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iPhone and iPad Apps for Absolute Beginners (Getting Started)

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iPhone and iPad Apps for Absolute Beginners (Getting Started) Overviews

The iPhone is the hottest gadget of our generation, and much of its success has been fueled by the App Store, Apple’s online marketplace for iPhone applications. Over 1 billion apps have been downloaded in the 9 months the App Store has been open, ranging from the simplest games to the most complex business apps. Everyone has an idea for the next best-selling iPhone app—presumably that’s why you’re reading this now.

So how do you build an iPhone application? Don’t you need to spend years learning complicated programming languages? What about Objective-C, Cocoa Touch, and the SDK? The answer is that you don’t need to know any of those things. Anybody can start building simple applications for the iPhone, and this book will show you how.

This book takes you to getting your first applications up and running using plain English and practical examples. It cuts through the fog of jargon and misinformation that surrounds iPhone application development, and gives you simple, step-by-step instructions to get you started.

  • Teaches iPhone application development in language anyone can understand
  • Provides simple, step-by-step examples that make learning easy
  • Offers videos that enable you to follow along with the author—it’s like your own private classroom

What you’ll learn

  • Get both yourself and your computer set up for iPhone application development.
  • Start by making small changes to existing applications to build your knowledge and experience before creating your own applications.
  • Follow steps in plain English to build simple apps and get them working immediately.
  • Style your application so that it looks good and users can easily navigate through it.
  • Make use of the iPhone’s touch screen and accelerometer.
  • Use shortcuts and cheat sheets to create apps the easy way.

Who is this book for?

If you have a great idea for an iPhone app, but have never programmed before, then this book is for you. You don’t need to have any previous computer programming skills—as long as you have a desire to learn, and you know which end of the mouse is which, you’ll be fine.

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Beginning iPhone 3 Development: Exploring the iPhone SDK

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I got this for my iPhone Development class and it's been great. We started with Programming in Objective-C 2.0 (2nd Edition) which gave us an introduction to Objective-C so that was less of a barrier and we could focus more on learning the iPhone SDK with this book. The example programs get you making some simple but good apps and are great reference points for basic elements for a variety of app types. You'll learn what you need to get started and it's nice to have reference code for whenever you need it, buy it for yourself but feel free to share it with anyone interested in giving app development a shot!

Beginning iPhone 3 Development: Exploring the iPhone SDK Features

  • ISBN13: 9781430224594
  • Condition: NEW
  • Notes: Brand New from Publisher. No Remainder Mark.



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Price : $39.99

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Overviews

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.

And there's much more! You'll learn to draw using Quartz 2D and OpenGL ES, add multitouch gestural support (pinches and swipes) to your applications, and work with the camera, photo library, accelerometer, and built-in GPS. You'll discover the fine points of application preferences and learn how to localize your apps for multiple languages. You can discover more about this book, download source code, and find support forums at the book's companion site, at www.iphonedevbook.com.

  • The iPhone 3 update to the best-selling and most recommended book for iPhone developers
  • Packed full of tricks, techniques, and enthusiasm for the new SDK from a developer perspective
  • The most complete, useful, and up-to-date guide to all things having to do with Apple's iPhone SDK

What you'll learn

  • Everything you need to know to develop your own best-selling iPhone apps
  • Best practices for optimizing your code and delivering great user experiences

Who is this book for?

Anyone who wants to start developing for iPhone and iPod touch

What's changed from the first edition of Beginning iPhone Development

  • All code samples have been updated to follow current Apple coding conventions
  • The autorotation code has been updated to use the new single-step fast autorotation instead of the original two-step method
  • A new section has been added introducing Core Data, covering basic principles and showing how to build a simple Core Data application
  • All the table view'related chapters have been updated to use table view cell styles. They've also been updated to use textLabel and detailTextLabel instead of the deprecated text property of the table view cell.
  • All known errata have been corrected
  • All projects have been rebuilt from scratch using the SDK 3.0 templates
  • Many concepts have been clarified based on feedback and supplemented with information we've learned from another year of using the SDK

Summary 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?

