Cocoa Design Patterns

Cocoa Design Patterns
Author: Erik Buck
Publisher: Pearson Education
Total Pages: 525
Release: 2009-09-01
Genre: Computers
ISBN: 0321591208

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“Next time some kid shows up at my door asking for a code review, this is the book that I am going to throw at him.” –Aaron Hillegass, founder of Big Nerd Ranch, Inc., and author of Cocoa Programming for Mac OS X Unlocking the Secrets of Cocoa and Its Object-Oriented Frameworks Mac and iPhone developers are often overwhelmed by the breadth and sophistication of the Cocoa frameworks. Although Cocoa is indeed huge, once you understand the object-oriented patterns it uses, you’ll find it remarkably elegant, consistent, and simple. Cocoa Design Patterns begins with the mother of all patterns: the Model-View-Controller (MVC) pattern, which is central to all Mac and iPhone development. Encouraged, and in some cases enforced by Apple’s tools, it’s important to have a firm grasp of MVC right from the start. The book’s midsection is a catalog of the essential design patterns you’ll encounter in Cocoa, including Fundamental patterns, such as enumerators, accessors, and two-stage creation Patterns that empower, such as singleton, delegates, and the responder chain Patterns that hide complexity, including bundles, class clusters, proxies and forwarding, and controllers And that’s not all of them! Cocoa Design Patterns painstakingly isolates 28 design patterns, accompanied with real-world examples and sample code you can apply to your applications today. The book wraps up with coverage of Core Data models, AppKit views, and a chapter on Bindings and Controllers. Cocoa Design Patterns clearly defines the problems each pattern solves with a foundation in Objective-C and the Cocoa frameworks and can be used by any Mac or iPhone developer.

Cocoa Design Patterns

Cocoa Design Patterns
Author: Erik M. Buck
Publisher:
Total Pages:
Release: 2009
Genre: Cocoa (Software framework)
ISBN: 9780321591210

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Pro Objective-C Design Patterns for iOS

Pro Objective-C Design Patterns for iOS
Author: Carlo Chung
Publisher: Apress
Total Pages: 372
Release: 2011-08-28
Genre: Computers
ISBN: 1430233311

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It’s time to capitalize on your mastery of Cocoa with Pro Objective-C Design Patterns for iOS. You’ve developed apps that impressed and performed, and now you’re ready to jump into development practices that will leave you with more effective, efficient, and professional level apps. This book is the element you need to make the jump from journeyman to master. All too often, developers grind through building good apps on willpower and a vigorous focus on code development, leaving them unaware of and unable to benefit from the underlying structural and functional design patterns. Pro Objective-C Design Patterns for iOS will teach you those design patterns that have always been present at some level in your code, but were never recognized, acknowledged, or fully utilized. Implementation of specific pattern approaches will prove their value to any developer working in the iOS application arena. You’ll learn to master classic patterns like singleton, abstract factory, chain of responsibility, and observer. You’ll also discover less well-known but useful patterns like memento, composite, command, and mediator.

Cocoa Design Patterns

Cocoa Design Patterns
Author: Buck
Publisher:
Total Pages: 457
Release: 2009
Genre:
ISBN: 9788131747124

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Cocoa Programming for Mac OS X

Cocoa Programming for Mac OS X
Author: Aaron Hillegass
Publisher: Addison-Wesley Professional
Total Pages: 488
Release: 2004
Genre: Computers
ISBN:

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Harness the power of Cocoa's object-oriented software development environment with this book that is completely updated for Mac OS X 10.2. Cocoa has quickly gained recognition as the leading development framework for building OS X applications. Users will understand the common features found in Cocoa's tools: InterfaceBuilder, ProjectBuilder, the GCC compiler and the GDB debugger.

Design Patterns in Ruby

Design Patterns in Ruby
Author: Russ Olsen
Publisher: Pearson Education
Total Pages: 558
Release: 2007-12-10
Genre: Computers
ISBN: 0132702509

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Praise for Design Patterns in Ruby "Design Patterns in Ruby documents smart ways to resolve many problems that Ruby developers commonly encounter. Russ Olsen has done a great job of selecting classic patterns and augmenting these with newer patterns that have special relevance for Ruby. He clearly explains each idea, making a wealth of experience available to Ruby developers for their own daily work." —Steve Metsker, Managing Consultant with Dominion Digital, Inc. "This book provides a great demonstration of the key 'Gang of Four' design patterns without resorting to overly technical explanations. Written in a precise, yet almost informal style, this book covers enough ground that even those without prior exposure to design patterns will soon feel confident applying them using Ruby. Olsen has done a great job to make a book about a classically 'dry' subject into such an engaging and even occasionally humorous read." —Peter Cooper "This book renewed my interest in understanding patterns after a decade of good intentions. Russ picked the most useful patterns for Ruby and introduced them in a straightforward and logical manner, going beyond the GoF's patterns. This book has improved my use of Ruby, and encouraged me to blow off the dust covering the GoF book." —Mike Stok "Design Patterns in Ruby is a great way for programmers from statically typed objectoriented languages to learn how design patterns appear in a more dynamic, flexible language like Ruby." —Rob Sanheim, Ruby Ninja, Relevance Most design pattern books are based on C++ and Java. But Ruby is different—and the language's unique qualities make design patterns easier to implement and use. In this book, Russ Olsen demonstrates how to combine Ruby's power and elegance with patterns, and write more sophisticated, effective software with far fewer lines of code. After reviewing the history, concepts, and goals of design patterns, Olsen offers a quick tour of the Ruby language—enough to allow any experienced software developer to immediately utilize patterns with Ruby. The book especially calls attention to Ruby features that simplify the use of patterns, including dynamic typing, code closures, and "mixins" for easier code reuse. Fourteen of the classic "Gang of Four" patterns are considered from the Ruby point of view, explaining what problems each pattern solves, discussing whether traditional implementations make sense in the Ruby environment, and introducing Ruby-specific improvements. You'll discover opportunities to implement patterns in just one or two lines of code, instead of the endlessly repeated boilerplate that conventional languages often require. Design Patterns in Ruby also identifies innovative new patterns that have emerged from the Ruby community. These include ways to create custom objects with metaprogramming, as well as the ambitious Rails-based "Convention Over Configuration" pattern, designed to help integrate entire applications and frameworks. Engaging, practical, and accessible, Design Patterns in Ruby will help you build better software while making your Ruby programming experience more rewarding.

