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Programming with Quartz: 2D and PDF Graphics in Mac OS X (The Morgan Kaufmann Series in Computer Graphics)

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Quartz 2D is the primary graphics library in Mac OS X and is based on version 1.4 of Adobe PDF. It supercedes QuickDraw, which was used in earlier versions of the Mac OS. In Quartz 2D the coordinate space is an abstract concept defined by real values in 2 dimensions. Points in this space can be connected to form paths, such as straight lines, Bezier curves and so on. To create actual graphics on the display, the paths are rasterized as needed to generate the pixels at the display device's resolution. This permits the same graphics commands to yield the same output on any device using the best resolution available.
This book is full of clear explanations for mere mortals of how Quartz has packaged the state of the art in graphics programming. The book starts out with Quartz 2D drawing basics such as drawing and filling basic geometric forms and drawing lines. With the basics out of the way, the author goes on to show how you would use Quartz 2D both in Cocoa and in Carbon. Next there are chapters on basic computer graphics intertwined with performing these tasks in Quartz. Included topics are coordinate systems, affine transformations, and parametric curves all within the framework of performing graphics in Quartz. The book then moves on to working with images including creating CGImage objects, and importing and exporting data to PNG, JPEG, and Quicktime formats. Another chapter is devoted to working with text. There are two chapters devoted to working with PDF data, including a chapter on handling PDF images that is very thorough in its descriptions and the issues that are raised. The book is very well written and covers many complex topics in 2D graphics clearly and at a level appropriate for all programmers, and I highly recommend it for all programmers interested in Quartz.

Programming with Quartz: 2D and PDF Graphics in Mac OS X (The Morgan Kaufmann Series in Computer Graphics) Features

  • ISBN13: 9780123694737
  • Condition: USED - VERY GOOD
  • Notes:



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Price : $86.95
Offer Price : $44.52



Programming with Quartz: 2D and PDF Graphics in Mac OS X (The Morgan Kaufmann Series in Computer Graphics) Overviews

Written by members of the development team at Apple, Programming with Quartz is the first book to describe the sophisticated graphics system of Mac OS X. By using the methods described in this book, developers will be able to fully exploit the state-of-the-art graphics capabilities of Mac OS X in their applications, whether for Cocoa or Carbon development. This book also serves as an introduction to 2D graphics concepts, including how images are drawn and how color is rendered. It includes guidance for working with PDF documents, drawing bitmap graphics, using Quartz built-in color management, and drawing text. Programming with Quartz is a rich resource for new and experienced Mac OS X developers, Cocoa and Carbon programmers, UNIX developers who are migrating to Mac OS X, and anyone interested in powerful 2D graphics systems.

* This is the definitive guide to the revolutionary graphics system of Mac OS X that uses the Portable Document Format (PDF) as the basis of its imaging model.
* It contains the latest on programming with Quartz for Mac OS X version 10.4.
* Carefully crafted and extensive code examples show how to accomplish most of the drawing tasks possible with Quartz.

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Customer Review


Resist the urge to dismiss - orangekay - San Francisco, CA United States
I've known about this book for a while now, but I've never bothered paying attention to it given it's somewhat ridiculous price tag. Necessity forced me to forgo my earlier conclusions however, and I'm now angry at myself for not picking it up sooner. However much you think you know about Quartz, there's always more to learn, and this book is a whole lot easier to pick new tricks up from than Apple's scant free documentation. It's a bit dated when it comes to the XCode specific info, but unless you're a total newcomer you should be able to fill in the proverbial gaps there without much trouble.

This is the second book on OS X programming that I have felt is truly worth owning; the first being Amit Singh's "Mac OS X Internals." This one's not as thick, nor is it hardbound, but there are lots of color plates. Good stuff.


Excellent Book - T. Cunningham - HI USA
If all of the Apple frameworks were explained as well as CoreGraphics/Quartz is in this book, life would be so much better for independent programmers. I am not writing code in XCode, but one where I need to port calls to custom classes. This book has helped me so much. I have not located the link on the publisher's site (maybe I'm just missing it), but my only complaint (a very minor one) would be that they don't have a contact email for the authors to report errata or thank them.

Well written, to the point, good code examples and does not duplicate the Apple documents. Covers Carbon and Cocoa calls. The chapters on axial and radial shadings were the most helpful for me.



