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iPhone Open Application Development: Write Native Objective-C Applications for the iPhone: Programming an Exciting Mobile Platform
Flex 3 Cookbook: Code-Recipes, Tips, and Tricks for RIA Developers
Learning Cocoa with Objective-C
Thinking in Java
Eckel approaches teaching you to think in Java by introducing a topic, talking around it to put it in context, providing examples to try and then discussing them in depth. Each chapter has a summary followed by exercises. The book is structured for someone coming from a procedural language background. Eckel spends a lot of time on OOP concepts in general and the way in which it's implemented in Java. After covering operators Eckel goes on to program flow, initialisation and garbage collection, packages, class reuse, polymorphism and so on all the way up to distributed programming (servlets) and appendices on passing objects, the JNI, guidelines and resources. The whole book is also on CD (in several formats including HTML) with the source code (guaranteed to compile under Linux using Java 1.2.2). The CD also contains Thinking in C: Foundations for C++and Java. Thinking In Java is basically a tutorial. You're intended to read it linearly and work the exercises. It helps that it's well written but it helps even more to have a programming background. If not, you'll probably want a straight Java reference to hand as well. Steve Patient OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1
Programming in Objective C
Beginning Game Programming
Mac OS X for Unix Geeks
This slim volume neither aims to teach its readers UNIX nor introduces them to the Mac, but rather to show how Apple has implemented UNIX. It's a fast read that assumesas the title impliesrather a lot of UNIX knowledge. With that requirement satisfied and this book in hand, you're likely to discover aspects of Aqua much more quickly than you otherwise would have. The authors spend lots of time explaining how administrative taskssuch as managing groups, users and passwordsare handled in the Mac OS environment. They document netinfo fully, and call attention to its limitations (such as its inability to create home directories for users) by explaining how to do the job on the command line. They also cover C programming in the Darwin universe at greater length than any other book, providing explicit instructions for such important tasks as creating header files and linking static libraries. A guide to the command line (they call the reference section "The Missing Manpages") provides good value at this book's conclusion. David Wall, Amazon.com OpenGL Programming on MAC OS X: Architecture, Performance, and Integration
Advanced 2D Game Development
Macromedia Director 8.5 for 3d Training from the Source
Mobile 3D Graphics: With OpenGL ES and M3G
Xcode 3 Unleashed
Anderson leads you through a simple project that covers the entire Xcode 3.x development lifecycle. You’ll walk through building and debugging command-line tools, creating Mac OS X user interfaces, modeling data, localizing languages, compiling applications, and much more. Along the way, he introduces each of Apple’s remarkable development tools from the latest version of Interface Builder to Instruments—a powerful new tool for analyzing and optimizing your code. Anderson shows how to manage your source code in any environment, whether you’re working solo or participating in a worldwide team. He thoroughly illuminates Xcode 3’s build system and shows how to make the most of Apple’s performance tools, led by the deep and powerful Shark statistical profiler. Systematically updated for Xcode 3.x, this is a comprehensive revision of Anderson’s previous bestseller, Step into Xcode. Its breadth, depth, and practical focus will make it indispensable to every Mac developer: experienced programmers upgrading from Xcode 2 or migrating from CodeWarrior; UNIX/Linux programmers moving to Mac OS X; even new programmers. Detailed information on how to… Succeed with every stage of the Mac OS X application lifecycleMake the most of Xcode 3’s core tools for editing, debugging, testing, and compilationGet the most from new improvements to Interface BuilderCreate robust applications using the Model-View-Controller paradigmUtilize dynamic libraries and frameworksBuild Universal Binaries to run on both Intel and PowerPC MacsAdd Spotlight searchability to data filesProfile memory, I/O, graphics, and threading in real-timeAccelerate both your applications and your development processesLeverage new improvements to the Xcode documentation systemAvoid header ambiguity, disappearing links, and other Xcode development pitfalls Introduction 1 Part I: The Life Cycle of a Mac OS X Application Chapter 1: Kicking the Tires 11 Chapter 2: Simple Workflow and Passive Debugging 19 Chapter 3: Simple Active Debugging 29 Chapter 4: Compilation: The Basics 39 Chapter 5: Starting a Cocoa Application 47 Chapter 6: A Cocoa Application: Views 63 Chapter 7: A Cocoa Application: Controllers 75 Chapter 8: Version Control 93 Chapter 9: Property Lists 117 Chapter 10: Libraries and Dependent Targets 141 Chapter 11: File Packages and Bundles 153 Chapter 12: Unit Testing 167 Chapter 13: Creating a Custom View 181 Chapter 14: Dynamic Libraries and Frameworks 203 Chapter 15: Documentation in Xcode 221 Chapter 16: Using the Data Modeling Tools 243 Chapter 17: Cross-Development 267 Chapter 18: Spotlight (or, How to Build a Plug-in) 281 Chapter 19: Finishing Touches 301 Part II: Xcode Tasks Chapter 20: Navigating an Xcode Project 331 Chapter 21: Xcode for make Veterans 353 Chapter 22: More About Debugging 373 Chapter 23: Xcode and Speed 395 Chapter 24: A Legacy Project 403 Chapter 25: Shark and the CHUD Tools 421 Chapter 26: Instruments 437 Chapter 27: Closing Snippets 461 Appendices Appendix A: Some Build Variables 475 Appendix B: Project and Target Templates 485 Appendix C: Other Resources 501 Index 507 Programming with Quartz: 2D and PDF Graphics in Mac OS X
Adobe Flex 2: Training from the Source
Beginning OpenGL Game Programming
ActionScript 3.0 Cookbook: Solutions for Flash Platform and Flex Application Developers
Real-Time Collision Detection
Game Programming Gems
The guiding principle in this book is to publish the best available tips for game programming. Most of these fit into 10 pages or less. But don't let the efficient presentation fool you. Almost every one of these tips will be invaluable to any serious game developer. Early sections concentrate on techniques for creating more maintainable, faster code. A guide to using scripts for data-driven game modules and techniques teaches you better resource management. A quick-start tutorial to the Standard Template Library (STL) will help you learn how to use these fast collection classes in your code right away. Several contributors show off strategies for better game debugging and profiling (and there is even a set of classes that can provide on-screen feedback during testing.) The mathematical underpinnings required to do leading-edge 3-D graphics processing are also discussed. And Artificial Intelligence (AI) techniques for games are explained. Over 20 techniques for doing work with polygons (a staple of representing 3-D virtual worlds) are laid out too. You will learn a variety of important concepts such as collision detection, working with key frames, better skinning for character animation, and realistic terrain generation (including fractals). A discussion of pixel effects, with some cutting-edge ways to add more realistic lighting and shadows to your games, closes the discussion. With its leading-edge material on algorithms used by the competition, Game Programming Gems will be a virtual must-read for anyone who works in the game industry. With code samples geared to OpenGL that should run on both Windows and Linux, this book will help developers hone their game programming skills. Richard Dragan A First Book of ANSI C: Fundamentals of C Programming
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