Sams Teach Yourself Cocoa Touch Programming in 24 Hours

Author:   Sengan Baring-Gould
Publisher:   Pearson Education (US)
ISBN:  

9780672331251


Pages:   576
Publication Date:   22 October 2009
Format:   Paperback
Availability:   In Print   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

Our Price $105.57 Quantity:  
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Sams Teach Yourself Cocoa Touch Programming in 24 Hours


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Overview

In Full Color Code samples are syntax highlighted as in Xcode!!   In just 24 sessions of one hour or less, learn how to build powerful mobile applications with Apple’s Cocoa Touch technology for the iPhone and iPod touch! Using this book’s straightforward, step-by-step approach, you’ll master every skill and technology you need, from handling user interaction and building effective user interfaces to accessing the Internet, playing media, and using the iPhone and iPod touch’s incredible sensing capabilities. Each 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 Cocoa Touch programming tasks. Quizzes and Exercises 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.     Write simple, efficient code that reflects a clear understanding of how Cocoa Touch works and why it works that way Build great iPhone/iPod touch user interfaces from the ground up Display tables and provide for clear navigation Access the Internet and networks and show web pages Save and retrieve data, including user preferences Understand how the Cocoa Touch runtime loop interacts with your application Draw and manipulate images Create complex animations such as Cover Flow Build applications that play and record media Use the iPhone’s built-in accelerometer, GPS capabilities, and WiFi support Share data via custom URLs, emails, and other techniques Find and fix common Cocoa Touch software bugs, fast Avoid the performance bottlenecks that affect Cocoa Touch code

Full Product Details

Author:   Sengan Baring-Gould
Publisher:   Pearson Education (US)
Imprint:   Sams Publishing
Dimensions:   Width: 10.00cm , Height: 10.00cm , Length: 10.00cm
Weight:   0.100kg
ISBN:  

9780672331251


ISBN 10:   067233125
Pages:   576
Publication Date:   22 October 2009
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Out of Print
Availability:   In Print   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

