Key-Value-Coding Key paths - iphone

can someone give me a tutorial about key paths in Cocoa KVC concept, because I can't understand them. I understand what they do, but how they do it? I'll really prefer a tutorial with sample example, all tuts I could find are with very low amount of information, and examples are missing most of the times.
Thank you

Congratulations, it's your lucky day! It turns out, apple thought that this would be important too, so they created a shiny and fancy guide for you right on their site, which you can view here.

Surprisingly I was not able to find a tutorial along with a sample code that is easy to attain.
The following web page on KVO and KVC is very short, simple, with code, and explains the most basic concepts of KVC and KVO very well.

Related

What is the difference between "JavaScript Micro-Templating" and mustache.js/handlebars.js?

First, I apologize for such a novice question again, and if this has been answered elsewhere.
There are too many template engine,I really do not know how to choose!I seriously study this, but still at a loss.
I mainly want to know the advantages of mustache.js/handlebars.js? Compared with the JavaScript Micro-Templating
Please give examples to explain, thank you very much!
For a pretty well-rounded comparison see
http://engineering.linkedin.com/frontend/client-side-templating-throwdown-mustache-handlebars-dustjs-and-more
It includes a lot of considerations and a good 'in-the-field' approach.
Moreover, it's from LinkedIn so you can trust it's pretty thorough.
EDIT:
Only real omission is Hogan from Twitter, likely because it was (and still is) a new kid on the block . http://twitter.github.com/hogan.js/) Like Handlebars based on Mustache. Functionality is in between Mustache and Handlebars. Performance 5/5.
I use Hogan both on the client-side and with Nodejs on the server-side and it's really great working with it once you get the hang of it.
hth

jQTouch - unable to find proper documentation/reference

I'm learning jQTouch from scratch. What is the best way to learn it?
I don't seem to be able to find any proper documentation, does that mean the best way is to dig into the css itself? And keep trying?
It really depends what "proper documentation" means to you. They have certainly got some documentation, although I agree that it can be made much more comprehensive.
You should start with their Getting Started article. Then have a look at the available initialisation options, callback events, animations, etc. These are all listed on their wiki homepage.
The best resource is probably the demo, that you would be able to see most of the actions with a WebKit browser.
Peepcode has a nice introductory video tutorial on jQTouch that costs a little bit. If you're evaluating it, you may want to give it a go.

Looking for a few tutorials on switching views and cross-view communication

I'm looking for a few good tutorials or articles out there that might help me with communicating between different views which I have setup in a TabBarController.
I'd like to know how to properly call upon methods in other views of my TabBarController and then switch to that view.
The other thing I am curious about is how to launch views which are not part of the TabBarController.
I know these are simple questions, but for whatever reason I've been having real difficulty getting these simple tasks accomplished even after reading Apple's documentation.
Thanks in advance,
David
Your questions are very broad and open-ended and, as such, will be difficult to answer specifically. If you need specific answers to a specific problem, you'll have to describe the problem in detail (perhaps with code snippets) to help us answer you.
Basically, your question is: "How do I learn the fundamentals of the iOS view hierarchy and communication chain?", I am right?
I've told so many people this same thing, that I made a tinyurl for it -- one of the best books ever to get started and help people understand the basics of iOS, how things interlink, how to communicate between views, etc., is this book
Beyond that, there are a number of forums specifically dedicated to iPhone tutorials. In addition, if you're an iOS developer, you should have access to Apple's own video university (free!), and documentation (also free!) -- those are great places to start.
Good luck!

understanding an API

I know that there are many API's like json,Facebook,twitter etc for developing related applications on iphone....but how to understand an API?This might be scilly question but I want to know how? what would you suggest for for a beginner?
You should find relevant documentation and read through some code examples utilizing the API.
If you are looking for information about the iphone, as the tag suggests, then read through the information here. There is an entire section dedicated to sample code. If you really can't understand how to make something work after some effort and some googling, then you can always ask on StackOverflow.
When ever I came through adding new API in my project I usually scan though documentation to find relevant topic to my project then after looking at the some sample code I usually start experimenting with the code to get the desired results and thats it because API is for short term use, you should not waste your precious time on just one API. So steps are, 1) find the relevant topic then 2) read sample code and 3) write your own code to get the desired results. 4) through away that API.
Cheers
Ayaz Alavi
If it's open source, read the code from beginning to end. Or to see why things were designed in a certain way, maybe try reimplementing parts of the API.

Beginner guide to OpenGLES on iPhone

Does anyone know a good beginners guide to using OpenGLES on the iPhone? I have found some but they all require assumed knowledge which I don't have.
Simon Maurice has some great tutorials on the very first steps. Take a look: http://www.cocoachina.com/wiki/index.php?title=Category%3aSimon_Maurice_iPhone_OpenGL_ES. Do them from the beginning and you'll have a good sense of the basics.
EDIT:
Backup link
Source code
You need only one reference:
http://www.khronos.org/opengles/sdk/1.1/docs/man/
Yeah, some of the documentation doesn't make a lot of sense the first time you read it, but really, read the sentence/paragraph/page again, and again. It really does make sense, and it's very accurate. Which is something you really can't say from tutorials. Tutorials are almost always written by people that don't seem too fussed about leaving out important details while documentation like that is usually written by very nitpicky people that cram every little important fact into (possibly overly-complex) sentences.
Oh, and one golden tip: Add a search function to your browser that does this:
http://www.google.com/search?q=%s+site%3Awww.khronos.org%2Fopengles%2Fsdk%2F1.1%2Fdocs%2Fman%2F&btnI
(replace %s by whatever your browser's search term replacement string is, the above example is for Opera)
I've bound it to the o prefix, so whenever I need to look something up on OpenGL/ES, I just type o glDrawElements in the address bar and instantly get the documentation page on it.
Once again, if I may plug my own work, I have a short writeup on what I learned while writing Molecules for the iPhone. I came into this having no experience with the 3-D side of OpenGL (I had done a little 2-D hardware acceleration before), so I have a bit of a different perspective on the subject. The source code to Molecules is available, so you might be able to learn something from poking around inside it. I also have written a post on how to use Core Animation structures and functions to accelerate OpenGL ES rendering, if you want something a little more technical.
Bill Dudney has a post here about how he started getting into OpenGL ES, and then a follow-on here where he provides code for a Wavefront OBJ loader for the iPhone.
I believe that I've seen a few more good resources around Stack Overflow in various answers, so you might search around and see what else you can find here.
For OpenGL NeHe is a great tutorial. Though, it doesn't specifically cover OpenGLES, it should still be pretty helpful. Just be prepared to run into things now and again that won't work on the iphone.
Also you can get v1.1 if "The Red Book" online.
Simon Maurice's tutorial can be found here
"The Red Book" is not recommended to OpenGL/OpenGLES beginner. It is book for professionals.
The first step is should try to run downloaded simple programs or simple codes from OpenGL web sites.
Here's a good (non-Chinese) link to Simon Maurice's tutorials:
http://web.me.com/smaurice/iPhone_OpenGL_ES_Blog/iPhone_OpenGL/Archive.html
His tutorials are excellent; they're what I used to learn OpenGL ES.
In addition to "The Red Book", another useful book -with tutorials and reference- is OpenGL SuperBible.
Again not OpenGLES specific, but I believe it is useful to learn OpenGL features in general, then filter out the ones you don't need.