Showing posts with label ipad. Show all posts
Showing posts with label ipad. Show all posts

HELP My boss wants an iPhone App (The App Outsourcing Guide for iPhone & iPad) Review

HELP My boss wants an iPhone App (The App Outsourcing Guide for iPhone and iPad)
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Great book. I've read many books about mobile marketing and apps development and this one is by far the best. It's full of useful information, sound advice and great links.

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- Great idea for an iPhone App but no idea where to start?- Boss bugging you to join the iPhone / iPad app trend?- Want to create your own app without writing any code?More than just a book, the App Outsourcing Guide for iPhone & iPad is a complete course, step-by-step guide and reference tool for you to turn your (or your company's) app idea into reality with the minimum of effort and fuss.Firstly, read through five information packed (but jargon-free) chapters that will take you through every step of the iPhone / iPad app creation process, including:- The Concept: How to approach your iPhone or iPad app and get it right the first time.- The Supplier: How to outsource, find a great developer and still save money, plus alternative ways you can make an app yourself.- The Project: Simple techniques to follow to get your app through development in less time and with less stress.- The Push: Don't just launch it, push it! Over 50 marketing tips to get your iPhone or iPad app noticed.- The Launch: Make the most of your App Store listing and get ahead of your competition.Then, get the project off to a great start with hand-picked resources and links that will get things moving from the:- BONUS chapter: featuring links to time-saving resources plus document templates you can copy for your own iPhone or iPad app project!Finally, access additional bonus material online to help you every step of the way, including:- Access to an exclusive online area of the companion website, app-outsourcing-guide.com, with resources to make your iPhone or iPad app project even easier.Why buy the App Outsourcing Guide?- Remove any confusion you may have about creating an iPhone or iPad app. Hundreds of hours experience of successful mobile app projects packed into 148 pages (over 50,000 words) that's hundreds of hours of learning and experimentation you won't have to repeat! Like hiring your own app consultant, for a fraction of the price.- Shows you how to go from initial iPhone or iPad app idea through development to the App Store without writing a single line of code. No technical jargon but still covering everything you need to know to become an instant iPhone / iPad App expert.Please note, the App Outsourcing Guide is an independent publication and has not been authorized, sponsored, or otherwise approved by Apple Inc. iPhone, iPad and App Store are trademarks of Apple Inc.

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Sams Teach Yourself iPad Application Development in 24 Hours (Sams Teach Yourself -- Hours) Review

Sams Teach Yourself iPad Application Development in 24 Hours (Sams Teach Yourself -- Hours)
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This is an adequate book for an experienced programmer wanting an easy introduction to developing IOS apps. However, its content was already somewhat out of date when it was published in August, and is about to be seriously out of date within a matter of days when Apple introduces not just IOS 4.2 on the iPad, but XCode 4 on the Mac. The book covers XCode 3.2 and iPhone OS (now known as IOS) 3.2.
When I first received my review copy, I noticed that it was extremely similar to a similar SAMS book, Sams Teach Yourself iPhone Application Development in 24 Hours (2nd Edition) (Sams Teach Yourself -- Hours) by the same author along with a coauthor, Sean Johnson.Many chapters are copied nearly word for word. A lot of the flaws that I saw in that earlier book persist. The downloadable sample files are dated February 2010, before the iPad was even released ... and yet this book was not available until August 2010. A lot happened in the iPad world in those 6 months, and none of it is in this book, yet it is in books by other publishers who got their manuscripts to market faster.
Most examples from the earlier iPhone book are not truly redesigned to take advantage of the large iPad display, as is recommended by Apple to developers porting iPhone apps to the iPad. instead, the content is just spread out over the larger surface. The focus here is on development and not interface design / user experience, so I can only criticize the examples so much ... however, at least one truly designed-for-iPad sample would have made sense for this updated and repurposed book.
The Sams "24 hour" book series format can be seen as both a plus and a minus for a book such as this. The plus is that each "hour" is a digestible amount of content, possibly with exercises. The minus is that 24 such lessons is not quite enough to cover everything ... but it would be hard to have 28 chapters in a book that requires that there only be 24.
The book sets an impossible goal in the introduction: "No previous experience with Objective-C, Cocoa, or the Apple developer tools is required." But, prior programming knowledge is required as is reading various Apple documents or other books on Objective-C and more.
Page 7 of this August 2010 book says that "The specs of the [iPad's] processor will eventually become clearer, but are still mostly guesswork at the time of this writing." We cannot fault the author for completing his manuscript very early in 2010. We can, however, fault the publisher for not getting the book out the door until August when this sentence, and many others, just look silly.
Hour 1 leads the reader through joining the free Apple Developer program, but does not clarify the value and limitations of the iPad / iPhone simulator that is part of the developer tools. It very nearly pushes the reader into joining the $99 program which allows for testing developed apps directly on a connected iPad, describing provisioning and more. Much of the chapter assumes that the user has indeed joined the paid program, giving various steps that are inappropriate until an application has actually been developed. Instead, in my opinion, the reader should not be encouraged to part with $99 (and start the 12 month clock ticking) until he or she has actually developed something that it makes sense to run on a real iPad and not the simulator. Some readers may have plenty of fun just with the simulator and others may decide that iPad app development just isn't for them.
Hour 3 on Object-Oriented Programming and Objective-C claims that object-oriented programming is distinct from imperative programming, rather than a type of imperative programming. Then, he presents half a page in total in answer to the heading "What is Objective-C?" followed by "Now that you have an idea of what OOP and Objective-C are, let's take a look..."
In general, there are lots of typos, concepts presented before they are needed, and, in my opinion, lack of clarity on some of the concepts presented. For me, the writing style grates. Still, anyone with some programming background but new to IOS will benefit by more than the small purchase price. But, the similar book Beginning iOS 4 Application Development appears to be better organized, written and illustrated and is a bit more current and deep. No book at this writing yet addresses the big changes of IOS 4.2 on the iPad which arrives this month, or the nice improvements in development workflow in XCode 4 which also arrives soon. Both of these technologies have been available to developers for several months now; updated books should not be far behind. But, if you want to get started today, this or the other book mentioned above will get you off the ground.

