 Application Development ReviewBeen using this book for a few days now, and i must say its a great resource. Been thru 5 chapters in random order so far. i have read a bunch of iphone os programming books and this is definitely is my top 5. Every chapter, is just broken down into intricate details. The author has done a great job in explaining complex topics that might dazzle beginner programmers and made it very presentable to the user. i know i said its a great beginners book, but there are advanced topics that are covered like implementing push notification to bluetooth or running background applications. the best part of this book is manner in which they start of the topics and break everything down into details that makes the user understand. i highly recommend this book.Beginning iOS 4 Application Development OverviewThe ideal starting point for creating apps using iOS 4
Written by an experienced Apple developer and trainer, this full-color reference serves as an ideal jumping point for creating applications for Apple's iOS 4 that runs on the iPhone, iPod Touch, and iPad. In addition to in-depth coverage of the iOS SDK, the book walks you through the various core aspects of iPhone and iPad development. You'll learn how to take advantage of the tools provided by XCode and you'll benefit from a solid introduction to Objective-C, which allows you to have a smooth transition to iPhone development from another platform.
Offers a solid foundation for creating applications for Apple's iOS 4
Covers all the new features of iOS 4 and provides a new applications template for developing iPad and iPhone apps
Addresses the new PopoverView for iPad apps
Shows how to develop background applications, which is one of the new features in iOS 4

Beginning iOS 4 Application Development is your ultimate resource for creating applications for Apple's iOS 4.

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

iPhone Open Application Development: Write Native Objective-C Applications for the iPhone
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iPhone Open Application Development: Write Native Objective-C Applications for the iPhone ReviewThe biggest problem with this book is that it addresses programming for the 1.1.4 iPhone firmware and was written prior to the official iPhone SDK being released. As a result it is already outdated with respect to many of the frameworks and APIs that aren't available in the official 1.2/2.0 firmware release and will most likely also be outdated in terms of the open toolchain, which is already changing to adapt to the SDK. So while the book has been helpful for me in getting up to speed with iPhone development pre-SDK (I have a draft PDF from O'Reilly), it is of little to no use now given the resources Apple has already made available for free at the iPhone Dev Center.iPhone Open Application Development: Write Native Objective-C Applications for the iPhone Overview
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 themillions of users who have run third party applications on their iPhone, but its concepts and code examples have shown to be remarkablysimilar 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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The iPhone Developer's Cookbook: Building Applications with the iPhone SDK Review

The iPhone Developer's Cookbook: Building Applications with the iPhone SDK
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The iPhone Developer's Cookbook: Building Applications with the iPhone SDK ReviewThe book states it is aimed "squarely at anyone just getting started with iPhone programming." It is not.
At the time of purchase, I was a brand new iPhone developer with zero exposure to Apple's developer tools and their iPhone SDK. That said, I am a very seasoned Java and C# developer, I have used Eclipse and VS.NET extensively for numerous years to build some very sophisticated applications. Apple's developer tools, XCode and Interface Builder, are radically different tools unlike either of these development environments. Instead of a singular IDE, the Apple tools are a hodgepodge of separate applications filling your screen with a plethora of small tool and inspector windows. If you are brand new to XCode and Interface Builder, this book simply doesn't have enough horse power to properly educate you on the pitfalls newbies will face.
If you are already familiar with Apple's developer tools, then the book may be better received by you then by someone who had no exposure to them.
As a newbie you need to realize a very, very important point: copying code out of a book and into XCode is simply not enough to get a demo working out of this or any iPhone developer book! The trick is knowing how to "link" within Interface Builder- how to establish what I now know to be IBAction and IBOutlet property decorators. The IB stands for "Interface Builder" and these two markers provide "hints" from XCode to Interface Builder. For example, to "link" a button from Interface Builder to a property in XCode, the @property would have to be properly decorated (with IBOutlet) and then you must physically establish the link in Interface Builder, using a control-click-drag metaphor from source to destination. To my point- therein lies the problem with "recipe" books like this one- unless you already have a grasp on this concept and how it works (which I didn't when I bought the book several weeks ago), this book will leave you very frustrated. You have verbatim code in XCode, but things don't work! Worse, you have no idea why. [bang head on desk repeatedly here]
My recommendation is to look at the forthcoming book from the guys over at Pragmatic Programmer- iPhone SDK Development I purchased their book, and while it still left me to figure out some holes and some of the Interface Builder nuances, it was much more targeted for someone who has never used any of Apple's developer tools. The Pragmatic book isn't a panacea for all newbie problems, but it is far better suited then this "recipe" book.
I'm confident (well, hoping) that as my iPhone developer experiences grow and I become more accustomed to Apple's developer tools, the recipes presented in this book might be of more value.
It is my opinion that its stated objective should have read "...squarely at anyone just getting started with iPhone programming who is already comfortable with the nuances of XCode, Interface Builder, and the other Apple developer tools."The iPhone Developer's Cookbook: Building Applications with the iPhone SDK Overview"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 DevicesThe 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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Advanced iOS 4 Programming: Developing Mobile Applications for Apple iPhone, iPad, and iPod touch Review

