A shelf tour

After last week’s crunch, closing the last of the errata and our own to-dos, we have officially sent iPhone SDK Development to production, meaning it will now get a second copy-edit, typesetting, printing, binding, and shipping to your anxious hands.

A note of thanks is in order to the beta-program purchasers and the thousands of errata they filed, along with over 500 forum discussions on the book. No getting anything past this group, that’s for sure.

Well, maybe one little thing. With the Snow Leopard release date now set, it looks like Apple engineers have a chance to reply to e-mail from several months ago. Last night, I heard back from the folks (at an address) about my request back in June to reserve a Bonjour service type for the Game Kit example in the book. The bad news is, I included an illegal character in my service name, so I had to change it from amiphd_p2p to amiphd-p2p, which is now part of the public list of DNS SRV (RFC 2782) Service Types. And the only reason that’s bad is that the book still has the name with the underscore, and I’m currently locked out of the book during production.

It’s a minor point, and it will get fixed, it’s just silly-bad timing, getting a reply to a two-month-old e-mail just a day after we wrapped the book.

Another interesting e-mail has to do with the Clang Static Analyzer that we cover in the performance chapter, but that remains NDA for now. Anyways, they’ll have their own updates in due course, so watch their page.

Related point: I went to the Barnes & Noble on 28th Street for the first time in ages today, and drifted by the computer book section. It’s probably the biggest in Grand Rapids, for what that’s worth. Computer book sections are shrinking everywhere, particularly the programming sections, for a number of reasons: anything nichey is a non-starter at retail and is basically only available via Amazon and the like, programmers are eagerly jumping into eBooks (or bundles where you get a PDF now and the paper book when it’s ready), some programmers prefer the immediacy of blogs and other informal sources to stuffy books, and of course nearly any computer eBook of any significance is on bitTorrent (including ours, despite the fact that the unauthorized PDFs all clearly identify the reader who chose to post his or her copy). All of which goes to explain why your local retailer has less reason to stock computer books when they can make more money off political screeds and trifling fiction. And, as I discussed a few weeks back, why you’re going to continue to see fewer and fewer programming books going forward.

Still, the iPhone SDK is such a hot topic that even all this friction can’t stop it from being a popular topic with readers and authors alike. There were at least four other iPhone programming books on the shelves, and I took a first peek at several of them today. Note of explanation here: when writing a book, I never look at anything that could be considered a “competing” book. It’s my own mental firewall that ensures that my work is my own, and that I don’t lift ideas from fellow authors. That said, I do read the official docs, both to learn things myself and to make sure that the book I’m writing goes beyond what you can get for free. There’s no value for the reader (or the writer) if the book is just a paraphrase of Apple’s programming guides.

I think the only one on the shelves today that is officially updated for iPhone SDK 3.0 is Dave Mark’s Beginning iPhone 3 Development book, which features significant coverage of Core Data, probably the most significant of the new features in iPhone SDK 3.0. Of the older titles covering iPhone 2.x, I saw Erica Sadun’s, Jonathan Zdziarski’s, Neal Goldstein’s and Christopher Allen and Shannon Appelcline’s books.

They’re probably all worth a deeper read, though a glance through them and a mental comparison to my own project of the last year shows some similarities and differences. I’m sure all of us are grateful for the ease of getting screenshots from the simulator, as all the titles are rich with illustrations. Nearly all of them cover OpenGL, which ours actually doesn’t, I think because Bill thought that readers would be better served by studying OpenGL on its own (and that there isn’t enough unique about its iPhone implementation… as opposed to say, SQLite, which I put in the book not so much for the SQL or even the C API as for the strategies of managing the database files within an iPhone context: creating them with your Mac’s sqlite3 interactive shell, putting them in a bundle for deployment and backup, etc.). On the other hand, I think ours is the only book to talk about debugging and the various performance tools (Shark, Instruments, and the third-party Clang Static Analyzer). Unsurprisingly, given my inclinations, it looks like we hit media a lot harder than our peers. Counting the new-for-3.0 “Music Library Integration” chapter, we ended up with four media chapters, totaling nearly 75 pages. And that’s after cutting the too-hard-for-now Audio Streaming chapter.

It looks like all the other authors assumed a pre-requisite level equivalent to ours: know a curly-brace language, preferably C, and we’ll cover Objective-C as we go. We’ve had a few scripting-language converts (Flash/ActionScript people, it seems) on our forums who have a hill to climb with the latent subtle C-isms, mostly the memory stuff, and I wonder if our colleagues have had similar experiences with their audiences. C knowledge is a strange thing: all us old folks think it’s a lingua franca, yet I think we all know that younger developers no longer learn it as a matter of course, and may not be particularly eager to do so.

Anyways, I imagine everyone else is rushing out their 3.0 updates too, so it’ll be interesting to see what new features get covered, and what our readers still want from us in future versions or more advanced titles.

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