The professional programmer's DEITEL(R) guide to iPhone app development using iPhone SDK 3.x, Xcode(R), Objective-C(R) and Cocoa(R) More than 1.5 billion iPhone apps were downloaded from Apple's App Store in just one year! This book gives you everything you'll need to start developing great iPhone apps quickly and--once you've joined Apple's fee-based iPhone Developer Program--to get them up and running on the App Store. The book uses an app-driven approach--each new technology is discussed in the context of 14 fully tested iPhone apps (7700 lines of code), complete with syntax shading, code walkthroughs and sample outputs. Apps you'll develop include: * Welcome * Spot-On Game * Route Tracker * Tip Calculator * Cannon Game * Slideshow * Favorite Twitter(R) Searches * Painter * Voice Recorder * Flag Quiz Game * Address Book * Twitter(R) Discount AirfaresBy Chapter 3 you'll be building apps using Xcode(R), Cocoa(R) and Interface Builder. You'll learn object-oriented programming in Objective-C(R) and build apps using the latest iPhone 3.x technologies including the Game Kit, iPod library access and more. iPhone for Programmers include practical, example-rich coverage of: / iPhone SDK 3. x, XCode(R), Interface Builder / Object-Oriented Programming in Objective-C(R) and Cocoa(R) / Collections, GUI, Event Handling / Controllers, Application Templates / UIView, Multi-Toucha / Core Audio, Core Animation, NSTimer / Tables, UINavigationController / Map Kit, Core Location, GPS, Compass / Photos, iPod Library Access / Serialization
| ISBN | 013705842X | | Pages | 456 | | ISBN13 | 9780137058426 (What's this?) | | Weight (grammes) | 832 | | Publisher | Pearson Education (US) | | Published in | Upper Saddle River | | Imprint | Prentice Hall | | Height (mm) | 230 | | Format | Paperback | | Width (mm) | 180 | | Publication date | 29 Oct 2009 | | Spine width (mm) | 30 | | DEWEY | 004.165 | | Academic level | Professional / Scholarly | | DEWEY edition | DC22 | |
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Illustrations xvii Preface xxvii Before You Begin xxxiii Chapter 1: Introduction to iPhone App Development 1 1.1 Introduction to iPhone for Programmers 2 1.2 iPhone Overview 3 1.3 Key New iPhone 3GS and OS 3.x Features and Enhancements 6 1.4 Downloading Apps from the App Store 7 1.5 iPhone OS 3.x 8 1.6 Objective-C Programming Language 9 1.7 Design Patterns 10 1.8 Cocoa Frameworks 11 1.9 New iPhone SDK 3 Features 13 1.10 Xcode Toolset 14 1.11 Basics of Object Technology 15 1.12 Web 2.0 17 1.13 Test-Driving the Painter App in the iPhone Simulator 17 1.14 Wrap-Up 22 1.15 Deitel Resource Centers 22 Chapter 2: iPhone App Store and App Business Issues 23 2.1 Introduction 24 2.2 iPhone Developer Program: Setting Up Your Profile for Testing and Submitting Apps 25 2.3 iPhone Human Interface Guidelines 30 2.4 Testing Your App 32 2.5 Preparing Your App for Submission through iTunes Connect 32 2.6 Characteristics of Great iPhone Apps 34 2.7 Avoiding Rejection of Your App 35 2.8 Pricing Your App: Free or Fee 36 2.9 Adding an App to iTunes Connect 38 2.10 Monetizing Paid Apps: Using In App Purchase to Sell Virtual Goods 41 2.11 Using iTunes Connect to Manage Your Apps 42 2.12 Marketing Your App 43 2.13 iPhone Anecdotes and Humor 48 2.14 Other Platforms 49 2.15 iPhone Developer Documentation 50 2.16 Wrap-Up 50 Chapter 3: Welcome App 51 Dive-Into(R) Xcode, Cocoa and Interface Builder 3.1 Introduction 52 3.2 Overview of the Technologies 52 3.3 Xcode 3.x IDE and Cocoa 53 3.4 Building the Application 56 3.5 Building the GUI with Interface Builder 57 3.6 Running the Welcome App 61 3.7 Wrap-Up 63 Chapter 4: Tip Calculator App 64 Introducing Objective-C Programming 4.1 Introduction 65 4.2 Test-Driving the Tip Calculator App 66 4.3 Overview of the Technologies 66 4.4 Building the App 66 4.5 Adding Functionality to Your App 71 4.6 Connecting Objects in Interface Builder 73 4.7 Implementing the Class's Methods 76 4.8 Wrap-Up 81 Chapter 5: Favorite Twitter(R) Searches