Advanced iOS 4 Programming: Developing Mobile Applications for Apple iPhone, iPad, and iPod touch
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Advanced iOS 4 Programming: Developing Mobile Applications for Apple iPhone, iPad, and iPod touch Reviewsimply put, this book's author just add some small staffs and said it is a new edition featured iOS 4. Don't trust him.
In this book, there is nothing talking about the key features of iOS 4, which made it useless for the development for iOS 4. Go and buy previous edition if you want to lean some basics for iOS development and it would be much cheaper.
I strongly recommended those who want to learn iOS 4 development to look at Apple's official documents, which would provide the best guidelines for new features in iOS 4 such as multitask. I have read 3 new books covering iOS 4, none of them covers sufficient iOS features, and this book is the worst because it doesn't cover iOS 4 feature at all.Advanced iOS 4 Programming: Developing Mobile Applications for Apple iPhone, iPad, and iPod touch OverviewWith Advanced iOS 4 Programming, developers have the expert guidance they need to create amazing applications for Apple's iPhone, iPad, and iPod touch.
Inside, veteran mobile developer Dr. Maher Ali begins with a foundation introduction to Objective C and Cocoa Touch programming, and then guides readers through building apps with Apple's iPhone SDK 4 – including coverage of the major categories of new APIs and building apps for the new Apple iPad.
This book concentrates on illustrating GUI concepts programmatically, allowing readers to fully appreciate the complete picture of iOS 4 development without relying on Interface Builder. In addition, Interface Builder is covered in several chapters.
Advanced iOS 4 Programming delves into more advanced topics going beyond the basics of iOS 4 development, providing comprehensive coverage that will help you get your apps to the App Store quicker.
Key features include:
Objective-C programming language and runtime
Interface Builder
Building advanced mobile user interfaces
Collections
Cocoa Touch
Core Animation and Quartz 2D
Model-view-controller (MVC) designs
Developing for the iPad
Grand Central Dispatch
Parsing XML documents using SAX, DOM, and TouchXML
Working with the Map Kit API
Remote and Local Push Notification
Blocks (closures) in Objective-C
Building advanced location-based applications
Developing database applications using the SQLite engine
GameKit framework


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iPhone Game Development: Developing 2D & 3D games in Objective-C (Animal Guide) Review

iPhone Game Development: Developing 2D and 3D games in Objective-C (Animal Guide)
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iPhone Game Development: Developing 2D & 3D games in Objective-C (Animal Guide) ReviewUnfortunately, this book does not meet up to its potential. The main issues I have with it are the code examples and example applications.
* The book does NOT provide complete step-by-step walkthroughs of operations (although, they are generally 'good enough').
* The book does NOT contain complete listings of the project code text. This is a BIG problem.
* The source code is available on SourceForge, but it does NOT match the text in the book!!!
I have no clue why the persons modifying the files changed them so drastically.
So, be aware that there are serious issues regarding learning from this text. I can only hope that someone at O'Reilly sees the problem, and acts to fix it.
Edit : I have downgraded this book from two-star to one-star. The more I get into it the worse it gets. Typos. Coding errors. Misnamed classes, files, methods, member names; the list goes on. It is obvious that the authors of this book did NOT code the projects from the proofs they got from the publisher. It is unlikely that they even read the text of the code; some of the errors are so obvious that even a cursory read shows them up.
Edit #2 : It is now apparent to me that the authors of the Book and the Code are old C++ coders from way back. Anachronisms like 'Hungarian Notation' and other Microsoft C++ patterns are rampant. Misuse and misunderstanding of Objective-C and Cocoa Touch patterns and usages abound. You will learn a LOT of incorrect habits looking at this code and text. Beware.
You will spend more time trying to fix the errors in the book than you will spend understanding the concepts presented.
Get a different book on Game Engine Design and work your own iPhone compatible version from there.
It will be easier. A lot easier.iPhone Game Development: Developing 2D & 3D games in Objective-C (Animal Guide) Overview
What do you need to know to create a game for the iPhone? Even if you've already built some iPhone applications, developing games using iPhone's gestural interface and limited screen layout requires new skills. With iPhone Game Development, you get everything from game development basics and iPhone programming fundamentals to guidelines for dealing with special graphics and audio needs, creating in-game physics, and much more. Loaded with descriptive examples and clear explanations, this book helps you learn the technical design issues particular to the iPhone and iPod Touch, and suggests ways to maximize performance in different types of games. You also get plug-in classes to compensate for the areas where the iPhone's game programming support is weak.



