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iPhone Cool Projects: impara i segreti di codifica e progettazione di Master Iphone Dev-
US $9,97
CircaEUR 8,92
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“GOOD SHAPE OR BETTER. NO WRITING IN BOOK”
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Numero oggetto eBay:355394868208
Specifiche dell'oggetto
- Condizione
- Buone condizioni
- Note del venditore
- “GOOD SHAPE OR BETTER. NO WRITING IN BOOK”
- Country/Region of Manufacture
- America
- Custom Bundle
- No
- Item Height
- N/A
- Subject Area
- Computers, Technology & Engineering
- Series
- Iphone Cool Projects : Learn the Coding and Desig
- Source Language
- English
- Educational Level
- Adult & Further Education
- MPN
- N/A
- Subject
- Mobile & Wireless Communications, Operating Systems / Apple (Mac OS & iOS), Hardware / Mobile Devices, Programming / Macintosh, Enterprise Applications / General
- Personalized
- No
- Level
- Beginner
- ISBN
- 9781430223573
- Publication Name
- iPhone Cool Projects : Learn the Coding and Design Secrets of Master iPhone Developers
- Publisher
- Apress L. P.
- Item Length
- 9.1 in
- Publication Year
- 2009
- Type
- Textbook
- Format
- Trade Paperback
- Language
- English
- Features
- New Edition
- Item Weight
- 16 Oz
- Item Width
- 7 in
- Number of Pages
- Xix, 240 Pages
Informazioni su questo prodotto
Product Identifiers
Publisher
Apress L. P.
ISBN-10
143022357X
ISBN-13
9781430223573
eBay Product ID (ePID)
8038735964
Product Key Features
Number of Pages
Xix, 240 Pages
Language
English
Publication Name
iPhone Cool Projects : Learn the Coding and Design Secrets of Master iPhone Developers
Publication Year
2009
Subject
Mobile & Wireless Communications, Operating Systems / Apple (Mac OS & iOS), Hardware / Mobile Devices, Programming / Macintosh, Enterprise Applications / General
Features
New Edition
Type
Textbook
Subject Area
Computers, Technology & Engineering
Format
Trade Paperback
Dimensions
Item Weight
16 Oz
Item Length
9.1 in
Item Width
7 in
Additional Product Features
Intended Audience
Scholarly & Professional
Number of Volumes
1 vol.
Illustrated
Yes
Table Of Content
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.
Edition Description
New Edition
Synopsis
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 ArcadeHockey , 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., Aimed at beginner to intermediate iPhone and iPod Touch developers coming from all levels of experience, this is the first book to use real applications from the iTunes Application Store to demonstrate the tricks of iPhone application development., You are going to love this book! I know I do, and I had to read every word of it and check every line of code, twice!! If you're like me, you've registered as an iPhone developer with Apple, read some docum- tation, and sought help in taking the next bold step. Perhaps you've picked up "Beginning iPhone Development," dutifully working through all of the projects, and you understood most of it. If not, I heartily recommend it. The book is great because it gently guides you through many of the technologies that make up an iPhone application. Make no mistake; the book covers a lot of ground. But the projects are kept relatively simple to keep the l- sons focused. First step taken, now boldly onward into the fray! This book picks up where "Beginning iPhone Development" leaves off. The projects herein were developed specifically for this book, but these are no lightweight applications. Some projects are based on shipping products, showing how various technologies are integrated into a cohesive application. Other projects cover difficult topics and thus are more focused., You are going to love this book I know I do, and I had to read every word of it and check every line of code, twice If you're like me, you've registered as an iPhone developer with Apple, read some docum- tation, and sought help in taking the next bold step. Perhaps you've picked up "Beginning iPhone Development," dutifully working through all of the projects, and you understood most of it. If not, I heartily recommend it. The book is great because it gently guides you through many of the technologies that make up an iPhone application. Make no mistake; the book covers a lot of ground. But the projects are kept relatively simple to keep the l- sons focused. First step taken, now boldly onward into the fray This book picks up where "Beginning iPhone Development" leaves off. The projects herein were developed specifically for this book, but these are no lightweight applications. Some projects are based on shipping products, showing how various technologies are integrated into a cohesive application. Other projects cover difficult topics and thus are more focused., 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 ArcadeHockey, 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.
LC Classification Number
QA76.8.M3
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