iPhone Hacks explains how to set up your iPhone the way you want it, and helps you give it capabilities that will rival your desktop computer. This cunning handbook is exactly what you need to make the most of your iPhone.
With iPhone Hacks, you can make your iPhone do all you’d expect of a smartphone—and more. Learn tips and techniques to unleash little-known features; find and create innovative applications for the original iPhone, iPhone 3G, and iPod touch; and unshackle these devices to run everything from network utilities to video game emulators.
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TaGs: Beyond, Hacks, iPhone, iPod, Limits, Mobile Phones, Touch
We designed iPod & iTunes For Dummies, 3rd Edition, as a reference. You can easily find the information you need when you need it. We organized the information so that you can read from beginning to end to find out how to use iTunes and your iPod from scratch. But this book is also designed so that you can dive in anywhere and begin reading because you find all the info you need to know for each task. We don’t cover every detail of every function of the software, and we intentionally leave out some detail so that we don’t befuddle you with technospeak when it’s not necessary. (Really, engineers can sometimes provide too many obscure choices that no one ever uses.) We write brief but comprehensive descriptions and include lots of cool tips on how to get the best results from using iTunes and your iPod. If your PC is on the trailing edge rather than the leading edge, don’t worry — you won’t miss out on the iPod revolution. True, if you don’t use Windows 2000 or Windows XP on your PC, you can’t use iTunes for Windows. However, if you use Windows Me (Millennium Edition), you can use MusicMatch Jukebox. Please note that if you’re using MusicMatch, you can find that content online. A companion Web site is available for you at www.dummies.com/go/ipod.
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TaGs: Dummies, Edition, iPod & iTunes
We designed this book as a reference. You can find the information you need when you need it easily — this book even has thumbtabs to locate subjects quickly. We organize the information in a linear fashion into seven minibooks. You can read each minibook from beginning to end to find out how to use the software from scratch. You can also dive in anywhere and begin reading, because you find all the info you need to know for each task in each section or step list. We don’t cover every detail of every function of the software, and we intentionally leave out some detail so that we don’t spook you with technospeak when it’s not necessary. (Really, engineers can sometimes provide too many obscure choices that no one ever uses.) For this book, we wrote brief but comprehensive descriptions and included lots of cool tips on how to be productive with iLife.
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TaGs: Dummies, iPhone, iPod & iTunes, IT, Operating System
With over 100,000 iPhone applications and 125,000 registered iPhone developers, is it still possible to create a top-selling app that stands apart from the six-figure crowd? Of course, but you’ll need more than a great idea and flawless code—an eye-catching and functional user interface design is essential. With this book, you’ll get practical advice on user interface design from 10 innovative developers who, like you, have sat wondering how to best utilize the iPhone’s minimal screen real estate. Their stories illustrate precisely why, with more apps and more experienced, creative developers, no iPhone app can succeed without a great UI. Whatever type of iPhone project you have in mind—social networking app, game, or reference tool—you’ll benefit from the information presented in this book. More than just tips and pointers, you’ll learn from the authors’ hands-on experiences, including:
* Dave Barnard of App Cubby on how to use Apple’s User Interface conventions and test for usability to assure better results
* Joachim Bondo, creator of Deep Green Chess, beats a classic design problem of navigating large dataset results in the realm of the iPhone
* Former Apple employee Dan Burcaw tailors user interfaces and adds the power of CoreLocation, Address Book, and Camera to the social networking app, Brightkite
* David Kaneda takes his Basecamp project management client, Outpost, from a blank page (literally) to a model of dashboard clarity
* Craig Kemper focuses on the smallest details to create his award-winning puzzle games TanZen and Zentomino
* Tim Novikoff, a graduate student in applied math with no programming experience, reduces a complex problem to simplicity in Flash of Genius: SAT Vocab
* Long-time Mac developer Chris Parrish goes into detail on the creation of the digital postcard app, Postage, which won the 2009 Apple Design Award
* Flash developer Keith Peters provides solutions for bringing games that were designed for a desktop screen to the small, touch-sensitive world of the iPhone
* Jürgen Siebert, creator of FontShuffle, outlines the anatomy of letters and how to select the right fonts for maximum readability on the iPhone screen
* Eddie Wilson, an interactive designer, reveals the fine balance of excellent design and trial-by-fire programming used to create his successful app Snow Report
Combined with Apress’ best-selling Beginning iPhone 3 Development: Exploring the iPhone SDK, you’ll be prepared to match great code with striking design and create the app that everyone is talking about.
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TaGs: Book, Design, Interface, iPhone, Projects, User
One look at the App Store will show you just how hot iPhone games have become. Games make up over 25 percent of all apps, and over 70 percent of the apps in the App Store’s Most Popular category. Surprised? Of course not! We’ve all filled our iPhones with games, and many of us hope to develop the next best seller. This book is a collection of must-know information from master independent iPhone game developers. In it, you’ll discover how some of the most innovative and creative game developers have made it to the pinnacle of game design and profitability. This book is loaded with practical tips for efficient development, and for creating compelling, addictive gaming experiences. And it’s not all talk! It’s supported with code examples that you can download and use to realize your own great ideas. This book’s authors are responsible for some of the all-time most popular and talked-about games:
* Brian Greenstone developed Enigmo and Cro-Mag Rally.