Learn how to develop iPhone games that provide engaging user experiences
Become familiar with Objective-C and the Xcode suite of tools
Learn what it takes to adapt the iPhone interface to games
Create a robust, scalable framework for a game app
Understand the requirements for implementing 2D and 3D graphics
Learn how to add music and audio effects, as well as menus and controls
Get instructions for publishing your game to the App Store


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Professional iPhone Programming with MonoTouch and .NET/C# (Wrox Programmer to Programmer) Review

Professional iPhone Programming with MonoTouch and .NET/C# (Wrox Programmer to Programmer)
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Professional iPhone Programming with MonoTouch and .NET/C# (Wrox Programmer to Programmer) ReviewGood introduction to MonoTouch-based developmement on iOS. Every code listing has a complete MonoDevelop solution available for download, so it is very easy to run and experiment with the listings included in the book.Professional iPhone Programming with MonoTouch and .NET/C# (Wrox Programmer to Programmer) OverviewWhat .NET C# developers need to enter the hot field of iPhone apps
iPhone applications offer a hot opportunity for developers. Until the open source MonoTouch project, this field was limited to those familiar with Apple's programming languages. Now .NET and C# developers can join the party. Professional iPhone Programming with MonoTouch and .NET/C#is the first book to cover MonoTouch, preparing developers to take advantage of this lucrative opportunity.

This book is for .NET developers that are interested in creating native iPhone applications written in .NET/C#. These developers want to use their existing knowledge. While .NET developers are always interested in learning, they also recognize that learning Objective-C and the specifics of the iPhone can be overwhelming. Those developers interested in MonoTouch will recognize that the cost of MonoTouch is easily made up by the ability to quickly target the iPhone using a language that they are already familiar with.

This book is designed for .NET developers that want to target the iPhone. It is designed to help you get up to speed with the iPhone, not to really teach you about the .NET Framework or C# language, which we assume you already know.

This book is designed with introductory material in Chapters 1 thru 4. You should read Chapters 1 thru 4 sequentially. These chapters introduce the MonoTouch product, the basics of developing with MonoTouch and MonoDevelop, and finally, the basics of presenting data to a user with screen and data controls and how to develop a user interface for the iPhone. Once you are comfortable with these concepts, you can typically move from one chapter to another and not necessarily have to read the chapters sequentially.

