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Beginning iPhone Development

Cory Foy writes "When my wife got a Touch several months back, the first thing I wanted to do was build some applications for it. Who wouldn't want to play with a device that has accelerometers, position sensors and multi-touch gestures? But being new to the Mac world, I needed something to help guide me along. Beginning iPhone Development aims to be that guide. But does it live up to the challenge of teaching a newbie Mac and iPhone developer?" Read below for the rest of Cory's review. Beginning iPhone Development: Exploring the iPhone SDK author Dave Mark, Jeff LaMarche pages 536 publisher Apress rating Five $1000 Rubies reviewer Cory Foy ISBN 978-1-4302-1626-1 summary A great introduction to the iPhone SDK and getting into iPhone Development The first thing you'll need to do is head over to the Apple Developers Site and register for an account. You can then download the iPhone API. Note that while the API download and simulator are free — deploying to a real iPhone or iTouch is not, even if it is your own. To do that you have to apply to the iPhone Developer Program which is $99. For the book, you'll be fine with just the simulator with the exception of any accelerometer application, since the simulator doesn't have that feature.

With that out of the way, I was quite impressed with the book. Although I've done quite a bit of development in the past, I haven't worked with Objective-C before, and was a little concerned if I would be in over my head. If you are in that position, don't fear — the authors do a great job of walking you through, and you'll find yourself working with it in no time.

The first chapters introduce you to the basics of the iPhone and development, starting with the canonical "Hello, World" application. The book walks you through how to get and install Xcode and the iPhone API. It then introduces you to Interface Builder, the partner-in-crime to Xcode. Even in the first chapter, the authors show their attention to detail, explaining common issues you might run into (like trying to Build and Run while your iPhone or iTouch is plugged in to your Mac).

Chapter 3 introduces the Model-View-Controller paradigm, a pattern that is probably one of the most misunderstood patterns in UI development. They give you enough information to be familiar with the terms you'll be using, and they very much mean it when they tell you not to worry if you aren't understanding something — they always loop back around to make sure you understand it.

Chapter 4 was a long chapter for me, but introduces some important concepts around user interaction and controls. By the end, you have an interface which has a variety of controls which interact with each other. As with the other chapters, the authors introduce tips and tricks to make things easier (for example, Option->Cmd->Up Arrow to switch from the header to implementation file in Xcode).

Chapter 5 covers autorotation and basic animations, including linking in the Core Graphics Framework. I especially like how the authors gave three different ways of making your app auto-rotation aware, describing the benefits and drawbacks of each. Chapter 6 follows this up by introducing multi-view interfaces, something very necessary as you get into more complex iPhone development.

Chapters 7-9 describe various methods to presenting information to users, including toolbars, table views, hierarchical navigation and hierarchical lists. However, it isn't all drag-n-drop, the authors get into some good (and sometimes deep) conversations about what you are doing. For example, in Chapter 8, they talk about issues with NSDictionary and how to create deep mutable copies.

Chapters 10-13 are the last of the "fundamentals" — application settings, basic data management, custom drawing using Quartz and Open GL, and taking inputs (including gestures and multi-touch). As someone who spends most of his time as far away from graphics libraries as possible, I was quite impressed with the basics that were introduced and what someone like me could get up and running.

Finally we get into the fun. Chapter 14 introduces Core Location, allowing to figure out where in the world you are. The book goes through a discussion about the various ways to get location information, and drawbacks of each. (Helpful tip: no matter which method, if you are polling every second, you'll drain the battery pretty quickly). For the simulator-only users, this is when things start to become tricky. Chapter 14 does work, though you aren't prompted for access to Core Location.

Chapter 15, however, is useless without an actual phone, even though it's perhaps the most fun. In this chapter, the book goes through the accelerometer and all the interesting things you can do with it. There's even a small discussion on the physics (but just enough!). Both apps you create (Shake and Break and the Marble game) are quite fun for someone just starting out with all of this. It's a shame Apple couldn't figure out a way yet to include the accelerometer in the simulator.