Reviews

"People ask me again and again about how to get started in iPhone development, but I never had a very good answer for them until now. Dave and Jeff's book starts at the beginning in clear English, making sure you understand the fundamentals with many large illustrations. From there, they progress into key concepts such as the MVC pattern and ImageBuilder fundamentals. Additionally, I find myself flipping back to it as a reference guide—the plethora of code samples make it a must-have."

—Steve Demeter, Creator of "Trism" and owner of Demiforce LLC

"Beginning iPhone Development delivers a clear picture of the entire development process from registering as an iPhone developer through creation of complete applications. There is a wealth of examples illustrating each feature of the iPhone. The authors did an excellent job of demonstrating "best practice" coding methodology throughout the book. You would be hard pressed to find a better guide to creating software for the iPhone."

—Aaron Basil, iDev2.com

"Dave Mark has always been the king of Mac programming authors, and now he's proven to be the reigning king for books on iPhone development!

"Beginning iPhone Development is the definitive guide for iPhone development, and anyone aspiring to develop for the iPhone should get this invaluable reference."

—Brian Greenstone, President & CEO, Pangea Software, Inc.

"Jeff and Dave have done an exceptional job exploring the iPhone SDK. This book is far and away the single best resource for iPhone SDK development. Developers will latch on to this book and find it useful as they create the next great iPhone application. If you're a developer with an interest in this amazing new platform, this is a must buy."

—Chris Stewart, Founder, iPhoneDevSDK.com

"If you're planning on coding for the iPhone, start here. Dave and Jeff know their stuff and also know how to explain it. I was amazed how much stuff they cover, from Hello World through analyzing user gestures. Not only do they cover the fun stuff like playing with the camera, they cover real-world development issues like localization. I learned a huge amount from them"

—Mark Dalrymple, Co-founder, CocoaHeads, and Principal Author, Advanced Mac OS X Programming

"Starting with an overview of the technology, how to approach the device, the authors lead us straight into the heart of iPhone development. As you progress, you'll learn more about various layout engines and view managers, as well as the more meaty topics like accelerometer and GPS APIs. This book is a must-have for anyone interested in getting started quickly and efficiently with iPhone development!"

—Chris Pelsor, Manager, Tarantell:Hybrid

"All in all I was very surprised and pleased with the book. I've had the fortune of reading many technical books, and few do a great job of walking someone through the basics without making them feel like a dolt. It felt like every time I was stuck or unsure there was a tip, hint or paragraph which explained what was going on."

—Cory Foy, at Slashdot.org

About the Apress Beginning Series

The Beginning series from Apress is the right choice to get the information you need to land that crucial entry–level job. These books will teach you a standard and important technology from the ground up because they are explicitly designed to take you from “novice to professional.” You’ll start your journey by seeing what you need to know—but without needless theory and filler. You’ll build your skill set by learning how to put together real–world projects step by step. So whether your goal is your next career challenge or a new learning opportunity, the Beginning series from Apress will take you there—it is your trusted guide through unfamiliar territory!

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Customer Review


My "Go To" Reference - David A. Hardin - Round Top, TX USA
I found this book invaluable in learning the iPhone SDK ... highly recommended! Helped me immensely in getting my first iPad app into the store on launch date.


Very well structured book for learning iPhone Dev. - Xeon Xai - Sarasota, FL USA
I read this book after reading the Learn C on the Mac (Learn Series) and Learn Objective–C on the Mac (Learn Series) books. It was very well structured and gives reference to online documents and websites for further reading of the parts it doesn't cover directly. I've continued on to the next book after this, written by the same author(s) and have been buying many other Apress books on the subject of iPhone development. Reading this book will keep you in the right direction for developing software for the iPhone that you want to submit to the App Store.




