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More iPhone Cool Projects (Books for Professionals by Professionals)

✍ Scribed by Ben Smith, Danton Chin, Claus Höfele, Leon Palm, Charles Smith, David Smith, Doug Hogg, Robert Hogg, Joost van de Wijgerd


Publisher
Apress
Year
2010
Tongue
English
Leaves
362
Series
Books for Professionals by Professionals
Edition
1
Category
Library

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No coin nor oath required. For personal study only.

✦ Synopsis


This book shares the secrets of the coolest iPhone apps being built today by the best iPhone developers—invaluable knowledge for anyone who wants to create the app that everyone is talking about.
What you’ll learn
-Game development with Unity and iPhone OpenGL
-Unit testing and iPhone-specific testing tools
-How to approach and solve complex app development roadblocks
-The best code fully explained and presented with screenshots

✦ Table of Contents


Prelim......Page 1
Contents at a Glance......Page 6
Contents......Page 7
Preface......Page 12
Acknowlegments......Page 13
Who This Book Is For......Page 14
What’s in the Book......Page 15
Danton Chin......Page 17
Prepare for Concurrency......Page 19
Non-Responsive User Interfaces......Page 22
Building the Interestingness User Interface......Page 23
Composing a RESTful Request for a List of Interestingness Images......Page 26
Using the RESTful Request and the JSON Parser to Parse the Response......Page 28
Implementing the UITableViewDataSource Protocol Methods to Display the Results......Page 30
Concurrency Landscape......Page 32
Considerations When Using Concurrent Solutions......Page 33
Concurrency with NSThread and NSObject......Page 35
Concurrency with Operation Objects......Page 40
NSOperationQueue......Page 41
NSOperation and NSInvocationOperation......Page 42
Concurrency with Operation Objects and Blocks......Page 61
Blocks......Page 62
Summary......Page 69
Apple Documentation......Page 70
Blocks and Grand Central Dispatch......Page 71
POSIX Threads......Page 72
Claus Höfele......Page 73
Starting an iPhone Game......Page 75
Why Write Your Own Tools?......Page 76
The Tools Problem......Page 77
Data Exchange vs. In-Game File Formats......Page 79
Outline of the Example Code......Page 80
Exporting 3D Models......Page 81
Reading FBX files......Page 82
Traversing the Scene Contents......Page 85
Distinguishing between Different Types of Scene Nodes......Page 86
OpenGL Triangle Data......Page 87
Converting FBX Models into Triangle Data......Page 89
Converting Triangle Data into an In-Game Format......Page 92
Image Compression vs. Texture Compression......Page 95
Imagination’s PVRTC Format......Page 96
Reading PNG Images......Page 98
Converting Images into the PVRTC Format......Page 100
Creating the iPhone Project......Page 102
Summary......Page 103
Ben Kazez......Page 105
How FlightTrack Uses External Data Providers to Power This Best-Selling Travel App......Page 107
Choosing a Data Source......Page 108
API Design......Page 109
Data Coverage and Accuracy......Page 110
Economics......Page 111
Source-Driven User Interface Design......Page 112
Challenges......Page 113
Techniques from FlightTrack......Page 114
Direct-Client Consumption......Page 115
Server-Intermediary Consumption......Page 116
Data Model Design......Page 117
Connecting Data to UI......Page 118
Choosing an Approach......Page 120
FlightTrack Today......Page 121
Saul Mora......Page 123
Write Better Code and Save Time with Unit Testing......Page 125
Mock Objects......Page 136
Testing Your Core Data Models......Page 143
Summary......Page 150
Leon Palm......Page 151
Fun with Computer Vision: Face Recognition with OpenCV on the iPhone......Page 153
What Is Computer Vision?......Page 156
Why Do Computer Vision on an iPhone?......Page 157
Setting Up OpenCV......Page 158
Setting Up XCode......Page 161
Adding Image Conversion Functions......Page 163
Creating a Simple GUI......Page 165
Loading Images from the Photo Library......Page 167
Loading the Haar Cascades......Page 168
Performing Face Detection......Page 170
Bonus......Page 172
Performance Tweaking......Page 173
Going Further......Page 175
Summary......Page 176
Scott Penberthy......Page 177
How to Use OpenGL Fonts without Losing Your Mind......Page 179
History......Page 180
Terminology......Page 181
fCookie......Page 183
Creating a Font’s Texture Atlas......Page 184
Texture Mapping......Page 187
The Fontery Classes......Page 189
APGlyph......Page 190
APChar......Page 191
APText......Page 193
Putting It All Together......Page 195
Setting Up the Display......Page 197
Creating Your Fortune......Page 198
Displaying the Fortune......Page 200
Summary......Page 203
Ben Britten Smith......Page 205
Game Development with Unity......Page 207
What Is Unity?......Page 208
Why Use Unity?......Page 209
Exploring the Unity Interface......Page 211
The Scene View......Page 212
The Game View......Page 213
How the Pipeline Flows......Page 214
The Transform: Everybody Has One......Page 215
Meshes, Renderers, and Materials......Page 216
Importing Assets......Page 220
Custom Scripting......Page 221
Playing Your Game......Page 224
Coroutines Not Updates......Page 225
The Game View......Page 226
Adding Lights......Page 229
Using the iPhone as a Game Pad......Page 230
Your Game......Page 231
Adding a Base to Work From......Page 232
The Main Character......Page 234
Inputs and Colliders......Page 240
Your First Design Iteration......Page 244
Adding More Touchable Objects......Page 246
Prefabs......Page 247
Animations......Page 248
Animation Import Settings......Page 249
Interacting with Something Besides the Floor......Page 253
User Interface......Page 256
Multiple Cameras......Page 257
3D Objects As GUI Items......Page 259
Building for Your Device......Page 263
Summary......Page 264
Chuck Smith......Page 265
Origins of Cocos2d......Page 267
Getting Started with Cocos2d......Page 268
Configuring Sample Code......Page 270
Installing the XCode Project Templates......Page 271
Starting a New Project......Page 272
Introduction to Video Poker......Page 273
Making a Scene......Page 274
Creating a Game Menu......Page 276
Game Logic......Page 277
Card......Page 278
Deck......Page 280
SimpleHand......Page 282
I Like the Sprites in You......Page 286
Putting It All together......Page 288
Events: Making It Interactive......Page 291
Adding Sound......Page 296
Supporting the iPad......Page 297
Further Exploring cocos2d......Page 302
David Smith......Page 303
Creating an Audio-Centric App for the iPhone with AVAudioPlayer......Page 305
Designing for Your Target User......Page 306
Our Design Process......Page 307
Implementation......Page 311
Getting Started......Page 312
Setting Up the UI......Page 314
Coding the Audio Player......Page 318
Summary......Page 323
Joost van de Wijgerd and Arne de Vries......Page 325
Introduction to eBuddy......Page 327
The eBuddy iPhone Application......Page 328
Apple Push Notification Service......Page 329
The Client Implementation......Page 330
Client / Server Protocol......Page 333
Server to APNS......Page 334
Fitting the Parts Together......Page 338
Introducing eBuddy Pro......Page 339
Extending the Beta Program......Page 340
Summary......Page 341
¦ A......Page 343
¦B......Page 344
¦ C......Page 345
¦ D......Page 347
¦ E......Page 348
¦ G......Page 349
¦ H......Page 350
¦ M......Page 352
¦ N......Page 353
¦O......Page 354
¦......Page 355
¦ S......Page 357
¦ U......Page 359
¦ W......Page 360
¦ Z......Page 361


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