Chapter 16 covers using the iPhone camera and Photo Library. It's short, but it shows the power of the simple interfaces Apple provides. In just 9 pages you'll be capturing images right from the iPhone.

The final two chapters I thought were quite fitting — Localization and Follow-Ups. In the localization chapter, the book covers extracting strings out to resource files and using locale to read them in. Having a day job which ships our software in 12 different languages, I know first-hand how difficult localization can be to get right, so I was glad to see this chapter. The final chapter is just a wrap-up of resources you can reach out to for help and information.

All in all I was very surprised and pleased with the book. I've had the fortune of reading many technical books, and few do a great job of walking someone through the basics without making them feel like a dolt. It felt like every time I was stuck or unsure there was a tip, hint or paragraph which explained what was going on.

The main drawback to me is the fee to deploy apps to your own phone. This wasn't something I ran into doing either J2ME or Windows Mobile apps in the past, and it is a shame that to even work on your own phone you have to pay a fee. However, since the fee does give you the ability to submit apps to the App Store, then I guess it's a consolation. I'd rather Apple lock deployments to one iPhone (or iTouch) for the truly casual people who just want to do interesting things on their own phone.

In summary, I give this book five $1000 Rubys for making a clean, concise, easy-to-read and follow introduction to iPhone development. Great job guys!

You can purchase Beginning iPhone Development: Exploring the iPhone SDK from amazon.com. Slashdot welcomes readers' book reviews — to see your own review here, read the book review guidelines, then visit the submission page.

47 of 216 comments (clear)

  1. iTouch what? by Anonymous Coward · · Score: 2, Funny

    What the hell is an iTouch? Sounds like something from a sex store.

    1. Re:iTouch what? by Sledgy · · Score: 2, Funny

      They are a UK based company with a logo that the designer obviously didn't think carefully about... http://www.itouch.co.uk/

      A company I used to work for was acquired by them.

  2. Objective-C, not too bad... by jDeepbeep · · Score: 5, Informative

    If you have a background in both C/C++, and in OOP. Otherwise, I'd suggest getting a little background in those first. I think it's slightly misleading to imply that this book is the best hand-holder in this regards.

    --
    Reply to That ||
    1. Re:Objective-C, not too bad... by cadience · · Score: 2, Informative

      To keep in vein of this thread, here's another book by this same publisher: Learn Objective-C on the Mac http://www.amazon.com/Learn-Objective-ndash-C-Mac/dp/1430218150/ref=pd_bbs_sr_2?ie=UTF8&s=books&qid=1232417589&sr=8-2 It has received relatively good reviews on Amazon.

  3. Code-Signing by Yokaze · · Score: 2, Informative

    > Note that while the API download and simulator are free â" deploying to a real iPhone or iTouch is not, even if it is your own.

    Not necessarily true. There are ways to circument the code-signing.

    --
    "Between strong and weak, between rich and poor [...], it is freedom which oppresses and the law which sets free"
  4. Re:pfft by jDeepbeep · · Score: 2, Funny

    There is nothing sacred about a simple 'Hello World' application.

    I was told by my first C instructor that if we didn't do a Hello, World! application first, we would be thrown to the lowest depths of programming hell. I had no interest in taking such a risk at the time.

    --
    Reply to That ||
  5. API? by mr_da3m0n · · Score: 2, Funny

    You can then download the iPhone API

    I was under the impression that this was called a SDK, and not an API?

    Then again, maybe I am just being Lord Pedantro the Quarrelsome.

  6. First Step by slashkitty · · Score: 5, Informative

    I thought the first step was getting a Mac, then you can get the sdk. It's actually a pretty high barrier to entry for a developer.

    --
    -- these are only opinions and they might not be mine.
    1. Re:First Step by shmlco · · Score: 4, Insightful

      As opposed to developing for Windows Mobile, where one can create applications just by thinking them into existence? Oh wait, I have to buy a PC to do WM development! Bummer.

      --
      Any sect, cult, or religion will legislate its creed into law if it acquires the political power to do so.
    2. Re:First Step by Belial6 · · Score: 5, Insightful

      Given that there is a greater than 90% chance that a person wanting to jump into Windows Mobile development will already have a machine capable of doing the development, and a less than 10% chance that a person wanting to jump into iPhone development will already have a Mac capable of doing the development means that the OP has a very valid point.