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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

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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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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

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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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Learn Objective–C on the Mac (Learn Series)

Learn Objective–C on the Mac (Learn Series) Review




It does get to the point, but i bought this book because it said for " students entirely new to programming." Well, I was entirely new and so far I'm on chapter 3 and still hasn't define what "if" statement is and what is an integer which we have used so far in almost every single program so far. They mention so far "you should have some experience on C", from there it kind of hit me, I need to learn c or c++ before getting into objective c, therefore i left the book, took a class of c++ and now i think that the book is very clear and very simple to use. My conclusion is that the book is good as long as you have some sort of c++ background. I think mainly they wanted you to buy there previous books, which are unnecessary since the codes change in objective-c and you have to relearn what you know. It would of been a great book if it would of began explaining from the beginning what the codes and statements were without previous c++ knowledge. Oh, and at the end of every program so far, they put // main which is unnecessary for the program to function, that is just a comment. You need only very basic c++ experience to understand the book since they don't go back to basics explaining what some of the concepts are.
Oh, it also says on page 5, "in chapter 2 of Dave Mark;s Learn C on Mac walks you through the steps of acquiring, installing, and creating programs with xcode". Basically they are going back to the idea of you purchasing their previous book! I'll tell you right now, just google "download xcode" and it'll take you to that link. I think they could of skip that last quoted sentence and just tell you the link, right?

Learn Objective–C on the Mac (Learn Series) Features

  • ISBN13: 9781430218159
  • Condition: NEW
  • Notes: Brand New from Publisher. No Remainder Mark.



Rating :

Price : $39.99

Offer Price : $18.00




Overviews

Take your coding skills to the next level with this extensive guide to Objective–C, the native programming language for developing sophisticated software applications for Mac OS X. Objective–C is a powerful, object–oriented extension of C, making this book the perfect follow–up to Dave Mark’s best–selling Learn C on the Mac, Mac OS X Edition. Whether you’re an experienced C programmer or you’re coming from a different language such as C++ or Java, leading Mac experts Mark Dalrymple and Scott Knaster show you how to harness the powers of Objective–C in your applications!

  • A complete course on the basics of Objective–C using Apple’s free Xcode tools
  • An introduction to object–oriented programming
  • Comprehensive coverage of inheritance, composition, object initialization, categories, protocols, memory management, and organizing source files
  • A brief tour of Cocoa’s Foundation framework and AppKit
  • A helpful “learning curve” guide for non–C developers

What you’ll learn

  • Learn Objective–C programming, the gateway to programming your Mac or iPhone.
  • Write applications for the Mac OS X interface, the cleanest user–interface around.
  • Understand variables and how to design your own data structures.
  • Work with the file system.
  • Connect to data sources and the Internet.

Who is this book for?

For anyone wanting to learn to program native applications in Mac OS X, including developers new to the Mac, developers new to Objective–C, or students entirely new to programming.

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Customer Review



Great intro to Obj-C 2.0 - K Trimbach - Mid-Atlantic, USA
This book takes an introductory look at objective-C based on the reader already knowing C programming. It does an excellent job of presenting the major features and building on top of what went before. It includes some examples using Cocoa (I can't imagine that you could otherwise). It correctly makes a major point in its treatment of memory management throughout the book and details the difference between retain-release method, memory pool method, and garbage collection (new in ObjC 2.0). It also makes note that iPhone development primarily requires use of the retain-release method.
As C is a minimalist language and Objective-C is a minimal layer on top of C, there is not a huge amount of material to cover (Almost 1/3 of the book covers ObjC 2.0.) This makes the book a quick read, but does not diminish its value. Compared to shorter treatments of Objective-C, this provides a much better explanation.




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Beginning iPad Development for iPhone Developers: Mastering the iPad SDK

Beginning iPad Development for iPhone Developers: Mastering the iPad SDK Review










Price : $39.99

Offer Price : $26.39




Overviews

Best-selling authors Jack Nutting, Dave Wooldridge, and Dave Mark do it again. Beginning iPad Development for iPhone Developers: Mastering the iPad SDK offers the easy-to-follow style and thorough coverage you've come to expect from titles like Beginning iPhone 3 Development—everything an aspiring iPad developer needs to know to create great apps. Apple’s new iPad SDKs are explained, demonstrated in action, and put through their paces with good-humored clarity that, as Steve Jobs has said of the iPad itself, “just works.”

Every iPhone and iPod touch app developer looking to take the next step and move into the iPad arena will want to read this book from cover to cover. You'll get a detailed understanding of the new feature set and gain every possible advantage in the iTunes App Store. And it's time for all you Mac OS X programmers to join in as well to take advantage of a whole new class of touch-based productivity apps just waiting to be developed.

