Game Development Reference
In-Depth Information
those small, bothersome questions about tiny things that you just don't get right away,
and they tend to steal your attention away. In that case, it's handy to have a resource
you can refer to whenever there's something you need to understand about Objective-
Objective-C may seem scary with its square brackets, and you may have picked up
some horror stories about its memory management and how there's no garbage collec-
tion on iOS devices. Worry not.
First, Objective-C is just a different set of clothes. It looks unfamiliar, but the underly-
ing programming concepts such as loops, classes, inheritance, and function calls still
work in the same way as in other programming languages. The terminology might be
different; for example, what Objective-C developers call sending messages is in es-
sence the same as calling a method . As for memory management, with ARC you prac-
tically don't have to concern yourself with memory management anymore. The very
few exceptions are explained in the topic, and for the most part they're only telling the
compiler that what you're doing is intentional, and not an error, by adding a fancy-
sounding keyword.
I learned from one invaluable Objective-C topic, and I recommend it wholeheartedly as
a companion topic in case you want to learn more about Objective-C and Xcode: Learn
Objective-C on the Mac by Mark Dalrymple and Scott Knaster, published by Apress.
There is also Apple's “Introduction to the Objective-C Programming Language,” which
proved valuable as an online reference. It's available here: ht-
Conceptual/ObjectiveC/Introduction/introObjectiveC.html .
What You Will Learn
I provide you with a fair share of my game-development experiences to show how in-
teractive games are made. I believe that learning to program is not at all about memor-
izing API methods, yet a lot of game-development topics I've read over the past two
decades follow that “reference handbook” approach. But that's what the API docu-
mentation is for. When I started programming some 20 years ago, I thought I'd never
learn to program just by looking at a huge stack of compiler reference handbooks and
manuals. Back at that time, compiler manuals were still printed, thick and heavy, and
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