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Programming iOS 5, 2nd Edition
book

Programming iOS 5, 2nd Edition

by Matt Neuburg
March 2012
Intermediate to advanced
1011 pages
31h 11m
English
O'Reilly Media, Inc.
Content preview from Programming iOS 5, 2nd Edition

Chapter 40. Epilogue

You may go, for you’re at liberty.

W. S. Gilbert, The Pirates of Penzance

This book must come to an end, but your exploration of iOS will go on and on. There’s much more to know and to discover. A single book that described completely, or even introduced, every aspect of iOS programming would be immense — many times the size of this one. Inevitably, severe limits have had to be set. Having read this book, you are now in a position to investigate many further areas of iOS that this book hasn’t explored in any depth. Some of these areas have been mentioned in individual chapters; here are a few others:

OpenGL
An open source C library for drawing, including 3D drawing, that takes full advantage of graphics hardware. This is often the most efficient way to draw, especially when animation is involved. iOS incorporates a simplified version of OpenGL called OpenGL ES. See the OpenGL Programming Guide for iOS. In iOS 5, Open GL interface configuration, texture loading, shading, and calculation are simplified by the addition of the GLKit framework; see the GLKit Framework Reference. Also, some forms of animated display (chiefly, but not exclusively, those using OpenGL) will benefit from CADisplayLink, a timer object that calls a method repeatedly based on the refresh rate of the screen’s physical display.
Accelerate
Certain computation-intensive processes will benefit from the vector-based Accelerate framework. See the vDSP Programming Guide.
Game Kit
The Game Kit ...
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Publisher Resources

ISBN: 9781449327088Errata Page