    3. Re:First Step by cabjf · · Score: 4, Insightful

      What an apt analogy. How many people buying cars buy them to change anything (or even care what kind of oil is put in them).

      I think the big disconnect between the average open source, linux geek and the general public is that the general public likes treating computers and computer based products as appliances that just work.

      The whole walled garden approach has worked out pretty well for Apple with the iPod and iPhone. If that doesn't fit your needs though, that's fine. Just don't assume that it isn't the best choice for anyone else because of your needs or opinions.

      The difference between what Apple is doing with the iPhone and what the cell companies are doing is that Apple is attempting to provide a user focused UI. Whereas the cell companies are trying to figure out how to charge for as much as possible for anything on their network.

    4. Re:First Step by NilObject · · Score: 2, Insightful

      10% chance?

      Since when were computers randomly distributed among people?

    5. Re:First Step by object88 · · Score: 2, Funny

      His right, indeed. And what to the other 0.009% own, in your estimation?

    6. Re:First Step by lordSaurontheGreat · · Score: 2, Insightful

      It was a five-year exclusivity contract in order to get the phone out the door. Carriers are notorious for refusing to put phones on their network unless there's something in it for them. Remember the Razr craze a few years ago? It's was exclusive to Cingular for the first year and a half or so. Then they started unlocking them, and now you can get them on Verizon and AT&T, etc.

      It's because the cellphone service market is a sad oligopolis. Your carrier doesn't give a damn about the quality of their service as long as they can spam the television with propaganda commercials claiming they're better than the other guy. AT&T has better coverage in Europe, from what I hear.

      Requiring money for an SDK isn't really that big a crime. Microsoft requires a large sum of money for their best SDKs and IDEs. Nintendo demands about $300 or so for an SDK license.

      Requiring a sum of money to gain access to the app store isn't that bad, either. Requiring a cut of the money isn't terribly horrible. What, would you honestly rather buy and maintain your own servers to host that content? What if someone Slashdots your app? What if it gets put in the top ten list? How will you connect your billing to a bank? Do you really want to pay $100 a month for an SSL certificate, or do you want to ignore that and let people transmit their credentials without the advantage of SSL? For only 30% it's a real bargain.

      --
      Consider yourself spoken to.
    7. Re:First Step by supernova_hq · · Score: 2, Interesting

      That's all fine and dandy if you are developing an app with a medium budget and a profit in mind. But what if you just want to make a little app that monitors your cat's position in the living room by duck-taping it to its back?

  7. Danger overated by Dareth · · Score: 2, Funny

    Not doing "Hello World" is no where near as dangerous as using GOTO!

    --

    I only look human.
    My mother is a halfling and my dad is an ogre, so that makes me an Ogreling
    1. Re:Danger overated by supernova_hq · · Score: 2, Funny

      goto helloWorld

  8. Accelerometer by Bogtha · · Score: 4, Informative

    Chapter 15, however, is useless without an actual phone, even though it's perhaps the most fun. In this chapter, the book goes through the accelerometer and all the interesting things you can do with it. There's even a small discussion on the physics (but just enough!). Both apps you create (Shake and Break and the Marble game) are quite fun for someone just starting out with all of this. It's a shame Apple couldn't figure out a way yet to include the accelerometer in the simulator.

    It's possible to link up an iPhone's accelerometer to the simulator, and it's also possible to link up the accelerometer in a MacBook to the simulator as well. More details here. Honestly, though, it's probably easier to just jailbreak your iPhone.

    --
    Bogtha Bogtha Bogtha
  9. Interface Builder by fragbait · · Score: 5, Interesting

    The biggest problem I've had so far is Interface Builder. It isn't the most intuitive piece of software. Dragging and dropping to connect button actions to methods between two pieces of software (XCode and Interface Builder) that don't actively sync with one another, at least not as I've yet to find.

