Programming iOS 6, 3rd Edition – In with the New, Out with the Old (iOS 5 & Earlier) – #bookreview

Programming iOS 6, 3rd Edition
Matt Neuburg
(O’Reilly – paperback, Kindle)

“My book is way bigger than your book.”

Matt Neuburg, author of Programming iOS 6, could make that claim and win almost any book-size contest. The recently published 3rd Edition of his well-respected how-to guide focuses on the “Fundamentals of iPhone, iPad, and iPod touch Development” and now spans 1,154 pages in its paperback edition. It’s definitely much thicker and heavier than any of the devices it covers.

This new edition is centered on iOS 6.1 and xCode 4.6. The author notes that he has “eliminated most references to previous iOS versions.” And he explains: “Many iOS 6 features, of course, do not exist in iOS 5 or before; I usually mention that a new feature is new, but I have not generally addressed the problem of writing backwards-compatible code. The text would become confused and bloated if everything had to be qualified with advice for different versions (‘but if you’re targeting iOS 5.1, do this; if you’re targeting iOS 5.0, do that; if you’re targeting iOS 4.3, do the other’). I believe that I can justify such omissions on the grounds that previous editions of this book exist!”

Indeed they do. Programming iOS 5, which was published in two editions, also covers iOS 4.3 and is available on and through other sources..

“New iOS 6 features are, of course, both explained and adopted” in the new 3rd edition, Neuburg says. “For example, having described NSArray subscripting (in Chapter 10), I then use it consistently, in place of objectAtIndex:, throughout the rest of the book. Aside from this, the book’s structure remains the same as in previous editions, growing where necessary to accommodate explanations of new features, such as autolayout (in Chapter 14), state restoration (in Chapter 19), and collection views (in Chapter 21). Also, in response to reader requests, I have inserted a short example of Core Data programming into Chapter 36.”

Absolute beginners should not start with this book. Get some basic programming experience in C and Objective-C first.

And don’t be surprised that not everything about iOS is covered in a book 1,154 pages long. “It’s far too big to be encompassed in a book even of this size,” Neuburg emphasizes. “There are areas of Cocoa Touch that I have ruthlessly avoided discussing. Some of them would require an entire book of their own. Others you can pick up well enough, when the time comes, from the documentation. This book is only a beginning — the fundamentals.”

Si Dunn

Make something new, with MakerBot or Raspberry Pi – #bookreview #programming #diy

O’Reilly has released two new books to help you get started with two hot new products: the MakerBot desktop 3D printer and the Raspberry Pi, a tiny, inexpensive computer the size of a credit card.

Here are short reviews of the two how-to guides:

Getting Started with MakerBot
Bre Pettis, Anna Kaziunas France & Jay Shergill
(O’Reilly –
paperback, Kindle)

The MakerBot 3D printer has captured worldwide attention for its ability to replicate objects such as game pieces, knobs and other plastic parts no longer available from manufacturers, and its use also to produce small art works.

“In our consumer-focused, disposable world, a MakerBot is a revitalizing force for all your broken things,” the authors state. (One of them, Bre Pettis, is one of MakerBot’s creators.)

The MakerBot machine, however, also can be a revitalizing force for artistic endeavors and, in some cases, dreams of self-employment. It is, after all, essentially a small factory in a box.

Getting Started with MakerBot introduces the machine and things you can make with it from your own designs or from designs downloaded from the web. “Though the underlying engineering principles behind a MakerBot are quite complex, in a nutshell, a MakerBot is a very precise, robotic hot glue gun mounted to a very precise, robotic positioning system,” the three writers point out.

In 213 pages, the book covers the basics, from history to set-up, and then shows you how to “print 10 useful objects right away.” It also introduces how to design your own 3D objects, using SketchUp, Autodesk 123D, OpenSCAD, and some other tools.

Getting Started with MakerBot is well-written, heavily illustrated, and organized to help you advance from unboxing a MakerBot to turning out products and creations and becoming a significant citizen of the “Thingiverse”—where “one must share designs…but all are welcome to reap the bounty of shared digital designs for physical objects.”


Getting Started with Raspberry Pi
Matt Richardson & Shawn Wallace
O’Reilly –
paperback, Kindle)

The Raspberry Pi “is meant as an educational tool to encourage kids to experiment with computers.” But many adults are latching to the tiny device as well, because it comes preloaded with interpreters and compilers for several programming languages, including Python, Scratch, C, Ruby, Java, and Perl. Its operating system is Linux Raspbian.

The Raspberry Pi is not plug-and-play, but it can be connected to – and control –a number of electronic devices. And the list of uses  for the microcomputer keeps growing.