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Mac OS X Internals: A Systems Approach

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This is analogous to the Windows Resource Kits for OS X, only better. The many examples, most using some sort of code to make their point, combined with the depth of topics covered, makes this the one book really serious OS X coders and admins need to have.

Like it's cousin, the MS ResKit, it's dry, concise, and may scare off some folks. And like the ResKit, it's just as essential as a learning tool and reference book rolled into one.

I've seen many reviews that talk about this book as a book for programmers. I don't believe that for one second. I've heard many references to the old days when all admins were programmers and heard tell of greybeard hackers who are equally proficient at both coding and admin work. This book does a similar job of blending the lines between the two tasks, illustrating concepts and giving examples using C and scripting as well as using human readable english. As a non-coding UNIX and OS X aficionado, I look forward to broadening my knowledge of both programming and unix administration as it applies to OS X via this awe-inspiring book.



Rating :

Price : $93.99

Offer Price : $49.91




Overviews

Mac OS X was released in March 2001, but many components, such as Mach and BSD, are considerably older. Understanding the design, implementation, and workings of Mac OS X requires examination of several technologies that differ in their age, origins, philosophies, and roles. Mac OS X Internals: A Systems Approach is the first book that dissects the internals of the system, presenting a detailed picture that grows incrementally as you read. For example, you will learn the roles of the firmware, the bootloader, the Mach and BSD kernel components (including the process, virtual memory, IPC, and file system layers), the object-oriented I/O Kit driver framework, user libraries, and other core pieces of software. You will learn how these pieces connect and work internally, where they originated, and how they evolved. The book also covers several key areas of the Intel-based Macintosh computers. A solid understanding of system internals is immensely useful in design, development, and debugging for programmers of various skill levels. System programmers can use the book as a reference and to construct a better picture of how the core system works.Application programmers can gain a deeper understanding of how their applications interact with the system. System administrators and power users can use the book to harness the power of the rich environment offered by Mac OS X. Finally, members of the Windows, Linux, BSD, and other Unix communities will find the book valuable in comparing and contrasting Mac OS X with their respective systems. Mac OS X Internals focuses on the technical aspects of OS X and is so full of extremely useful information and programming examples that it will definitely become a mandatory tool for every Mac OS X programmer.

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Customer Review


Disappointing. - John A. Marcovitz -
Honestly I haven't found a single useful scrap of useful information in this massive tome. For example I needed info on a few internals like the Quartz Event Services and found nothing except for some sample code that the author placed on the website for keyboard and mouse redirection. However there is no mention of this service in the book or any of the low level API calls that are needed. I also needed in depth information about the Process Manager. Again there was nothing. I had to resort to Apple API documentation in both cases But shoot I could have saved a pretty penny not buying the book in the first place.


Very Well Written - James M. Schorr - Concord, NC
I'd been meaning to buy this book for over a year and was not disappointed. It is very well written, easy to understand and goes quite into depth regarding OS X.




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iPhone User Interface Design Projects

iPhone User Interface Design Projects Review




Love 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 Jurgen 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 Features

  • ISBN13: 9781430223597
  • Condition: NEW
  • Notes: Brand New from Publisher. No Remainder Mark.



Rating :

Price : $39.99

Offer Price : $22.25




Overviews

With over 100,000 iPhone applications and 125,000 registered iPhone developers, is it still possible to create a top-selling app that stands apart from the six-figure crowd? Of course, but you’ll need more than a great idea and flawless code—an eye-catching and functional user interface design is essential. With this book, you’ll get practical advice on user interface design from 10 innovative developers who, like you, have sat wondering how to best utilize the iPhone’s minimal screen real estate. Their stories illustrate precisely why, with more apps and more experienced, creative developers, no iPhone app can succeed without a great UI.

Whatever type of iPhone project you have in mind—social networking app, game, or reference tool—you’ll benefit from the information presented in this book. More than just tips and pointers, you’ll learn from the authors’ hands-on experiences, including:

  • Dave Barnard of App Cubby on how to use Apple’s User Interface conventions and test for usability to assure better results
  • Joachim Bondo, creator of Deep Green Chess, beats a classic design problem of navigating large dataset results in the realm of the iPhone
  • Former Apple employee Dan Burcaw tailors user interfaces and adds the power of CoreLocation, Address Book, and Camera to the social networking app, Brightkite
  • David Kaneda takes his Basecamp project management client, Outpost, from a blank page (literally) to a model of dashboard clarity
  • Craig Kemper focuses on the smallest details to create his award-winning puzzle games TanZen and Zentomino
  • Tim Novikoff, a graduate student in applied math with no programming experience, reduces a complex problem to simplicity in Flash of Genius: SAT Vocab
  • Long-time Mac developer Chris Parrish goes into detail on the creation of the digital postcard app, Postage, which won the 2009 Apple Design Award
  • Flash developer Keith Peters provides solutions for bringing games that were designed for a desktop screen to the small, touch-sensitive world of the iPhone
  • Jürgen Siebert, creator of FontShuffle, outlines the anatomy of letters and how to select the right fonts for maximum readability on the iPhone screen
  • Eddie Wilson, an interactive designer, reveals the fine balance of excellent design and trial-by-fire programming used to create his successful app Snow Report

Combined with Apress’ best-selling Beginning iPhone 3 Development: Exploring the iPhone SDK, you’ll be prepared to match great code with striking design and create the app that everyone is talking about.

What you’ll learn

  • Optimize your design for the iPhone’s limited screen real estate and the mobile environment
  • Create a user interface that is eye-catching and stands apart from the crowd
  • Maximize your use of typographic elements for style and readability
  • Perfect entry views and display large amounts of data in an exciting way
  • Translate games made for the desktop’s big screen to the iPhone
  • Strike the perfect balance between simplicity, beauty, and features

Who is this book for?

iPhone application developers of all experience levels and development platforms

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Customer Review


Sexy design sells! - H. Wu - Brooklyn, NY USA
Apple's iPhone SDK/Cocoa Touch framework provides some very elegant UI widgets out of the box. It's a beautiful thing when you design your app's interface, and it comes great-looking already. However, us programmers tend to be lacking skills in interactive design and awesome usability. This book comes in for the rescue.

Authors of this book have been to the trenches, and they wrote their own experiences and their thought processes here in their chapters. It's amazing how a little app has so much design decisions involved.
Chapter 1 - How and why design apps that have similar look and feel like the default built-in Apple apps, and some tips on whether to tap or not, and usability testing.
Chapter 2 - The author takes on the Google news reader, and improves the navigation and re-structured his app design to be more efficient.
Chapter 3 - The author talks about the differences between web and native apps, and some best practices and tricks
Chapter 4 - The author shows how the design evolved along with design decisions and adjustments
Chapter 5 - This is my favorite chapter. The author discuss in depth of how to design UI interactions with iPhone's unique size and features. The discussion on rotations is especially thought-provoking!
Chapter 6 - This chapter shows that even designing a very simple and basic app, it still takes consideration on usability and appropriate user interactions.
Chapter 7 - This chapter is great in showing you many ways to tune your app details into great enhancements to your apps. Little details you would otherwise take for granted or ignored.
Chapter 8 - As a programmer, I'm happy to see some codes behind the app. This chapter shows you how to build a simple but interesting game, with the focus of how to receive user interactions with minimal efforts. Codes are provided so it's a great read!
Chapter 9 - The author talks about different font styles and typefaces.
Chapter 10 - The author shows us many tips and tricks during the entire app development life cycle.

Overall, this book shows us how iPhone apps are developed from a different angle. Many great tips/tricks and real-world experiences. It's a great read w/ about 240 pages. Any iPhone programmer would learn a thing or two from this book. My only complain is that some chapters are too short. Hopefully 2nd edition of this book can include additional iPhone app designers/developers :)





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Programming in Objective-C 2.0 (2nd Edition)

Programming in Objective-C 2.0 (2nd Edition) Review




This book is in many ways a gold mine of knowledge. From my college engineering days, I had to learn many computer languages such as Fortran and C++. However, as the old quip goes, use it or lose it.

For years I had wanted to begin programming again because I enjoyed doing so, but the real question remained: What is the optimal approach to do so that would best utilize my prior knowledge AND bridge the gap to todays world of programming in Objective-C? Fortunately for me, I discovered Mr. Kochan's book and it was indeed the bridge that I sought. (Oddly enough, the cover on this book has a bridge on it. Go figure ...)

As most things in life go, the real significance of this book was not obvious at the onset. However, after glancing through the book, it was immediately clear to me that (A): The author took great pains to cover all the nuances of Objective-C in great detail so that anyone could understand them, and (B): The author is more than qualified to illuminate the subject matter and easily educate those that take the time to read his book and work all the examples.

