Showing posts with label mobile devices. Show all posts
Showing posts with label mobile devices. Show all posts

MacBook Pro Portable Genius Review

MacBook Pro Portable Genius
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I am a recent convert to the MAC and although I would never go back to a PC the change over left me with a lot of questions that no one seemed to be able to answer. I tried the Apple store,but they were always putting you on hold; I tried Macbook for dummies but I felt as dumb after as I did before. My salvation came in the form of the "Portable genius" by Brad Miser. It is as easy read and answers all of the questions that you don't know to ask. I highly recommend it for anyone using a Mac!
Bob Peiffer

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You have the world's top-of-line laptop, and now you want to know how to get the most from it. MacBook Pro Portable Genius is here to give you the best tips and tricks for taking your MacBook Pro to its full potential. Learn to add more data storage, set up a network, communicate effectively with iChat, run Windows applications on Leopard, and more. With full-color images and insider secrets, the MacBook Pro Portable Genius is your essential guide to getting the most from your state of the art laptop.

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Programming the Iphone User Experience: Developing and Designing Cocoa Touch Applications Review

Programming the Iphone User Experience: Developing and Designing Cocoa Touch Applications
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The book is short, and while it has quite a number of code samples buried within it, it has only a few real gems that I thought were worthwhile. If you're looking for code examples on how to do fancy UI things with the iPhone or iPod touch - don't go here. It's really more of a conceptual overview of what an iPhone user experience should be including categorizing some common elements and patterns in use.
In the code samples, I found a useful nugget: a tidbit on how to improve the app startup/loading experience, with code samples. Otherwise most of the code samples were almost more of a "hey look, I can do the same thing that Interface Builder does, except in code" and re-hashes of example code that you can find on the web or in Apple's sample code projects. I suppose it's a lot easier than screenshots illustrating how to replicate with Interface Builder. The fact that you could do many of these patterns with Interface Builder seemed to escape comment in the text.
In terms of something to think about for how you're going to set up a user experience, it gives some patterns and anti-patterns that complement Apple's iPhone HIG. I thought at a fairly high level, those were pretty good. I didn't agree with all of them, and some segments seemed to be so wishy washy as to be useless (like wether or not to use Core Data) - but some were good too.
I wouldn't run out to go get this book and read it, but if you're looking for a paper copy of another point of view on the UI patterns of designing iPhone applications, this book might be worthwhile for you.

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Apple's iPhone and iPod Touch not only feature the world's most powerful mobile operating system, they also usher in a new standard of human-computer interaction through gestural interfaces and multi-touch navigation. This book provides you with a hands-on, example-driven tour of UIKit, Apple's user interface toolkit, and includes common design patterns to help you create new iPhone and iPod Touch user experiences. Using Apple's Cocoa Touch framework, you'll learn how to build applications that respond in unique ways when users tap, slide, swipe, tilt, shake, or pinch the screen. Programming the iPhone User Experience is a perfect companion to Apple's Human Interface Guidelines, and provides the practical information you need to develop innovative applications for the iPhone and iPod Touch, whether you're a CTO, developer, or UI/UX designer.

Understand the basics of the Cocoa Touch framework for building iPhone and iPod Touch applications
Learn theory and best practices for using Cocoa Touch to develop applications with engaging and effective user interfaces
Apply your knowledge of Objective-C to the iPhone/iPod Touch framework
Customize standard UIKit views according to Apple's Human Interface Guidelines and usability principles
Learn patterns for handling user experience concerns outside of the interface, such as network- and location-awareness


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Beginning Windows Phone 7 Application Development: Building Windows Phone Applications Using Silverlight and XNA (Wrox Programmer to Programmer) Review

