Notes of the development for apple(todo)

1<BEGINNING IOS 5 APPLICATION DEVELOPMENT>
  1. Strictlyspeaking, in Objective-C you do not call a method; rather, you send a messageto an object.The messageto be passed to an object is resolved during runtime and is not enforced atcompile time. Thisis why the compiler does not stop you from running your program even though youmay havemisspelled the method name. It does warn you that the target object may notrespond to your message,though, because the target object will simply ignore the message (and in mostsituations result in a runtimeexception).
  2. InObjective-C 2.0, you don’t need to defi ne getters and setters in order toexpose fi elds as properties. You can do so via the @property and @synthesize compiler directives.
  3. Inparticular, nonatomic meansthat the property is not accessed in a thread-safe manner.
  4. Allautorelease objects are temporary objects and are added to an autorelease pool. When the current method exits, all theobjects contained within it are released. Autoreleaseobjects are useful for cases in which you simply want to use some temporaryvariables and do not want to burdenyourself with allocations and de-allocations.
  5. InObjective-C, a delegate is just an object that has been assigned by anotherobject as the object responsible for handlingevents.
  6. InObjective-C, a selector refers to the name used to select a method to executefor an object. It is used to identify amethod.
  7. A categoryin Objective-C enables you to add methods to an existing class without the needto subclass it. You can also use a category tooverride the implementation of an existing class.
<Flow in game>
  1. In order to maintain a person’s Flow experience, the activity needs to reach a balance between the challenges of the activity and the abilities of the participant. If the challenge is higher than the ability, the activity becomes overwhelming and generates anxiety. If the challenge is lower than the ability, it provokes boredom.
  2. According to Mihaly Csikszentmihalyi's well-documented research and wide-scale gathering of personal observations, the phenomenology of Flow has eight major components.
         1 A challenge activity that requires skills
         2 The merging of action and awareness
         3 Clear goals
         4 Direct feedback
         5 Concentration on the task at hand
         6 The sense of control
         7 The loss of self-consciousness
         8 The transformation of time
    3. Video games as a media can be reviewed as two essential components:
            1.Game Content - The soul of a video game; a specific experience the game is designed to convey
            2.Game System - The body of a video game; an interactive software that communicates Game Content to the players through visuals, audio and interactions

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