    I already had the C/C++ and GUI/fat client app building experience from 10 years back.

    +fragbait

    1. Re:Interface Builder by Anonymous Coward · · Score: 2, Informative

      Last time I used XCode/Interface builder, a method added in XCode would show up in IB as soon as you saved the .h file that declared it.

    2. Re:Interface Builder by am+2k · · Score: 3, Informative

      Dragging and dropping to connect button actions to methods between two pieces of software (XCode and Interface Builder) that don't actively sync with one another

      Your experience is a bit outdated. Starting in Leopard, they do sync actively.

  10. Re:The C Programming Disease by SwedishPenguin · · Score: 4, Informative

    1. The language discussed is Objective C, not C.
    2. If no one programs in languages like C, you can say goodbye to modern computing. There's no way you're going to program an operating system in Python.

  11. iTouch by linuxci · · Score: 4, Insightful

    iTouch is the name of a UK company that provides mobile content. They were around a long time before the iPod touch but lost top spot in Google to Apple despite the fact they don't make a product of that name.

  12. Re:A hundred bucks? by Ephemeriis · · Score: 3, Informative

    If you have to pay a corporation a single dollar for the permission to program, you are doing it wrong. How does Apple get a free pass for this kind of shit?

    Note that while the API download and simulator are free â" deploying to a real iPhone or iTouch is not, even if it is your own. To do that you have to apply to the iPhone Developer Program which is $99.

    You don't have to pay a single cent to program. You have to register... But the SDK is completely free. Anyone can download it.

    What you do have to pay for is distributing your software to live hardware. Apple uses code signing much like you see on consoles like the Xbox and PlayStation. If you aren't worried about distributing to other people you can always just jailbreak your device... Then you don't even have to pay for the code signing.

    --
    "Work is the curse of the drinking classes." -Oscar Wilde
  13. iPhone SDK training by Presto+Vivace · · Score: 2, Informative

    There is a company in Reston VA that trains iPhone developers http://www.aboutobjects.com/iPhone-SDK-Course.do

  14. Picked this up three days ago. by guytoronto · · Score: 2, Informative

    Very coincidentally, I picked up this book last Friday. Downloaded the SDK, and did the first chapter (dead easy). Beyond that, the book does recommend at least a passing knowledge of Objective-C. Fortunately, I have a "Learning Objective-C" book for noobs (which I am when it comes to anything C).

  15. Re:stop stop stop by Anpheus · · Score: 4, Funny

    Dear Apple Legal,

    We don't care.

    Signed,
    Your Consumers

  16. Re:why?? by DurendalMac · · Score: 2, Informative

    It might have something to do with the iPhone market being insanely lucrative if you play your cards right. Just a hunch. J2ME doesn't run on the iPhone.

    I'm wondering if this is just a few ACs trolling the hell out of the place.

  17. Re:The actual programming is easy by larry+bagina · · Score: 2, Informative

    Only if you can get your app finished in under 1 hour, 46 minutes. That's how long it took when I signed up for the developer program 5 months ago.

    --
    Do you even lift?

    These aren't the 'roids you're looking for.

  18. Re:The C Programming Disease by IamTheRealMike · · Score: 4, Interesting

    Unfortunately Objective-C is designed such that it combines the worst parts of C with the worst parts of dynamic languages, so your point doesn't really hold. Method dispatch is all dynamic, and in the best case seems to be twice as slow as a C++ vcall. But it only gets that speed by building runtime dispatch caches, ie, trading off memory against CPU. On phones memory is also very limited.

    It really is an amazingly stupid language. I am not surprised no-one except Apple uses it. This is the language that thinks it's a good idea to redefine boolean to be YES and NO.

    That sort of weird syntax quirk is not a big deal though, it's just a time-waster. The real problems start when you realize that calling a method on a NULL object doesn't crash. Instead it returns zero, another NULL or if the method returns a struct, garbage. So what would be a clean kill with a nice stack trace in any sane language in Objective-C turns into silent propagation through your code of NULL pointers and zeros, until you save state and blow away the users data.