App Architecture

App Architecture
Author: Chris Eidhof
Publisher: Createspace Independent Publishing Platform
Total Pages: 230
Release: 2018-05-13
Genre:
ISBN: 9781719030250

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This book explains a range of application design patterns and their implementation techniques using a single example app, fully implemented in five design patterns. Instead of advocating for any particular pattern, we lay out the problems all architectures are trying to address: constructing the app's components, communicating between the view and the model, and handling non-model state. We show high-level solutions to these problems and break them down to the level of implementation for five different design patterns - two commonly used and three more experimental.The common architectures are Model-View-Controller and Model-View-ViewModel + Coordinator. In addition to explaining these patterns conceptually and on the implementation level, we discuss solutions to commonly encountered problems, like massive view controllers. On the experimental side we explain View-State-Driven Model-View-Controller, ModelAdapter-ViewBinder, and The Elm Architecture. By examining these experimental patterns, we extract valuable lessons that can be applied to other patterns and to existing code bases.

Learning OpenGL ES for iOS

Learning OpenGL ES for iOS
Author: Erik Buck
Publisher: Addison-Wesley
Total Pages: 698
Release: 2012-07-31
Genre: Computers
ISBN: 0132478927

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Get Started Fast with Modern OpenGL ES Graphics Programming for iPhone, iPod touch, and iPad OpenGL ES technology underlies the user interface and graphical capabilities of Apple’s iPhone, iPod touch, and iPad–as well as devices ranging from video-game consoles and aircraft-cockpit displays to non-Apple smartphones. In this friendly, thorough introduction, Erik M. Buck shows how to make the most of Open GL ES in Apple’s iOS environment. This highly anticipated title focuses on modern, efficient approaches that use the newest versions of OpenGL ES, helping you avoid the irrelevant, obsolete, and misleading techniques that litter the Internet. Buck embraces Objective-C and Cocoa Touch, showing how to leverage Apple’s powerful, elegant GLKit framework to maximize your productivity, achieve tight platform integration, and deliver exceptionally polished apps. If you’ve written C or C++ code and know object-oriented programming basics, this title brings together everything you need to fully master OpenGL ES graphics for iOS–including downloadable examples specifically designed to jumpstart your own projects. Coverage includes • Understanding core OpenGL ES computer graphics concepts and iOS graphics architecture • Integrating Cocoa Touch with OpenGL ES to leverage the power of Apple’s platform • Creating textures from start to finish: opacity, blending, multi-texturing, and compression • Simulating ambient, diffuse, and specular light • Using transformations to render 3D geometric objects from any point of view • Animating scenes by controlling time through application logic • Partitioning data to draw expansive outdoor scenes with rolling terrain • Detecting and handling user interaction with 3D geometry • Implementing special effects ranging from skyboxes to particles and billboards • Systematically optimizing graphics performance • Understanding the essential linear algebra concepts used in computer graphics • Designing and constructing a complete simulation that incorporates everything you’ve learned

Learning Cocoa with Objective-C

Learning Cocoa with Objective-C
Author: Paris Buttfield-Addison
Publisher: "O'Reilly Media, Inc."
Total Pages: 463
Release: 2014-02-19
Genre: Computers
ISBN: 1491901780

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Get up to speed on Cocoa and Objective-C, and start developing applications on the iOS and OS X platforms. If you don’t have experience with Apple’s developer tools, no problem! From object-oriented programming to storing app data in iCloud, the fourth edition of this book covers everything you need to build apps for the iPhone, iPad, and Mac. You’ll learn how to work with the Xcode IDE, Objective-C’s Foundation library, and other developer tools such as Event Kit framework and Core Animation. Along the way, you’ll build example projects, including a simple Objective-C application, a custom view, a simple video player application, and an app that displays calendar events for the user. Learn the application lifecycle on OS X and iOS Work with the user-interface system in Cocoa and Cocoa Touch Use AV Foundation to display video and audio Build apps that let users create, edit, and work with documents Store data locally with the file system, or on the network with iCloud Display lists or collections of data with table views and collection views Interact with the outside world with Core Location and Core Motion Use blocks and operation queues for multiprocessing

Programming the iPhone User Experience

Programming the iPhone User Experience
Author: Toby Boudreaux
Publisher: "O'Reilly Media, Inc."
Total Pages: 191
Release: 2009-08-05
Genre: Computers
ISBN: 1449379257

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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