Head First iPhone and iPad Development: A Learner's Guide to Creating Objective-C Applications for the iPhone and iPad

Overview

Let's say you have a killer app idea for iPhone and iPad. Where do you begin? Head First iPhone and iPad Development will help you get your first application up and running in no time. You'll not only learn how to design for Apple's devices, you'll also master the iPhone SDK tools—including Xcode—and Objective-C programming principles to make your app stand out.

Whether you're a seasoned Mac developer who wants to jump into the App store, or someone with strong object-oriented ...

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Head First iPhone and iPad Development: A Learner's Guide to Creating Objective-C Applications for the iPhone and iPad

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Overview

Let's say you have a killer app idea for iPhone and iPad. Where do you begin? Head First iPhone and iPad Development will help you get your first application up and running in no time. You'll not only learn how to design for Apple's devices, you'll also master the iPhone SDK tools—including Xcode—and Objective-C programming principles to make your app stand out.

Whether you're a seasoned Mac developer who wants to jump into the App store, or someone with strong object-oriented programming skills but no Mac experience, this book is a complete learning experience for creating eye-catching, top-selling iPhone and iPad applications.

  • Install the iPhone OS SDK and get started using XCode
  • Put Objective-C core concepts to work, including message passing, protocols, properties, and memory management
  • Take advantage of iPhone OS patterns such as datasources and delegates
  • Preview your applications in the Simulator
  • Build more complicated interactions that utilize multiple views, data entry/editing, and rotation
  • Work with the iPhone's camera, GPS, and accelerometer
  • Optimize, test, and distribute your application

We think your time is too valuable to waste struggling with new concepts. Using the latest research in cognitive science and learning theory to craft a multi-sensory learning experience, Head First iPhone and iPad Development has a visually rich format designed for the way your brain works, not a text-heavy approach that puts you to sleep.

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Product Details

  • ISBN-13: 9781449316570
  • Publisher: O'Reilly Media, Incorporated
  • Publication date: 12/27/2013
  • Edition description: Third Edition
  • Edition number: 3
  • Pages: 368
  • Sales rank: 497,113
  • Product dimensions: 7.90 (w) x 9.20 (h) x 0.40 (d)

Meet the Author

Dan Pilone is a Senior Software Architect with Blueprint Technologies, Inc. He has designed and implemented systems for Hughes, ARINC, UPS, and the Naval Research Laboratory. He also teaches project management and software design and engineering at The Catholic University in Washington D.C. Dan is the author of several books on software development, including UML 2.0 in a Nutshell and UML 2.0 Pocket Reference (O'Reilly).

Tracey Pilone, a licensed Civil Engineer, is a freelance technical writer who has worked on mission planning and RF analysis software for the Navy. She has a Civil Engineering degree from Virgina Tech and a Masters of Education from the University of Virginia.