Chapter 1 "Introduction to iPhone Development with MonoTouch for C# Developers"This chapter looks at how the largest segment of developers can target the smartphone with the highest mindshare, and that the smartphone is growing faster in marketshare than any other device.
Chapter 2 "Introduction to MonoTouch"gives you a firm foundation in MonoTouch, MonoDevelop, Interface Builder, debugging, and deploying.
Chapter 3 "Planning Your App's UI: Exploring the Screen Controls"teaches you about creating your application's UI and specifically how the UI on the iPhone can differ from UIs that you might have created before. You also explore the Input & Value objects from the Interface Builder Objects Library.
Chapter4 "Data Controls" shows the Interface Builder Objects Library Cocoa Touch classes for Controllers, Data Views, and Windows, Views, & Bars.
Chapter 5 "Working with Data on the iPhone"looks at the SQLite database engine as well as strategies to store data off the device on a central server through SOAP and REST (using XML and JSON) without tying up the user interface.
Chapter 6 "Displaying Data Using Tables"looks at displaying information in a table, using tables for navigation, taking advantage of UITableView's built-in editing features, and adding a search bar to a table.
Chapter 7 "Mapping"covers CoreLocation and MapKit, using Location Services, and adding maps and geocoding to your application.
Chapter 8 "Application Settings"focuses on application settings, and looks at two aspects of settings for your MonoTouch app: the Info.plist and your settings bundle. It covers what settings you might want to set in your Info.plist and why, and then looks at what code it takes to read and use the settings that you save in the settings bundle. And it also takes you through the building of the settings that you might have in a social media-type application. Going through each step, you will examine the Root.plist inside the Property List Editor and see the settings dialog that will result from it.
Chapter 9 "Programming with Device Hardware" covers accelerometer device orientation, and proximity detection support, networking, and developing with battery life in mind.
Chapter 10 "Programming with Multimedia" discussing integrating images and the image picker, watching and recording videos, playing and recording audio, and using animation
Chapter 11 "Talking to Other Applications"discusses the ways you can use MonoTouch to talk to other applications on the iPhone, both Apple-built applications and those downloaded from the App Store. It also provides helpful ways of accessing the iPhone's Address Book and the iPod music library.
Chapter 12 "Localizing for an International Audience" first defines internationalization and localization, then shows displaying translated text and images, formatting dates, times, and numbers, then extracting text for translation.
Chapter 13 "Programming the iPad" the capabilities of the iPad are, what new APIs and controls have been introduced that you can use in iPad-specific applications, and how to build applications that can work on both iPad and iPhone devices.
Chapter 14 "Just Enough Objective-C" provides you with a reference and introduction to Objective-C that will help you acquire an ability to comprehend Objective-C which is something that will come in very handy.
Chapter 15 "The App Store: Submitting and Marketing Your App"discusses all things App Store. First, it talks about the process that you need to go through before you are ready to submit - this includes final testing with Ad-Hoc builds and a presubmission checklist. Next it addresses actually submitting to the App Store, and then finally what to do with your app after it's in the App Store. This chapter also touches on alternative monetization strategies such as ads or in app purchases.


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Objective-C for Absolute Beginners: iPhone and Mac Programming Made Easy Review

Objective-C for Absolute Beginners: iPhone and Mac Programming Made Easy
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Objective-C for Absolute Beginners: iPhone and Mac Programming Made Easy ReviewDOWNLOAD ALL THE CODE AT APRESS WEBSITE BEFORE YOU START at [...] !!!! The book was very good with the introduction of Alice and how it could be used to help get your program completed (the concept of Objects, methods, classes and how Apple's Objective C is used). Where they fall miserably short 100% is in chapter 8. They provide slices of the code that is used in the program, but do not show the actual code in it's entirety. The "Absolute Beginner", unless they have a Ph.D. in computer science and specifically work on Apple computers, is lost at this point. I really had high expectations on this book. Notably (dumb) corrections for example on pages 131. In the code for Listing 7-5, you have to import "RadioStation.h", otherwise the "Absolute beginner" will wonder why is program doesn't work. Chapter 8 just boggles my mind. Snippets of the code just doesn't cut it...we are dealing with the "Absolute Beginner". THEY HAVE PROVIDE ALL THE CODE TO DEMONSTRATE! There were a few other issues but they did teach you enough by chapter 5 to look for the items that they left out in other chapters. I'm going to still completely read the book, but I was looking forward to completing it and understanding all the concepts with Objective-C. I'm just hoping chapter 9 - 12 are prepared better. They almost do a great job up to chapter 8. It was a 4 (out of 5) going up to chapter 8. Chapter 8 just pisses me off (very annoying...rewrite chapter 8). Unless you have the code (and eventually I'll find it), it becomes very annoying. I hope they provide the second revision with all the corrections to the people who bought this book. The code is on apress's website (one little indication at the bottom of the back cover in the lower left-hand corner. They should have told the reader to download the code prior to attempting chapter 8. It really could have been a winner. I would think that the publishing company would have someone review this book before it is published. You have to blame both the writers and publishing company on this one. With the code from apress, I will give the book a 3. If it didn't have the issues I just discussed, it would be a 4. I hope that when I get to chapter 14, the book get's better. This book could eventually be a 5. So this is how the rating goes: Chapters 1 - 7 Excellent: 5. Chapter 8 - 9: 1. Remember "Absolute Beginner". Chapter 8 and 9 must have been written by another person who had no idea who this book was for.Objective-C for Absolute Beginners: iPhone and Mac Programming Made Easy OverviewThe success of Learn to Program Objective-C, from Apress, allowed many people to migrate their existing programming skills to Objective-C. This book allows even people who have never programmed before, but are inspired by what their Mac or iPhone can do, and what their friends have achieved with it, to program these devices for the first time, even with no programming knowledge.Objective-C is gaining popularity faster than any other programming language, which isn't surprising since it's the native development language for both Apple's iPhone OS and Mac OS X. "Objective-C for Absolute Beginners" is the first book to introduce this rich, object-oriented language to new programmers.