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The clear, easy-to-understand tutorial for developers who want to write software for today's hottest new device: Apple's iPad! Figures and code appear as they do in XcodeCovers iOS 3.2 and upIn just 24 sessions of one hour or less, learn how to build powerful applications for today's hottest tablet device: the iPad! Using this book's straightforward, step-by-step approach, you'll master every skill and technology you need, from setting up your Xcode development environment to utilizing the full iPad screen real estate for touchable interfaces, integrating maps and media, to improving the reliability and performance of your software. Each lesson builds on what you've already learned, giving you a rock-solid foundation for real-world success!Step-by-step instructions carefully walk you through the most common iPad development tasks.Quizzes and Exercises at the end of each chapter help you test your knowledge.By the Way notes present interesting information related to the discussion. Did You Know? tips offer advice or show you easier ways to perform tasks. Watch Out! cautions alert you to possible problems and give you advice on how to avoid them.Printed in full color• Learn the features of the Xcode development suite• Prepare your system and iPad for efficient development• Get started fast with Apple's Objective-C and Cocoa Touch• Understand the Model-View-Controller (MVC) development paradigm• Implement advanced application interfaces with interactive widgets and web-connected interfaces• Enhance the user experience with popovers and other iPad-only UI features• Build interfaces that adjust to the iPad's orientation• Read and write data, and navigate it with table views• Implement media playback and recording capabilities • Integrate your software with the iPad's email, photos, iPod, and address book applications• Create map and location-based services• Sense motion with the iPad accelerometer input• Discover the tools for building universal iPad/iPhone/iPod touch applications• Distribute your applications through the App Store

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Sams Teach Yourself iPhone Application Development in 24 Hours (2nd Edition) (Sams Teach Yourself -- Hours) Review