    On the iPhone there's no garbage collection. Yes it's back to the days of ref counting, whoopie-doo. The best they have to offer is a kludge called an "auto release pool", which basically just scopes lifetime to the current GUI event. Pretty useless for anything that lasts longer than a button push. It also massively complicates exception handling due to the rules around how auto-release pools stack (yes really).

    Then there's the lack of features. No namespaces. No abstract classes. No stack allocation thus no RAII. No operator overloading. No generics, really no type safety at all (calling a non-existant method is a warning not an error). Your code is trivial to decompile. And of course the only really supported development environment is a Mac.

    Java might be a stupid language to use on a phone as well, but seriously, I'll take that kind of stupid any day over Objective-C.

  19. Re:iTouch? by Facegarden · · Score: 2, Insightful

    Erm... I call it an iTouch. It's a good name (if it wasn't already in use I'm sure apple would have used it). I and my friends have no use for the services of the company called iTouch, so we aren't going to get confused for any reason. I know iTouch is technically incorrect, but contrary to the AC that posted before me in response to this, I'm not a "moron", i just like the name iTouch better, and everyone still knows what I'm talking about.
    -Taylor

    --
    Worldwide Military budgets: $2100 billion. Worldwide Space Exploration budgets: $38 billion. Really, world? Really?
  20. Re:Apple Legal's Reply by Capmaster · · Score: 5, Funny

    iTouche.

  21. Fairly bizarre by spaceyhackerlady · · Score: 4, Informative

    Interface Builder is fairly bizarre, but it starts to make sense after a while. It does. Really.

    My primary reference for iPhone development has been Erica Sadun's book, but I may pick this one up too.

    BTW: people may bitch about code signing, but Apple gave me my signature when I asked for it. This is minor compared with what was necessary when my employers wanted to do Brew development. I considered going the jailbreak route, but ended up not doing so.

    ...laura

  22. First barrier by Artifex33 · · Score: 2, Insightful

    I have an iPhone 3g myself, and a few weeks of use got me excited enough about app development to feel truly let down when I discovered I'd have to buy a mac to develop on. Actually pricing one out that I could use for high-end photoshop work in addition to iPhone development was a sobering experience. Add that to the learning curve associated with migrating to OSX from WinXP, and I'm back to Flash development on my PC.

  23. Reinvigorated by TellarHK · · Score: 3, Interesting

    I have to say that this book, which I picked up last week, has really given me a kick in the pants as far as getting back into programming. I haven't hardly done a damn thing since college in '02, and since I went to a pretty craptastic school that doesn't mean much.

    MS Visual C++ really made programming a slog, compared to the IDE that Apple came up with for XCode. I'm just a couple chapters into the book now, but all in all I'm really enjoying the process of programming again for the first time since GW-BASIC. I can understand why a lot of people here (especially here) complain about having to buy a Mac, having to use XCode, having to do things Apple's way but for something like the iPhone and iPod Touch development I can't imagine a better route.

    This is for the most part a very good book, at least for my rusty brain, but it definitely needs some kind of Objective-C accompaniment if you're not familiar with the language and want to do more than just follow instructions. Well worth the money.

    And again, to those people complaining about XCode and doing things Apple's way, dig around the ADC site and you'll see that Apple's learned a hell of a lot since the days when CodeWarrior was the only hope for a Mac developer's sanity.

    1. Re:Reinvigorated by Zero+Zero · · Score: 2, Interesting

      This is for the most part a very good book, at least for my rusty brain, but it definitely needs some kind of Objective-C accompaniment if you're not familiar with the language and want to do more than just follow instructions.

      The co-author recommends Learn Objective-C on the Mac as just such an accompaniment.

  24. Re:Who Wouldn't Want To Devote Their Efforts? by EvilIntelligence · · Score: 3, Insightful
    Your rant runs out of steam very quickly:

    * Going out and buying an overpriced Mac that is useless for anything other than running the Apple devtools

    You can build a cheap Intel box out of spare parts and run a hacked copy of Mac OS X on it.

    * Having to waste time hooking up monitor and keyboard switches to your work environment just for the Mac hardware

    See my comment above.