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Table of Contents

;
Advance Praise for Head First iPhone and iPad Development;
Praise for other Head First books;
Praise for other Head First books;
;
Authors of Head First iPhone and iPad Development;
Coauthors of Head First iPhone and iPad Development;
How to use this book: Intro;
Who is this book for?;
We know what you’re thinking;
We know what your brain is thinking;
Metacognition: thinking about thinking;
Here’s what WE did:;
Here’s what YOU can do to bend your brain into submission;
Read Me;
System requirements;
The technical review team;
Acknowledgments;
Safari Books Online;
Chapter 1: Getting Started: Getting mobile with iOS;
1.1 So you want to build an iOS app...;
1.2 Welcome to the Apple universe!;
1.3 iOS apps are written in Objective-C;
1.4 It all starts with the SDK;
1.5 Pin Xcode...you’re going to be here a lot;
1.6 Meet Sue, your new boss;
1.7 Xcode and Git...new best friends;
1.8 Xcode is the hub of your iOS project;
1.9 The iOS simulator;
1.10 Your code is stored in source files;
1.11 Code Editor, Hub...and debugging, too;
1.12 One iPhone, two iPhones, red iPhone, blue iPhone...;
1.13 Your iPhone Development toolbox;
Chapter 2: Basic iOS Patterns: Building from scratch;
2.1 iOS apps run full screen, but there’s a lot going on;
2.2 Model-View-Controller is a design pattern;
2.3 Get started with Xcode and Git;
2.4 Design time!;
2.5 Design time...redux;
2.6 Cosmetic changes are easy in Xcode;
2.7 You could code this if you’re into that kind of thing...;
2.8 iOS controls are more than skin deep;
2.9 You’ll create the action using the Xcode GUI editor;
2.10 Connect your controls to your actions;
2.11 So how do we get to that text?;
2.12 Properties handle creating getters and setters;
2.13 Create a property for that text field;
2.14 You connect your controls to outlets;
2.15 Twitter, the easy way...;
2.16 Your iOS Basics toolbox;
Chapter 3: Interlude: Syntax;
3.1 Classes: Interface and Implementation;
3.2 Header files describe the interface to your class;
3.3 Properties are about efficiency;
3.4 Message passing: How Objective-C gets around;
3.5 Speaking of messages....;
3.6 Your Syntax toolbox;
Chapter 4: Tables, Views, and Data: A table with a view;
4.1 Congratulations!;
4.2 SpinCity browsing app overview;
4.3 The way iOS apps work;
4.4 Using the touch screen....;
4.5 Hierarchical data—get out your table view;
4.6 We need to hook these views together...;
4.7 Three views in one template;
4.8 Use MVC to separate your concerns...;
4.9 Adding a new class;
4.10 Properties expose class attributes;
4.11 Data Access Objects hide low-level data access;
4.12 You’ve built your DAO!;
4.13 A table is a collection of cells;
4.14 Your View toolbox;
Chapter 5: Multiview Applications: It’s all about the details;
5.1 An app with a view...;
5.2 Table views don’t always look like...tables;
5.3 Change your UIViewController to a UITableView Controller;
5.4 Layout for the new detail view;
5.5 Layout your view within the storyboard;
5.6 Design the rest of the view dynamically;
5.7 Segues connect view controllers;
5.8 Connect your scenes in your storyboard;
5.9 Segues let you prepare for a new scene;
5.10 Update your prepareforSegue callback;
5.11 There’s an app a list for that;
5.12 Create a new property list;
5.13 You need to load each album from the plist;
5.14 Convert your data to plists in one easy step;
5.15 Your View toolbox;
Chapter 6: The Review Process, Design, and Devices: How to live with Apple;
6.1 It’s Apple’s world...you’re just living in it;
6.2 Device checking... it’s not optional;
6.3 Device checking case study: the camera;
6.4 iOS handles the heavy lifting;
6.5 Hmmm... supported device, missing feature;
6.6 The HIG helps, rather than hurting you;
6.7 You’ve already gotten used to the HIG...;
6.8 Design = look + feel;
6.9 iOS 7 Top 5;
6.10 More to think about: your iPad is not your iPhone;
6.11 Your Apple toolbox;
Chapter 7: Basic Core Data and Table View Cells: Reruns are hard to find;
7.1 This is your application;
7.2 This is your application on data;
7.3 Introducing Core Data;
7.4 ...and speaking of data;
7.5 The Gilligizer app;
7.6 Core Data starts with...data;
7.7 Core Data works with entities;
7.8 Core Data describes entities with a Managed Object Model;
7.9 Build your Show entity;
7.10 Our generated Show class matches our Managed Object Model;
7.11 NSManagedObject also implements the properties;
7.12 You have an object...now present it.;
7.13 Present each entity in Gilligizer;
7.14 Your Core Data toolbox;
Chapter 8: Implementing search with core data: Looking for info;
8.1 The app is working, but it’s limited...;
8.2 Use an NSFetchRequest to describe your search;
8.3 Let’s give it a shot...;
8.4 iOS 7 has Core Data and UIKit support for searching;
8.5 SearchDisplayController handles just about everything;
8.6 Use predicates for filtering data;
8.7 The NSFetchRequest predicate controls what data is returned;
8.8 It was a trick question...;
8.9 Your searching toolbox;
Chapter 9: Core data, mapkit, and core location: Finding a phone booth;
9.1 Everything old is cool new again;
9.2 An app, an iPad, and a phone booth;
9.3 iOS apps are read-only (well, kind of...);
9.4 An iOS application structure defines where you can read and write data;
9.5 Enter... UIImagePicker;
9.6 Prompt the user with action sheets;
9.7 Where Who... are you? Where Who, who?;
9.8 Core Location can find you in a few ways;
9.9 Map Kit comes with every iOS device;
9.10 Annotations require a little more work finesse;
9.11 Fully implement the annotation protocol;
9.12 Your kit Toolbox;

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