Sams Teach Yourself Mac OS X Lion App Development in 24 Hours

Author:   Kevin Hoffman
Publisher:   Pearson Education (US)
ISBN:  

9780672335815


Pages:   368
Publication Date:   29 March 2012
Format:   Paperback
Availability:   Out of stock   Availability explained


Our Price $105.57 Quantity:  
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Sams Teach Yourself Mac OS X Lion App Development in 24 Hours


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Overview

In just 24 sessions of one hour or less, you can master Mac OS X Lion development from the ground up, and start writing tomorrow’s most exciting iOS-style Mac apps! Using this book’s straightforward, step-by-step approach, you’ll get comfortable with Apple’s powerful new development tools and techniques, build engaging user interfaces, integrate data and web services, and take advantage of Apple’s latest innovations…everything from gestures and multitouch to iCloud and In-App Purchasing. Every lesson builds on what you’ve already learned, giving you a rock-solid foundation for real-world success!   Step-by-step instructions carefully walk you through the most common Mac OS X Lion development tasks. Quizzes at the end of each chapter help you test your knowledge. By the Way notes present interesting information related to the discussion. Did You Know? tips offer advice or show you easier ways to perform tasks. Watch Out! cautions alert you to possible problems and give you advice on how to avoid them.   Printed in full color—figures and code appear as they do in Xcode Get started fast with Mac Developer Center, XCode, Objective-C, and Cocoa Programmatically control OS X Lion’s powerful new features Work with Cocoa’s powerful Model-View-Controller (MVC) pattern Safely manage memory and fix leaks Create robust, engaging, highly interactive user interfaces Organize Cocoa layouts, controls, bindings, tables, and collections Support gestures and multi-touch events Define user defaults and provide Preference Panes Work with documents, versions, and iOS-style Autosave Make the most of notifications, alerts, sheets, and popovers Use images and animation to make apps more powerful—and more fun Use Core Data to cleanly integrate data into your apps Query and submit data to web services Submit apps to the Mac App Store Support In-App Purchases with StoreKit  

Full Product Details

Author:   Kevin Hoffman
Publisher:   Pearson Education (US)
Imprint:   Sams Publishing
Dimensions:   Width: 23.10cm , Height: 1.30cm , Length: 18.00cm
Weight:   0.484kg
ISBN:  

9780672335815


ISBN 10:   0672335816
Pages:   368
Publication Date:   29 March 2012
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Out of Print
Availability:   Out of stock   Availability explained

