In questa sezione abbiamo riassunto, dividendoli per categorie di riferimento, un elenco di libri e risorse utili, sia a coloro che si avvicinano per la prima volta al mondo dello sviluppo, sia per coloro che essendo già programmatori in altri ambienti o piattaforme, decidono di avvicinarsi allo sviluppo di applicazioni iOS.
Testi di BASE per il linguaggio C
| Il testo, che non presuppone nel lettore particolari conoscenze informatiche, introduce con gradualità ai concetti fondamentali della programmazione (strutture di controllo, funzioni, array, puntatori, gestione dell’input/output, strutture dati), offrendo al tempo stesso una panoramica ampia e articolata del linguaggio C. | |
Considered a classic by an entire generation of Mac programmers, this popular guide has been completely updated for Mac OS X. Don’t know anything about programming? No problem! Acclaimed author Dave Mark starts out with the basics and takes you through a complete course in programming C using Apple’s free Xcode tools. This book is perfect for beginners learning to program. It includes all–new Mac OS X examples!
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Testi di BASE per il linguaggio Objective-C
| Il mondo secondo Apple è grande e in continua espansione. Le piattaforme Mac e iPhone OS sembrano alimentare la passione degli utenti, uniti nell’amore per software e hardware che ha un aspetto elegante, si comporta esattamente secondo le aspettative e funziona senza problemi di incompatibilità hardware, installazione di driver e interfacce inutilmente complicate. Tutto questo affascina e incoraggia programmatori di ogni genere a confrontarsi con lo sviluppo di piccole o grandi applicazioni. L’unica scusa sensata per non mettersi subito a scrivere software è, forse, che la curva di apprendimento sembra un po’ ripida. Il consiglio è spesso: “Imparate il C e tornate quando avete finito!”, ma questo libro intende presentare una strada diversa. Ci tufferemo subito nella creazione di applicazioni Mac che per aspetto e comportamento siano simili alle altre applicazioni che conoscete. Imparerete certamente i principi generali di programmazione, ma fin dall’inizio li metterete in pratica in situazioni concrete. Anche se non avete una formazione specifica, leggendo questo testo imparerete abbastanza per potervela cavare da soli, e alla fine conoscerete il mondo della programmazione Mac quanto basta per essere in grado di risolvere i problemi che vi troverete ad affrontare ricorrendo alle fonti più adatte. |
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Testi relativi alla programmazione iOS
| Assuming only a minimal working knowledge of Objective-C, and written in a friendly, easy-to-follow style, this book offers a complete soup-to-nuts course in iPhone and iPod touch programming. The book starts with the basics, walking you through the process of downloading and installing Apple’s free iPhone SDK, and then stepping you though the creation of your first simple iPhone application. From there, you’ll learn to integrate all the interface elements iPhone users have come to know and love, such as buttons, switches, pickers, toolbars, and sliders. You’ll master a variety of design patterns, from the simplest single view to complex hierarchical drill-downs. The confusing art of table building will be demystified, and you’ll see how to save your data using the iPhone file system. You’ll also learn how to save and retrieve your data using SQLite, iPhone’s built-in database management system. In addition, you’ll also learn about Core Data, an important persistence mechanism that has just been added with SDK 3.
And there’s much more! You’ll learn to draw using Quartz 2D and OpenGL ES, add multitouch gestural support (pinches and swipes) to your applications, and work with the camera, photo library, accelerometer, and built-in GPS. You’ll discover the fine points of application preferences and learn how to localize your apps for multiple languages. |
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| 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. |
Testi relativi ai Design Patterns
| Il libro applica UML al mondo delle architetture di componenti, mostrando come utilizzarlo per specificare i componenti, le loro interazioni e l’integrazione in sistemi completi e coerenti. Gli autori affrontano il problema pratico della definizione dell’architettura e della specifica di sistemi basati su componenti. Questo testo, compatto ed estremamente accessibile, aiuterà tutti coloro che si trovano schiacciati tra la necessità di utilizzare tecnologie basate su componenti e il desiderio di applicare i concetti propri della modellazione a oggetti in generale e di UML in particolare. | |
| Cocoa Design Patterns begins with the mother of all patterns: the Model-View-Controller (MVC) pattern, which is central to all Mac and iPhone development. Encouraged, and in some cases enforced by Apple’s tools, it’s important to have a firm grasp of MVC right from the start.
The book’s midsection is a catalog of the essential design patterns you’ll encounter in Cocoa, including
And that’s not all of them! Cocoa Design Patterns painstakingly isolates 28 design patterns, accompanied with real-world examples and sample code you can apply to your applications today. The book wraps up with coverage of Core Data models, AppKit views, and a chapter on Bindings and Controllers. |
Testi per la programmazione GAME su iOS
| In Learning iOS Game Programming, you’ll learn how to build a 2D tile map game, Sir Lamorak’s Quest: The Spell of Release (which is free in the App Store). You can download and play the game you’re going to build while you learn about the code and everything behind the scenes. Daley identifies the key characteristics of a successful iPhone game and introduces the technologies, terminology, and tools you will use. Then, he carefully guides you through the whole development process: from planning storylines and game play all the way through testing and tuning. | |
| iPhone games are hot! Just look at the numbers. Games make up over 25 percent of total apps and over 70 percent of the most popular apps. Surprised? Of course not! Most of us have filled our iPhone or iPod touch with games, and many of us hope to develop the next best-selling, most talked-about game.
You’ve probably already read and mastered Beginning iPhone 3 Development; Exploring the iPhone SDK, the best-selling, the second edition of Apress’s highly acclaimed introduction to the iPhone and iPod touch by developers Dave Mark and Jeff LaMarche. This book is the game-specific equivalent, providing you with the same easy-to-follow, step-by-step approach, more deep technical insights, and that familiar friendly style. While games are all about fun, at the same time, they’re serious business. With this book, you’re going to roll up your sleeves and get your hands dirty with some hardcore coding. While you may have written games before, this book will take you further, immersing you in the following topics:
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| Un libro con tutta la matematica necessaria agli sviluppatori game 3D per iOS e non… | |
| Programmazione OpenGL ES 3D per iPhone/iPad…. |

WWDC 2012

