Sams Teach Yourself iPhone Application Development in 24 Hours (2nd Edition) (Sams Teach Yourself -- Hours)
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This book inspired me to write my first-ever review on Amazon (after being a customer since virtually day one). The reason I was so "inspired" is that this book has some real problems. If you are not a reasonably accomplished programmer in other languages/platforms, stay clear. Typos, omissions and flat-out wrong code abound. I downloaded the errata and that doesn't even cover it all. My book is full of notes. Chapter 16 seems to be particularly bad. For example, they have you enter:
newCard.question = thisQuestion;
When the correct code is:
[newCard setValue:thisQuestion forKey:@"question"];
The other problem I have with it is that the authors (particularly whoever wrote the first 14 to 15 chapters make horrible variable and object naming choices. Sometimes the only difference between the type and the instance is a difference in capitalization:
int Int;
Not an actual example (don't care to go through the book to find a real one) but they are all over the place.
An extension of this is when they use similar names for different things and get them confused. For example: "wrongCount" and "wrongCounter".
They also call out for editing the wrong files at times and even confuse prior chapters' projects with current projects. Probably a cut-and-paste thing while writing.
There's a real difference in style between the two authors. Starting around chapter 14/15 the tone and approach changes. The second author tells you to "right click" all the time...when Macs don't have but one mouse button. Lucky for me the first thing I do to a Mac is throw away the useless mouse and replace it with a Logitech trackball...so, in my case, right-clicking works just fine.
I am just getting past chapter 16 and I will finish the book but it made me so angry for wasting so much of my time that I had to post a review.
Should you buy it? I don't know. If you are an accomplished programmer you might look at the above problems as an opportunity to learn more because of having to debug the code and figure out where they screwed-up. That's how I am taking it. I don't like it because I wanted to push through this book quickly and move on to more advanced books, but you play the cards you are dealt. Happy debugging!

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Sams Teach Yourself iPhone® Application DevelopmentSecond EditionJohn RayFigures and code appear as they do in XcodeCovers iOS 4.0 and up, and iPhone 4Additional files and updates available onlineIn just 24 sessions of one hour or less, learn how to build powerful applications for today's hottest mobile device: the iPhone! Using this book's straightforward, step-by-step approach, you'll master every skill and technology you need, from setting up your iPhone development environment to building great user interfaces, sensing motion to writing multitasking applications. Each lesson builds on what you've already learned, giving you a rock-solid foundation for real-world success!Step-by-step instructions carefully walk you through the most common iOS development tasks.Quizzes and Exercises at the end of each chapter help you test your knowledge. By the Way notes present interesting information related to the discussion. Did You Know? tips offer advice or show you easier ways to perform tasks. Watch Out! cautions alert you to possible problems and give you advice on how to avoid them.Printed in full color—figures and code appear as they do in Xcode Covers iOS 4.0 and up Learn the features of Xcode 3.2 and Interface Builder Prepare your system and iPhone for efficient development Get started quickly with Apple's Objective-C and Cocoa Touch Understand the Model-View-Controller (MVC) development paradigm Design highly usable applications with interactive widgets and web-connected interfaces Use Table views to navigate structured data Build rotatable and resizable user interfaces Read and write data and create System Setting plug-ins Use the iPhone's media playback and recording capabilities Create map and location-based (GPS) services Sense motion and orientation with the iPhone's accelerometer and the iPhone 4 gyroscope Create universal applications that run on the iPhone and iPad Write background-aware multitasking applications Distribute your applications through the App Storehttp://teachyourselfiphone.com

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iPad in the Enterprise: Developing and Deploying Business Applications Review

iPad in the Enterprise: Developing and Deploying Business Applications
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Given the inroads that the iPad is making in the Enterprise, the book is very timely and the content serves as a good commentary on many aspects related to the adoption of the iPad for Enterprise use.
-The book is organized into five parts: Strategy, Architecture, Design, Development and Deployment. This organization works very well to cover the content of this book.
-iPad in the Enterprise is written with a broad set of enterprise readers in mind - IT and non IT executives, architects as well as developers. Different parts are focused on different types of readers and as such each part is fully contained and can be read on its own.
-The enterprise focus is maintained well throughout the book, except for a couple of areas where the treatment of the content does not quite do justice to the enterprise focus.
I provide a detailed book review here on my blog on PROPELICS


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Discover how to plan, design, develop, and deploy iPad apps for the enterpriseHaving taken the enterprise by storm, iPads are now in the handsof workers in virtually every level of companies in almost every industry, andusers are beginning to demand line-of-business applications to help them bemore productive and efficient from wherever they are. From businessintelligence and executive dashboards to customer relationship management andorder capture solutions, the iPad has incredible potential to leverage existinginvestments in information systems and enterprise applications. Even manypaper-driven processes today, from sales presentations to survey data capture,can be dramatically enhanced through the introduction of the iPad.This book is a guide for how business and IT must collaborate todevelop a mobile strategy to properly take advantage of this transformativetechnology. Readers will also learn about the high-level software architecturaloptions, the importance of design and user experience, application developmenttools and techniques, and best practices for deploying and managing iPads inthe enterprise.iPad in the Enterprise gets you started immediately planning, designing, developing, deploying, and managing iPad apps specifically for the enterprise.

