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iPhone Game Development - Chris Craft [158]

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to push notifications before Apple made the service available to everyone. In some cases, you may have to react very quickly to a new change made in a new OS release. Both the 2.1 and 2.2 releases had this problem, causing many apps to be broken on release day and leaving developers scrambling to catch up.

Where to learn more

As we've mentioned, getting good at finding answers to your questions and solutions to your problems is one of the most important skills you can develop. We learned from the resources Apple offers and from newsgroups. Many of these resources are listed in Appendix A, but here are a couple of good ones to get you started.

Apple resources

http://developerapplecom/iphone

Getting started videos

Getting started documents

iPhone reference library

Coding how-to's

Sample code

Examples, questions, and answers

• http://appsamuckcom

• http://DevForumsApplecom

• http://StackOverflowcom

Preparing for the future

We have established the fact that you will always learn more and you will need to embrace changes in the SDK to keep current. The challenge is to build an application that employs strategies that minimize the impact of SDK changes.

Building apps with change in mind

You saw in the Amuck-Tac-Toe application in Chapter 8 how we used a factory to instantiate our connection class. This pattern is useful because it allows a single code base to effectively connect with any connection that can implement the protocol. However, this pattern is also useful for insulating the components of our application from changes in the iPhone SDK.

In the new 3.0 releases, a new sound library has been introduced. If you previously implemented a pattern that abstracts your sound actions from your sound engine, you could simply replace your sound engine implementation with a new one. This would effectively swap implementations without recoding every line that calls out to the sound engine.

Predicting the future

Okay, we cannot read minds, and we cannot teach you to read them, either. However, you can watch the industry and plan for obvious changes that you believe will be implemented. Remember that the iPhone is not the first mobile device to hit the market. Several features that are “new” to the iPhone are not new to mobile devices. The following new and exciting features that are now on the iPhone were, in some cases, available much earlier on other devices:

3G networking

P2P over Bluetooth

GPS

Compass

Turn-by-turn directions

MMS

Video

Push notification

This is important, because if you code for a feature that is not available yet, you can be that early bird that gets the worm. On the other side, you may build an app that never gets the feature it needs to run, but eventually you will get lucky. What do you think the future holds for the iPhone? Here is a list of ideas that may or may not come to fruition in the future:

More space, more memory, faster processors

Higher-resolution screens

Bigger iPod version with bigger screen

Smaller iPod version with smaller screen (new nano?)

More APIs that are available today in Mac OS

More accurate GPS

More carriers

More languages

Flash support

Multitasking/background processes

Ability to download apps without the App Store

Watch the newsgroups, evaluate the rumors, and you will be able to pick some items you feel confident will happen. Take this knowledge and be the first to build the next cutting-edge app before the competition can even begin to catch you!

Part V: Appendixes


Appendix A

Resources

Appendix B

31 Days of iPhone Apps

Appendix A: Resources


Useful Links

71squared

www.71squared.co.uk/

This is a great Web site that focuses specifically on iPhone game development. It is updated often with new material.

148Apps.biz

http://148apps.biz/

There is a good focus on the business and marketing realities of iPhone application development.

AppsAmuck

http://appsamuck.com/

Famous for the 31 days of iPhone applications, this is the site that many of the apps in this book originated

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