Beginning Windows Phone 7 Application Development: Building Windows Phone Applications Using Silverlight and XNA (Wrox Programmer to Programmer)
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From Google Translate--->
Great book to start programming in the new Windows Phone 7.
Clearly explained and very progressive in content and examples that will teach. And not only that they are well explained, they are very complete, and that goes from the basic components of an application to the use of Web services.
On the downside, and it is something you see much in the last books that are coming out, is that just touches XNA, just one chapter focuses on Silverligth. So if you want to make applications, this book is an excellent choice, but if you also want to enter the world of games, we should find something else.
Estupendo libro para comenzar a programar en los nuevos Windows Phone 7.
Claramente explicado y muy progresivo en los contenidos y ejemplos que va enseñando. Y ya no es solo que estén bien explicado, además son muy completos, ya que va desde los componentes básicos de una aplicación, hasta el uso de servicios web.
En el lado negativo, y es algo que se ve mucho en los últimos libros que están saliendo, es que apenas toca XNA, apenas un capítulo y se centra en Silverligth. Así que si quieres hacer aplicaciones, este libro es una excelente elección, pero si también quieres entrar en el mundo de los juegos, habría que buscar otra cosa.

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Discover the core concepts essential for developing apps for Windows Phone
Silverlight and XNA provide you with a powerful development platform and key tools for programming Windows Phone 7 series applications. This book offers a foundation for using the tools required for Windows Phone 7 development, including Visual Studio 2010 Express Edition, the Windows Phone 7 Series SDK, and Silverlight. Experienced authors provide you with detailed coverage on developing accordingly for an application's lifetime, accessing cloud services, and developing notification services.
Explains how to use the most up-to-date tools and development platforms to create applications for the Windows Phone 7
Walks you through developing notification services and location services
Demonstrates ways to generate revenue by deploying your apps to the Windows Phone Marketplace
Details the steps for enabling trial periods for applications and providing updates and new versions of apps

If you're eager to get started developing applications for the Windows Phone 7, then this is the beginner guide for you.

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Learning iOS Game Programming: A Hands-On Guide to Building Your First iPhone Game Review

Learning iOS Game Programming: A Hands-On Guide to Building Your First iPhone Game
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Having nearly finished the book I thought it would be a good idea to write a review.
Reading the last review I felt even more compelled to write my own. The last reviewer really hasn't got a clue about what this book is about! He tries to pitch it as a book that covers many different technologies in great detail and fails. There is a note on the first page of chapter 2 that tells that totally contradicts what he says.
Note
It is not intended that this book will teach you how to develop in Objective-C or C or teach you everything you need to know about the other technologies in their own right; there are many excellent books and online resources that cover OpenGL and OpenAL in greater detail. We will however cover these topics in enough detail to allow you to understand why we are using them and how.
Thats what I love about this book! It tells you how to write an entire game from start to finish and doesn't bore you with incredibly complex algorithms or low level code or the ins and outs of every technology.
As for the game engine you write, it's very modular so you can include only the bits you need in your game. I wanted to recreate the JetPack game I played when I was younger. With this book I'm well on the way. It's saved me a huge amount of time trying to learn from other resources on the net.
Their forum and blog is quite active too, I've posted a few questions and they've answered promptly.

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Get Started Fast with iOS Game ProgrammingSince the launch of the App Store, games have been the hottest category of apps for the iPhone, iPod touch, and iPad. That means your best chance of tapping into the iPhone/iPad "Gold Rush" is to put out a killer game that everyone wants to play (and talk about). While many people think games are hard to build, they can actually be quite easy, and Learning iOS Game Programming is your perfect beginner's guide. Michael Daley walks you through every step as you build a killer 2D game for the iPhone. In Learning iOS Game Programming, you'll learn how to build a 2D tile map game, Sir Lamorak's Quest: The Spell of Release (which is free in the App Store). You can download and play the game you're going to build while you learn about the code and everything behind the scenes. Daley identifies the key characteristics of a successful iPhone game and introduces the technologies, terminology, and tools you will use. Then, he carefully guides you through the whole development process: from planning storylines and game play all the way through testing and tuning. Download the free version of Sir Lamorak's Quest from the App Store today, while you learn how to build the game in this book.Coverage includesPlanning high-level game design, components, and difficulty levels

