Jump to content

  • Log In with Google      Sign In   
  • Create Account


Game Development Books

Featured Book

Top Selling Books

  1. 1. Super Scratch Programming Adventure!:...
    By The LEAD Project, Sales Rank #37824
  2. 2. Blender Master Class: A Hands-On Guid...
    By Ben Simonds, Sales Rank #134323
  3. 3. Shipping Greatness: Practical lessons...
    By Chris Vander Mey, Sales Rank #892348


  • You cannot edit this book

Beginning iPhone 3 Development: Exploring the iPhone SDK ****-

Beginning iPhone 3 Development: Exploring the iPhone SDK Featured By David Mark, Jeff LaMarche
Published July 2009
List Price: $39.99, Your Amazon.com Price: $27.78

Amazon.com Sales Rank: 777,887
Availability: Usually ships in 24 hours

Summary:
Are you a programmer looking for a new challenge? Does the thought of building your very own iPhone app make your heart race and your pulse quicken? If so, Beginning iPhone 3 Development: Exploring the iPhone SDK is just the book for you. Updated and revised for iPhone SDK 3, many of the discussions in the original book have been clarified to make some of the more complex topics easier to understand. In addition, all of the projects have been rebuilt from scratch using the SDK 3 templates. Assuming only a minimal working knowledge of Objective-C, and written in a friendly, easy-to-follow style, this book offers a complete soup-to-nuts course in iPhone and iPod touch programming. The book starts with the basics, walking you through the process of downloading and installing Apple's free iPhone SDK, and then stepping you though the creation of your first simple iPhone application. From there, you'll learn to integrate all the interface elements iPhone users have come to know and love, such as buttons, switches, pickers, toolbars, and sliders. You'll master a variety of design patterns, from the simplest single view to complex hierarchical drill-downs. The confusing art of table building will be demystified, and you'll see how to save your data using the iPhone file system. You'll also learn how to save and retrieve your data using SQLite, iPhone's built-in database management system. In addition, you'll also learn about Core Data, an important persistence mechanism that has just been added with SDK 3.



Buy it now:


  

Share:

  • You cannot edit this book

1 Comments

Beginning iPhone 3 Development: Exploring the iPhone SDK is the second edition (yes, I know that's confusing, as the first edition was for iPhone 2) of Apress's tutorial guides to developing iPhone apps. This particular edition covers "iPhone 3", which is the 3.x edition of the iPhone OS that runs on iPhone and iPod Touches. At the time of this writing, all iPhones back to the beginning can be upgraded to version 3, so there's little reason to be backward compatible. Upgrades are reasonably priced, so it's a good bet that if someone is still buying apps for their phone, they're running a recent iPhone OS.

Now then, if you've cut your teeth on DirectX and C++ and MS Visual Studio, you were probably enthused to find that iPhones aren't completely alien. After all, they're running Mac OS X and their primary development language is object-oriented C, and they have OpenGL and their development tools are based on a freely-downloadable IDE. Given all that, you should have your game up and running by this afternoon, right?

Well, not really. While all of those things are true to an extent (I still have trouble believing that iPhones and Macs share much of the same OS codebase), there are a lot of stepping stones that you're going to need to step on simultaneously. Objective C is weird looking if you're used to C++. XCode's IDE doesn't share much with Visual Studio beyond the project and build metaphors. And while OpenGL is there (in the shrunken OpenGL ES form), you're going to have to do a lot of re-learning because that little ARM knockoff in the iPhone isn't going to draw textured polygons like your nVidia 8888XLGS will.

So you're going to need to start from the beginning, and that's where Beginning iPhone 3 Development: Exploring the iPhone SDK comes in. It's a nice friendly step-by-step introduction to developing iPhone apps using all of the standard tools. You'll learn how to use Interface Builder to build your iPhone's screen, then you'll learn how to wire it up with code. And then you'll learn how to respond to touches and gestures and accelerometer events and all that stuff that's going to be completely alien to desktop programmers. The book is laid out in a "beginning to end" tutorial style. Most of the examples stand alone, so it is possible to bump around the book a bit. If you have the basics and want to jump to accelerometer programming, you likely won't find yourself lost. Although you should at least start off with the opening chapters to learn about views and controllers, as they're the underpinnings of pretty-much all iPhone apps.

Actually not very much of Beginning iPhone 3 Development: Exploring the iPhone SDK concerns graphics. And that's because not much of the iPhone concerns graphics. If you're used to coding "to the metal" DirectX or OpenGL apps, you're used to rolling your own or using third-party GUI controls and font-renderers and the like. If you've seen an iPhone and many of its apps, you've seen that they have a very rich library of UI controls that are redesigned from the ground-up to be finger-friendly. You could probably put out an entire book just on the iPhone's controls and when and how they're appropriate. Ditto for the iPhone's control schemes. While you can probably wrap your mouse-centric brain around screen touches and drags, the iPhone's also got an accelerometer and location sensing and a camera and (in later versions) a magnetometer, and all of these cool doodads can all be leveraged in your games. Beginning iPhone 3 Development: Exploring the iPhone SDK concentrates on these too.

Graphics (both the native "Quartz" drawing API and OpenGL ES) are crammed into a chapter near the end. Frankly, the iPhone's graphics model is the one thing that you'll most likely be taking with you from other platforms. The iPhone's graphics aren't as "alien" as its programming model or IDE or input schemes, so it's to your benefit that the bulk of the book concentrates on those. If you can build an iPhone app that responds to input in an intuitive "iPhone way", then the graphics are the easy part.

There's no pack-in CD with the book, and one is not needed. The examples are all very short and just serve to illustrate various points. All of the examples work with the on-screen iPhone emulator that comes with the iPhone SDK, which is a plus. That means that you can get started with iPhone development without having to purchase an iPhone/Touch or an Apple development subscription (which is necessary to bundle up native iPhone apps and upload them to the phone).

The book has a support site at www.iphonedevbook.com where you can get any errata, download sample code, or ask the authors questions. This seems to be the "new norm" with tutorial style books, and it's a trend I like to see.

Table of Contents:

  1. Welcome to the Jungle
  2. Appeasing the Tiki Gods
  3. Handling Basic Interaction
  4. More User Interface Fun
  5. Autorotation and Autosizing
  6. Multiview Applications
  7. Tab Bars and Pickers
  8. Introduction to Table Views
  9. Navigation Controllers and Table Views
  10. Application Settings and User Defaults
  11. Basic Data Persistence
  12. Drawing with Quartz and OpenGL
  13. Taps, Touches, and Gestures
  14. Where Am I? Finding Your Way with Core Location
  15. Whee! Accelerometer!
  16. iPhone Camera and Photo Library
  17. Application Localization
  18. Where to Next?

PARTNERS