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Tiêu đề Beginning iPhone 4 Development
Tác giả Dave Mark, Jack Nutting, Jeff LaMarche
Chuyên ngành Mobile Computing
Thể loại Book
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Số trang 7
Dung lượng 1,27 MB

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A comprehensive introduction to creating Appsfor iPhone, iPad and iPod touch Beginning iPhone 4 Development Exploring the iOS SDK Cov ers iPad and iPod t ouch Companion eBook Available

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A comprehensive introduction to creating Apps

for iPhone, iPad and iPod touch

Beginning

iPhone 4 Development

Exploring the iOS SDK

Cov ers

iPad and iPod t ouch

Companion

eBook Available

Trim: 7.5 x 9.25 spine =1.28125" 680 page count 534ppi

COMPANION eBOOK SEE LAST PAGE FOR DETAILS ON $10 eBOOK VERSION

US $39.99

Shelve in Mobile Computing User level:

Beginner–Intermediate

www.apress.com

http://iphonedevbook.com/forum/

SOURCE CODE ONLINE

BOOKS FOR PROFESSIONALS BY PROFESSIONALS®

ISBN 978-1-4302-3024-3

9781430 230243

5 39 9 9

this print for content only—size & color not accurate

CYAN

MAGENTA YELLOW BLACK

PANTONE 123 C

SPOT MATTE

The authors of the bestselling Beginning iPhone 3 Development are back,

with more excellent material completely updated from the ground up for iOS 4 and the latest version of Apple¹s Xcode 3 All source code has been re-worked to use the latest Xcode templates and current APIs, with brand new screenshots showing iOS 4 and Xcode 3 in action

Beginning iPhone 4 Development is a complete course in iOS development You’ll

master techniques that work on iPhone, iPad, and iPod touch We start with the basics, showing you how to download and install the tools you’ll need, and how

to create your first simple application Next you’ll learn to integrate all the inter-face elements iOS users have come to know and love, such as buttons, switches, pickers, toolbars, and sliders You’ll master a variety of design patterns, from the simplest single view to complex hierarchical drill-downs The confusing art of table building will be demystified, and you’ll learn techniques to save and re-trieve your data using SQLite, iPhone’s built-in database management system and Core Data, the standard for persistence that Apple brought to iOS with the release of SDK 3

And there’s much more! You’ll learn to draw using Quartz 2D and OpenGL ES, add multitouch gestural support (pinches and swipes) to your applications, and work with the camera, photo library, accelerometer, and built-in GPS You’ll dis-cover the fine points of application preferences and learn how to localize your apps for multiple languages You’ll also learn how to use the new

concurren-cy APIs included in iOS 4, and make robust multithreaded applications using Grand Central Dispatch

for Cocoa Touch developers

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1

Welcome to the Jungle

So, you want to write iPhone, iPod touch, and iPad applications? Well, we can’t say that

we blame you iOS, the core software of all of these devices, might just be the most

interesting new platform to come around in a long time Certainly, it is the most

interesting mobile platform to date, especially now that Apple has provided a set of

elegant, well-documented tools for developing iOS applications And with the release of

version 4 of the iOS software development kit (SDK), things have only gotten better

What This Book Is

This book is a guide to help you get started down the path to creating your own iOS

applications Our goal is to get you past the initial learning curve to help you understand

the way iOS applications work and how they are built As you work your way through

this book, you will create a number of small applications, each designed to highlight

specific iOS features and show you how to control or interact with those features If you

combine the foundation you’ll gain by making your way through this book with your own

creativity and determination, and then add in the extensive and well-written

documentation provided by Apple, you’ll have everything you need to build your own

professional iPhone and iPad applications

TIP: Dave, Jack, and Jeff have a forum set up for this book It’s a great place to meet

like-minded folks, get your questions answered, and even answer other people’s questions It’s at

http://iphonedevbook.com/forum Be sure to check it out!