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The Business of iPhone App Development Review

The Business of iPhone App Development
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In order to get a jump on this a few weeks ahead of print, I got the e-book version direct from Apress.
And what a treasure trove of great ideas & resources it is! Anyone interested in the business side of doing iPhone apps (and indeed, mobile apps in general) will find a lot of valuable info here.
In fact, this has to be one of the most comprehensive surveys of information & hard-won wisdom in the entire mobile sector (and much of this knowledge could certainly be applied to other platforms as well).
The author(s) cover an array of different topics, including:
- doing effective market research
- a great section on intellectual property and legal issues
- user interface design tips
- pricing strategies and case studies of different business models
- methods of distribution
- how to write an effective press release
- savvy marketing via web, blogs, Facebook, Twitter, et al
- and more ...
Moreover, they've have mapped out the chapters to correspond very logically into Planning / Development / Release phases ... and most importantly, the content consistently exudes experience and insight.
So, bottom line: I'd say this title is a no-brainer for anyone serious about doing business in the still-nascent -- and largely uncharted -- mobile space.
And as for me, I'm especially looking forward to perusing this little gem even more ... on my shiny new iPad. :)
Sweet!
~~~
Apress has created a number of great titles in just the past year or so, and if this is any indication of what's to come, they'll continue to be a preferred vendor for this kind of informative content.

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The Business of iPhone App Development is the book every iPhone and iPod touch developer NEEDS to own to maximize their chances for success on Apple's iTunes App Store. This is the only guide devoted just to the business aspects of developing great iPhone.

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Hacking BlackBerry: ExtremeTech Review

Hacking BlackBerry: ExtremeTech
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I eagerly awaited the arival of this book, only to be faced with a manual on where to find shareware or commercial applications! As an example, the cover boldly states "Download and install custom ringtones". I then looked up the chapter only to be faced with the fact that I have to go subscribe to a service for $19.95(US) per year to load ringtones! That's not a hack, that's an excuse to push product! In this case I found all the information I need on Google to do this for free - that's a hack. The rest of the book is filled with commercial software recommendations and I was amazed that all the real hacks I found elsewhere on the Internet are not mentioned or explained?!
Seriously, save your money if you know how to use your BlackBerry and look elsewhere at the books available on Amazon.

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Here's an even better way to get your BlackBerry fixAdmit it. You're addicted to your BlackBerry. That's okay. Most usersare, and this book is just going to make it worse. Now you'll discover how to use your BlackBerry to retrieve documents, weatherforecasts, and Web infor-mation; use it as a wordprocessor or drawing tool; even control yourcomputer over a network with it. And we haven't even gotten to theway-out stuff.Pick a few of these hacks* Play games with BlackBerry* Search the Web* Connect to your PC wirelessly* Use BlackBerry as a USB thumb drive* Install custom ringtones* Supersize security* Draw sketches on your screen* Play your BlackBerry like a piano. . . and more!Tweaks, tricks, and add-on apps to customize your BlackBerry--plus Java code for even cooler hacksCompanion Web siteAt wiley.com/go/extremetech you'll find source code, project materials, and more information

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My BlackBerry Curve Review

My BlackBerry Curve
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Despite having upgraded from my Curve to a Tour last summer, I found this book to be the best smartphone reference I've had. Craig has done a great job with the layout and design, with clear explanations of the inner workings of a great family of smartphones. Even the first few pages were helpful, as I finally found the speakerphone key! The Curve is a classic powerhouse of a Blackberry smartphone, and this book is a must-have reference for not only newbies to the BB world, but also those (like me) who couldn't/didn't want to read the carrier manual or just want to know how to get more out of these devices. The color pictures are very helpful, especially for those of us that need to SEE something to understand it. Technology can be daunting to many, but Craig has written a thorough guide to not only Blackberry Curves, but also to the basics of the Blackberry world.
Thanks to Craig for a great job on a great reference!

