- Paperback: 464 pages
- Publisher: Addison-Wesley Professional; 3 edition (May 15, 2008)
- Language: English
- ISBN-10: 0321503619
- ISBN-13: 978-0321503619
- Product Dimensions: 5.5 x 0.9 x 9.5 inches
- Shipping Weight: 2.2 pounds
- Average Customer Review: 212 customer reviews
- Amazon Best Sellers Rank: #1,391,394 in Books (See Top 100 in Books)
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Cocoa Programming for Mac OS X (3rd Edition) 3rd Edition
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About the Author
Aaron Hillegas runs Big Nerd Ranch, well-known for its popular Cocoa programming classes. Previously, he was a developer at NeXT and Apple. At Next, he wrote the first course on OpenStep, the predecessor to today's Cocoa tools. At Apple, he created and taught courses in Cocoa directly for and to Apple engineers. This book is based on Aaron's Big Nerd Ranch course and is influenced by 15 years of work with OpenStep and Cocoa.
Excerpt. © Reprinted by permission. All rights reserved.
If you are developing applications for the Mac, or are hoping to do so, this book is just the resource you need. Does it cover everything you will ever want to know about programming for the Mac? Of course it doesn’t. But it does cover probably 80% of what you need to know. You can find the remaining 20%, the 20% that is unique to you, in Apple’s online documentation.
This book, then, acts as a foundation. It covers the Objective-C language and the major design patterns of Cocoa. It will also get you started with the three most commonly used developer tools: Xcode, Interface Builder, and Instruments. After reading this book, you will be able to understand and utilize Apple’s online documentation.
There is a lot of code in this book. Through that code, I will introduce you to the idioms of the Cocoa community. My hope is that by presenting exemplary code, I can help you to become not just a Cocoa developer, but a stylish Cocoa developer.
This third edition includes technologies introduced in Mac OS X 10.4 and 10.5. These include Xcode 3, Objective-C 2, Core Data, the garbage collector, and CoreAnimation.
This book is written for programmers who already know some C programming and something about objects. You are not expected to have any experience with Mac programming. It’s a hands-on book and assumes that you have access to Mac OS X and the developer tools. The developer tools are free. If you bought a shrink-wrapped copy of Mac OS X, the installer for the developer tools was on the DVD. The tools can also be downloaded from the Apple Developer Connection Web site (http://developer.apple.com/).
I have tried to make this book as useful for you as possible, if not indispensable. That said, I’d love to hear from you if you have any suggestions for improving it.
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As others have mentioned, its pretty easy to grok and recover from the typos and skipped instructions if you're already experienced in Obj-C and Cocoa programming, but I'm not so sure that would be true for anyone that's trying to use this as a starter book...which is what it's supposed to be. This used to be the "go-to" book for the first-time OSX programmer; I wouldn't recommend this until it undergoes a serious rewrite.
For anyone struggling with the deprecated OpenGL glut methods in Chapter 35...set your Deployment Target to 10.8.
However, IF YOU ARE THINKING ABOUT KINDLE VERSION. DONT DO IT.
The Kindle version of this book is virtually unusable. The images are simple awful (too small to be seen).
Also, the code listings are done in a proportional font (same as the text) that makes reading the code very hard. The code listings are also not separated from the rest of the book at all.
These two problems really take away from the utility of this book. Really expected more from the Big Nerd Guys.
Alas, this book didn't live up to my expectations. It covers all the right topics, but the programming examples are not particularly useful and it's not clear how one could extend them to other situations. Some concepts though covered are left under explained (like MVC and delegates). Key methods are thrown out list-like in places, with no obvious pointers to how or where they are to be implemented. In other cases, fancy tricks are pulled off by getting the reader to basically copy loads of code, but why or how those methods are being implemented is not really clear. If the author's weren't leading you by the hand, you'd have no idea how they came up with those solutions, and that really encapsulates the problems with the book as a whole: it demonstrates, but doesn't empower.
I don't think this is the author's fault, more amazon's i guess.
The second point is still about those code samples, *this is a personal taste*, but I think they take too much importance in the book: they are more like mini-projects than code samples actually; and when you have both to understand the new concept they are meant to illustrate plus understand the intent of the project itself, it becomes really difficult when you are not familiar with both.
Overall this book covers a lot of topics, and the code issue aside, the text is nice to read.
It's a good choice if you're looking for lots of concrete examples.
My only complaint is the book is more of a tutorial/introduction than a reference. The authors present a subject and give a very quick demonstration. It'd be nice if they went over the other configuration options or showed on-screen examples. All stuff you can figure out your own by experimenting of course.
Some things aren't covered like the NSToolbar but I guess you can't pack everything in one book. There is an OpenGL example which you won't find in most other introductory Cocoa books though. Also, most chapters also have a couple challenges at the end which is nice.