| | |  | | Home » iPhone Cool Projects | | | | | | | Product Promotions: | | | | | Description: | | 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. What you’ll learn - Add multitouch controls to your applications.
- Detect motion for spatial application interaction.
- Build applications that use both Wi-Fi and cellular connections.
- Understand and use GPS information for geo-location.
- Use the built-in microphone and play sounds and alerts.
- Optimize your use of limited screen real estate.
Who this book is for All iPhone application developers with any level of experience or coming from any development platform. Table of Contents - Designing a Simple, Frenzic-Style Puzzle Game
- Mike Ash’s Deep Dive Into Peer-to-Peer Networking
- Doing Several Things at Once: Performance Enhancements with Threading
- All Fingers and Thumbs: Multitouch Interface Design and Implementation
- Physics, Sprites, and Animation with the cocos2d-iPhone Framework
- Serious Streaming Audio the Pandora Radio Way
- Going the Routesy Way with Core Location, XML, and SQLite
| | | Product Details: | | | Author:
| Wolfgang Ante | | Paperback:
| 240 pages | | Publisher:
| Apress | | Publication Date:
| August 13, 2009 | | Language:
| English | | ISBN:
| 143022357X | | Product Length:
| 9.0 inches | | Product Width:
| 7.08 inches | | Product Height:
| 0.6 inches | | Product Weight:
| 1.0 pounds | | Package Length:
| 9.0 inches | | Package Width:
| 6.9 inches | | Package Height:
| 0.7 inches | | Package Weight:
| 1.0 pounds | | Average Customer Rating:
| based on 16 reviews |
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| | | | Customer Reviews: | |
Average Customer Review:
( 16 customer reviews )
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15 of 16 found the following review helpful:
Worth buying, but can be hit and missAug 13, 2009
By ddd It's an attractive, slim book with plenty of full color graphics. There are probably enough tips, tricks, and 'from the trenches' stories to justify a place on most iPhone developers' shelves.
I think the book would have been better with a more consistent overall style/structure. Most of the example code is too large and involved to bother inputting yourself, yet there are many, very basic, pictures showing IB connections etc. The code is available for download and I'd expect a book at this level to provide:
- the code itself (yes, on the website) - class diagrams* or at least some form of architecture diagrams for each project (not really; depends on the chapter) - detailed discussion of problems encountered, alternatives considered, blocked avenues etc (also hit and miss) - specific discussion of code snippets (yes, this is covered fairly well) - a comprehensive appendix of references, or links on the website (no, though you can glean a reasonable amount from the chapters)
[*yes, you can generate class diagrams in Xcode but I'm thinking along the lines of storyboard/whiteboard, "how we got here" views, as well as simply outlining what the demo is and what it does]
Six of the seven chapters deal with real world projects, or working cut-downs. The threading chapter is, for me, the weakest since it uses a toy problem just to illustrate threading, is poorly explained and smacks of 'solution in need of a problem'. Given that it walks the user through the whole setup of IB connections etc I fear that it may be handing a loaded gun to some people who would be well advised to look for ways to avoid threading (or at least not write to common data), rather than dive in with threading. It would have been possible to present a small, real world problem, that legitimately called for a threaded solution without too much effort.
The code I've seen is based on 2.2.1, so you'll probably need to do some tweaking. There is breadth and depth so it's hard to imagine someone coming away without learning something. For $27 or so it's a good deal and a step in the right direction for post-beginner iPhone dev books.
8 of 9 found the following review helpful:
Your next step in iPhone SDK programmingOct 05, 2009
By H. Wu
"Code Shogun"
I have to admit I initially overlooked what a great book it is, given its meager 200-page content ;) When I got the book, I thought: oh nice paper and colorful prints. But maybe it just looks fancy instead of offering real substance. I was wrong. Once I started reading, I couldn't put the book off. While reading it, it's both satisfying and addictive at the same time. All the chapter authors have practical real-world experience building successful iPhone apps. They showed you complete working programs while demonstrating their experience and expertise in their respective fields.
