Book description
Are you a programmer looking for a new challenge? Does the thought of building your very own iPhone app make your heart race and your pulse quicken? If so, then Beginning iPhone Development is just the book for you.
Assuming only a minimal working knowledge of Objective-C, and written in a friendly, easy-to-follow style, Beginning iPhone Development offers a complete soup-to-nuts course in iPhone and iPod Touch programming.
The book starts with the basics, walking you through the process of downloading and installing Apple's free iPhone software development kit, then stepping you though the creation of your first simple iPhone application. You'll move on from there, mastering all the iPhone interface elements that you've come to know and love, such as buttons, switches, pickers, toolbars, sliders, etc.
You'll master a variety of design patterns, from the simplest single view to complex hierarchical drill-downs. You'll master the art of table-building and learn how to save your data using the iPhone file system. You'll also learn how to save and retrieve your data using SQLite, iPhone's built-in database management system.
You'll learn how to draw using Quartz 2D and OpenGL ES. You'll add multi-touch gesture support (pinches and swipes) to your applications, and work with the Camera, photo library, and Accelerometer. You'll master application preferences, learn how to localize your apps into other languages, and so much more.
Apple's iPhone SDK, this book, and your imagination are all you'll need to start building your very own best-selling iPhone applications.
Table of contents
- Copyright
- About the Authors
- About the Technical Reviewer
- Acknowledgments
- Preface
- 1. Welcome to the Jungle
- 2. Appeasing the Tiki Gods
- 3. Handling Basic Interaction
-
4. More User Interface Fun
- 4.1. A Screen Full of Controls
- 4.2. Active, Static, and Passive Controls
- 4.3. Creating the Application
- 4.4. Build and Run
- 4.5. Implementing the Slider and Label
- 4.6. Implementing the Switches and Segmented Control
- 4.7. Implementing the Button, Action Sheet, and Alert
- 4.8. Showing an Action Sheet
- 4.9. Spiffing Up the Button
- 4.10. Crossing the Finish Line
- 5. Autorotation and Autosizing
- 6. Multiview Applications
-
7. Tab Bars and Pickers
- 7.1. The Pickers Application
- 7.2. Delegates and Datasources
- 7.3. Setting Up the Tab Bar Framework
- 7.4. Implementing the Date Picker
- 7.5. Implementing the Single Component Picker
- 7.6. Implementing a Multicomponent Picker
- 7.7. Implementing Dependent Components
- 7.8. Creating a Simple Game with a Custom Picker
- 7.9. Final Spin
- 8. Introduction to Table Views
-
9. Navigation Controllers and Table Views
- 9.1. Navigation Controllers
- 9.2. Nav, a Hierarchical Application in Six Parts
- 9.3. Constructing the Nav Application's Skeleton
- 9.4. Our First Subcontroller: The Disclosure Button View
- 9.5. Our Second Subcontroller: The Checklist
- 9.6. Our Third Subcontroller: Controls on Table Rows
- 9.7. Our Fourth Subcontroller: Moveable Rows
- 9.8. Our Fifth Subcontroller: Deletable Rows
- 9.9. Our Sixth Subcontroller: An Editable Detail Pane
- 9.10. But There's One More Thing...
- 9.11. Breaking the Tape
-
10. Application Settings and User Defaults
- 10.1. Getting to know Your Settings Bundle
- 10.2. The AppSettings Application
- 10.3. Creating the Project
-
10.4. Working with the Settings Bundle
- 10.4.1. Adding a Settings Bundle to Our Project
- 10.4.2. Setting Up the Property List
- 10.4.3. Adding a Text Field Setting
- 10.4.4. Adding a Secure Text Field Setting
- 10.4.5. Adding a Multivalue Field
- 10.4.6. Adding a Toggle Switch Setting
- 10.4.7. Adding the Slider Setting
- 10.4.8. Adding a Child Settings View
- 10.5. Reading Settings in Our Application
- 10.6. Changing Defaults from Our Application
- 10.7. Beam Me Up, Scotty
- 11. Basic Data Persistence
-
12. Drawing with Quartz and OpenGL
- 12.1. Two Views of a Graphical World
- 12.2. This Chapter's Drawing Application
- 12.3. The Quartz Approach to Drawing
-
12.4. Building the QuartzFun Application
- 12.4.1. Creating a Random Color
- 12.4.2. Defining Application Constants
- 12.4.3. Implementing the QuartzFunView Skeleton
- 12.4.4. Adding Outlets and Actions to the View Controller
- 12.4.5. Updating QuartzFunViewController.xib
- 12.4.6. Drawing the Line
- 12.4.7. Drawing the Rectangle and Ellipse
- 12.4.8. Drawing the Image
- 12.5. Some OpenGL ES Basics
- 12.6. Drawing a Blank
-
13. Taps, Touches, and Gestures
- 13.1. Multitouch Terminology
- 13.2. The Responder Chain
- 13.3. The Multitouch Architecture
- 13.4. The Touch Explorer Application
- 13.5. The Swipes Application
- 13.6. Implementing Multiple Swipes
- 13.7. Detecting Multiple Taps
- 13.8. Detecting Pinches
- 13.9. Defining Custom Gestures
- 13.10. Garçon? Check, Please!
- 14. Where Am I? Finding Your Way with Core Location
- 15. Whee!
- 16. iPhone Camera and Photo Library
- 17. Application Localization
- 18. Where to Next?
Product information
- Title: Beginning iPhone Development: Exploring the iPhone SDK
- Author(s):
- Release date: April 2009
- Publisher(s): Apress
- ISBN: 9781430216261
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