AppsAmuck: iPhone development examples
appsamuck.com
appsamuck.com
Personally I found the code examples that shipped with xcode (especially iPhoneCoreDataRecipes http://developer.apple.com/iphone/library/samplecode/iPhoneC...) to be the most helpful when starting out.
Apple probably doesn't ship the SDK it targets anymore. Double click on the project name under "Groups & Files" and change the "Base SDK" setting from whatever it is (probably 2.x-era) to the latest one that you have installed.
// edit: Yup, downloaded one project (WhatsMyIP) to look at and this was exactly the problem/fix. There were other warnings, but those are non-fatal. Or, at least, it still builds. I didn't actually run the app (my iOS device and sim are both busy with other tests right now).
Maybe I'll feel ambitious tomorrow o_O
Oh well.
Perhaps we can get them to budge :x
By default, when you create a new file, XCode adds a standard preamble header:
Copyright __MyCompanyName__ __Year__ . All rights reserved.
EDIT: check out this StackOverflow post too - http://stackoverflow.com/questions/193632/where-can-i-find-g...
There are enough high quality apps to give you an idea of best practices.
Can you please recommend any code examples and/or resources to learn more about iOS performance and code optimization? The WWDC 10 session videos on performance that I saw (131, 137, 147) that I tried to understand were enlightening.
The things I commented about in the code examples were mainly general cases of bad programming; f.e., one of the applications did a frame rendering pass via a loop that ran 100k times per frame, and as the first thing in each run of the loop (instead of just once at the start of the application) it initialized a few variables that end up having the same value through the entire run of the application, resulting in the unnecessary addition of 200k function calls with consequential variable declarations per frame, totalling 6 or 12 million extra function calls PER SECOND, depending on if the application rendered in 30 fps or 60 fps. While it might not look like a big mistake, things like these are easily picked up by people who might consider it sane, healthy and clean programming from an "engineering" perspective, but even the smallest mistakes can be the best recipees for killing handheld battery life and producing lousy software.