1. “I don’t have enough time/money/people/experience.” Stop whining. Less is a good thing. Constraints are advantages in disguise. Limited resources force you to make do with what you’ve got. There’s no room for waste. And that forces you to be creative.

    Ever seen the weapons prisoners make out of soap or a spoon? They make do with what they’ve got. Now we’re not saying you should go out and shank somebody—but get creative and you’ll be amazed at what you can make with just a little.

    — 37 Signals, Rework
  2. image: Download

    jmak:

Thanks, Steve.
Posting designs like this one makes me paranoid, because I can’t shake the feeling that it’s not original. I enjoyed the process regardless, but please let me know if somebody else beat me to the idea!
Thoughts?

    jmak:

    Thanks, Steve.

    Posting designs like this one makes me paranoid, because I can’t shake the feeling that it’s not original. I enjoyed the process regardless, but please let me know if somebody else beat me to the idea!

    Thoughts?

  3. One of the smartest ways Amazon took advantage of what they already have: making use of their huge infrastructure to re-think the web browser. Blazing fast, because of the small number of requests, 0 bytes cached on disk and some behaviour predictions. Smart!

    All this, plus the ability to disable them, seems very fair. I can’t wait to get my hands on a Kindle Fire.

  4. Linear algebra is the study of vectors. If your game involves the position of an on-screen button, the direction of a camera, or the velocity of a race car, you will have to use vectors. The better you understand linear algebra, the more control you will have over the behavior of these vectors.
    — A nice short article as a reminder about linear algebra and how it’s useful in game development. Link.
  5. Want vs. Need
  6. (Source: volonbolon)

  7. For some strange reason, I’m in the mood for sushi now.

    For some strange reason, I’m in the mood for sushi now.

    (Source: artofficiallove)

  8. [Review] Pro Objective-C Design Patterns for iOS

    It’s a long time since I posted something serious here. Shame on me! Cheap excuse: I have been busy. Busy with work and busy enjoying the German air of my new home.

    Another thing that kept me busy was this neat book published by Apress: “Pro Obj-C Design Patterns for iOS”, by Carlo Chung. True to the short paragraph on the cover “Use Objective-C design patterns to bring your iOS skill to the next level”, the book takes a deep dive into how various design patterns can be applied in the Cocoa Touch Framework and in Objective-C in general.

    This book is in a pro series, so it’s not “iOS Development 101” or “Start using Objective-C in 24 hours”

    In its 23 chapters, the book covers the most common software design deja-vu scenarios for:

    • Object creation Interface adaptation
    • Decoupling of objects
    • Abstract collection
    • Algorithm encapsulation
    • Performance and object access
    • State of objects

    If you’re reading about design patterns for the first time, my advice is to take a few minutes, pause reading the book and think about each pattern you read. While the examples are well explained, source code and diagrams, sometimes in day-to-day software design the exact examples from the book can be missed. As long as the governing concepts and use cases are well understood, they can be a lot of help.

    All too often, developers grind trough building good apps on willpower and a vigorous focus on code development, leaving them unaware of and unable to benefit from the underlying structural and functional design patterns.

    If you want to take your iOS (and not only) coding skills to the next level, make your personal library a favor, get this book and thoroughly read it. Have a good read!

  9. Some words of wisdom from Paul Rand. Good advice from graphic and business perspective.

  10. 12:49 8th Jun 2011

    Reblogged from roadsandhopes

    Tags: books

    Don’t you just love that smell?

    Don’t you just love that smell?