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Core Animation for Mac OS X and the iPhone: Creating Compelling Dynamic User Interfaces Paperback – Nov 7 2008
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About the Author
Bill Dudney is a husband, father, coder, and teacher. He has been doing Objective-C since 1989 when he first encountered a NeXT cube, and has several apps on the store through his company, Gala Factory Software LLC. When he is not writing books or teaching people about iOS, he likes to ski and hike in the high country of Summit County, Colorado. You can connect with him on Twitter at@bdudney.
Most Helpful Customer Reviews on Amazon.com (beta)
I have to report that I was disappointed with this book. The author's style is a tad repetitive. Often the text would promise explanations of something "in detail", but the detail never came.
Generally the book scratches the surface of many elements of Core Animation, giving the reader a reasonable starting point for further research. But since the text of the book does not include complete code examples (just snippets) it is sometimes hard to see how the examples would fit into a larger application.
I am an accomplished software developer with over 20 years experience designing complex software applications. I have read (at this point) more than few serious books about Objective-C, Cocoa, and iPhone development. I learned little from this book, sadly. Except that I need to buy another book.
Bottom line: If you are already a Max OS X and Cocoa developer, then this book will be a good introduction to Core Animation. But you will need to read more than just this book to get up to speed. If you are an iPhone developer, the one chapter in this book about iPhone specifics as they relate to Core Animation is not worth it.
I think any graphics book really should be in color; it makes a big difference, and trying to teach animation in a book is tough anyways. The reason to buy a tech book is to learn something away from the computer (IMO), so it can be hard to learn animation this way.
Would I recommend it? Hard to say. Depends on what you're after. He does have some good tidbits for folks to go beyond the mechanics of animations and think about the experience the animations provide. I think that could be handled more deeply, too.
So, take a look at the TOC, read a sample chapter, and decide if you think it's for you.
The problem is, Core Animation is not intuitive. Even an experienced programmer can expect to spend a lot of time with Apple's documentation before he or she will grok the terminology and concepts of this new framework well enough to use be proficient.
Fortunately, the author has already gone through the trouble of doing that and has taken the time to break it all down into digestible chunks, explaining the concepts and terms in plain English, and setting out exercises that reinforce your understanding of those concepts.
As previous reviewers have mentioned, the bulk of the book focuses on using Core Animation when writing Mac programs, however both the basic concepts and the practical use of Core Animation are the same when programming the iPhone. The iPhone chapter explains the differences between using it on the two platforms and shows how to apply the stuff you've already learned earlier in the book when developing on the iphone.
I think this book probably reduced the amount of time I needed to learn Core Animation by at least half, probably more, and I'm an experienced programmer who's accustomed to learning from Apple's documentation.
Just a quick note of something that's probably obvious: You should already have a decent grasp on Objective-C and Cocoa before picking up this book if you want to get the most out of it.
This book is probably good if you are focused on Mac OS programming, and just want the details on core animation. It is also probably pretty good if you already know Mac and want to apply what you know to the iPhone and you know the differences between the two platforms.
However, I was disappointed, in the fact that most of the coverage was on Mac and only the additional short chapter specfically covered iPhone, without one single full code listing for the iPhone.
There are those who say that if you know Mac, you also know iPhone. However, the truth is that iPhone is a subset of Mac, and when you just read about Mac development, you don't necessarily know what applies to the iPhone and what does not. Discussion of hardware specific features (think touch screen vs. mouse) and output (think windowed large screen vs. full-screen views of a small screen) made it hard to relate the Mac examples to the iPhone environment.
At 175 pages with large type, and for this price, it does seem that one gets alot less for this book than other books that cost this amount. I waited until I read the entire book to write this. I have even given it a little extra time, to see if I would come back to it often as a reference, for detailed information on specific animation topics. I have not. Overall, I feel let down by The Progmatic Programmers -- the publishers of this book.
Cocoa(R) Programming for Mac(R) OS X (3rd Edition)
The book gives a good overview of the Core Animation framework, and helps to get you through some of the less intuitive parts. It walks you through a few different examples of developing animation apps for the mac and then explains the differences and limitations of writing for the iPhone.
I would also suggest reading through the apple docs at [...]
Personally, I was hoping for a more thorough review and examples for the iPhone, and was dissapointed that there are like 14 pages in the iPhone chapter, and 7 of them are a full page of a single image. (I think that might have something to do with the time the book was written and the state of the NDA for iPhone developers, but still I was disappointed)
Overall, I think the book gives a good start to some animation concepts, and ways to improve your iPhone apps.
Now I'm looking for something that can give me a good overview of using OpenGL for the iPhone or something like blender or unity3d.
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