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Beginning iOS 7 Development: Exploring the iOS SDK

Book Description

The team that brought you the bestselling Beginning iPhone Development is back again for Beginning iOS 7 Development, bringing this definitive guide up-to-date with Apple's latest and greatest iOS 7 SDK, as well as with the latest version of Xcode.

There's coverage of brand-new technologies, including a new chapter on Apple's Sprite Kit framework for game development, as well as significant updates to existing material. You'll have everything you need to create your very own apps for the latest iOS devices. Every single sample app in the book has been rebuilt from scratch using latest Xcode and the latest 64-bit iOS 7-specific project templates, and designed to take advantage of the latest Xcode features.

Assuming only a minimal working knowledge of Objective-C, and written in a friendly, easy-to-follow style, Beginning iOS 7 Development offers a complete soup-to-nuts course in iPhone, iPad, and iPod touch programming. The book starts with the basics, walking through the process of downloading and installing Xcode and the iOS 7 SDK, and then guides you though the creation of your first simple application.

From there, you'll learn how to integrate all the interface elements iOS users have come to know and love, such as buttons, switches, pickers, toolbars, and sliders. You'll master a variety of design patterns, from the simplest single view to complex hierarchical drill-downs. The confusing art of table building will be demystified, and you'll learn how to save your data using the iPhone file system. You'll also learn how to save and retrieve your data using a variety of persistence techniques, including Core Data and SQLite. And there's much more!

What you'll learn

  • Everything you need to know to develop your own bestselling iPhone and iPad apps

  • Filled with examples

  • Best practices for optimizing your code and delivering great user experiences

  • What data persistence is, and why it's important

  • Get started with building cool, crisp user interfaces

  • What and how to use Table Views

  • How to draw to the screen using Core Graphics

  • What geo app development features the new iOS brings to the iPhone

  • How to get your app to work with iCloud and more

Who this book is for

This book is for aspiring iPhone app developers, new to the iOS SDK. Some prior experience with Objective-C is recommended but not required.

