Home > Articles > Programming

Programming

RSS Feed Subscribe to this topic  RSS details

3408 Items

Sort by Date | Title

1.
What it Takes to Hit #1 in Various Mac App Stores
By Erica Sadun
Apr 16, 2014
Erica Sadun tells the story about some of her own "successful" apps and explains why top chart positions in the Mac App Store may disappoint on earnings.
2.
Introduction to Classes, Objects, Methods and Strings in Java SE8
By Harvey Deitel, Paul Deitel
Apr 9, 2014
This chapter shows how to create your own Java classes and methods, presenting a case study on creating and using a simple, real-world bank account class — Account. This chapter also introduces data type double to represent an account balance as a number that can contain a decimal point—such numbers are called floating-point numbers.
3.
Why the 3.5” Form Factor Still Matters – Even in the Age of the iPhone 5S and Later
By Erica Sadun
Apr 9, 2014
It’s good to be regularly reminded about non-obvious testing targets that you might not have been thinking about. Here are some extra reasons you should continue targeting the 3.5” form factor for the foreseeable future.
4.
Detached Retinas: How to Develop and Test OS X Retina Apps on Non-Retina MacBook Pros
By Erica Sadun
Apr 2, 2014
Not everyone owns Retina MacBook Pros but when you’re deploying to the Mac App Store you need to ensure that your apps work as consistently on this target as they do on your home system. Learn how to add Retina emulation to your non-Retina development machine.
5.
The Big Nerd Ranch Guide to iOS Programming: Managing Memory with ARC
By Aaron Hillegass, Joe Conway, Christian Keur
Apr 1, 2014
In this chapter, you will learn how memory is managed in iOS and the concepts that underlie automatic reference counting, or ARC.
6.
iOS Development: A Fistful of Directive Tricks
By Erica Sadun
Mar 26, 2014
Although many compiler directives exist in the Xcode wild, many developers rarely move past #define (to create macros) or #pragma mark (to add bookmarks). There’s so much more you can do. Compiler directives are language add-ons that specify how Xcode processes its input. Xcode’s Clang compiler offers a rich suite of possibilities. This quick write-up offers a few of these directives, and you learn how they can enable you to harness warnings and errors for the greatest information impact.
7.
Java SE 8: Why Should I Care?
By Steven Haines
Mar 25, 2014
Java retains its object-oriented roots, but has added many functional programming constructs to help it better manage parallel processing. Java expert Steven Haines reviews the must-know features added to Java SE 8.
8.
Java SE 8’s New Language Features, Part 1: Interface Default/Static Methods and Lambda Expressions
By Jeff Friesen
Mar 25, 2014
In Part 1 of a two-part series on Java 8 language features, Jeff Friesen introduces you to default/static methods and lambda expressions/functional interfaces.
9.
Algorithms: String Sorts
By Robert Sedgewick, Kevin Wayne
Mar 20, 2014
For many sorting applications, the keys that define the order are strings. In this section from Algorithms, Part II, the authors look at methods that take advantage of special properties of strings to develop sorts for string keys that are more efficient than general-purpose sorts.
10.
Applying AJAX to a PHP App to Make It Highly Responsive
By B.M. Harwani
Mar 20, 2014
AJAX is rapidly becoming an integral part of websites. It not only provides better interactivity but also reloads the dynamic content of web pages quicker than traditional web pages. Learn to apply AJAX in PHP applications to enhance interaction between the user and application.
11.
How a Common Game Design Language Can Improve Game Design
By Anna Anthropy, Naomi Clark
Mar 17, 2014
Many video games fail at a basic design level. But if we’re going to discuss game design, the first thing we need is a vocabulary. By equipping ourselves with a language for talking about design, we are giving ourselves the ability to design. This chapter describes the need for such a game design language and explains how and why it will help improve game design.
12.
Algorithms: The Basic Programming Model
By Robert Sedgewick, Kevin Wayne
Mar 13, 2014
The authors of Algorithms, Part I describe a complete programming model using the Java programming language.
13.
Understanding Model-View-Controller on iOS
By Ash Furrow
Mar 13, 2014
Before you dive into UICollectionView, you should get familiar with the basics of the iOS application lifecycle and the Model-View-Controller (MVC) paradigm. This chapter will help bring you up to speed and demonstrates the platonic ideal of what you should strive for: clear separation between model, view, and controller.
14.
Building Breakernoid in MonoGame, Part 4
By Sanjay Madhav
Mar 11, 2014
In the final article on how to create a clone of classic brick-breaking games using C# and MonoGame, Sanjay Madhav shows you how to add levels that load from XML, scoring, lives, and improved ball bouncing.
15.
Introduction to OpenGL ES 3.0
By Dan Ginsburg, Aaftab Munshi, Budirijanto Purnomo, Dave Shreiner
Mar 7, 2014
The authors of OpenGL ES 3.0 Programming Guide, 2nd Edition introduce this API for advanced 3D graphics targeted at handheld and embedded devices, including what's new in OpenGL ES 3.0, backward compatibility, EGL, EGL and OpenGL ES command syntax, error handling, and basic state management.
16.
Building Breakernoid in MonoGame, Part 3
By Sanjay Madhav
Mar 4, 2014
In the third of four articles on how to create a clone of classic brick-breaking games using C# and MonoGame, Sanjay Madhav shows you how to add some exciting power-ups, different color blocks, and sound effects to the game.
17.
Learning Android Application Programming: Creating an Android User Interface
By James Talbot, Justin McLean
Mar 3, 2014
This chapter shows how to create an Android application. By doing so it shows you how to code with the Android activity lifecycle, how to code a simple user interface, and how to specify user preferences.
18.
Learning Mobile App Development: Using Eclipse for Android Development
By Jakob Iversen, Michael Eierman
Feb 28, 2014
This chapter is an introduction to building a complete Android app. The chapter includes creating a new app project, exploring the components of an Android app, setting up the emulator to run and test apps, and building a variation of the traditional Hello World app
19.
Unleashing Talent in an Agile Culture: Leading through Trust and Ownership
By Pollyanna Pixton, Paul Gibson, Niel Nickolaisen
Feb 28, 2014
No one person can know everything and needs to rely on the talents of others to be successful in a role, on a project, or in the marketplace. With the increasing pace of change, trusting each other—and unleashing talent—is critical.
20.
Learning iCloud Data Management: Setting Up iCloud for Development
By Jesse Feiler
Feb 27, 2014
This chapter looks at iCloud from the developer’s perspective, providing a high-level view of additions and modifications to Cocoa and Cocoa Touch with particular emphasis on setting up iCloud in your app.

1 2 3 4 5 Next >