Some owners have made their Raspberry Pi devices into game machines. Others have connected many of the units together to create low-budget supercomputers. Some are using them as web servers. And still others work at the  “bare metal” of a Raspberry Pi to create and test new operating systems. Intriguing new roles for the Raspberry Pi keep appearing, and the surge will continue as more adults and kids start working with the tiny but powerful device.

Getting Started with Raspberry Pi covers the basics of hooking up, programming and running the device. It also provides several starter projects, including how to use a Raspberry Pi as a web server or in other roles.

Once you know what you’re doing, “You can even create your own JSON API for an electronics project!” the authors promise.

The well-written book packs a lot of how-to information into its 160 pages, including working at the command line in Linux, learning to program the device, and creating simple games in Python and Scratch.

— Si Dunn

Inside Windows Debugging: Practical Debugging and Tracing Strategies – #bookreview #in #programming

Inside Windows Debugging: Practical Debugging and Tracing Strategies
Tarik Soulami
(Microsoft Press,
paperback, list price $39.99; Kindle edition, list price $31.99)

Debugging and tracing tools — and the willingness and strategies to use them — should be key aspects of any software development and testing process.

Inside Windows Debugging is intended for software engineers who want to “perfect their mastery of Windows as a development platform through the use of debugging and tracing tools.”

Yet anyone serious about learning, using and supporting Windows can benefit from this book. Its first few chapters provide basic explanations of debugging and tracing tools and how to acquire the right packages and use them. From there, the author presents and explains numerous code examples that demonstrate many types of bugs and related problems in software. So it is helpful to have at least a little experience with C/C++ and C# programming languages.

Inside Windows Debugging has 560 pages, including an extensive index, and is divided into three parts: (1) “A Bit of Background”; (2) “Debugging for Fun and Profit”; and (3) “Observing and Analyzing Software Behavior.” Two appendices sum up common debugging tasks and show how to accomplish them using the WinDbg debugger.

To run the software and examples used in this book, you should have “Windows Vista or later.”

The author, however, “highly” recommends at least having Windows 7 or Windows Server 2008 R2. And in some of the kernel debugging exercises, a second computer will be needed to serve as a host kernel-mode debugger machine.

Si Dunn

Learning iOS Programming, 2nd Ed. – Updated to cover iOS 5, iPad, iPhone, iPod Touch – #programming #bookreview

Learning iOS Programming, 2nd Edition
By Alasdair Allan
(O’Reilly, paperback, list price $34.99; Kindle edition, list price $27.99)

Alasdair Allan’s popular iOS programming book recently has been updated to cover iOS 5. And it has a new name. (The first edition was titled Learning iPhone Programming.)

“The changes made in this second edition reflect the fact that a lot has happened since the first edition was published: the release of the iPad, a major release of Xcode, two revisions of the operating system itself, and the arrival of Apple’s iCloud,” the author notes. “This book has therefore been refreshed, renewed, and updated to reflect these fairly fundamental changes to the platform, and all of the example code was rewritten from the ground up for Xcode 4 and iOS 5 using ARC.”

Allan’s book – well-written and appropriately illustrated – is structured to provide “a rapid introduction to programming for the iPhone, iPod touch, and iPad,” and it assumes that you have some familiarity with C or a C-derived language, as well as a basic understanding of object-oriented programming.

And the pace is fast. By chapter 3, you are building the requisite “Hello, World” application and running it in iPhone Simulator.

In that same chapter, Allan also introduces the basic syntax of Objective-C and highlights some of the “rather strange” ways that it deals with method calls. He discusses how the Cocoa Touch framework underlying iOS applications “is based on one of the oldest design patterns, the Model-View-Controller pattern, which dates from the 1970s.” And he warns that “[a]ttempting to write iOS applications while ignoring the underlying MVC patterns is a pointless exercise in make-work.”

Learning iOS Programming, 2nd Edition does not emphasize web-based applications. It centers, instead, on creating native applications using Apple’s SDK. “The obvious reason to use the native SDK,” Allan states, “is to do things that you can’t do using web technologies. The first generation of augmented reality applications is a case in point; these needed close integration with the iPhone’s onboard sensors (e.g., GPS, accelerometer, digital compass, and camera) and wouldn’t have been possible without that access.”

He emphasizes a financial reason, as well. “Consumers won’t buy your application on their platform just because you support other platforms; instead they want an application that looks like the rest of the applications on their platform, that follows the same interface paradigms as the rest of the applications they’re used to, and is integrated into their platform.”

He adds: “If you integrate your application into the iOS ecosphere, make use of the possibilities that the hardware offers, and make sure your user interface is optimized for the device, the user experience is going to be much improved.”