Table of Contents

Introduction     1 About This Book     1 About You     2 About Objective-C     2 What You Need     2 How to Read This Book     3 Conventions Used in This Book     3 PART I: Understanding the Objective-C Language HOUR 1: Starting Your First Application: A Calculator     5 Setting Up Your Development Tools     5 Using Xcode     6 Using Interface Builder     13 Summary     20 Workshop     21 Exercise      21 HOUR 2: Handling Interaction     23 Objective-C     23 Binding an Object to the User Interface     31 Basic Memory Management     39 Invoking Methods on nil     41 Type Checking Rules     41 Type Equivalence     42 Type Checking     42 Summary     44 Q&A     45 Workshop     45 Exercise     46 HOUR 3: Simplifying Your Code     47 Managing Memory with NSAutoReleasePools     47 Objective-C Strings     52 Introducing the Debugger      62 Understanding Messaging      65 Debugging a Real Bug     68 Using Shorthands     70 Summary     74 Q&A     74 Workshop     74 Exercises     75 HOUR 4: Making the Calculator Calculate     77 A Simple Calculator     78 Mutable Classes: Making a “Printing” Calculator     82 Dynamic Objective-C     88 Summary     96 Q&A     96 Workshop     96 Exercises     97 HOUR 5: Adding Variables to the Calculator     99 A Better Model/Controller Split      99 Using an NSDictionary to Add Variables to the Calculator     106 The Key-Value Coding and Observing Protocols     113 Summary     120 Workshop     120 Exercise     121 PART II: User-Interface Foundations HOUR 6: Understanding How the User Interface Is Built     123 User-Interface Building-Blocks: Views     123 Building the UI from Views     136 Summary     147 Q&A     147 Workshop      148 Exercise     148 HOUR 7: Understanding How Events Are Processed     149 Run Loops and Core Foundation     149 How Cocoa Uses the Run Loop     155 Touch Event Dispatching     160 Summary     167 Q&A     168 Workshop     168 Exercises     169 HOUR 8: Drawing User-Interface Elements      171 Adding Images to UIButton     171 Core Graphics     178 Drawing Your Own Button     194 Summary     199 Q&A     199 Workshop     199 Exercises     200 HOUR 9: Layers and Core Animation: Creating a Cover Flow Clone     201 Placing Layers in 3D Space     202 Using Core Animation     208 Creating a Cover Flow Clone     220 Summary     230 Q&A     230 Workshop     231 Exercises     231 PART III: Advanced User-Interface Elements HOUR 10: Using View Controllers     233 View Controllers     233 Adding a Scientific Mode to the Calculator     242 Summary     250 Q&A     250 Workshop     251 Exercises     252 HOUR 11: Displaying Tables     253 Creating Tables      254 Using Table Cells     261 Creating a Twitter Application     268 Summary     272 Q&A     273 Workshop     273 Exercises     274 HOUR 12: Adding Navigation and Tab Bar Controllers     275 Using Modal View Controllers     275 Saving Application Defaults     279 Using Tab Bars     283 Using Navigation Bars     287 Summary     295 Q&A     295 Workshop     295 Exercises     296 HOUR 13: Adding Undo and Redo Functionality     297 Creating Your Own Undo/Redo Manager     297 Using NSUndoManager     305 Summary     307 Q&A     307 Workshop     308 Exercise      308 PART IV: Accessing the Internet HOUR 14: Accessing the Network      309 How Networks Work     309 How the Web Works     316 Using Cocoa Touch to Access the Web     321 Making the Twitter Application Deal with Errors     328 Summary     330 Q&A     331 Workshop     331 Exercises     332 HOUR 15: Showing a Web Page     335 Understanding UIWebView     335 Using UIWebViews     339 Using WebKit Extensions     345 Summary     352 Q&A     352 Workshop     353 Exercises     354 PART V: Saving and Retrieving Data HOUR 16: Adding Application Preferences     355 Retrieving Settings Set by the Settings Application     356 Creating a Settings Bundle for the Settings Application     357 Dynamically Updating Data from the Network     365 Summary     368 Q&A     369 Workshop     369 Exercises     370 HOUR 17: Using the SQLite Database     371 Saving and Reading Data from Files     371 Saving and Reading Data from an SQLite Database     373 Summary     385 Q&A     385 Workshop     385 Exercise     386 HOUR 18: Using Core Data     387 Using NSSortDescriptor and NSPredicate     387 Using Core Data     390 Using Xcode to Design Objects     404 Summary     407 Q&A     407 Workshop     407 Exercises     408 PART VI: Interacting with the World HOUR 19: Playing and Recording Media     409 Playing and Recording Audio     409 Playing Video Files     426 Summary     429 Q&A     430 Workshop     430 Exercises     431 HOUR 20: Sensing the World     433 Using the iPhone’s Accelerometer     433 Determining the iPhone’s Location     438 Taking Photos and Making Short Videos     444 Summary     446 Q&A     446 Workshop     446 Exercises     447 HOUR 21: Sharing Data     449 Using Custom URLs     449 Using Pasteboards     452 Exporting Data     455 Summary     459 Q&A     459 Workshop     460 Exercises     461 PART VII: Completing Your Application HOUR 22: Debugging     463 Using gdb, dtrace, valgrind, and nib2objc     463 Resolving Cocoa Misunderstandings     472 Summary     477 Q&A     477 Workshop     477 Exercise     478 HOUR 23: Optimizing Performance     79 Profiling Your Code     . 479 Optimizing Your Memory Usage     486 Optimizing Your Code’s Speed     495 Summary     500 Q&A     500 Workshop     501 Exercise     502 HOUR 24: Shipping Your Application     503 Polishing Your Application for Submission     503 Localizing Your Application     506 Submitting Your Application to the App Store     514 Summary     517 Q&A     518 Workshop     519 Exercise     520 APPENDIX A: C Primer (Online)      521 Functions     521 Primitive Types     521 Basic Operators     522 Function Signatures     522 Interface Files     522 System Libraries     522 Composite Structures     523 Memory Access     523 Arrays     524 Dynamic Memory Allocation     524 Strings     524 Types     525 New Kinds of Errors     525 APPENDIX B: Troubleshooting Xcode (Online)      527 Logging in to the Developer Website     527 Obtaining Permission to Upload Your Application to Your Device     529 Building Your Application to Run on a Device     531 Updating Mobile Provisions      533 Debugging the Ambiguous Matches Error     534 Uploading Your Application to Your Device     534 Checking Changes That Do Not Show Up     540 Checking the App Store Executable     541 APPENDIX C: Resources     543 This Book’s Website     543 Books and Papers     543 Web Resources     545 APPENDIX D: Advanced Topics (Online)      547 Testing String Mutability with Exceptions     547 Uncaught Exceptions     547 The Implementation of Exceptions.      548 NSZones     549 Creating Singletons by Overriding allocWithZone:      550 Extending Objects by Overriding allocWithZone:      551 How Applications Start     552 Threads     553 pthreads     554 NSThreads     555 Deciding Whether to Use Threading or One-Shot Invocation     560 Types of Layers     562 View Controller Hierarchy Used in the Twitter Application     566 Index     567

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Author Information

Dr. Sengan Baring-Gould earned his Ph.D. in Artificial Intelligence (Natural Language Processing) and has published a number of papers in this field. Prior to that, he wrote a seminal series of articles reverse engineering the video hardware of the Atari ST, which are still quoted today. He has coauthored two patents in the field of x86 debugging hardware.   He is the owner of Ansemond LLC, a small Mac and iPhone software company based in Colorado. Its current products include Tetratile (an iPhone puzzle board game) and Find It! Keep It! (a Mac web browser that captures web pages reliably and saves them to a fully searchable database).

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