As you'd expect of Apple, the iPhone is gorgeous. iPhone: The Missing Manual is a book as breathtaking as its subject. Written by New York Times columnist and Missing Manual series creator David Pogue, this book shows you how to get the most out of your new Apple iPhone.
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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.
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In the past, I have worked on game development projects on PC, xbox360, ps2, ps3 and Wii. Like many developers these days, I'm 'dipping my toes in the water' with casual iPhone game dev.
What I liked about this book:
First, the best thing about this book, and really what makes it worthwhile, is that it's written by people that are actually making their livelihood by developing games on the iPhone. So the advice is all very concrete, practical and the examples all come from the real world.
The technical advice ranges from very general stuff, to moderately technical. Often the advice is worthwhile to casual game dev in general, but not specific to iPhone.
The chapters that did provide code samples or downloads were very useful, and the code was good, real-world examples. The chapters tended to illustrate a particular tip or trick, which could be very helpful if that was something useful to you, but might be completely useless if not. For example, if (like myself) you are hoping to write games in C/C++ (mostly) that can be released on both iPhone and desktop, then the chapter on cross platform development is extremely helpful. But if you are targeting iPhone only, it's not very relevant.
Also, the quality of the book was very good, with full color illustrations throughout.
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Interested in iPhone development? Want to learn more? Whether you’re a self-taught iPhone development genius or have just made your way through the pages of Beginning iPhone 3 Development, we have the perfect book for you.
More iPhone 3 Development: Tackling iPhone SDK 3 digs deeper into Apple’s latest SDK. Best-selling authors Dave Mark and Jeff LaMarche explain concepts as only they can, covering topics like Core Data, peer-to-peer networking using GameKit and network streams, working with data from the web, MapKit, in-application e-mail, and more. All the concepts and APIs are clearly presented with code snippets you can customize and use, as you like, in your own apps. If you are going to write a professional iPhone app, you’ll want to get your arms around Core Data, and there’s no better place to do so than in the pages of this book. The book continues right where Beginning iPhone 3 Development left off with a series of chapters devoted to Core Data, the standard for persistence that Apple introduced to iPhone with SDK 3. Jeff and Dave carefully step through each of the Core Data concepts and show you techniques and tips specifically for writing larger applications—offering a breadth of coverage you won't find anywhere else.
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A bunch of iDevice creators present guidance and code for a variety of simple applications. There are examples of 2d game apps, audio streaming, network code, game physics, and lots more. I don't know how much experienced programmers would get out of it, but it's a great introduction for those of us who are still Objective-C toddlers.
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For those who have played around with these apps and want to know more about how they came into existence, iPhone Design Award-Winning Projects (The Definitive Guide) is a fascinating read.
CONTENT
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The book has profiles of developers for five apps: Tweetie, Topple 2, AccuTerra, Postage, and Wooden Labyrinth 3D. For five other apps, it has Q and A sessions with the developers of: Facebook (mistakenly not listed as Q&A in the Table of Contents), Foursquare, Exit Strategy NYC, Delicious Library (interesting in part because Amazon got it banned), and Prowl.
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