For instance, I had wondered for years what an 'object' actually was that made Objective-C so special as compared to C and C++. Mr. Kochan's car example made this so succinctly clear that I wondered why all the other books I have never even came close to clarifying this important point. The other authors chose instead to define an object in abstract terms (generally speaking) which was not much help at all. Granted, the other books were about Xcode and Cocoa. However, without having a clear understanding as to what an 'object' is, how is anyone trying to learn Cocoa or Xcode going to move forward since 'objects' are both the building blocks and the future of both Cocoa and Xcode?

"Oh, and one more thing". To the unfamiliar, that is Steve Jobs' famous on-stage line when introducing new Apple products or software. A few weeks back I discovered that Mr. Kochan has a web site [...] based on learning Objective-C, - chapter by chapter. Upon making this discovery, I was at once elated to find the site and annoyed that no mention of this was made in the book. Perhaps the book was published before the website was built, but regardless this website is an INVALUABLE resource for learning Objective-C. And, from experience, Mr. Kochan will respond to your queries and comments within a day and oftentimes, within a few hours. How he does this, I have no idea, but he does.

My book did not come with a video CD, so I cannot comment on that. Speaking only for myself, I prefer a book over a video because I can re-read any part of a book much easier than I can a video. The web site does have video content for those so interested.

And least anyone wonder, I have absolutely no connection to Mr. Kochan. Period. But, I will forever be grateful to him for writing this book and creating and participating in his website. Both are indispensable sources for learning Objective-C.

Bottom line: I cannot recommend this book highly enough to those wishing to begin programming in Objective-C or to those who have past programming experience and wish to learn Objective-C. At twice the price, this book would still be a steal.

Programming in Objective-C 2.0 (2nd Edition) Features

  • ISBN13: 9780321566157
  • Condition: NEW
  • Notes: Brand New from Publisher. No Remainder Mark.



Rating :

Price : $44.99

Offer Price : $26.00




Overviews

THE #1 BESTSELLING BOOK ON OBJECTIVE-C 2.0


Programming in Objective-C 2.0 provides the new programmer a complete, step-by-step introduction to Objective-C, the primary language used to develop applications for the iPhone, iPad, and Mac OS X platforms.

 

The book does not assume previous experience with either C or object-oriented programming languages, and it includes many detailed, practical examples of how to put Objective-C to use in your everyday iPhone/iPad or Mac OS X programming tasks.


A powerful yet simple object-oriented programming language that’s based on the C programming language, Objective-C is widely available not only on OS X and the iPhone/iPad platform but across many operating systems that support the gcc compiler, including Linux, Unix, and Windows systems.

 

The second edition of this book thoroughly covers the latest version of the language, Objective-C 2.0. And it shows not only how to take advantage of the Foundation framework’s rich built-in library of classes but also how to use the iPhone SDK to develop programs designed for the iPhone/iPad platform.

 

Table of Contents


   1    Introduction

Part I: The Objective-C 2.0 Language

    2    Programming in Objective-C 

    3    Classes, Objects, and Methods

    4    Data Types and Expressions

    5    Program Looping

    6    Making Decisions

    7    More on Classes

    8    Inheritance

    9    Polymorphism, Dynamic Typing, and Dynamic Binding

  10    More on Variables and Data Types

  11    Categories and Protocols

  12    The Preprocessor

  13    Underlying C Language Features

Part II: The Foundation Framework

  14    Introduction to the Foundation Framework

  15    Numbers, Strings, and Collections

  16    Working with Files

  17    Memory Management

  18    Copying Objects

  19    Archiving

Part III: Cocoa and the iPhone SDK

  20    Introduction to Cocoa 

  21    Writing iPhone Applications

Part IV: Appendixes

  A    Glossary

  B    Objective-C 2.0 Language Summary

  C    Address Book Source Code

  D    Resources


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Customer Review


All programming instructional books should be written this way - Interpol - Los Angeles, CA
I'm currently only 4 chapters into the Kindle version of this book and so far I can honestly say I've been able to learn more about Objective C than any other book. I have a background in computer science and have learned various programming languages such as BASIC, Pascal, LISP, Scheme, Java, even assembly - but I never got around to learning C or any of its variants. I've consumed many instructional books on programming and can honestly say that this one is the most well-written and easily comprehensible out of all of them. The author takes great care to explain virtually every aspect of Objective C syntax and does it in a way that's comfortable for both neophytes as well as those who have had some prior programming experience.