Table of Contents

  1. Title Page
  2. Dedication
  3. Contents at a Glance
  4. Contents
  5. About the Authors
  6. About the Technical Reviewer
  7. Acknowledgments
  8. Introduction
  9. Chapter 1: Welcome to the Jungle
    1. What this Book Is
    2. What You Need
    3. What’s Different About Coding for iOS?
    4. What’s in This Book
    5. What’s New in this Update?
    6. Are You Ready?
  10. Chapter 2: Appeasing the Tiki Gods
    1. Setting Up Your Project in Xcode
    2. Introducing Xcode’s Interface Builder
    3. Some iPhone Polish—Finishing Touches
    4. Bring It on Home
  11. Chapter 3: Handling Basic Interaction
    1. The Model-View-Controller Paradigm
    2. Creating Our Project
    3. Looking at the View Controller
    4. Looking at the Application Delegate
    5. Bring It on Home
  12. Chapter 4: More User Interface Fun
    1. A Screen Full of Controls
    2. Active, Static, and Passive Controls
    3. Creating the Application
    4. Implementing the Image View and Text Fields
    5. Closing the Keyboard
    6. Implementing the Switches, Button, and Segmented Control
    7. Spiffing Up the Button
    8. Implementing the Segmented Control Action
    9. Implementing the Action Sheet and Alert
    10. Crossing the Finish Line
  13. Chapter 5: Autorotation and Autosizing
    1. The Mechanics of Autorotation
    2. Choosing Your View Orientations
    3. Designing an Interface Using Constraints
    4. Restructuring a View When Rotated
    5. Rotating Out of Here
  14. Chapter 6: Multiview Applications
    1. Common Types of Multiview Apps
    2. The Architecture of a Multiview Application
    3. Building View Switcher
    4. Switching Off
  15. Chapter 7: Tab Bars and Pickers
    1. The Pickers Application
    2. Delegates and Data Sources
    3. Creating the Pickers Application
    4. Implementing the Date Picker
    5. Implementing the Single-Component Picker
    6. Implementing a Multicomponent Picker
    7. Implementing Dependent Components
    8. Creating a Simple Game with a Custom Picker
    9. Final Spin
  16. Chapter 8: Introduction to Table Views
    1. Table View Basics
    2. Implementing a Simple Table
    3. Customizing Table View Cells
    4. Grouped and Indexed Sections
    5. Reducing Status Bar Interference
    6. Implementing a Search Bar
    7. Putting It All on the Table
  17. Chapter 9: Navigation Controllers and Table Views
    1. Navigation Controller Basics
    2. Fonts, a Simple Font Browser
    3. Creating the Root View Controller
    4. Initial Storyboard Setup
    5. First Subcontroller: The Font List View
    6. Creating the Font Sizes View Controller
    7. Creating the Font Info View Controller
    8. Table View Niceties
    9. Breaking the Tape
  18. Chapter 10: Collection View
    1. Creating the DialogViewer Project
    2. Fixing the View Controller’s Class
    3. Defining Custom Cells
    4. Configuring the View Controller
    5. Providing Content Cells
    6. Making the Layout Flow
    7. Providing Header Views
  19. Chapter 11: iPad Considerations
    1. Split Views and Popovers
    2. Here Come the Presidents
    3. Creating Your Own Popover
    4. iPad Wrap-Up
  20. Chapter 12: Application Settings and User Defaults
    1. Getting to Know Your Settings Bundle
    2. The Bridge Control Application
    3. Beam Me Up, Scotty
  21. Chapter 13: Basic Data Persistence
    1. Your Application’s Sandbox
    2. File-Saving Strategies
    3. Using Property Lists
    4. Archiving Model Objects
    5. Using iOS’s Embedded SQLite3
    6. Using Core Data
    7. Persistence Rewarded
  22. Chapter 14: Documents and iCloud
    1. Managing Document Storage With UIDocument
    2. Adding iCloud Support
    3. What We Didn’t Cover
  23. Chapter 15: Grand Central Dispatch, Background Processing, and You
    1. Grand Central Dispatch
    2. Introducing SlowWorker
    3. Threading Basics
    4. Units of Work
    5. GCD: Low-Level Queuing
    6. Background Processing
    7. Grand Central Dispatch, Over and Out
  24. Chapter 16: Drawing with Core Graphics
    1. Paint the World
    2. The Quartz 2D Approach to Drawing
    3. The QuartzFun Application
    4. Drawing to a Close
  25. Chapter 17: Getting Started with Sprite Kit
    1. Simple Beginnings
    2. Scene Setup
    3. Player Movement
    4. Creating Your Enemies
    5. Putting Enemies in the Scene
    6. Start Shooting
    7. Attacking Enemies with Physics
    8. Finishing Levels
    9. Customizing Collisions
    10. Spicing Things up with Particles
    11. The End Game
    12. At last, a Beginning (Create a StartScene)
    13. A Sound is Worth a Thousand Pictures
    14. Game On
  26. Chapter 18: Taps, Touches, and Gestures
    1. Multitouch Terminology
    2. The Responder Chain
    3. The Multitouch Architecture
    4. The Four Touch Notification Methods
    5. The TouchExplorer Application
    6. The Swipes Application
    7. Detecting Multiple Taps
    8. Detecting Pinch and Rotation
    9. Defining Custom Gestures
    10. Garçon? Check, Please!
  27. Chapter 19: Where Am I? Finding Your Way with Core Location and Map Kit
    1. The Location Manager
    2. The Location Manager Delegate
    3. Trying Out Core Location
    4. Visualizing your Movement on a Map
    5. Wherever You Go, There You Are
  28. Chapter 20: Whee! Gyro and Accelerometer!
    1. Accelerometer Physics
    2. Don’t Forget Rotation
    3. Core Motion and the Motion Manager
    4. Detecting Shakes
    5. Accelerometer As Directional Controller
    6. Rolling On
  29. Chapter 21: The Camera and Photo Library
    1. Using the Image Picker and UIImagePickerController
    2. Implementing the Image Picker Controller Delegate
    3. Road Testing the Camera and Library
    4. It’s a Snap!
  30. Chapter 22: Application Localization
    1. Localization Architecture
    2. Strings Files
    3. Real-World iOS: Localizing Your Application
    4. Auf Wiedersehen
  31. Index