What You Need

Before you can begin writing software for iOS, you’ll need a few things For starters,

you’ll need an Intel-based Macintosh running Snow Leopard (OS X 10.6.5 or later) Any

recent Intel-based Macintosh computer—laptop or desktop—should work just fine

1

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CHAPTER 1: Welcome to the Jungle

2

You’ll also need to sign up to become a registered iOS developer Apple requires this step before you’re allowed to download the iOS SDK

To sign up, navigate to http://developer.apple.com/ios/, which will bring you to a page similar to the one shown in Figure 1–1

Figure 1–1 Apple’s iOS Dev Center web site

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First, click the button labeled Log in You’ll be prompted for your Apple ID If you don’t

have an Apple ID, click the Create Apple ID button, create one, and then log in Once

you are logged in, you’ll be taken to the main iOS development page Not only will you

see a link to the SDK download, but you’ll also find links to a wealth of documentation,

videos, sample code, and the like—all dedicated to teaching you the finer points of iOS

application development

One of the most important downloads on this page is Xcode, Apple’s integrated

development environment (IDE) Xcode includes tools for creating and debugging source

code, compiling applications, and performance tuning the applications you’ve written

By the time you are finished with this book, you will become an Xcode aficionado!

SDK VERSIONS AND SOURCE CODE FOR THE EXAMPLES

As the versions of the SDK and Xcode evolve, the mechanism for downloading them will also change

Sometimes the SDK and Xcode are featured as separate downloads; other times, they will be merged as a

single download Bottom line: you want to download the latest released (nonbeta) version of the SDK and

Xcode

This book has been written to work with the latest version of the SDK In some places, we have chosen to

use new functions or methods introduced with version 4 that may prove incompatible with earlier versions

of the SDK We’ll be sure to point those situations out as they arise in this book

Be sure to download the latest and greatest source code archives from the book’s web site at

http://iphonedevbook.com

We’ll update the code as new versions of the SDK are released, so be sure to check the site periodically

Developer Options

The free SDK download option includes a simulator that will allow you to build and run

iPhone and iPad apps on your Mac This is perfect for learning how to program for iOS

However, the simulator does not support hardware-dependent features, such as the

iPhone’s accelerometer or camera Also, the free option will not allow you to download

your applications onto your actual iPhone or other device And it does not give you the

ability to distribute your applications on Apple’s App Store For those capabilities, you’ll

need to sign up for one of the other options, which aren’t free:

The Standard program costs $99/year It provides a host of

development tools and resources, technical support, distribution of

your application via Apple’s App Store, and, most important, the ability

to test and debug your code on an iOS device, rather than just in the

simulator

The Enterprise program costs $299/year It is designed for companies

developing proprietary, in-house iOS applications and for those

developing applications for the Apple’s App Store, and with more than

one developer working on the project

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CHAPTER 1: Welcome to the Jungle

4

For more details on these programs, visit http://developer.apple.com/programs/ios

and http://developer.apple.com/programs/ios/enterprise to compare the two Because iOS supports an always-connected mobile device that uses other companies’ wireless infrastructure, Apple has needed to place far more restrictions on iOS

developers than it ever has on Mac developers (who are able—at least as of this

writing—to write and distribute programs with absolutely no oversight or approval from Apple) Even though the iPod touch and the Wi-Fi–only versions of the iPad don’t use anyone else’s infrastructure, they’re still subject to these same restrictions

Apple has not added restrictions to be mean, but rather as an attempt to minimize the chances of malicious or poorly written programs being distributed that could degrade performance on the shared network Developing for iOS may seem like it presents a lot

of hoops to jump through, but Apple has expended quite an effort to make the process

as painless as possible And also consider that $99 is still considerably less than buying, for example, Visual Studio, which is Microsoft’s software development IDE

This may seem obvious, but you’ll also need an iPhone, iPod touch, or iPad While much

of your code can be tested using the iOS simulator, not all programs can be And even those that can run on the simulator really need to be thoroughly tested on an actual device before you ever consider releasing your application to the public