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Learning Cocoa with Objective-C, 2nd Edition Review

Learning Cocoa with Objective-C, 2nd Edition
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Learning Cocoa with Objective-C, 2nd Edition ReviewI have both this book (Learning Cocoa with Objective-C) and it's predecessor (Learning Cocoa). These are two completely different books. The first book wasn't hardly worth the paper it was printed on, as it was mostly just a thrown together collection of rag-tag tutorials from Apple's web site. Thankfully, this book is NOT the first book!
Fast forward to verison II, Learning Cocoa w/ Objective C. This book is great! It covers a whole slew of topics ommitted by the first version. Thankfully the content is NOT the same as before. A tiny bit of it is similar, but for the most part one person took it upon themselves to make sure that all of the material was presented in a consistent manner. By the end of this book you'll walk through all of the steps required to write an application similar to TextEdit (provided with Mac OS X). This application will support Rich Text Formatting, save and open capabilities, spell checking and much much more. You'll be impressed with what you build in this "Learning" book. If you've ever done the REALBasic tutorial you'll find that this creates a very similar application using the Cocoa Framework and Objective-C.
All the basics of learning to write MAC OS X applications with Cocoa are covered here. Unlike the first version of this book it doesn't assume you already knew Objective-C or have had exposure to NextStep. If you're looking for a good book to expose you to Cocoa and Objective-C programming buy this book and work through it all. It's worth it!
This book will also guide you through using the debugger in Project Builder. You'll learn how to use the debugger print-object command and other useful debugging techniques. This book does more than just point out the fact that the debugger exists. It shows you how to apply it usefully.
Another thing I like about this book is the fact that it covers NSString's in more detail than other books of the genre. You'll see examples on how to pull substrings out of NSStrings and use NSRange. You'll also see demonstartions of using NSMutableString as well. Several other books merely mention that NSMutableString exists, but then fail to show what is different between the two.
The excersises at the end of each chapter are very helpful in learning Cocoa Programming too! They're not too difficult, but not too simple either. They'll make you dig and think a bit to find a solution, but not so much that you'll want to pull your hair out and give up. AND If you go happen to get stuck you'll find answers revealed in the back of the book.
This book is for the most part geared towards Mac OS X 10.2, but I did manage to do all of the examples in 10.1.5 (except with the programming example that made use of the Jaguar's Address Book, of course.) This is a bonus, for some of the earlier Cocoa Programming books do not take into account newer versions of Mac OS X and thus are now a bit out of date.
Surprisingly, this book is thicker too, but only because it's now on quality paper. The book actually contains fewer pages (by only a dozen or so) than the original, but Cocoa programming is covered much more thoroughly. There's not much textual fluff or irrelevant screen shots to gobble up pages; --just the right balance of what is needed to cover Cocoa and Objective-C programming for the beginning or semi-intermeddiate programmer.
If you already own the first book don't worry about buying this one and receiving repeat material. These two books are not the same animal (even though the dog on the front cover is the same). They are two totally different creatures with internal organs unique to themselves. In fact, after working through the second edition you might find the first edition more useful; --as you will have gained knowledge from the second version to more completely comprehend chapters in the latter part of the frist version.
One more note: THANK YOU O'REILLY & ASSOCIATES! You're breathing new life into books for the Macintosh! Be it mac-only books (like this Cocoa Programming book) or just the fact that you include MAC OS X specifics in books like "Managing and Using MySQL (2nd Edition)". Myself and I'm sure many others appreciate it. Thanks!Learning Cocoa with Objective-C, 2nd Edition Overview
Learning Cocoa with Objective-C is the "must-have" book for people who want to develop applications for Mac OS X, and is the only book approved and reviewed by Apple engineers. Based on the Jaguar release of Mac OS X 10.2, this edition of Learning Cocoa includes examples that use the Address Book and Universal Access APIs. Also included is a handy quick reference card, charting Cocoa's Foundation and AppKit frameworks, along with an Appendix that includes a listing of resources essential to any Cocoa developer--beginning or advanced.