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Step-by-step instructions with callouts to BlackBerry Curve photos that show you exactly what to do.Help when you run into BlackBerry Curve problems or limitations.Tips and Notes to help you get the most from your BlackBerry Curve.Full-color, step-by-step tasks walk you through getting and keeping your BlackBerry Curve working just the way you want. The tasks include:• How to get started fast with any BlackBerry Curve: 8300 Series, 8500 Series, or 8900 Series• How to make, receive, and manage calls and emails efficiently• How to use the BlackBerry Curve's powerful contact management and calendar software• How to listen to audio and watch video• How to connect to the Internet, Bluetooth devices, and your company's VPN• How to browse the Web from your BlackBerry Curve• How to use the BlackBerry Curve's messaging tools, including text, multimedia, PIN, and IM• How to find, choose, and install new BlackBerry Curve applications• How to connect with social networking sites and tools• How to use Airplane Mode to watch videos, read emails, and listen to music during flights• How to keep your BlackBerry Curve up-to-date, reliable, and running at top performance

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Flash Mobile: Developing Android and iOS Applications (Visualizing the Web) Review

Flash Mobile: Developing Android and iOS Applications (Visualizing the Web)
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I am a Flash developer for a well recognized Flash development firm. I am currently developing apps for the iPad using the iPhone packager. This book is the most basic one I have read from all three books that are out there in the market for IOS development using Flash. I think at the time the author wrote the book, he did not understand the underlying problems you face when trying to deploy AIR-based apps into the iOS environment. I believe you should buy the Dolce or Wagner books as they seem to know what the basic limitations are on the iPhone Packager for Flash.

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Build rich media applications for the iOS and Android platforms with this primer to Flash mobile development. You get all of the essentials-from setting up your development environment to publishing your apps to the Google Market Place/Apple iTunes App Store.

Develop elementary applications without coding; then realize the power of ActionScript 3 to add rich complexity to your applications. Step-by-step instruction is combined with practical tutorial lessons to deliver a working understanding of the development stages including:


*Rapid prototyping *Adding interactivity, audio, and video *Employing iOS and Android Interface Calls*Hardware optimization with AIR *Game development; game engines, controlling physics, and 3D *Designing for iPad, Android tablets, and Google TV *Code optimization, testing, and debugging


User interfaces are presented in full color to illustrate their nuances. The companion website, www.visualizetheweb/flashmobile, includes all of the AS3 code, project files, and a blog to keep you up to date with related news and developments.


*Publication within weeks of Adobe's release of the Android packaging utilities *Full-color illustrations of UI and design implementations *Companion website with tutorial media and author forum


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HTML, CSS, and JavaScript Mobile Development For Dummies Review

HTML, CSS, and JavaScript Mobile Development For Dummies
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If it were 2002, this book perhaps would be a fit. Great introduction of HTML 5 and CSS3 (and I mean Introduction). For a book just coming out: No mention of jquery, or any other framework that, yes are surfacing, but been around long enough for the author to know about them. Not even Dreamweaver's Jquery Mobile upgrade. Ordered several books this was the last to come. Like I said, the design elements are fitting for old school design. Sending back tomorrow?

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Learn to build and optimize attractive, functional web sites for smartphones
Today, mobile devices outnumber desktop and laptop computers three to one. Skill in developing web sites that work on mobile devices is in demand, and this friendly, step-by-step guide shows how to build and optimize sites using HTML5 and other standard web development tools.Building web sites that work for all types of smartphones and tablets, including iPhones, iPads, Android devices, and BlackBerry devices is a skill much in demand as mobile devices outpace both desktop and laptop computers, and this book gets you started.
Guides you through creating and optimizing mobile sites with HTML, CSS, and JavaScript
Covers HTML5, WebKit extensions, platform variations, accommodating different browsers, security issues, and making mobile sites richer with Flash, graphics, and video
Includes code for differences in mobile app design and navigation, including touch devices

HTML, CSS, and JavaScript Mobile Web Development For Dummies makes it easy to start developing great sites for mobile devices.

