Book description
One-stop shopping for every aspect of iPhone development!
Whether you're a beginning programmer who wants to build an application for your iPhone or you're a professional developer looking to leverage the marketing power of the open iPhone SDK, this helpful guide has your needs covered. iPhone enthusiast and developer Neal Goldstein shows you the ins and outs of developing applications for the iPhone and iPod Touch and explains how to get your apps into the AppStore and market and sell them.
You'll learn the basics of getting started, download the SDK, context-based design, and fill your toolbox. Clear, easy-to-understand steps walk you through programming with Objective C or Cocoa and show you how to develop games and graphics. Plus, you'll discover how to design specifically for mobile apps.
Aimed at both novice and seasoned developers who are interested in developing iPhone and iPod Touch applications
Shows you how to get started, download the SDK, and fill your toolbox
Walks you through developing games and graphics
Explains how to gets your apps into the AppStore and sell them
Getting started developing your own applications today with this fun and friendly guide.
Table of contents
- Copyright
- About the Authors
- Authors' Acknowledgments
- Publisher's Acknowledgments
-
Introduction
- About This Book
- Conventions Used in This Book
- Foolish Assumptions
-
How This All-in-One Book Is Organized
- Book I: Creating the Killer App
- Book II: Objective-C and iPhone Technologies
- Book III: Building a Utility App — DeepThoughts
- Book IV: Debugging and Tuning Your Application
- Book V: Building an Industrial Strength Application — RoadTrip!
- Book VI: Storing and Accessing Data
- Book VII: Extending the App to the Realm of Ultracool
- Where to Go from Here
-
Book I. Creating the Killer App
-
1. What Makes a Killer iPhone App
- 1.1. Figuring Out What Makes a Great iPhone Application
-
1.2. Exploiting the Platform
- 1.2.1. Device-guided design
-
1.2.2. Exploiting the features
- 1.2.2.1. Accessing the Internet
- 1.2.2.2. Knowing the location of the user
- 1.2.2.3. Tracking orientation and motion
- 1.2.2.4. Tracking the action of the user's fingers on the screen
- 1.2.2.5. Playing audio and video
- 1.2.2.6. Accessing the user's contacts
- 1.2.2.7. Accessing the user's pictures and camera
- 1.3. Embracing the iPhone's Limitations
- 1.4. Why Develop iPhone Applications?
- 1.5. Developing with Apple's Expectations in Mind
- 1.6. An Overview of the Development Cycle
- 1.7. The Sample Applications
- 1.8. What's Next
- 2. Creating a Compelling User Experience
- 3. Enlisting in the Developer Corps
- 4. Getting to Know the SDK
-
5. Looking Behind the Screen
- 5.1. Using Frameworks
- 5.2. Using Design Patterns
- 5.3. Working with Windows and Views
- 5.4. Controlling View Controllers
- 5.5. What About the Model?
- 5.6. Adding Your Own Application's Behavior
- 5.7. Doing What When?
- 5.8. Whew!
-
6. Death, Taxes, and iPhone Provisioning
- 6.1. How the Process Works
- 6.2. Provisioning Your Device for Development
- 6.3. Creating Your Development Provisioning Profile and Development Certificate
- 6.4. Provisioning Your Application for the App Store
- 6.5. Using iTunes Connect to Manage Apps in the App Store
- 6.6. Supplying the Information Required for the App Store
- 6.7. Avoiding the App Store Rejection Slip
- 6.8. Now What?
- 7. The App Store Is Not Enough
-
1. What Makes a Killer iPhone App
-
Book II. Objective-C and iPhone Technologies
- 1. Using Objective-C's Extensions to C for iPhone Development
- 2. The Real Truth about Object-Oriented Programming
- 3. Digging Deeper Into Objective-C
- 4. Leveraging the Foundation Framework in Your App
- 5. Getting Other Objects to Do Your Work for You
-
Book III. Building a Utility App — DeepThoughts
- 1. Understanding How an App Runs
- 2. Understanding the User Interface Controls
- 3. Developing the Main View
- 4. Developing the Flipside Controls
- 5. Extending Your App with a Photo View
- Book IV. Debugging and Tuning Your Application
-
Book V. Building an Industrial Strength Application — RoadTrip!
- 1. Designing Your Application
- 2. Setting the Table
- 3. Navigating
- 4. Creating Controllers and Model Classes
- 5. Finding Your Way
- 6. Geocoding and Reverse Geocoding
-
Book VI. Storing and Accessing Data
-
1. Show Me the Data
- 1.1. Seeing the Sights
- 1.2. Starting with the Table View
- 1.3. Seeing the Sights
- 1.4. Sight.plist Is a Plist
- 1.5. Adding a plist to Your Project
- 1.6. Initializing the Sight Objects with plist Data
- 1.7. Displaying the Sights in the SightListController Table View
- 1.8. Drawing the Thumbs
- 1.9. Compile and Run RoadTrip
- 1.10. Houston, We Have a Problem . . .
- 2. A More Flexible Generic Controller
-
3. Working the URL Loading System
- 3.1. URL Loading System Overview
- 3.2. Implementing Sight with Asynchronous Downloads
- 3.3. Adding Delegation and the URL Loading System to the Rest of the Model Objects
- 3.4. What About the Map?
- 3.5. Where Are You?
- 4. Setting Up Core Data
-
5. Putting Core Data to Work
- 5.1. Understanding the Fetch Request
- 5.2. Getting the Ball Rolling
-
5.3. Adding HotelController
- 5.3.1. Setting up the controller
- 5.3.2. Repurposing the code from the template
- 5.3.3. Modifying viewDidLoad
- 5.3.4. Creating a fetched results controller
- 5.3.5. Adding a new hotel
- 5.3.6. Table view methods
- 5.3.7. The fetched results controller's delegate
- 5.3.8. Managing memory
- 5.3.9. You now have someplace to stay
- 5.4. Supporting Undo
- 5.5. Adding Delete
- 5.6. What's Left
-
1. Show Me the Data
-
Book VII. Extending the App to the Realm of Ultracool
- 1. A User Interface for Adding Hotels and Using the Address Book
- 2. Incorporating E-Mail: Postcards from the Road
- 3. Are We There Yet?
Product information
- Title: iPhone® Application Development All-In-One For Dummies®
- Author(s):
- Release date: February 2010
- Publisher(s): For Dummies
- ISBN: 9780470542934
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