    * Wasting time learning Objective C that no other company uses except Apple

    If someone's only goal is to write for Apple, and that's the world they live in, then that is a viable option to them. If its not for you, go about your life and leave them alone. They will live or die with their platform of choice.

    * Having your application be at the total whim of Apple who could at any moment or for any reason decide to reject your app or pull your app from the Apple store

    This comes down to a business decision. If you are a company (even if you're just an individual developer), you have to realize that the App Store is a distribution channel, and Apple is your distribution partner. You have to play well together. Bear in mind that they are not the only smart phone around, and the agreement is non-exclusive. There is nothing stopping you from offering your same app to other distribution channels.

    Android will have rapidly taken over most of the existing Windows Mobile range of devices just looking at the public release list of Android based phones for 2009. And Palm's Pre is now the gold standard for high end phones.

    This is pure speculation. If I was an investor, I would not dump my life savings into Android, or any single product platform.

    Apple got lucky with Microsoft completely botching their phone efforts and arriving at a time before Android and Palm's efforts.

    This issue is moot. Microsoft completely botches everything they do other than contract other companies to build video games for X-Box.

    The iPhone is nothing more than an irrelevant and overpriced niche product.

    I disagree completely. The "smart phone" movement was dead before the iPhone, because companies were complacent to put out products that people were willing to tolerate. Once iPhone came out, all the big players kicked their game into high gear. You think we would see the Palm Pre or the Blackberry Storm this year if it wasn't for iPhone? Like it or not, iPhone raised the standard for what a smart phone should be, and now everybody is going to look like they are chasing them.

    Even more so now that Jobs is out of the picture and Apple can no longer leverage the Cult of Jobs in the media for massive hype, promotion, and marketing for their products.

    There is some truth to that. But now this will be the test for Apple. Can they sell products based on their own merits? Or do they need that messiah? Time will tell.

  25. Re:The C Programming Disease by pfoorion · · Score: 2, Insightful

    Not crashing when calling something on a NULL object is not necessarily a bad thing. You should read: Enhancing Server Availability and Security Through Failure-Oblivious Computing You can also use TRUE/FALSE and 1/0 for boolean values, too. Dropping stack allocation for objects is, IMHO, a good thing. The fact that C++ has to truncate an object when you pass a subclass to a method that expects the superclass via the stack, but does not when you pass a pointer to it. Not what most people would expect and would break dynamic dispatch.

  26. Re:The C Programming Disease by cruachan · · Score: 3, Informative

    Personally I find Objective C really rather neat. Of course it undoubtably helps that I grew up with C and can hack it upside down and backwards. I never really used C++ to anything like the same degree (having moved on to other things) and so when I started playing around with the iPhone recently this was my first taste of Objective C.

    It's syntax really is weird I agree, but once you get past that - and it's no worse than many other languages - it's just hunky dory. Certainly the freedom of not having C++'s bondage style language features and ridiculous complexity really is rather refreshing. And no gabage-collection - well if you're just coding something the size of an iPhone app and you can't handle your own garbage then really you should go stick to visual basic in a nice safe environment.

  27. Re:The C Programming Disease by iluvcapra · · Score: 3, Informative

    It does, but I think the OP point was that "nil" effectively implements all methods and returns 0, nil, or 0XDEADBEEF1374, like a bottom class without the semantic consistency of languages with true bottom types.

    --
    Don't blame me, I voted for Baltar.
  28. Objective-C: dynamic language with access to C by EMB+Numbers · · Score: 3, Informative

    There are many resources available for iPhone/Cocoa programmers. The earliest versions of Cocoa shipped commercially in 1988, and the most used features and patterns haven't changed much. Here is a good place to start: http://www.cocoadev.com/index.pl?CocoaPrerequisites

    Why does Objective-C use BOOl and YES,NO instead of bool and true/false? One reason is that Objective-C predates the addition of the bool type to standard C by 11 years.

    If you don't like dynamic languages, you won't like Objective-C. Bruce Eckel makes an interesting argument for dynamic languages at http://www.mindview.net/WebLog/log-0025.

