iPhone Cool Projects

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  • Edition: 1st
  • Format: Paperback
  • Copyright: 2009-08-07
  • Publisher: Apress
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This book shows you how the most innovative and creative iPhone application developers have developed cool, best-selling applications. Everyone is developing iPhone applications, and no wonder. iPhone is the coolest thing going and Apple's App Store on iTunes makes is easy for any developer to get an application up quickly and out into the market. Not only does every successful application have a story, but behind every great app is some great code. You'll see the code and learn how to use it to make your own cool applications. It's all about developing cool iPhone applications Learn the coding secrets of the master iPhone developers Get a giant head-start on the competition; it's like a permanent "Get Out of Jail Free" card! What yours"ll learn Add Multi-Touch controls to your applications Detect motion for spatial application interaction Build applications that use both Wi-Fi and cellular connections Understand and use GPS information for geo-location Use the built-in microphone and play sounds and alerts Optimize your use of limited screen real estate Who is this book for?All iPhone application developers with any level of experience or coming from any development platform

Table of Contents

About the Lead Authorp. xi
About the Technical Consultantp. xiii
Acknowledgmentsp. xv
Introductionp. xviii
Designing a Simple, Frenzic-Style Puzzle Gamep. 3
Creating Frenzicp. 3
Introducing Formicp. 5
Exploring the Formic Codep. 6
Setting Up the Projectp. 8
Coding the Game Objectp. 10
Coding the View Controllerp. 18
Coding the Background Viewp. 21
Adding iPhone-Specific Functionalityp. 22
Summaryp. 25
Mike Ash's Deep Dive Into Peer-to-Peer Networkingp. 29
Planning a Simple Collaborative Gamep. 30
Building the GUIp. 30
Networking the Gamep. 35
Defining the Networking Goalsp. 35
Designing the Network Codep. 36
Understanding Endiannessp. 40
Coding the Networkingp. 41
Integrating Networking and the GUIp. 50
Summaryp. 53
Doing Several Things at Once: Performance Enhancements with Threadingp. 57
Beginning to Write Threading Applicationsp. 59
Knowing When to Threadp. 59
Understanding Threading Basicsp. 61
Avoiding Threading Pitfallsp. 63
Writing the Thread the Needle Applicationp. 65
Building Our Applicationp. 65
Creating a Threadp. 72
Implementing a Critical Sectionp. 76
Stopping Multiple Threads at Oncep. 77
Summaryp. 77
All Fingers and Thumbs: Multitouch Interface Design and Implementationp. 81
Looking at the iPhone's Capabilitiesp. 82
Designing for Multitouchp. 84
Exploring the Multitouch APIp. 87
Handling Eventsp. 87
Recognizing Gesturesp. 89
Implementing Multitouch Controlsp. 92
Handling Touchesp. 94
Deciding What Movement Meansp. 97
Applying the Movementp. 99
Applying Weight and Inertiap. 100
Tying Up Loose Endsp. 102
Summaryp. 103
Physics, Sprites, and Animation with the cocos2d-iPhone Frameworkp. 107
Getting Started with Game Programmingp. 108
Introducing OpenGL ESp. 109
Introducing cocos2d and Chipmunkp. 109
Developing Arcade Hockeyp. 109
Tracking the User's Fingerp. 112
Detecting Collisionsp. 114
Simulating 3D Lighting in 2D Spacep. 118
Creating a Simple Applicationp. 119
Setting Up the Xcode Projectp. 119
Setting the Scenep. 121
Creating the Game Layerp. 122
Summaryp. 129
Serious Streaming Audio the Pandora Radio Wayp. 133
Choosing to Develop for the iPhonep. 133
Introducing Pandora Radio's Technologyp. 134
Grasping the Basics of Audio Developmentp. 134
Managing Complexityp. 136
Outlining Our Sample Applicationp. 136
Streaming Audiop. 137
Keeping Your Code Format Agnosticp. 138
Using Envelopes and Encodingp. 138
Designing Our Sample Applicationp. 139
Implementing the Playerp. 141
AudioSessionp. 142
AudioRequestp. 143
AudioFile Streamp. 145
AudioQueuep. 147
AudioPlayerp. 147
Ending with a New Journeyp. 148
Falling Behind in a Slow Networkp. 148
Dropped Connectionsp. 150
Minimizing Gaps Between Songsp. 151
Resuming a Songp. 151
Improving Application Responsivenessp. 151
Finding Help Resourcesp. 152
Testing: Saving the Best for Lastp. 152
Summaryp. 153
Going the Routesy Way with Core Location, XML, and SQLitep. 157
Starting from Scratchp. 158
Assessing the Application Requirementsp. 158
Creating the Routesy User Interface and Classesp. 160
Bringing Real-Time Predictions to Routesyp. 179
Adding Location-Based Information to Routesyp. 191
Putting the Finishing Touches on Routesy BARTp. 195
Summaryp. 200
Indexp. 203
Table of Contents provided by Ingram. All Rights Reserved.

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