App 83 Collections and Cocoa GUI Programming 5.1 Introduction 84 5.2 Test-Driving the Favorite Twitter Searches App 85 5.3 Technologies Overview 86 5.4 Building the App 86 5.5 Wrap-Up 101 Chapter 6: Flag Quiz Game App 102 Controllers and the Utility Application Template 6.1 Introduction 103 6.2 Test-Driving the Flag Quiz Game App 106 6.3 Technologies Overview 106 6.4 Building the App 107 6.5 Wrap-Up 127 Chapter 7: Spot-On Game App 129 Using UIView and Detecting Touches 7.1 Introduction 130 7.2 Test-Driving the Spot-On Game App 132 7.3 Overview of the Technologies 132 7.4 Building the App 132 7.5 Wrap-Up 147 Chapter 8: Cannon Game App 154 Animation with NSTimer and Handling Drag Events 8.1 Introduction 155 8.2 Test-Driving the Cannon Game app 156 8.3 Overview of the Technologies 156 8.4 Building the App 157 8.5 Wrap-Up 171 Chapter 9: Painter App 173 Using Controls with a UIView 9.1 Introduction 174 9.2 Overview of the Technologies 174 9.3 Building the App 175 9.4 Wrap-Up 191 Chapter 10: Address Book App 193 Tables and UINavigationController 10.1 Introduction 194 10.2 Test-Driving the Address Book App 196 10.3 Technologies Overview 196 10.4 Building the App 197 10.5 Wrap-Up 219 Chapter 11: Route Tracker App 220 Map Kit and Core Location (GPS and Compass) 11.1 Introduction 221 11.2 Test-Driving the Route Tracker App 224 11.3 Technologies Overview 224 11.4 Building the App 225 11.5 Wrap-Up 238 Chapter 12: Slideshow App 240 Photos and iPod Library Access 12.1 Introduction 241 12.2 Test-Driving the Slideshow App 244 12.3 Technologies Overview 245 12.4 Building the App 245 12.5 Wrap-Up 276 Chapter 13: Enhanced Slideshow App 278 Serialization Data with NSCoder and Playing Video 13.1 Introduction 279 13.2 Test-Driving the E
Pre-publication Reviewer Testimonials "I wish I'd had this book in my hands when I started developing on the iPhone. What took me a lot of time and many mistakes to learn is beautifully explained in a clear, concise style that will take you from zero to publishing your first app in no time." --Marcantonio Magnarapa, Research & Development on Mobile Platforms, Ogilvy Interactive "Covers a wide variety of iPhone programming topics, including advanced features like Core Location, video playback and asynchronous network communication. It provides badly needed advice on how to use XCode, how to submit your app to the App Store, how to set your price, and how to deal with many other non-programming issues that surround iPhone development. It gives a quick start to iPhone programming, showing how to build 14 complete iPhone apps, several of which provide day-to-day usability. For each app, the book briefly describes the purpose of the app, the Objective-C and Cocoa technologies used to build it, and a detailed line-by-line walkthrough of the app's source code. All of the source code and project files are available for download so that you can compile and test-drive each of the apps as you read along. I really like the way that the reader is introduced to the completed app for each chapter up front, providing a framework for the discussion of how to build it. This book fits the bill for any programmer interested in taking up iPhone development." --Zach Saul, Founder, Retronyms , and co-creator of Recorder--one of the top 10 selling iPhone apps for 2008 "At last an iPhone development book for the serious professional. Provides solid, real world applications, many of which would not look out of place in the App Store itself. The book's excellent writing takes the user on a line-by-line analysis of the complexities of SDK 3.x programming. This text will never be far from the professional programmer's side and provides so much more than a regurgitation of existing reference documentation. One of the best books on the subject and a must-have for any developer's bookcase. This really is turning into the definitive iPhone book." --Rik Watson, Senior Software Engineer, Lockheed Martin

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