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 e-mail 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.
|Edition description:||1st ed.|
|Product dimensions:||7.40(w) x 9.20(h) x 1.10(d)|
About the Author
Table of Contents
- Everything You Ever Wanted to Know About Particle Systems
- Chess on the 'Net: Correspondence Gaming with Deep Green
- Audio Streaming: An Exploration into Core Audio
- You Go Squish Now! Debugging on the iPhone
- Building Data-Driven Applications with Active Record and SQLite
- Core Data and Hard-Core Design
- Smart In-Application E-mail with Core Data and Three20
- How iTap Tackles the Challenges of Networking
- Fake It 'Til You Make It: Tips and Tricks for Improving Interface Responsiveness
- Demystifying the Apple Push Notification Service
- Environment Mapping and Reflections with OpenGL ES
Most Helpful Customer Reviews
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.