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Designing for the iPad: Building Applications that Sell Review

Designing for the iPad: Building Applications that Sell
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Designing for the iPad had me excited. As a graphic designer myself, I have sketched a few plans for a product I would like to release on the iPad. Chris Stevens has a listed some topics to consider when approaching your first design. Unlike the books that are directing me through Xcode, Cocoa, and the hurdles of programming, Designing for the iPad is the book to refer to for the litmus test just before you take your app to it's final spot: the App Store. The book did bring up an interesting fact in marketing and reviews and I believe once I am finally ready to put my app to the store, I may be more prepared on that front than had I passed this book by.
Having read through Designing for the iPad, I am now less excited. Not specifically about designing for the iPad but the book itself could have been boiled down to a few to do lists with pictures. Particularly useful include the modeling of iPad ergonometrics, especially the shots of what might be blocked while trying to use touch points, explaining why the iPad is not a large iPod Touch, the key features of the iPad, the importance of self-marketing your new app to get attention, and highlighting the features of currently successful apps.
What was not useful: half page memos of key concepts, pages after pages of color screen shots of apps that did not actually tie into anything on the previous pages of discussion, navigating designing apps for clients, and finally behind the scenes of the author's main app, Alice In Wonderland. I appreciated the material to some extent, I just did not find it necessary to help in the overall design quest.
If you have never marketed anything to any audience, this book is a must. If you have significant experience in the design industry (ex: a design degree, been a designer for over 5 years, been a marketing director, etc.), you can pass this book up and thumb through it at the library for the information you need.

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Get in the game of developing successful apps for the iPad
Designing for the iPad presents unique challenges for developers and requires an entirely different mindset of elements to consider when creating apps. Written by a highly successful iPad software developer, this book teaches you how to think about the creation process differently when designing iPad apps and escorts you through the process of building applications that have the best chance for success. You'll learn how to take advantage of the iPad's exciting new features and tackle an array of new design challenges so that you can make your app look spectacular, work intuitively, and sell, sell, sell!
Bestselling iPad app developer Chris Stevens shares insight and tips for creating a unique and sellable iPad app
Walks you through sketching out an app, refining ideas, prototyping designs, organizing a collaborative project, and more
Highlights new code frameworks and discusses interface design choices
Offers insider advice on using the latest coding options to make your app a surefire success
Details iPad design philosophies, the difference between industrial and retail apps, and ways to design for multiple screen orientations

Designing for the iPad escorts you through the steps of developing apps for the iPad, from pencil sketch all the way through to the iPad App Store. From the Author: The Top Three Reasons Why iPad Apps Fail, and How You Can Succeed
The App Wasn't Really Designed for Fingers This is the number one reason why an iPad app will be laid out on the mortuary table. The iPad is operated by fingers, and human fingers are nothing like a mouse and pointer. If you want to ship half-a-million iPad apps, like Alice for the iPad, you must not design your touch interfaces like you design mouse interfaces. Don't be a Photoshop jockey, get out there and physically test your app designs on the iPad hardware from the point you make your very first pencil sketch. Touch-screens have almost nothing in common with the desktop computer paradigm, but you wouldn't know it judging by some of the monstrosities on the app store. The mouse and pointer interface that most of us grew up with is a system of 'indirect manipulation" -- this means that the user's hand operates a mouse, which then moves a pointer, which then presses a button, or moves a window etc. However, the iPad uses a system of direct manipulation -- your hand directly touches the object it's interacting with. This small shift in interaction from indirect to direct-manipulation raises all kinds of issues for the designer. Now that objects can be manipulated directly, user's hands can obscure parts of the scene. There is also the need for target areas with greater tolerance because the human finger is a podgy sausage of flesh, not a pixel-specific arrow. While the mouse pointer is pixel-specific, the human finger is amorphous. But this is not to say that the finger is any less powerful. In fact, with good interface design, the finger can be made infinitely more versatile than any mouse pointer. Sadly, many iPad designers have made the mistake of assuming that their knowledge of desktop computer user-interface design will apply to creating iPad apps. If you do this, you'll end up making apps that aren't really designed for touch. You can avoid the problem by testing and retesting your designs on actual iPad devices.
It Offers Too Many Options Don't offer choices to your users; make decisions for them. There is a popular capitalist mythology that assumes that the more choices you offer a customer, the more they will enjoy their experience. This might be true when you pick toppings in an ice cream parlour, but in the world of iPad apps, too much choice will kill you. Psychologists have found that the more options you present a consumer with, the more time it takes them to make a decision. But you won't just slow down your users by offering lots of settings and choices, you'll create a state of doubt in their mind. For every option that is available, you sow in their minds the unsettling possibility that an alternative option was potentially a better choice. Settings and choices are also often an excuse for bad design. If you are tempted to provide an iPad user with an option, consider picking the best choice for them instead and removing the option. The iPad is no place for nested menus or multiple settings -- not only is screen real-estate limited, but you're probably packing too much functionality into your app if you need lots of buttons and settings.
It's Hard to Explain If you can't explain your app idea less than ten words, then forget it, you've already lost. In the trench warfare of the app store only the clear and concise survive. The best iPad apps tend to do one task and do it well. If a customer cannot grasp the purpose of your app almost instantly, then it will spiral down the drain of the App Store, never to be seen again. Make it dangerously obvious what your app does, and shout about it. Before you write a single line of code or make a single sketch, have a long hard think about whether anyone will understand what it is you're selling. You might have the greatest idea in the world on paper, but if the story of your app is not clear and compelling, nobody will share it and nobody will buy your app. Avoid this by discarding ideas that require a complex story to explain. Don't sell features, sell the story of the features: how will people actually use your app? When Apple launched Facetime, they didn't ramble on about the resolution of the video or the specifications of the VOIP technology behind it, they focused purely on family members calling each other and sharing news in a heartwarming fiesta of emotion. People in real situations make strong, easy-to-explain stories but spec sheets are meaningless to the majority of consumers. To win the iPad goldrush, you need to explain the emotional story to the majority of customers, don't try and sell the technical story to spec sheet fetishists -- they're a tiny market. The paradox is that to make an iPad app simple is actually very hard, but you can do it!