    I think the ability to seamlessly use and intermix the world of C and C++ software with Objective-C outweighs and criticism that Objective-C includes C.

    You must keep an open mind - There are an infinite number of different ways to solve every programming problem. Many programming languages and reusable software libraries use different approaches to solve common problems. There is a good chance that Objective-C and Cocoa use a substantially different approach from other languages and frameworks you may have used. That doesn't make either approach better or worse automatically. Every commercial software development technology has advantages in at least some cases or the technology would not exist. Cocoa is renowned for enabling very high programmer productivity without constraining the set of problems that can be solved, but programmer's opinions will always vary and software development environments are subject to aesthetic judgments irrespective of abstract technical merit. Many programmers are enthralled by Objective-C and Cocoa. You might be enthralled too. Or, you may never like Objective-C and Cocoa from an aesthetic standpoint, and there isn't really anything anyone can do to change that without affecting the aesthetics for others.

    1. Re:Objective-C: dynamic language with access to C by samkass · · Score: 2, Interesting

      Actually, I agree with the original poster on many points, and it's more than aesthetics. While I love Interface Builder, Objective-C development is like pulling teeth. Things don't fail fast, the compiler catches way fewer bugs up-front, and it's a much harder language to introspect and offer lint-like analysis on than many modern languages. To someone who develops in Java all day, Objective-C is like having teeth pulled. I put up with it because I really like the iPhone, but Apple would be doing way better with developers (outside a small core of enthusiasts) if they'd ditched Objective-C when NeXTstep became MacOS X.

      --
      E pluribus unum
  29. Re:iPhone development. by Bonobo_Unknown · · Score: 2, Funny

    Is that a promise?

    --
    We don't believe in radical loony monotheistic religions from the middle east -- we're Christians.
  30. Re:The C Programming Disease by IamTheRealMike · · Score: 2, Informative

    C++ only does that if you are trying to pass classes by value, which is almost always a bad idea. I agree it's unintuitive but then a lot of C++ is, you don't lose anything if you simply never pass subclasses by value. If you use references the whole problem disappears.

  31. Re:Who Wouldn't Want To Devote Their Efforts? by jeremyp · · Score: 2, Insightful

    What could possibly be a better use of a engineer's efforts than: * Going out and buying an overpriced Mac that is useless for anything other than running the Apple devtools

    Actually, you can do all sorts of things with a Mac - it's a general purpose computer.

    * Wasting time learning Objective C that no other company uses except Apple

    It's not a waste of time if you can make some money out of the apps you write with it.

    * Having your application be at the total whim of Apple who could at any moment or for any reason decide to reject your app or pull your app from the Apple store

    According to Apple there are 15,000 apps in the Appstore at the moment. So it's obviously not that hard to get your application accepted, particularly when you look at the quality of some of them.

    The bottom line for a developer thinking about investing in the tools necessary to do iPhone development is whether they can make money out of it. From that perspective, as long as the iPhone (and iPod Touch) have significant market share, there will be people willing to put the investment in to develop apps for them. I don't see that market share disappearing any time soon. Out there in the real world people like shiny devices, they don't care about the technical merits of the underlying operating system. They don't care about the restrictions the Apple Appstore places on developers, they just download hundreds of apps because it is so easy to do.

    --
    All I want is a secure system where it's easy to do anything I want. Is that too much to ask ~~ Randall Munroe
  32. Re:The C Programming Disease by Moondevil · · Score: 2, Insightful

    Why should I say goodbye to modern computing?

    As an example, there are OS implemented in Modula-3 and Ada. They are quite fast, and the languages are not "like C", though they do the job and there aren't buffer overflows to worry about.

    Maybe getting rid of C is what we need to finally embrace modern computing?

  33. iPhone dev works on our G4 by vatavian · · Score: 2, Informative

    The SDK *says* it requires an Intel Mac, but my wife found instructions on the net and just last night we compiled and ran from XCode on her G4 to her iPhone.
    She had been excited that we had an excuse to upgrade from her G4, but it turns out iPhone development doesn't require us to upgrade.