* Aaron Fothergill developed Flick Fishing.
* Mike Lee developed Tap Tap Revolution, the most downloaded game in App Store history.
* Mike Kasprzak’s Smiles was a finalist in the IGF 2009 Best Mobile Game competition.
* PJ Cabrera, Richard Zito, and Matthew Aitken (Quick Draw, Pole2Pole); Joachim Bondo (Deep Green); and Olivier Hennessy and Clayton Kane (Apache Lander) have received glowing reviews and accolades for their games.
Pair iPhone Games Projects with Apress’s best-selling Beginning iPhone Development: Exploring the iPhone SDK, and you’ll have everything you need to create the next game to top the sales charts.
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TaGs: Book, Game, iPhone, Projects
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. The Core Data coverage alone is worth the price of admission. But there’s so much more. This book covers a variety of networking mechanisms, from GameKit’s relatively simple BlueTooth peer-to-peer model, to the addition of Bonjour discovery and network streams, through the complexity of accessing files via the web. Dave and Jeff will also take you through coverage of concurrent programming and some advanced techniques for debugging your applications. Whether you are a relative newcomer to iPhone development or an old hand looking to expand your horizons, there’s something for everyone in More iPhone 3 Development.
Note: A few of the apps in this book demonstrate technologies not yet supported by the simulator. To run them on your iPhone or iPod touch, you’ll need to join one of Apple’s paid iPhone developer programs.
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TaGs: Book, Development, iPhone
Let’s say you have an idea for a killer iPhone app. Where do you begin? Head First iPhone Development will help you get your first application up and running in no time. You’ll quickly learn to use iPhone SDK tools, including Interface Builder and Xcode, and master Objective-C programming principles that will make your app stand out. It’s a complete learning experience for creating eye-catching, top-selling iPhone applications.
* Put Objective-C core concepts to work, including message passing, protocols, properties, and memory management
* Take advantage of iPhone patterns such as datasources and delegates
* Preview your applications in the iPhone Simulator
* Build complicated interactions that utilize multiple views, data entry/editing, and iPhone rotation
* Work with iPhone’s camera, GPS, and accelerometer
* Create interactive, entertaining games
* Optimize, test, and distribute your application
We think your time is too valuable to waste struggling with new concepts. Using the latest research in cognitive science and learning theory to craft a multi-sensory learning experience, Head First iPhone Development provides a visually-rich format designed for the way your brain works, not a text-heavy approach that puts you to sleep.
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TaGs: Book, Development, First, iPhone
This book profiles developers who have received the prestigious Apple Design Award for iPhone app excellence. You’ll learn all about what makes these apps truly standout, including explanations of great user interface design and implementation, as well as the code under the hood that makes these the most responsive, intuitive, useful, and just plain fun apps running on the iPhone.
* Insightful profiles of the developers behind Tweetie, Topple 2, AccuTerra, Postage, and Wooden Labyrinth 3D
* Detailed explanations of the technical wizardry that makes these apps tick
* Full-color screenshots and copious downloadable code snippets to get you started building the next iPhone Design Award–winning apps
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TaGs: Award, Book, Design, iPhone, Projects, Winning
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.
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 Arcade Hockey, 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.
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TaGs: Advanced, Book, Cool, iPhone, Projects
The new iPhone 3G is here, and New York Times tech columnist David Pogue is on top of it with a thoroughly updated edition of iPhone: The Missing Manual. With its faster downloads, touch-screen iPod, and best-ever mobile Web browser, the new affordable iPhone is packed with possibilities. But without an objective guide like this one, you’ll never unlock all it can do for you. In this new edition, there are new chapters on the App Store, with special troubleshooting and sycning issues with iTunes; Apple’s new MobileMe service, and what it means to the iPhone; and Microsoft Exchange ActiveSync compatibility. Each custom designed page in iPhone: The Missing Manual helps you accomplish specific tasks with complete step-by-step instructions for everything from scheduling to web browsing to watching videos. You’ll learn how to:
* Use the iPhone as a phone — get a guided tour of 3G’s phone features and learn how much time you can save with things like Visual Voicemail, contact searching, and more.
* Figure out what 3G means and how it affects battery life, internet speed, and even phone call audio quality.
* Treat the iPhone as an iPod — listen to music, upload and view photos, and fill the iPhone with TV shows and movies.
* Take the iPhone online — learn how to get online, use email, browse the Web, and use the GPS.
* Go beyond the iPhone — discover how to use iPhone with iTunes, sync it with your calendar, and learn about The App Store where you can pick from hundreds of iPhone-friendly programs.
Teeming with high-quality color graphics and filled with humor, tips, tricks, and surprises, iPhone: The Missing Manual quickly teaches you how to set up, accessorize, and troubleshoot your iPhone. Instead of fumbling around, take advantage of this device with the manual that should have been in the box. It’s your call.
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TaGs: Book, Edition, iPhone, Manual, Missing
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