Hard to argue with that.

Learning iOS Programming, 2nd Edition provides the steps necessary to develop and market your first iOS application. Allan notes: “Until recently, the only way to obtain the iOS SDK was to become a registered iOS developer. However, you can now download the current release of Xcode and the iOS SDK directly from the Mac App Store.”

Of course, if you intend to distribute your applications “or even just deploy them onto your own device, you will also need to register with Apple as a developer and then enroll in one of the developer programs.”

You may need some system upgrades, as well. To develop apps for the iOS, you’ll need an Intel Mac running OS X 10.6 (“Snow Leopard”) or later. If you plan to create apps that use Apple’s iCloud, you’ll need OS X 10.7 (“Lion”) or later.

One other recommendation from Allan: If you’re truly serious about being an iOS developer, consider also registering with the Mac Developer Program.


Si Dunn is a novelist, screenwriter, freelance book reviewer, and former software technical writer and software/hardware QA test specialist. He also is a former newspaper and magazine photojournalist. His latest book is Dark Signals, a Vietnam War memoir. He is the author of an e-book detective novel, Erwin’s Law, now also available in paperback, plus a novella, Jump, and several other books and short stories.

Oh, say can you C? Learning to program with Head First C – #bookreview #in #programming

Head First C
By David Griffiths and Dawn Griffiths
paperback, list price $49.99)

 Long ago, in a universe now very far away, I was an ABC programmer: assembler, BASIC, and C. I learned C from a book popularly known as “K&R,” after its authors, Brian W. Kernighan and Dennis M. Ritchie. (Their classic work is now available in an updated second edition.)

But I had no mentors, so I struggled to figure out and apply many of the basic concepts that were not quite spelled out clearly enough or illustrated well enough for me in K&R.

I really wish I had had a book like Head First C, instead. My geeky logical side often is ruled and frequently overruled by my unstructured, illogical artistic side.

For learners like me, O’Reilly’s “Head First” series makes effective and entertaining use of graphics. It also addresses readers with a conversational style that avoids lecturing. And it focuses on trying to make sure you understand and can apply each new element.

Thus, Head First C does not try to be a complete C language reference guide. It shows you how to work with C’s major concepts, and you begin using them right away, so you can start understanding the process of becoming an effective C programmer. After that, if you are motivated to continue, you can push on into other books that do attempt to be complete C reference texts.

This “brain friendly guide” shows how to download free C compilers for Linux, Macintosh, and Windows machines. And, the authors assure: “All the code in this book is intended to run across all these operating systems, and we’ve tried hard not to write anything that will only work on one type of computer.”

Another positive for this book: You don’t have to key in or wade through dozens of lines of code to get to the few lines you are really supposed to be studying. “Most examples in this book are shown within the smallest possible context, so that the part you’re trying to learn is clear and simple.”

And, the book has been given a thorough technical review. So the code examples that are intended to work generally will work.

The book’s 12 chapters focus on the following topics:

  1. Getting Started with C
  2. Memory and Pointers
  3. Strings
  4. Creating Small Tools
  5. Using Multiple Source Files
  6. Structs, Unions, and Bitfields
  7. Data Structures and Dynamic Memory
  8. Advanced Functions
  9. Static and Dynamic Libraries
  10. Processes and System Calls
  11. Interprocess Communication
  12. Sockets and Networking
  13. Threads

About midway through the book, you are presented with your first lab exercise. You write some C code and hook up a few hardware components to create an Arduino-powered plant monitor that lights up an LED and repeatedly sends the string “Feed me!” to your screen if a plant needs to be watered.

In the book’s second lab exercise, you write C code that lets your computer and its web cam act as an intruder detector. You do this with help from OpenCV, “an open source computer vision library. It allows you to take input from your computer camera, process it, and analyze real-time image data and make decisions based on what your computer sees.”

In the third and final lab exercise, you use your new C skills to write a video game called “Blasteroids,” with help from the Allegro open source game development library.

Head First C is a first and foremost a very good book for beginners, especially those who have at least a little bit of programming experience. But it delves into some advanced-level topics, too, such as multithreading and network programming.

If learning C is your goal, Head First C can help you stay focused, stay entertained and happily soak up the things you need to know.


Si Dunn is a novelist, screenwriter, freelance book reviewer, and former software technical writer and software/hardware QA test specialist. He also is a former newspaper and magazine photojournalist. His latest book is Dark Signals, a Vietnam War memoir. He is the author of an e-book detective novel, Erwin’s Law, now also available in paperback, plus a novella, Jump, and several other books and short stories.