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Lou Franco - Hello! iOS Development

Here you can read online Lou Franco - Hello! iOS Development full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. year: 2013, publisher: Manning Publications, genre: Home and family. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

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Lou Franco Hello! iOS Development

Hello! iOS Development: summary, description and annotation

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Summary

Hello! iOS Development is a tutorial designed for novice iOS developers. Using the Hello! style of User Friendly cartoons and illustrations, this entertaining book will guide you step-by-step as you write your first apps for the iPhone and iPad and add them to the App Store.

About This Book

To create a successful iPhone or iPad app you need a great idea, serious commitment, and some programming know-how. If you supply the idea and the commitment, this entertaining and easy-to-read book will help you pick up the coding skills you need to bring your app to life.

Hello! iOS Development is a tutorial designed for new iOS developers. It builds on your existing programming knowledge to create apps for the iPhone and iPad using the Objective-C language and Apples free Xcode tools. Characters from the User Friendly cartoon series guide you as you write your first apps and add them to the App Store.

Written for readers with beginning-level programming skills. No prior experience with iOS development is assumed.

Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications.

Whats Inside

  • No iPhone or iPad development experience required
  • Go from napkin sketch to finished app
  • Publish your apps in the App Store
  • Easy writing style with visual learning aids

About the Authors

Lou Franco is an iOS developer with over a decade of iOS experience. Eitan Mendelowitz teaches computing and the arts at Smith College.

Table of Contents

    PART 1 HELLO! IPHONE
  1. Hello! iPhone
  2. Thinking like an iPhone developer
  3. Coding in Objective-C
  4. PART 2 IPHONE APPLICATIONS: STEP BY STEP
  5. Writing an app with multiple views
  6. Polishing your app
  7. Working with databases and table views
  8. Creating a photo-based application
  9. Moving, rotating, editing, and animating images
  10. Working with location and maps
  11. Accessing the internet
  12. PART 3 GOING FROM XCODE TO THE APP STORE
  13. Debugging and optimizing your application
  14. Building for the device and the App Store

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Hello! iPhone

This part of the book will help you get started being an iPhone application developer. By the time youre finished with this part, youll have done the following:

  • Seen the Apple Developer website and tools
  • Set up your machine for development
  • Learned about the basic concepts required to create applications
  • Created two simple applications.

Chapter 1 is focused on getting your machine ready for development. Youll learn to navigate the Apple Developer website, download and install the Apple tools that you need to create apps, and taken a tour through the two most important tools, Xcode and Interface Builder. At the end of the chapter, youll have created a Hello World! application.

Chapter 2 will help you start thinking about iPhone apps like a developer. Youll begin by learning the basics of the model-view-controller model of GUI development and object-oriented design. Then well move on to the topic of object lifetime, and youll apply what youve learned.

Then, in chapter 3, well move on to the syntax of Objective-C, the programming language you use to write apps. Well end by showing you how to use these new concepts in Xcode and Interface Builder to create a slightly more complex application.

II
iPhone applications: step by step

This part of the book will teach you how to use the various features of the iPhone in real applications. In each chapter, youll learn first how a feature works and then how to use it. Each application includes the full source code and is available on the App Store for you to try. When youre finished with this part, youll have seen all of the code for the following:

  • A simple game that uses touch and the accelerometer
  • An application that uses multi-touch and the camera and accesses your photos
  • An application that has a database, uses table views, and accesses contacts and the calendar
  • An application that uses locations and maps
In chapter 4, youll start with a few drawings of a simple FlashCards game, learn how to identify its views, and draw them in Interface Builder. Then, youll implement the models and controllers that make the game work. In chapter 5, youll add some polish to the app with icons and startup images. Youll learn how to make custom buttons that stretch, and youll use animation to make the app come alive. In chapter 6, youll finish the FlashCards app by adding Core Data to store results and view them later in navigation and table views.

In chapter 7, youll start a new app, Disguisey, which will teach you how to make a tab-based application, access the Photos app, and get touch locations for images. Youll add a little animation to Disguisey in chapter 8 and then learn how to use gestures to get multi-touch events. Finally, youll learn how to composite images and save them to the Photos app.

Chapter 9 discusses how to use maps in views, insert pins into those maps, and figure out your current location. Then, in chapter 10, youll learn how to access the internet via your app: displaying web pages in your UI, posting to Twitter, and using information that comes from the web.

III
Going from Xcode to the App Store

This part of the book will help you move the apps youve created on your Mac onto your device for testing and then into the App Store for sale. Youll learn how to

  • Join Apple's developer program
  • Get certificates from Apple so you can create device and App Store builds
  • Test your application on your device
  • Debug your application
  • Install apps, distribute them, and offer then in the App Store
In chapter 11, you'll learn what to do when something in your app goes wrong. By the end of the chapter you'll be able to locate bugs and optimize your app's code.

Chapter 12 explains how to run your app on an iPhone. You'll also learn how to distribute your app to users and, finally, submit your app for sale in the Apple App Store.

1
Hello! iPhone

Picture 1Picture 2Picture 3Picture 4This chapter covers

  • The Apple Developer website
  • Installing the iPhone SDK
  • Introduction to Xcode and Interface Builder
  • Hello, World!

The iPhone is a fun and powerful phone, and no matter how many apps there are in the App Store, everyone has an idea for another one. Its great that theres finally a combination of a large market, a distribution model, and a way to get paid that makes it easy for hobbyist programmers to make a little money (or in some cases, a lot of money) with simple apps.

Picture 5Look at iSteam. Its an app that lets you steam up your phone with your breath and that squeaks when you run your finger across it, and it was written in seven days by first-time iPhone programmers. It made $100,000 in its first three months in the App Store.

The last new platform that caused this much excitement was the web. Today, we have so many tools that can help us make websites without knowing any HTML that its hard to remember we used to have to know how to program to create even the simplest site.

But HTML is a nearly ideal way to get started with programming. Its structure looks like what you see in the browser, and you can create simple websites knowing just a few tags and using Notepad and a browser. And if you see a page you like, you can view its source and learn how it was done. This combination of simple coding, an easy on-ramp, cheap tools, and lots of available examples makes it possible for many people to learn to program in HTML.

iPhone programming, unfortunately, isnt as easy. iPhone apps arent just text you can create in any editor, so you need to use the tools that Apple provides to help you create your app. And although lots of code samples are available on the web, there arent many complete examples to learn from.

We wrote this book to solve these problems by offering simple explanations of the concepts used by Apples tools and step-by-step instructions for complete applications. Lets get started.

1.1 Turning your Mac into an iPhone app factory

Picture 6Picture 7Picture 8Apple does a lot to make sure Macs are useful for a wide variety of things right out of the box. Your Mac can organize digital photos, play music, make DVDs, and edit videos, and it evens supports a bunch of programming language environments like Java, Python, and Ruby. But if you want to make iPhone apps, you need to set it up.

To start, visit https://developer.apple.com/devcenter/ios, and register for a developer account. The Apple developer site has everything you need to create iPhone apps. The most important thing you need is the developer tools, but you can also find the full SDK documentation, sample code, and video tutorials. After reading this book, youll understand a lot of the standard documentation much better.

With the release of Xcode 4.2, you now get Xcode from the Mac App Store, so its easy for everyone to get started. You could start programming without the developer account, but its free, so you should go ahead and sign up.

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