NOTE: If you are going to sign up for the Standard or Enterprise program, you should go do it

right now The approval process can take a while, and you’ll need that approval to be able to run your applications on an actual device Don’t worry, though, because all the projects in the first several chapters and the majority of the applications in this book will run just fine on the iOS

simulator

What You Need to Know

This book assumes that you already have some programming knowledge It assumes that you understand the fundamentals of object-oriented programming (you know what objects, loops, and variables are, for example) It also assumes you are familiar with the Objective-C programming language Cocoa Touch, the part of the SDK that you will be using through most of this book, uses Objective-C 2.0 But don’t worry if you’re not familiar with the more recent additions to the Objective-C language We highlight any of the 2.0 language features we take advantage of, and explain how they work and why we are using them

You should also be familiar with iOS itself, as a user Just as you would with any

platform for which you wanted to write an application, get to know the iPhone, iPad, or iPod touch’s nuances and quirks Take the time to get familiar with the iOS interface and with the way Apple’s iPhone and/or iPad applications look and feel

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xv

Acknowledgments

This book could not have been written without our mighty, kind, and clever families, friends, and

cohorts First and foremost, eternal thanks to Terry, Weronica, and Deneen for putting up with

us, and for keeping the rest of the universe at bay while we toiled away on this book This project

saw us tucked away in our writers’ cubby for many long hours, and somehow, you didn’t

complain once We are lucky men

This book could not have been written without the fine folks at Apress Clay Andres brought us to

Apress in the first place and carried this book on his back Dominic Shakeshaft was the gracious

mastermind who dealt with all of our complaints with a smile on his face, and somehow found

solutions that made sense and made this book better Kelly Moritz, our wonderful and gracious

coordinating editor, was the irresistible force to our slowly movable object Tom Welsh, our

developmental editor, helped us with some terrific feedback along the way They kept the book

on the right track and always pointed in the right direction Marilyn Smith and Kim Wimpsett,

copy editors extraordinaire, you were both such a pleasure to work with! Jeffrey Pepper, Frank

McGuckin, Brigid Duffy, and the Apress production team took all these pieces and somehow

made them whole Leo Cuellar, Dylan Wooters, and Jeff Stonefield assembled the marketing

message and got it out to the world To all the folks at Apress, thank you, thank you, thank you!

A very special shout-out to our incredibly talented technical reviewer, Mark Dalrymple In

addition to providing insightful feedback, Mark tested all the code in this book, and he helped

keep us on the straight and narrow Thanks, Mark!

Finally, thanks to our children for their patience while their dads were working so hard This book

is for you, Maddie, Gwynnie, Ian, Kai, Henrietta, Dorotea, Daniel, Kelley, and Ryan

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■ ACKNOWLEDGMENTS

xvi

Preface

The preface to the previous edition of this book, Beginning iPhone 3 Development, started with

the phrase, “What an amazing journey!” Well, it’s true We’re having a blast, making a lot of new friends, and above all, learning, learning, learning The iOS SDK continues to evolve, and with each new release, it brings new concepts to explore and new design patterns to master

So, what’s new with this edition? A lot! For starters, we’ve gone through every single line of code and made whatever changes were necessary to bring each project into line with the latest version of iOS and the latest released SDK All the projects were created with Xcode 3.2.5, the newest release version of Xcode As you would expect, we’ve gone through the text, too, so the explanations are all up to date

Is it worth buying this book if you already own an earlier edition? That is an excellent question We’ve made a lot of minor tweaks throughout the book, but we’ve also made many major changes We’ve added two new chapters: one on programming for iPad, and a second on threading and background processing Both of these chapters feature all new code and are designed with iOS 4 in mind

In short, we’ve definitely made the book a lot better If you’ve already been through the

previous edition and feel very comfortable with all the material, go ahead and move on to More iPhone 4 Development, which we’re working on as this book goes to press

If you haven’t made it through the entire first or second edition yet, if you feel a bit fuzzy still,

or if you just want to help us out as authors, then by all means, pick up this third edition We do appreciate your support Be sure to check out http://iphonedevbook.com, and drop us a line

to let us know about your amazing new apps We look forward to seeing you on the forum Happy coding!

Dave, Jack, and Jeff

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