By Dave Mark, Jeff Lamarche (auth.)
Are you a programmer trying to find a brand new problem? Does the concept of creating your personal iPhone app make your center race and your pulse quicken? if that is so, Beginning iPhone three improvement: Exploring the iPhone SDK is simply the booklet for you. up-to-date and revised for iPhone SDK three, a few of the discussions within the unique e-book were clarified to make many of the extra complicated subject matters more straightforward to appreciate. furthermore, the entire tasks were rebuilt from scratch utilizing the SDK three templates.
For the most recent model of this ebook for Swift, see Beginning iPhone improvement with Swift, ISBN 978-1-4842-0410-8. For the most recent model of this ebook for Objective-C, see Beginning iPhone improvement: Exploring the iOS SDK, ISBN 978-1-4842-0200-5.
Assuming just a minimum operating wisdom of Objective-C, and written in a pleasant, easy-to-follow variety, this booklet bargains a whole soup-to-nuts direction in iPhone and iPod contact programming. The ebook begins with the fundamentals, jogging you thru the method of downloading and fitting Apple's loose iPhone SDK, after which stepping you although the construction of your first basic iPhone program. From there, you are going to learn how to combine the entire interface components iPhone clients have come to understand and love, akin to buttons, switches, pickers, toolbars, and sliders. you will grasp various layout styles, from the best unmarried view to complicated hierarchical drill-downs. The complicated artwork of desk construction could be demystified, and you can see how you can shop your facts utilizing the iPhone dossier process. you will additionally how one can keep and retrieve your information utilizing SQLite, iPhone's integrated database administration method. additionally, you are going to additionally find out about middle facts, a huge endurance mechanism that has simply been further with SDK 3.
And there is even more! you are going to learn how to draw utilizing Quartz second and OpenGL ES, upload multitouch gestural aid (pinches and swipes) in your functions, and paintings with the digital camera, picture library, accelerometer, and integrated GPS. you will discover the fantastic issues of software personal tastes and how you can localize your apps for a number of languages. you could detect extra approximately this e-book, obtain resource code, and locate help boards on the book's significant other web site, at www.iphonedevbook.com.
- The iPhone three replace to the best-selling and so much prompt ebook for iPhone builders
- Packed jam-packed with tips, options, and exuberance for the recent SDK from a developer viewpoint
- The so much entire, necessary, and up to date consultant to all issues having to do with Apple's iPhone SDK
Read Online or Download Beginning iPhone 3 Development: Exploring the iPhone SDK PDF
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Additional info for Beginning iPhone 3 Development: Exploring the iPhone SDK
Huh? Why's that? png and uses that. Just thought you'd like to know! SJPRODUCT. nW1ndow Figure 2-14. plist. While most of these settings are fine as they are, one in particular requires our attention, the setting named Bundle identifier. This is a unique identifier for your application and should always be set. If you're just going to run your application on the iPhone simulator, the standard naming convention for bundle identifiers is to use one of the top-level Internet domains such as com or org followed by a period, then the name of your company or organization followed by another period, and finally the name of your application.
A class that implements a button that does some particular calculation when it is clicked can be used only in the application for which it was originally written. When you write Cocoa Touch applications, you will primarily create your view components using Interface Builder, although you will sometimes also modify your interface from code, or you might subclass existing views and controls. Your model will be created by crafting Objective-( classes designed to hold your application's data or by building a data model using Core Data, which you'll learn about in Chapter 11.
CHAPTER 3: Handling Basic Interaction Creating Our Project It's time to create our Xcode project. We're going to use the same template that we used in the previous chapter: View-based Application. We'll start using some of the other templates before too long, but by starting with the simple template again, it'll be easier for you to see how the view and controller objects work together in an iPhone application. Go ahead and create your project, saving it under the name Button Fun. If you have any trouble creating your project, refer to the preceding chapter for the proper steps.
Beginning iPhone 3 Development: Exploring the iPhone SDK by Dave Mark, Jeff Lamarche (auth.)