Wolfgang Ante - Designing a Simple, Frenzic-Style Puzzle Game It shows you how a little game is built from concept to finish, with complete game flow, handling on different logic/paths, and how to use Quartz and Core Animation to build simple animations w/o using Open GL ES. I really liked how he also revealed his thought-processing in designing the game.
Mike Ash - Mike Ash's Deep Dive Into Peer-to-Peer Networking Peer-to-Peer networking using Bonjour is very interesting. Mike not only showed how Bonjour/CFNetwork works, but also went ahead to build out a simple yet effective network protocol to demonstrate his point. It's very thought-provoking and reminded me poking UNIX networking stuff back in my college days. I'm very eager to try out some p2p trick in my next app after reading this chapter!
Gary Bennett - Doing Several Things at Once: Performance Enhancements with Threading This chapter is a bit *easy*. It shows you how to work with multiple threads, and showed a simple program to demonstrate different points. However, I was expecting some more *real-world* app, instead of a toy program.
Matthew "Canis" Rosenfeld - All Fingers and Thumbs: Multitouch Interface Design and Implementation Matt has done a wonderful job in explaining how to handle gesture events in great details, as well as how to make the decision of what events to use during his design of Stage Hand. This is a great chapter for anyone who wants to design how to capture their own custom gesture events.
Benjamin Jackson - Physics, Sprites, and Animation with the cocos2d-iPhone Framework Cocos2d is a very popular physics game engine on iPhone. Ben leads us to the door in this chapter. Cocos2d along deserves a whole book for it. I really would like to have more content on this chapter. 20 pages just don't cut it ;)
Neil Mix - Serious Streaming Audio the Pandora Radio Way Neil has a great piece in explaining how to design an effective audio streaming algorithm in this chapter. Coming from the Pandora team, I expect nothing but greatness from his experience and expertise. Handling slow network and dropped connection are very interesting to read.
Steven Peterson - Going the Routesy Way with Core Location, XML, and SQLite This is a good chapter, comparing to others in the book. Probably I've already built apps using CoreLocation, XML Parsing and SQLite, I find it an easy read. But it's still pretty good in showing you how to build an app from start to finish.
Overall, this little book offers more value than many 600-plus-pages of bible-books out there on the market. I highly recommend it to anyone who's passed the initial iPhone SDK programming newbie stage, and ready to take on more advanced features. I just wish this book would contain more chapters and more interesting topics. Hopefully APress can come out with a new edition?
6 of 7 found the following review helpful:
Good threading and multitouch walkthroughs...Aug 12, 2009
By John McSwain
"Compound J"
iPhone Cool Projects is a very broad and deep iPhone development composition. The book is broken into 7 chapters, which are roughly 20-25 pages in length.
For new iPhone developers, Apress provides the source code for each chapter's project to help those of us that like to learn by seeing the code work, and only then decomposing it into various pieces for learning purposes.
Without going into gross detail, I mainly bought the book to gain some insight into threading, multitouch interface design, audio streaming. For brevity, I'll limit my assessment to threading only. The chapter opens by describing the taxonomy of threading and several keywords such as thread, process, multitasking, synchronization, deadlock, etc. After the description, the chapter walks you through the steps AND color graphics of each of the XCode screens. There are LOTS of diagrams to explain the setup and the arrangement of threads in the example project as well. In the past, when books have very intense globs of code, there is something lost when attempting to explain each line. iPhone Cool Projects actually does a decent job of walking through the connections to UIControl objects and completing tasks such as an event processing loop or implementing a critical section.
If you are a skeptic and want to see more before committing to purchasing this book, the publisher has generously provided a sample chapter (Chapter 5) to entice you to buy.
3 of 3 found the following review helpful:
Great concepts for beyond the basicsNov 06, 2009
By Louis J. Dicarro 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.
11 of 15 found the following review helpful:
Looks good on paper, but the devil's in the detailsDec 23, 2009
By 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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