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Learning IOS Programming

Rating
20 Ratings by Goodreads
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Format
Paperback, 450 pages
Published
United States, 22 March 2013

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.


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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Product Description

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.


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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Product Details
EAN
9781449359348
ISBN
1449359345
Publisher
Other Information
Illustrated
Dimensions
23.1 x 17.8 x 2.5 centimeters (0.73 kg)

About the Author

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.

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