What you’ll learn

  • How to migrate iPhone apps to take advantage of new iPad features.
  • How to design your apps to take full advantage of the iPad's bigger screen.
  • How to create complex applications that just weren't practical with the iPhone OS.

Who this books is for

For all iPhone app developers who want to leverage their skills to develop apps for the iPad. This book is also for experienced Mac OS X developers who want to create iPad desktop-style apps that were never practical on the iPhone.

Table of Contents

  1. An iPad way of life
  2. iPhone recap
  3. What's new in iPad
  4. New Graphics Functionality
  5. Core Text
  6. Popovers
  7. Video and Display Options
  8. New ways of presenting view controllers
  9. Advanced Input Methods
  10. Documents and Files
  11. Supporting both iPhone and iPad in one app
  12. iPad for Mac OS X developers
  13. Integrating iPad with other devices

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iPhone Advanced Projects

iPhone Advanced Projects Review




As the name suggested, this book talks about advanced iPhone programming topics. Each of the 11 chapters packs loads of information and real world experience from the authors. You will actually spend more time to digest the information than just reading it. Highly recommended to experienced and seasoned iPhone developers, but also offers quite some insights for developers new to the iPhone scene. You will be amazed on how much you can learn from the authors of the book. And lots of code samples throughout the book, you won't be disappointed.

Chapter 1 - Great introduction to the particle system, the very basic element for many types of games.
Chapter 2 - Interesting coverage on how to build a networked app/game, with the help of Google's free App Engine service using Python.
Chapter 3 - Using Core Audio to do audio streaming. This chapter is quite hardcore for me, but I was able to follow through and learned quite a lot about how audio streaming works and some tricks as well.
Chapter 4 - This chapter is right on the money - debugging! The author showed a few different approaches when debugging your iPhone apps.
Chapter 5 - This chapter covers basic SQLite operations in your codes. Currently there's no Objective-C delegate/wrappers for SQLite operations, so everything is in C fashion. There are other frameworks for a better interface with SQLite.
Chapter 6 - If you don't like dealing with SQLite, with the introduction of iPhone SDK 3.0, you can use Core Data :) This chapter shows you how Core Data and KVC protocol works.
Chapter 7 - How to send emails from your apps w/o going to the email client. The author shows both online and offline modes, as well as a nice introduction to three20 framework.
Chapter 8 - This chapter talks about networking issues, sockets, wifi detection, power management, etc. Also some insights if you want to roll out your own networking protocol stacks.
Chapter 9 - This is my favorite chapter talking about how to design an effective and responsive user interface. NSOperation and NSOperationQueue are covered, as well as tips & tricks on how to display large amount of data w/o slowing down.
Chapter 10 - Very nice introduction to Apple's push notification service, including both setup steps and server side scripts.
Chapter 11 - Mapping and Reflection on OpenGL ES. This is a brief introduction to OpenGL ES environment mapping and reflection. I wish this chapter is longer and has more coverage in depth. But again, this is not an OpenGL ES book, the topic itself deserves a whole other book.

Overall, this book is pretty advanced in many aspects of the iPhone SDK frameworks. Coverage on SDK 3.0 frameworks are much welcomed and the competence of the authors are undeniable. Again, I highly recommend this book to any iPhone developer, no matter how seasoned you are, you will learn a thing or two from this book.

iPhone Advanced Projects Features

  • ISBN13: 9781430224037
  • Condition: NEW
  • Notes: Brand New from Publisher. No Remainder Mark.



Rating :

Price : $39.99

Offer Price : $14.00




Overviews

As the fourth book in our series of iPhone Projects based on the work and experiences of iPhone, this volume takes on the more advanced aspects of iPhone development. The first generation of iPhone applications has hit the App Store, and now it's time to optimize performance, streamline the user interface, and make every successful iPhone app just that much more sophisticated.

Paired with Apress's bestselling Beginning iPhone Development: Exploring the iPhone SDK, you'll have everything you need to create the next great iPhone app that everyone is talking about.

  • Optimize performance.
  • Streamline your user interface.
  • Do things with your iPhone app that other developers haven't attempted.