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Android Apps Marketing: Secrets to Selling Your Android App (Que Biz-Tech) Review

Android Apps Marketing: Secrets to Selling Your Android App (Que Biz-Tech)
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This book has factual errors. It has been converted from a book about Apple and Apple's iTunes App Store to a book about Google and Google's Android Market app store, but not proof read by someone familiar with the Android Market after that conversion was done. It gets things wrong like the sections of the app store and saying that Google approves your app before it is posted. Apple approves your app, but with Google's app store your app is posted immediately, so you can see how mistakes like this crept in.

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The Easy, Complete, Step-by-Step Guide to Marketing Your Android Apps!There are huge profits to be made in selling Android apps! But with more than 70,000 apps now available, posting your app to the Android Market is no longer enough. You need to market your app effectively. Don't know much about marketing? Don't worry: This book gives you all the step-by-step help you'll need. Top app marketing consultant Jeffrey Hughes walks you through building a winning marketing plan, crafting highly competitive apps, choosing your message, building buzz, and connecting with people who'll actually buy your app. Packed with examples, this book makes Android apps marketing easy! You'll learn how toIdentify your app's unique value, target audience, and total message

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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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Building Android Apps with HTML, CSS, and JavaScript Review

Building Android Apps with HTML, CSS, and JavaScript
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I had bought an iPad when they were first announced. I had the expressed intention of creating some very specific apps; I did not need Wired Magazine to tell me that mobile apps are the future.
My plans were delayed by Apple's delay in releasing a new iPad OS. I didn't want to waste a lot of time struggling with things in the original OS that might become easier in the next.
I'd rather not struggle at all. As I have gotten older, the thrill of twisting C and C++ to my will is far less alluring than it used to be. Honestly, there is no allure left at all: I saw learning the Apple API as an onerous but necessary task. I was not looking forward to it.
Then this book arrived and opened my eyes. Yes, there is that "Android" in the title, but this is really about building device agnostic apps and I saw that long before the author off handedly mentioned iPhones in Chapter 7. Yeah, baby - if you think I was reluctant to learn Apple API's, well, that's nothing compared to how I feel about futzing around with Java to drive Android stuff. No thank you. But CSS and Javascript? That's different.
Not that I still don't have a learning curve. I have done very little with CSS or Javascript because of browser quirks. I realized that Jquery could smooth a lot of that out for me, but I just did not have enough of a need to invest any time learning that either. Mobile apps provides that incentive.
This book opened my eyes to a lot of possibilities I was just not aware of. For example, I did not know about the Web SQL Database abilities in HTML5. The author said that rocked his world; well, it rocked mine also.
I am looking forward to sitting down and playing with the ideas this book has exposed me to. This really changes my plans, and this is one case where I am very happy to veer off course. Jquery, here I come!

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If you know HTML, CSS, and JavaScript, you already have the tools you need to develop Android applications. This hands-on book shows you how to use these open source web standards to design and build apps that can be adapted for any Android device -- without having to use Java.

You'll learn how to create an Android-friendly web app on the platform of your choice, and then convert it to a native Android app with the free PhoneGap framework. Discover why device-agnostic mobile apps are the wave of the future, and start building apps that offer greater flexibility and a broader reach.

Learn the basics for making a web page look great on the Android web browser
Convert a website into a web application, complete with progress indicators and more
Add animation with jQTouch to make your web app look and feel like a native Android app
Take advantage of client-side data storage with apps that run even when the Android device is offline
Use PhoneGap to hook into advanced Android features -- including the accelerometer, geolocation, and alerts
Test and debug your app on the Web under load with real users, and then submit the finished product to the Android Market
This book received valuable community input through O'Reilly's Open Feedback Publishing System (OFPS). Learn more at http://labs.oreilly.com/ofps.html.

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