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If you've got incredible iOS ideas, get this book and
bring them to life!
iOS 7 represents the most significant update to Apple's
mobile operating system since the first iPhone was released, and
even the most seasoned app developers are looking for information
on how to take advantage of the latest iOS 7 features in their app
designs. That's where iOS App Development For Dummies
comes in! Whether you're a programming hobbyist wanting to
build an app for fun or a professional developer looking to expand
into the iOS market, this book will walk you through the
fundamentals of building a universal app that stands out in the iOS
crowd.
Walks you through joining Apple's developer program,
downloading the latest SDK, and working with Apple's
developer tools
Explains the key differences between iPad and iPhone apps and
how to use each device's features to your advantage
Shows you how to design your app with the end user in mind and
create a fantastic user experience
Covers using nib files, views, view controllers, interface
objects, gesture recognizers, and much more
There's no time like now to tap into the power of iOS
Auteur
Jesse Feiler is a developer, consultant, and author
specializing in Apple technologies. He is the creator of Minutes
Machine for iPad, the meeting management app, and Saranac River
Trail and is heard regularly on WAMC Public Radio for the
Northeast's The Roundtable.
Résumé
If you've got incredible iOS ideas, get this book and bring them to life!
iOS 7 represents the most significant update to Apple's mobile operating system since the first iPhone was released, and even the most seasoned app developers are looking for information on how to take advantage of the latest iOS 7 features in their app designs. That's where iOS App Development For Dummies comes in! Whether you're a programming hobbyist wanting to build an app for fun or a professional developer looking to expand into the iOS market, this book will walk you through the fundamentals of building a universal app that stands out in the iOS crowd.
Contenu
Introduction 1
A Bit of History 1
The iPhone stands alone 2
Enter the App Store 2
The iPad joins the party 3
The Plan for This Book 3
iOS and Xcode Game Changers 4
About This Book 5
Conventions Used in This Book 5
Icons Used in This Book 6
Foolish Assumptions 7
How This Book Is Organized 7
Part I: Getting Started 8
Part II: Building RoadTrip 8
Part III: Getting Your Feet Wet: Basic Functionality 8
Part IV: The Model and the App Structure 9
Part V: Adding the App Content 9
Part VI: The Part of Tens 9
Beyond the Book 10
Where to Go from Here 10
Part I: Getting Started 11
Chapter 1: What Makes a Great iOS App 13
Figuring Out What Makes a Great iOS App 14
Making your app work well 14
Handling networking, social media, and location 15
Designing a powerful and intuitive interface that disappears 15
Using the iOS Platform to the Fullest 16
Exploiting advantages of the system 16
Accessing the Internet 17
Knowing the location of the user 18
Tracking orientation and motion 18
Tracking users' fingers on the screen 19
Playing content 19
Accessing information from Apple's apps 19
Copying, cutting, and pasting between apps 20
Multitasking, background processing, and notifications 20
Living large on the big screen 21
Embracing Device Limitations 21
Designing for fingers 22
Balancing memory and battery life 22
Why Develop iOS Apps? 23
Developing with Apple's Expectations in Mind 24
Thinking About You, Apps, and Money 25
Enter the Cloud 26
Developing an App the Right Way Using the Example App in This Book 27
What's Next 27
Chapter 2: Getting to Know the SDK 29
Developing Using the SDK 29
Using Xcode to Develop an App 30
Creating an Xcode project 31
Developing the app 31
The Workspace Window 33
Workspace areas 34
Displaying an area's content 36
The toolbar and Tab bar 40
The Organizer window 42
Chapter 3: The Nuts and Bolts of an Xcode Project 45
Creating Your Project 45
Exploring Your Project 50
The project 50
The Project editor 50
The Project navigator 53
Setting Your Xcode Preferences 57
Building and Running Your Application 59
Building an app 61
The iPad's Split views 63
The Log navigator 64
Running in the Simulator 66
Interacting with your simulated hardware 66
Making gestures 67
Uninstalling apps and resetting your device 68
Living with the Simulator's limitations 69
Using Asset Catalogs 70
Adding the Image and Sound Resources and an App Icon 74
Part II: Building RoadTrip 77
Chapter 4: Storyboards and the User Experience 79
Introducing the Storyboard 80
Telling your story 81
Working with object graphs 83
Defining What You Want an App to Do: The RoadTrip App 84
Creating the Application Architecture 88
What You Add Where 89
Using Frameworks 90
Using Design Patterns 91
The iOS design patterns 92
The Model-View-Controller (MVC) design pattern 92
Working with Windows and Views 95
Looking out the window 95
Admiring the view 96
The kinds of views you use 97
View Controllers the Main Storyboard Players 101
What About the Model? 104
It's Not That Neat 105
Taking a Look at Other Frameworks 106
The Foundation framework 106 The CoreGra...