Along with Series Editor Dave Mark, your guides for this exploration of the next level of iPhone development, include:

  • Ben “Panda” Smith, discussing particle systems using OpenGL ES
  • Joachim Bondo , demonstrating his implementation of correspondence gaming in the most recent version of his chess application, Deep Green.
  • Tom Harrington implementing streaming audio with Core Audio, one of many iPhone OS 3 APIs.
  • Owen Goss debugging those pesky errors in your iPhone code with an eye toward achieving professional-strength results.
  • Dylan Bruzenak building a data-driven application with SQLite.
  • Ray Kiddy illustrating the full application development life cycle with Core Data.
  • Steve Finkelstein marrying an offline eMail client to Core Data.
  • Peter Honeder and Florian Pflug tackling the challenges of networked applications in WiFi environments.
  • Jonathan Saggau improving interface responsiveness with some of his personal tips and tricks, including “blocks” and other esoteric techniques.
  • Joe Pezzillo pushing the frontiers of APNS, the new in iPhone OS 3 Apple Push Notification Service that makes the Cloud the limit for iPhone apps.
  • Noel Llopis taking mere programmers into a really advanced developmental adventure into the world of Environment Mapping with OpenGL ES.

What you'll learn

  • Use wi-fi to do more than simply connect to the Internet.
  • Communicate with other iPhone users in real time.
  • Take advantage of all the tricks built into Cocoa Touch.
  • Convert your iPhone and iPod touch apps for use in other environments.
  • Convert your other mobile apps for use with iPhone and iPod touch.

Who is this book for?

All iPhone application developers with any level of experience or coming from any development platform, though this title is the natural choice after any of the other iPhone X Projects books.

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Customer Review


Too Many Mistakes to be Useful - Clifford Sharp - Longmont, CO
I DO NOT recommend this book at all for any level of iPhone developer(s).

One of the projects actually just takes an Apple code example and adds a few methods here and there. I don't have to buy a book to do that. One project adds some methods and ivar's to files that are generated files per Core Data. This is always a bad idea.

There are many mistakes in the source code in the book. The source code in the book doesn't match the downloadable source code in many places. The downloadable source code fails to build and is missing files. I found such obvious errors in the downloadable source like no semicolon at the end of some of the lines. This code was obviously never built and/or tested.

This book was very poorly and hastily put together. Don't waste your money, but more importantly, don't waste your time.





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iPad Application Development For Dummies

iPad Application Development For Dummies Review










Price : $29.99

Offer Price : $19.79




Overviews

Turn your iPad ideas into amazing apps with this exciting new guide!

Whether you're app development amateur or programming professional, you’ll discover how to get in on the App Store development gold rush and start developing for the iPad with this fun and easy guide. The iPad offers developers of all levels more opportunities than ever before to be a part of the app development game, and this book is your ticket to joining in the fun. You’ll learn the basics of getting started, downloading the SDK, using context-based design, and filling your toolbox. Then you’ll move on to using Objective-Cand Xcode to program robust and vibrant apps and games specifically for the mobile platform.

  • Offers a plain-English guide whether you’re a novice or a seasoned developer who is interested in developing iPad applications
  • Covers working with the multitouch interface and in split-screen mode
  • Provides useful advice on what applications thrive in the App Store and which have the most potential to turn a profit
  • Includes a companion Web site with source code

Packed with helpful advice on the ins and outs of developing great apps for mobile devices, iPad Application Development For Dummies gets you started creating cool new apps right away!

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iPhone and iPad Apps Marketing: Secrets to Selling Your iPhone and iPad Apps (Que Biz-Tech)

iPhone and iPad Apps Marketing: Secrets to Selling Your iPhone and iPad Apps (Que Biz-Tech) Review




I've read through every page of this book. It is great!. I've developed apps for some of the largest publishers in the world as well as small to medium size shops. I've seen what works and what doesn't work.
Every developer needs to read this book as soon as they start developing their app. This books helps developers break through all the white noise of hundreds of thousands of apps on the iTunes App store.

This is what I learned in this book that I think will help others.
1) How to put together a killer marketing plan for my app
2) How to price my app
3) How to get buzz about my app
4) How to use social networking
5) What has worked for others and what doesn't work

This book is very well written and illustrated.
Enjoy!