Table of Contents

Introduction    1 Part I: Mac OS X Lion Programming Basics HOUR 1: Introduction to Mac OS X Lion    7 Introducing Mac OS X Lion.    7 Summary    13 Q&A    13 HOUR 2: Introduction to the Developer Tools    15 Introducing the Mac Developer Center    15 Creating an Apple Developer Account.    17 Downloading Xcode and Other Developer Tools    21 Summary    24 Q&A    25 HOUR 3: Introducing Objective-C    27 Overview and History of Objective-C.    27 Creating a New Cocoa Application.    28 Exploring the Language with Some Basic Math    30 Using Strings.    32 Understanding Pointers and Equality    35 Passing Messages.    38 Controlling Program Flow    39 Summary    41 Q&A    41 HOUR 4: Object-Oriented Programming with Objective-C    43 Creating Classes    44 Adding Attributes to Classes    48 Adding Behavior to Classes    52 Using Objects and Classes    55 Extending Objects Through Inheritance.    56 Using Polymorphism    58 Summary    62 Q&A    62 HOUR 5: Understanding Memory Management    63 Introduction to Memory Management    63 Detecting and Fixing Memory Leaks    68 Using Automatic Reference Counting    72 Summary    75 Q&A    76 Part II: Cocoa Application Programming Basics HOUR 6: Introducing Cocoa    77 A Brief Overview of Cocoa.    77 Taking a Tour of Interface Builder    81 Using the Utilities Panels and Inspectors    83 Summary    91 Q&A    92 HOUR 7: Using Controls and Layout with Cocoa    93 A Tour of the Basic Cocoa Controls    93 Comparing Traditional and Automatic Layouts    104 Summary    109 Q&A    110 HOUR 8: Creating Interactive Applications    111 Introducing Connections, Outlets, and Actions    111 Manipulating Controls at Runtime with Code.    120 Summary    121 Q&A    121 HOUR 9: Creating Data-Bound Interfaces    123 Introducing the Model-View-Controller Pattern    123 Introducing Cocoa Bindings.    125 Under the Hood with KVC and KVO    132 Summary    134 Q&A    134 HOUR 10: Working with Tables and Collections    135 Working with Bindings and Collections    135 Using Table Views    137 Using Collection Views    144 Using the Outline View    145 Summary    148 Q&A    148 HOUR 11: Working with Multitouch and Gestures    149 Introduction to Multitouch on Mac OS X Lion    149 Responding to Gestures and Multitouch Events    151 Summary    159 Q&A    159 Part III: Working with Data HOUR 12: Working with User Defaults    161 Introduction to User Defaults and Preferences Panes    161 Reading and Writing User Defaults    162 Binding to the User Defaults Controller    164 Summary    170 Q&A    171 HOUR 13: Working with Core Data    173 Introducing Core Data    173 Creating Data Models.    174 Querying and Manipulating Data    177 Summary    186 Q&A    187 HOUR 14: Working with Documents, Versions, and Autosave    189 Building Document-Based Applications    189 Introducing Core Data Document-Based Applications    191 Using Versions and Autosave    197 Summary    198 Q&A    199 HOUR 15: Working with Apple’s iCloud    201 Introduction to iCloud    201 Ideal Scenarios for Using iCloud    202 Storing Key-Value Data in the Cloud    203 Storing Documents in the Cloud    204 Enabling Mac OS X Lion Applications for iCloud    211 Summary    211 Q&A    212 Part IV: Building Advanced Mac Applications HOUR 16: Using Alert Panels and Sheets    213 Using Alert Panels    213 Using Sheets    219 Summary    224 Q&A    224 HOUR 17: Working with Images    225 Reading and Writing Images    225 Displaying Collections of Images    227 Manipulating Images with Core Image Filters.    229 Summary    235 Q&A    235 HOUR 18: Using Popovers    237 Introducing Popovers    237 Creating Popovers    239 Customizing Popovers.    243 Creating Detachable Popovers    244 Summary    249 Q&A    250 HOUR 19: Building Animated User Interfaces    251 Introduction to Core Animation    251 Animating Views    253 Advanced Animation Techniques    256 Summary    262 Q&A    263 HOUR 20: Consuming Web Services    265 Introducing Web Services    265 Making Web Service Calls    269 Summary    277 Q&A    278 HOUR 21: Building Full-Screen Applications    279 Overview of Full-Screen Applications.    279 Knowing When Full Screen Is Appropriate    283 Summary    285 Q&A    285 HOUR 22: Supporting Drag-and-Drop Behavior    287 Introduction to Drag-and-Drop    287 Programming Drag-and-Drop Behavior    290 Summary    298 Q&A    298 HOUR 23: Building Apps for the Mac App Store    299 Getting Started with iTunes Connect    299 Building Your Application    302 Preparing Your Application for Submission    306 Submitting Your Application    309 Summary    313 Q&A    314 HOUR 24: Supporting In-App Purchases    315 Introducing In-App Purchasing    315 Creating In-App Purchase Products in iTunes Connect    316 Using StoreKit to Support In-App Purchases    319 Summary    326 Q&A    326 Index    329

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Author Information

Kevin Hoffman has been programming since he was 10 years old, when he got his start writing BASIC programs on a Commodore VIC-20. Since then, he has been obsessed with building software and doing so with clean, elegant, simple code in as many languages as he can learn. He has presented twice at Apple’s Worldwide Developer Conference, guest lectured at Columbia University on iPhone programming, and built several iOS Apps available in the App Store. He is currently Vice President, Global Information Technology for Barclays Capital, where he is involved in all aspects of the software life cycle—from testing standards to coding standards and from architecture to implementation of powerful, high-volume, low-latency systems.

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