Get a rapid introduction to iPhone, iPad, and iPod touch programming. With this easy-to-follow guide, you'll learn how to develop your first marketable iOS application, from opening Xcode to submitting your product to the App Store. Whether you're a developer new to Mac programming or an experienced Mac developer ready to tackle iOS, this is your book. You'll learn about Objective-C and the core frameworks hands-on by writing several sample iOS applications, giving you the basic skills for building your own applications independently. Packed with code samples, this book is refreshed and…mehr
Get a rapid introduction to iPhone, iPad, and iPod touch programming. With this easy-to-follow guide, you'll learn how to develop your first marketable iOS application, from opening Xcode to submitting your product to the App Store. Whether you're a developer new to Mac programming or an experienced Mac developer ready to tackle iOS, this is your book. You'll learn about Objective-C and the core frameworks hands-on by writing several sample iOS applications, giving you the basic skills for building your own applications independently. Packed with code samples, this book is refreshed and updated for iOS 6 and Xcode 4. Discover the advantages of building native iOS apps Get started with Objective-C and the Cocoa Touch frameworks Dive deep into the table view classes for building user interfaces Handle data input, parse XML and JSON documents, and store data on SQLite Use iOS sensors, including the accelerometer, magnetometer, camera, and GPS Build apps that use the Core Location and MapKit frameworks Integrate Apple's iCloud service into your applications Walk through the process of distributing your polished app to the App Store
Alasdair Allan is a senior research fellow in Astronomy at the University of Exeter, where he is building an autonomous, distributed peer-to-peer network of telescopes that reactively schedule observations of time-critical events. He also runs a small technology consulting business writing bespoke software and building open hardware, and is currently developing a series of iPhone applications to monitor and manage cloud-based services and distributed sensor networks.
Inhaltsangabe
Preface Third Edition Notes from the Second Edition Who Should Read This Book? What Should You Already Know? What Will You Learn? What's in This Book? Conventions Used in This Book Using Code Examples How to Contact Us Safari® Books Online Acknowledgments Chapter 1: Why Go Native? 1.1 The Pros and Cons 1.2 The Release Cycle 1.3 Build It and They Will Come Chapter 2: Becoming a Developer 2.1 Registering as an iOS Developer 2.2 Enrolling in the iOS Developer Program 2.3 The Mac Developer Program 2.4 Installing the iOS SDK 2.5 Preparing Your iOS Device Chapter 3: Your First iOS App 3.1 Objective-C Basics 3.2 Creating a Project Chapter 4: Coding in Objective-C 4.1 Declaring and Defining Classes 4.2 Memory Management 4.3 Fundamental iOS Design Patterns 4.4 Conclusion Chapter 5: Table View-Based Applications 5.1 Creating the Project 5.2 Creating a Table View 5.3 Populating the Table View 5.4 Building a Model 5.5 Connecting the Controller to the Model 5.6 Adding Navigation Controls to the Application 5.7 Adding a City View 5.8 Edit Mode Chapter 6: Other View Controllers 6.1 Utility Applications 6.2 Tab Bar Applications 6.3 Combining View Controllers 6.4 Modal View Controllers 6.5 The Image Picker View Controller 6.6 Master-Detail Applications 6.7 Popover Controllers Chapter 7: Connecting to the Network 7.1 Detecting Network Status 7.2 Embedding a Web Browser in Your App 7.3 Sending Email 7.4 Getting Data from the Internet Chapter 8: Handling Data 8.1 Data Entry 8.2 Parsing XML 8.3 Parsing JSON 8.4 Regular Expressions 8.5 Storing Data Chapter 9: Using Sensors 9.1 Hardware Support 9.2 Setting Required Hardware Capabilities 9.3 Differences Between iPhone and iPad 9.4 Using the Camera 9.5 The Core Motion Framework 9.6 Accessing the Proximity Sensor 9.7 Using Vibration Chapter 10: Geolocation and Mapping 10.1 The Core Location Framework 10.2 Location-Dependent Weather 10.3 User Location and MapKit 10.4 Annotating Maps Chapter 11: Introduction to iCloud 11.1 How Can I Use iCloud? 