Additionally, the Kindle version of this book is done very well, easily readable on the Kindle device or an iPad (I've been reading it on both). When it's displayed on the iPad (with the Kindle app), you also get the additional benefit of color illustrations. Although I have a long way to go in this book, I can already say that I will have no problem reading it on my PC, my Kindle, or my iPad.

If you're interested in developing apps for the iPhone/iPod Touch/iPad, start with this book to give yourself a decent understanding of the Objective-C language, and THEN read the more iPhone OS-specific programming books such as "Head First iPhone Development" and "iPhone Application Development for Dummies". I tried to start with the Head First book and pretty much went nowhere with it until I started reading "Programming in Objective-C 2.0". Now concepts are starting to come together and I'm excited about what I can start doing with the iPhone SDK.


A pick for any advanced developer's library - Midwest Book Review - Oregon, WI USA
The second edition of Programming in Objective-C 2.0: A Complete Introduction to the Objective-C Language for Mac OS X and iPhone Development is a pick for any advanced developer's library. It tells of a language that has become the standard for application development on the Mac OS X and iPhone platforms, and provides new programmers with step-by-step introductions to its language and use. This second edition has been updated and expanded to cover Objective C 2.0 and is a pick for any developer's collection.




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iPhone Programming: The Big Nerd Ranch Guide (Big Nerd Ranch Guides)

iPhone Programming: The Big Nerd Ranch Guide (Big Nerd Ranch Guides) Review




I love this book. I like the style and honesty of the author. Go right to the point. Is not boring. This is my 3rd iPhone Programming book. I love Jeff LaMarche too (It is also, a great intro to iPhone development). But, I think this one is less cluttered. I got the book yesterday (April 20, 2010). In two hours I read up to chapter 4 (I liked chapter 3 - Memory Management). Good introduction. The combination of XCode screen shots and UML charts are excellent complements to the text. I recommend this book (and Kochan, Objective-C programing book, latest edition) to anyone who wants learn how to program the iPhone. It is sad, that they don't have a chapter on OpenGL-ES, but it looks like the authors are planning to put together a book alone on this subject. I can't wait!. IMHO, Mr. Hillegas and his group, have (or has) mastered the art of communicating knowledge to the masses.



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Price : $49.99

Offer Price : $31.04




Overviews

Written by the trainers at the Big Nerd Ranch, the worldwide leader in professional training for Mac developers, this book provides a hands-on guide to learning how to program for the iPhone and iPod touch. Coverage includes

  • An overview of Objective-C, the core language you’ll use to program for the iPhone
  • An overview of the Xcode Tools
  • How to work with the iPhone SDK’s UIKit framework and Cocoa Touch
  • Build apps that use MapKit and CoreLocation, as well as the magnetometer
  • Dive into animation and effects, using Core Animation and OpenGL ES

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Customer Review






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iPhone SDK Development (The Pragmatic Programmers)

iPhone SDK Development (The Pragmatic Programmers) Review




Walk down a city street, and in a short time, you'll most likely bump into someone who holds an iPhone. This device, which was formally introduced by Steve Jobs in January of 2007, has become one of the most coveted and loved handheld gadgets today. In fact, with the hardware on its third iteration and with its OS at version 3.0, it seems unimaginable to think what the world would be without it.

Without a doubt, one of the reasons for the iPhone's major success can be attributed to the involvement and support of thousands of third party software developers who create applications which run on the iPhone. These independent developers primarily serve to augment in a major way what is essentially Apple's limited number of built-in apps. There are now over hundreds of thousands of third party apps designed for the iPhone which has been downloaded billions of times.

While this number appears staggering, there seems to be no sign that the community of third party developers is slowing down. After all, as we know now, with the success of a number of iPhone apps, creating a small piece of software for the iPhone can result to a not-so-small fortune. And if you think that there's no more room for another app, think again. Once in a while, there comes out of nowhere a new app that is so unique and so amazing that iPhone users simply cannot resist downloading. And so, while Apple likes to advertise that "there's an app for that," there is definitely still room for newer and better iPhone apps.