Rating :

Price : $24.99

Offer Price : $14.24




Overviews

The Easy, Complete, Step-by-Step Guide to Marketing Your iPhone/iPad Apps!

There are huge profits to be made in selling iPhone and iPad apps! But with more than 180,000 + apps now available, just getting your app into the App Store is no longer enough. You need to market it effectively. Don’t know much about marketing? Don’t worry: This book gives you all the tools you’ll need. Top iPhone and iPad apps marketing consultant Jeffrey Hughes walks you through building a winning marketing plan, positioning highly competitive apps, choosing your message, building buzz, and connecting with people who’ll actually buy your app. With plenty of examples and screen shots, this book makes iPhone and iPad apps marketing easy!

 

You’ll Learn How To

  • Identify your app’s unique value, target audience, and total message
  • Understand the App Store’s dynamics and choose the right strategy to cut through clutter
  • Set the right price for your app
  • Get App Store and third-party reviewers to recommend your apps
  • Write effective press releases for your apps and time your publicity for maximum effectiveness
  • Blog about your app and get the attention of influential bloggers
  • Use Facebook, Twitter, and other social media to generate word-of-mouth buzz
  • Use promotions and cross-marketing, just like professional marketers do
  • Build an audience that will buy your next app, too!

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iPad Companion: Making the most of your iPad

iPad Companion: Making the most of your iPad Review










Price : $29.99

Offer Price : $19.79




Overviews

You just got your hands on a brand new iPad. It’s beautiful, powerful, and capable of all sorts of life-changing feats of magic—let’s just say it’s much more than a big iPhone. So where to start? Let the TidBits, the most-respected group of Apple authorities assembled outside of Cupertino, show you the way.

You’ll start your journey with a introduction to all that’s new. Then you’ll learn how to enjoy all forms of media on your iPad, including music, video, movies, and books from Apple's iTunes and iBooks stores. Next you’ll meet the new Apple productivity apps and move through a whole course on getting work done with your iPad, and you’ll also learn how to keep your iPad online, fully-connected, and secure. You’ll end your journey with a thorough troubleshooting guide to tackle any problems you may have encountered along the way.

What you’ll learn

  • How to maximize your use of the iPad for both work and pleasure
  • How to utilize the full array of Apple's touch gestures
  • How to use the new productivity apps and user interface features
  • How to do more with your iPad than you thought imaginable

Who this book is for

Every iPad owner!

Table of Contents

  1. Hardware—iPad inside and out
  2. The Visceral Experience—Hold it in your Lap and Play with it
  3. Software—Do something useful and fun
  4. Audio—iPod and iTunes, input and output, and enhanced sound capabilities
  5. TV and Video—More iTunes, plus YouTube, Web streaming, and enhanced display
  6. Reading—iBooks library and publishing
  7. Spoken Word—Speech input, speech control, and audiobooks
  8. New iPad iWorks Apps and other Mac OS X Apps of iPad
  9. iPhone Productivity Apps on the big iPad Screen
  10. Creating iPad Workflows with Organizational Apps
  11. Integrating Cloud-based apps into your iPad way of working
  12. Quickstart to security and determining your security risk
  13. Preventing access to your wireless network and securing data in transit
  14. Physical protection and precautions for keeping a safe iPad system
  15. Important mundanities not to be overlooked—usernames, passwords, and keeping them all safely in order
  16. Diagnosing the problem—hardware, system, or 3rd-party software
  17. Things that go wrong and how to avoid them
  18. Staying up to date and trouble free

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Taking Your iPad to the Max

Taking Your iPad to the Max Review










Price : $29.99

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Overviews

Fast, fun, and full of facts, Take Your iPad to the Max gives you the tips and techniques you need to get the most out of your new iPad. Apple’s latest device is much more than a big iPhone, and this book will help you master the new category of touch-driven productivity apps developed specifically for the iPad, including the iWork App Suite. You’ll also learn all about the built-in apps, including Mail, Calendar, and iTunes, as well as the brand-new iBooks. And, of course, you’ll get all of the advanced shortcuts and techniques that will leave fellow iPad users in the dust.