11.2 Using Key-Value Storage 11.3 Wrapping Up Chapter 12: Integrating Your Application 12.1 Application Preferences 12.2 The Accounts Framework 12.3 The Social Framework 12.4 Custom URL Schemes 12.5 Media Playback 12.6 Using the Address Book 12.7 Sending Text Messages Chapter 13: Distributing Your Application 13.1 Adding Missing Features 13.2 Building and Signing 13.3 Submitting to the App Store 13.4 Reasons for Rejection Chapter 14: Going Further 14.1 Cocoa and Objective-C 14.2 Web Applications 14.3 Core Data 14.4 In-App Purchase 14.5 Core Animation 14.6 Game Kit 14.7 Writing Games 14.8 Look and Feel 14.9 Hardware Accessories Index Colophon
Preface Third Edition Notes from the Second Edition Who Should Read This Book? What Should You Already Know? What Will You Learn? What's in This Book? Conventions Used in This Book Using Code Examples How to Contact Us Safari® Books Online Acknowledgments Chapter 1: Why Go Native? 1.1 The Pros and Cons 1.2 The Release Cycle 1.3 Build It and They Will Come Chapter 2: Becoming a Developer 2.1 Registering as an iOS Developer 2.2 Enrolling in the iOS Developer Program 2.3 The Mac Developer Program 2.4 Installing the iOS SDK 2.5 Preparing Your iOS Device Chapter 3: Your First iOS App 3.1 Objective-C Basics 3.2 Creating a Project Chapter 4: Coding in Objective-C 4.1 Declaring and Defining Classes 4.2 Memory Management 4.3 Fundamental iOS Design Patterns 4.4 Conclusion Chapter 5: Table View-Based Applications 5.1 Creating the Project 5.2 Creating a Table View 5.3 Populating the Table View 5.4 Building a Model 5.5 Connecting the Controller to the Model 5.6 Adding Navigation Controls to the Application 5.7 Adding a City View 5.8 Edit Mode Chapter 6: Other View Controllers 6.1 Utility Applications 6.2 Tab Bar Applications 6.3 Combining View Controllers 6.4 Modal View Controllers 6.5 The Image Picker View Controller 6.6 Master-Detail Applications 6.7 Popover Controllers Chapter 7: Connecting to the Network 7.1 Detecting Network Status 7.2 Embedding a Web Browser in Your App 7.3 Sending Email 7.4 Getting Data from the Internet Chapter 8: Handling Data 8.1 Data Entry 8.2 Parsing XML 8.3 Parsing JSON 8.4 Regular Expressions 8.5 Storing Data Chapter 9: Using Sensors 9.1 Hardware Support 9.2 Setting Required Hardware Capabilities 9.3 Differences Between iPhone and iPad 9.4 Using the Camera 9.5 The Core Motion Framework 9.6 Accessing the Proximity Sensor 9.7 Using Vibration Chapter 10: Geolocation and Mapping 10.1 The Core Location Framework 10.2 Location-Dependent Weather 10.3 User Location and MapKit 10.4 Annotating Maps Chapter 11: Introduction to iCloud 11.1 How Can I Use iCloud? 11.2 Using Key-Value Storage 11.3 Wrapping Up Chapter 12: Integrating Your Application 12.1 Application Preferences 12.2 The Accounts Framework 12.3 The Social Framework 12.4 Custom URL Schemes 12.5 Media Playback 12.6 Using the Address Book 12.7 Sending Text Messages Chapter 13: Distributing Your Application 13.1 Adding Missing Features 13.2 Building and Signing 13.3 Submitting to the App Store 13.4 Reasons for Rejection Chapter 14: Going Further 14.1 Cocoa and Objective-C 14.2 Web Applications 14.3 Core Data 14.4 In-App Purchase 14.5 Core Animation 14.6 Game Kit 14.7 Writing Games 14.8 Look and Feel 14.9 Hardware Accessories Index Colophon
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