If you have an idea for an app that you want to use on your iPhone but isn't out there yet, or even if you have a better idea for an app that's already out there, well, there's a software app for that--the iPhone SDK. First thing to do is to sign up with Apple to be one of its iPhone app developers (if you haven't done so yet). And then, pick out the "pragmatic" //iPhone 3.0 SDK Development// book by Bill Dudney and Chris Adamson. This is one big book, but it's not scary. Step-by-step, and at your own speed, you'd be guided through the tools and APIs that you can use to create your own software. Packed with useful examples, this book will give you both the big-picture concepts and the everyday "gotcha" details that developers need in order to make the most of the beauty and power of the iPhone OS platform. And with more than fifty sample programs written for iPhone SDK 3.0, this is one book that goes beyond the basic that will help you succeed in creating an app on today's most important mobile platform, the iPhone.

Reviewed by Dominique James

iPhone SDK Development (The Pragmatic Programmers) Features

  • ISBN13: 9781934356258
  • Condition: NEW
  • Notes: Brand New from Publisher. No Remainder Mark.



Rating :

Price : $38.95

Offer Price : $21.69




Overviews

Packing the power of desktop applications into a small mobile device, the iPhone SDK offers developers the ability to create dynamic, visually-appealing, and highly-capable mobile applications, using the same APIs and tools that Apple uses for its own applications.

However, harnessing that power means learning new tools, new APIs, and even a whole new programming language.

iPhone SDK Development is a Pragmatic guide to get you started developing applications for iPhone and iPod touch. With it, you'll get a complete understanding of the tools and techniques needed to succeed on the platform:

Use the XCode IDE to manage your source code, images, sounds, database files, and other application resources, building your app and deploying it onto your own device for testing.

Develop your user interface the visual, code-free way, with Interface Builder.

Master the iPhone's unique user interface components, including tables, tab bars, navigation bars, and the multi-touch interface.

Connect your iPhone to the outside world with networking, exploit the power of a relational database with SQLite, and rock out with first-class support for audio and video.

Make use of the iPhone's unique mobile APIs, like geolocation and the motion-sensing accelerometer

Use XCode's powerful performance and debugging tools to eliminate memory leaks, zombies, and other hazards.

* Understand the process for packaging your application for end-user distribution through Apple's App Store.

With explanations of the big picture and an eye to the little details that you'll need, iPhone SDK Development will help you succeed on today's most important mobile platform.

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Customer Review


Excellent book for beginners - RoryM - Chicago, IL USA
Wanted to develop an iPhone application, but had never done any iPhone or even Mac programming before. Excellent step-by-step instructions and detailed examples. Well tested sample code and examples that were surprisingly deep and useful. Can't say enough about how good this book really is. Took me from being a rookie to someone who can now effectively develop - and have enough background to use the Apple reference material to get to the next level.


Good introductory book - Amol Kher - Austin, Texas USA
As a completely new Mac programmer, this book was very easy and helped me gently ease into the topics with ample examples and logical flow.

I recommend it to anyone who wants to write an iPhone app.




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Programming Cocoa with Ruby: Create Compelling Mac Apps Using RubyCocoa (The Facets of Ruby Series)

Programming Cocoa with Ruby: Create Compelling Mac Apps Using RubyCocoa (The Facets of Ruby Series) Review




This is exactly the kind of thoughtful, useful technical writing I have come to expect from the "pragmatic bookshelf" series. Brian Marick's conversational writing style makes the subject immediately approachable: In just a few pages the first ruby/cocoa application is up and running, providing the reader a great incentive to dig deeper.

And deeper the book digs. I was expecting a good amount of Ruby and perhaps just enough Cocoa to be dangerous, however, the depth of Cocoa coverage this book provides is staggering for its size. I daresay that for the average programmer, this book could replace a lot of the unfriendly Cocoa documentation available from Apple. The author has clearly gone to great pains to research this subject and the reader benefits from that leg work, with many of the pitfalls and gotchas of Cocoa revealed before they become problematic.

The pace of the book is brisk, but I found it about right for the subject. As with all of the pragmatic books, the reader is spared from lengthy diatribes on language history, irrelevant trivia and interminable minutiae associated with some software books. I did not feel short-changed for length either; the book weighs in at ~370 pages plus an extremely useful glossary, which serves as a very handy desk quick-reference.

Unfortunately, RubyCocoa is already fast becoming a slightly obsolete technology, as the author acknowledges in the introduction. MacRuby will be upon us soon. However, given the depth of Cocoa information in this book I would still encourage any Ruby developer who intends to work seriously on desktop applications in RubyCocoa to absorb the basics from this book before hiding behind the MacRuby facade.