Completely revised and updated, this 2nd edition begins with some simple examples to familiarize you with the basic elements of Cocoa programming as well Apple's Developer Tools, including Project Builder and Interface Builder.

After introducing you to Project Builder and Interface Builder, it brings you quickly up to speed on the concepts of object-oriented programming with Objective-C, the language of choice for building Cocoa applications. From there, each chapter presents a different sample program for you to build, with easy to follow, step-by-step instructions to teach you the fundamentals of Cocoa programming. The techniques you will learn in each chapter lay the foundation for more advanced techniques and concepts presented in later chapters.

You'll learn how to:

Effectively use Apple's suite of Developer Tools, including Project Builder and Interface Builder
Build single- and multiple-window document-based applications
Manipulate text data using Cocoa's text handling capabilities
Draw with Cocoa
Add scripting functionality to your applications
Localize your application for multiple language support
Polish off your application by adding an icon for use in the Dock, provide Help, and package your program for distribution
Each chapter ends with a series of Examples, challenging you to test your newly-learned skills by tweaking the application you've just built, or to go back to an earlier example and add to it some new functionality. Solutions are provided in the Appendix, but you're encouraged to learn by trying.
Extensive programming experience is not required to complete the examples in the book, though experience with the C programming language will be helpful. If you are familiar with an object-oriented programming language such as Java or Smalltalk, you will rapidly come up to speed with the Objective-C language. Otherwise, basic object-oriented and language concepts are covered where needed.


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iPhone SDK Programming: Developing Mobile Applications for Apple iPhone and iPod touch Review

iPhone SDK Programming: Developing Mobile Applications for Apple iPhone and iPod touch
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iPhone SDK Programming: Developing Mobile Applications for Apple iPhone and iPod touch ReviewI bought this book after I'd gone through Beginning iPhone Development: Exploring the iPhone SDK (Beginning from Novice to Professional), hoping to get another set of useful skills and tools to use, such as a reference for XML & RSS, SQLite, and a little more depth on the collections objects such as NSArrays, etc. that was only brushed over in the Beginning iPhone Development book. Overall, this book does fill in some of those gaps, but it really doesn't stand well as a standalone iPhone programming book. I'm glad this is my second choice, because if it were my first I'd probably be more confused!
If you're building your foundation, this book may be worth your while.
My largest complaint about this book is actually the way the code is written out on the page. Instead of clear, Courier-font code blocks, the editors just stuck code in Times Roman font. Anyone who's ever read their share of programming books knows this just complicates life by making it harder to differentiate code from content and better recognize typos, etc. I hope they revise this and publish another edition of the book - it's extremely noticeable. Also, I think this book was pushed to market without double-checking that the graphic examples are copyright compliant, because instead of icons in some of the screenshots the author substituted ugly character graphics that just looked dumb.
Overall, this is an okay programming book. There are some nuggets of good information, but as a beginner's book it's too complex, nor does it have enough depth to be a compendium for an advanced programmer.iPhone SDK Programming: Developing Mobile Applications for Apple iPhone and iPod touch OverviewWith iPhone SDK Programming, developers have the expert guidance they need to begin building native applications for Apple's new iPhone 3G as well as the iPod touch. Inside, veteran mobile developer and Bell Labs scientist Maher Ali begins with a foundational introduction to Objective C and Cocoa programming, and then guides you through the building programs with Apple's iPhone SDK.

iPhone SDK Programming covers a wide range of topics, including:
The Objective-C programming language

Collections

Cocoa Touch

Building advanced mobile user interfaces

Core Animation and Quartz 2D

Model-View-Controller (MVC) designs

Table Views File management

Parsing XML documents using SAX and DOM

Working with Google Maps API

Consuming REST Web Services

Building advanced location-based applications

Developing database applications using the SQLite engine

Building Multimedia applications

Making use of the camera and video Working with the accelerometer





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