Author and gadget hacker Erica Sadun’s enthusiasm for Apple devices and tools is infectiously catching. At the same time, her expertise and ability to uncover undocumented features and share them with her readers has made her something of a legend. Fortunately, Erica likes to share everything she knows with you, her loyal reader, and she knows just how to explain everything in clear, enjoyable-to-read prose.

What you’ll learn

  • How to handle multitouch interface fundamentals
  • How to use all the built-in apps, including Mail, Calendar, Safari, and the new iWork Suite
  • How to use iTunes and iBooks to open a world of expansion and personalization
  • How to use your iPad over WiFi and take advantage of free services like VoIP telephony
  • How to integrate your iPad with your network and other mobile and tethered devices

Who this book is for

For every iPad owner who wants the fastest introduction, crammed with most useful information, presented in an extremely enjoyable style.

Table of Contents

  1. Bringing home the iPad: Purchase decisions, model choices
  2. Connecting to iTunes: How to set up your system using iTune’ configuration tools.
  3. Exploring the iPad hardware: Powering the device on and off, exploring its sensors
  4. Interacting with your iPad: Learning the touch-based vocabulary of the iPad, Manipulating the home screen, Spotlight, Accessibility
  5. Connecting to the Internet: An introduction to using WiFi and/or 3Gs
  6. Browsing with Mobile Safari. A complete how-to for using Safari.
  7. Touching your Music and Video. Including iPod features, Video, & YouTube
  8. Shopping at the App Store, Music Store, and Book Store
  9. Using iBooks
  10. Leveraging your Desk Set: Notes, Contacts and Calculator, Clock, Calendar
  11. Setting up and using Email
  12. Working with Maps
  13. Taking your Photos With You
  14. On the go with iWork: Creating and viewing documents, spreadsheets, etc.
  15. 5 other great ways to use your iPad

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Beginning iPad Application Development

Beginning iPad Application Development Review










Price : $34.99

Offer Price : $23.09

Availability : Not yet published




Overviews

A hands-on approach to iPad application development

The iPad is Apple’s eagerly anticipated answer to the “tablet computer.” While based on OS X, and relying on familiar development tools, the iPad will present new challenges and new opportunities for Apple developers, old and new alike. These hurdles include learning new Cocoa SDKs that take advantage of the iPad’s capabilities. Beginning iPad Application Development helps beginning developers to develop applications for the iPad, and is also of great value to experienced developers wishing to migrate existing Cocoa or Cocoa Touch applications to the iPad platform.

  • Walks you through developing their first iPad application, while familiarizing you with Cocoa, Cocoa Touch, the iPhone and iPad SDK and Xcode tools
  • Focuses on the features and syntax of the Objective-C language, essential for creating many iPad applications
  • Explains how to download the SDK, use context-based design, and fill your toolbox

Beginning iPad Application Development provides a comprehensive, hands-on approach to iPad development for both aspiring and experienced iPad developers.

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iPhone and iPad Game Development For Dummies (For Dummies (Computer/Tech))

iPhone and iPad Game Development For Dummies (For Dummies (Computer/Tech)) Review










Price : $29.99

Offer Price : $19.79

Availability : Not yet published




Overviews

Here's the scoop on building and marketing great games for the iPhone and iPad!

The iPhone and iPad are the hottest techno-gadgets on the market today, and games for it are even hotter. To help you cash in on the trend, this book shows what it takes to create a good iPhone and iPad game and how to get it into the App Store.

Neal Goldstein, leader of an iPhone app startup company, and his co-authors show you how to build a game that will sell, include quality graphics, market your game through the App Store, and more. Whether you're a programming novice or an experienced developer looking to enter the game market, here's how to get going. *

  • *
  • Games for the iPhone are among the hottest apps in Apple's App Store *
  • Learn to build two game applications – from beginning to end *
  • Written by successful mobile app developers, this guide begins with how to get started, including downloading the SDK and filling your toolbox *
  • Covers programming with Objective-C and Cocoa, what makes a good game, graphics, and creating good mobile apps *
  • Explains how to market your game through the App Store *

iPhone and iPad Game Development For Dummies can start you on a fun hobby or a lucrative career.

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