Programming Cocoa with Ruby: Create Compelling Mac Apps Using RubyCocoa (The Facets of Ruby Series) Features

  • ISBN13: 9781934356197
  • Condition: NEW
  • Notes: Brand New from Publisher. No Remainder Mark.



Rating :

Price : $34.95

Offer Price : $6.00




Overviews

This is a book for the Ruby programmer who's never written a Mac app before. Through this hands-on tutorial, you'll learn all about the Cocoa framework for programming on Mac OS X. Join the author's journey as this experienced Ruby programmer delves into the Cocoa framework right from the beginning, answering the same questions and solving the same problems that you'll face.

Together you'll build a single application that threads throughout the book, and it's not a toy. You'll cover topics that may not be the flashiest parts of Cocoa, but they're ones you'll need to know to create robust, feature-rich applications for yourself. And you'll learn more than just Cocoa and RubyCocoa, you'll get first-hand effective agile development practices. You'll see test-first development of user-interface code, little domain-specific languages that take advantage of Ruby features, and other Rubyish tricks.

At the end of the book, you'll be ready to write a real Mac OS X application that can be distributed to real users.

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Customer Review


Simply outstanding - Midwest Book Review - Oregon, WI USA
Programming Cocoa with Ruby is a top pick for any advanced programming library specializing in Ruby, blending Cocoa developers and Ruby programmers' concerns under one cover. Any Ruby programmer who has never written a Mac app will appreciate the hands-on, example-filled tutorial of Programming Cocoa with Ruby, offering opportunities to build real-world Cocoa applications using agile development techniques. Simply outstanding.


Reads like my pair... - M. Sutton - UK
I am just learning Ruby and I use a Mac - it just made sense that I should combine both things.

Also, I'm quite skeptical of learning from a book - I prefer learning with a person as a pair.

I loved Brian's style - it is written (or I read it) as though he was sitting across from me (or beside me!) as my programming pair, he explained WHY he did stuff the way he did and it all made sense. It is not technically loaded, but a friendly and jovial style (which really works for me).

It really is a great step-by-step manual to creating good apps on the Mac - I can see that it works at many levels (beginners - like me, would love it because it explains each line of relevant code, intermediate folk will like it because it gets a little deeper into some things)

And the best thing about this...it gets you into the habit of writing software in a highly effective way, with tests and harnesses and all the great stuff that good craftsmanship is all about.

Do I recommend this - you damn right I do!




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Learning the iPad SDK

Learning the iPad SDK Review










Price : $29.99

Offer Price : $19.79




Overviews

If you want to develop apps for Apple's new iPad, all you need is basic programming knowledge, desire, and this book. With Learning the iPad SDK, you'll learn how to design and develop simple multi-touch iPad apps before moving onto more complex projects. And you don't need experience building iPhone apps or knowledge of the Objective-C language to do it.

This hands-on book takes you step by step through the basics. You'll learn how to develop great applications using the iPad SDK, UIKit, Core Data, networking, file I/O, multi-media, and simple graphics and animations. It's an excellent introduction to iPad development for people unfamiliar with this game-changing device.

  • Shorten the learning curve involved with multi-touch development
  • Learn how to develop consumer apps, games, and vertical apps for specific industries
  • Build apps with Apple's Xcode tools, including Interface Builder
  • Explore basic layout and navigation, including typical user controls
  • Write a simple app to access a web service, and an app that stores data
  • Create apps to work with audio and video, and an app that processes text
  • Learn the ins and outs of getting your applications into the App Store

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iPhone Cool Projects

iPhone Cool Projects Review




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 : $13.92




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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Beginning Mac Programming: Develop with Objective-C and Cocoa (Pragmatic Programmers)

Beginning Mac Programming: Develop with Objective-C and Cocoa (Pragmatic Programmers) Review




This book is amazing. I have been through it, cover to cover in detail, and have been stunned by the quality. No mistakes (I recall 1 typo in the whole book), a rarity in programming books, and everything went smoothly as I followed along in XCode on my Mac. It's targeted at beginners, yet I feel like somebody wanting a deeper understanding of Apple-based programming will get even more out of it (non-beginners or iPhone OS programmers that are looking for a good foundation). The author has done an outstanding job of leading the reader through the topics and balancing code examples vs. discussion. Can't recommend it enough.

