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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Chrono1081

Confusion about @synthesize in Objective C

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Anytime while using C++ and I'd hear about setter and getter functions any book/professor/whatever would always say "Its so no functions or anything can mess with the internal data of the class". This never made sense to me (seeing how as a setter can access the class anyway but whatever) but I did it anyway because that is what the standard seems to be. Fast forward to now where I am learning Objective C. Same deal, when I ran across accessor and mutator methods I would make them just because it was the standard, then comes the @synthesize that makes them for me. When programming, it looks just like I am accessing the instance variables so what is the point in hiding them? I'm pretty sure there is some REAL reason but no programming book or college professor (I've had many) can ever give me a real reason why these are necessary other then with them it "fully encapsulates" the class. (If this is the case thats fine but I'm sure there is probably something more to it.) Is there something I am missing here? Is it maybe any program I make just doesn't have a need for them? Can someone please clarify?
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In theory, you only need to implement accessors for instance variables where setting/retrieving the variable needs to trigger some behaviour (i.e call a function to transform the value/perform processing).

Unfortunately, up until properties came along, there was no uniform interface between plain instance variables, and those which required effects, so accessor methods were often written for *every* instance variable - just for convenience.

@synthesise just creates accessor methods which do nothing (beside setting the named instance variable), so that they will work the same as custom accessors.
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Getters and setters provide a level of abstraction between you and the data. Your external class is just calling the "set" method on your target object but inside that method you could be doing all sorts of manipulation of checking before actually setting the variable. As usual, the abstraction allows you to easily change code later without having worry too much about your calling classes.
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