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.
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.
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 ||
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.
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
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. 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.
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.
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
Dear Apple Legal,
We don't care.
Signed,
Your Consumers
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.
iTouche.
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
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.
My own pointless vanity vintage computing page
* 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.
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.
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.
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.