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iPhone and iPad Apps for Absolute Beginners Review

iPhone and iPad Apps for Absolute Beginners
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First, to all the people giving low ratings because of a few typos - Get Over It! Any first printing of a technical book like this will have them, especially when things like the OS, SDK and dev tools are updated all the time. You have to judge the book on it's content, not a few mistakes in printing.
As for the book, this is EXACTLY what I needed. I've never programmed anything before in my life, but like everyone else I want to learn iPhone programming & make a million dollars. :P
I started with a few other "beginning iPhone programming" books and every one of them was way too out of my league. Inevitably the first chapter would say "You need to know Objective-C first...". So I'd grab a book on Objective-C for beginners and that would be over my head & the first chapter of those would say "You need to know C first..." So I'd grab a book on C for beginners. The one thing all of these books had in common was THEY DIDN'T EXPLAIN WHY THINGS WORK. So after reading a couple books on C, a couple on Objective-C, I was still completely lost when I started on the iPhone books.
Then I found this book. It is really the start I needed. Things are explained quite well and I was finally able to actually understand what I was doing, not just memorizing code. When learning something this foreign, it is much more helpful to have it explained thus; "This piece of code controls... and make the program do this..." or "This bit of code makes... happen because...". Analogies are used in a terrific way so you can understand the mechanics behind it all.
To use an analogy, if you never worked on a car engine,it would be far more helpful if someone explained what a spark-plug does than just telling you you need to have them. That is the kind of teaching Dr. Lewis provides in this book. I can't praise it and thank him enough for writing it & can't wait for more from him.
As for the typos (and there are really only a few), I actually benefited because it gave me a bit of a crash course in debugging and figuring out how things should really work. If you get confused or lost because of them, don't fret it, just come to the forum for this book and one of us will be happy to help out. [...]
If you are like me, "An Absolute Beginner", then you'll be hard pressed to find a better book to get you started. Trust me, I wasted many months trying.

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There have been over 1 billion downloads on the App Store so far, and by the end of 2009 there will be 45,000,000 iPhones in use. Clearly, this is not a market purely for a few expert programmers. That's like having millions of hungry people, and only letting a couple hundred Michelin-starred chefs prepare the food for them - what's there is nice, but it's nowhere near enough. The aim of this book is to open the floodgates and let anybody get cooking.iPhone is incredibly hot, and everybody wants to get their own apps up on the App Store and start making their millions. This book empowers readers to do just that. It also leads directly on to our iPhone development line for those who want to take things a step further.

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