Beginning Mac Programming: Develop with Objective-C and Cocoa (Pragmatic Programmers) Features

  • ISBN13: 9781934356517
  • Condition: NEW
  • Notes: Brand New from Publisher. No Remainder Mark.



Rating :

Price : $34.95

Offer Price : $19.10




Overviews

Beginning Mac Programming takes you through concrete, working examples, giving you the core concepts and principles of development in context so you will be ready to build the applications you've been imagining. It introduces you to Objective-C and the Cocoa framework in clear, easy-to-understand lessons, and demonstrates how you can use them together to write for the Mac, as well as the iPhone and iPod.

You'll explore crucial developer tools like Xcode and Interface Builder, and learn the principles of object-oriented programming, and how memory, data, and storage work to help you build your software.

If you've ever wanted to develop software for the Mac, this book is for you.

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Customer Review







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Iphone in Action: Introduction to Web and SDK Development

Iphone in Action: Introduction to Web and SDK Development Review




I think this book is great. iPhone development is very complex, and the authors of this book make it accessible by giving diving into enough detail to make you productive quickly while gently introducing the more complicated concepts in later chapters.

Like other reviewers, I'm more interested in SDK development than web. However, chapters 10-19 are devoted solely to that purpose, and you miss nothing by starting directly on chapter 10, and always having the web development portion there should you ever need it. This really is two books in one.

Iphone in Action: Introduction to Web and SDK Development Features

  • ISBN13: 9781933988863
  • Condition: NEW
  • Notes: Brand New from Publisher. No Remainder Mark.



Rating :

Price : $39.99

Offer Price : $14.77




Overviews

"The entry to the world of iPhone."

-Aiden Montgomery, Wile Ltd.

"If you're new to iPhone development, this is your book!"

-Larry C. Whipple, Mobile Productivity, Inc.

"Get this book. It's pure gold."

-Martijn Dashorst, Author of Wicket in Action

"The quick & easy guide."

-Premkumar Rajendran, HCL Technologies

"The only book on iPhone development I will ever need."

-Rama Krishna Vavilala, Author of ASP.NET AJAX in Action

The iPhone explodes old ideas of a cell phone. Its native SDK offers a remarkable range of features including easy-to-build graphical objects, a unique navigation system, and a built-in database, all on a location-knowledgeable device. Websites and web apps can now behave like native iPhone apps, with great network integration.

iPhone in Action is an in-depth introduction to both native and web programming for the iPhone. You'll learn how to turn your web pages into compelling iPhone web apps using WebKit, iUI, and Canvas. The authors also take you step by step into more complex Objective-C programming. They help you master the iPhone SDK including its UI and features like accelerometers, GPS, the Address Book, SQLite, and many more. Using Apple's standard tools like Dashcode, Xcode, and Interface Builder, you'll learn how to best use both approaches: iPhone web and SDK programming. This book is intended as an introduction to its topics. Proficiency with C, Cocoa, or Objective-C is helpful but not required.

What's Inside

  • A comprehensive tutorial for iPhone programming
  • Web development, the SDK, and hybrid coding
  • Over 60 web, Dashcode, and SDK examples

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Customer Review


Most useless iPhone development book out there. - C. warner - on my laptop
This book is horrible. Many key object descriptions are just one sentence. Every time I turn to this book for a solution I come away disapointed and continue my search somewhere else.

spend you money somewhere else, this book is not worth the cost of printing.


I got this book for the webkit section, but... - Jonathan K. Ho -
I'm the type of person who loves to see full source examples instead of just being fed the concepts. Unfortunately this book gives a snippet here and a snippet there and does not build up an example you can latch onto to say "yes I got that concept down in practice." This book could be so much more....





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Cocoa Programming: A Quick-Start Guide for Developers

Cocoa Programming: A Quick-Start Guide for Developers Review










Price : $32.95

Offer Price : $21.75

Availability : Not yet published




Overviews

Cocoa Programming: A Quick-Start Guide for Developers shows you how to get productive with Cocoa-fast! We won't walk you through every class and method in the API (but we will show you where to find that information). Instead, we'll jump right in and start building a web browser using Cocoa. In just a few minutes you'll have something that works. A couple of minutes more, and you'll have code in your custom controller, listening for notifications and call-backs. Soon you'll have the functionality you'd expect in a full browser. And that's just the first few chapters...

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