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E-raamat: Beginning iOS Programming For Dummies

  • Formaat: PDF+DRM
  • Ilmumisaeg: 03-Apr-2014
  • Kirjastus: John Wiley & Sons Inc
  • Keel: eng
  • ISBN-13: 9781118799321
  • Formaat - PDF+DRM
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  • Formaat: PDF+DRM
  • Ilmumisaeg: 03-Apr-2014
  • Kirjastus: John Wiley & Sons Inc
  • Keel: eng
  • ISBN-13: 9781118799321

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Each book covers all the necessary information a beginner needs to know about a particular topic, providing an index for easy reference and using the series' signature set of symbols to clue the reader in to key topics, categorized under such titles as Tip, Remember, Warning!, Technical Stuff and True Story. Original.

Presents information on how to program software for iOS applications, covering such topics as object-oriented design principles, using Xcode, developing an Apps user interface, and harnessing iOS device capabilities.

The ultimate beginner's guide to programming in the iOS environment

The Apple App Store is a gold mine for developers, but with more apps for the iPhone, iPad, and iPod touch being added every day, it s essential to have a solid programming foundation to create the best apps possible. If you're eager to learn the ins and outs of iOS programming, this is your book. It teaches object-oriented programming within the iOS framework from the ground up, preparing you to create the next super iPhone or iPad app.

Get a handle on the iOS framework, object-oriented best practices, and the Xcode programming environment, then discover how to create simple interfaces, use libraries, create and extend objects, and more. Whether you're just starting out in programming or only new to iOS, For Dummies is the perfect beginning.

  • Focuses on teaching object-oriented programming within the iOS framework and includes best practices for building apps that are easy to debug, evolve, and maintain
  • Uses simple examples to demonstrate object-oriented programming output in the iPhone environment while teaching real-world programming concepts and applications
  • Provides a thorough understanding of the framework and object-oriented principles to help beginning programmers make optimum use of iOS
  • Covers working with the Xcode environment and storyboards; creating simple interfaces; using libraries, functions, structures, arrays, and pointers; and creating and extending objects

Beginning iOS Programming For Dummies is your straightforward guide to getting started with iOS programming.

Introduction 1(4)
About This Book
1(2)
Foolish Assumptions
3(1)
Icons Used in This Book
3(1)
Beyond the Book
4(1)
Part 1: Getting Started with iOS Programming 5(84)
Chapter 1 Entering Mobile Application Development
7(18)
Apps for a Mobile Platform
7(3)
iOS Benefits
10(2)
iOS App Development Essentials
12(7)
Devices
12(1)
Application development technologies
13(5)
Xcode
18(1)
The Application Model
19(4)
Understanding the lifecycle of an iOS app
20(2)
Understanding the structure of an iOS app
22(1)
Object-Orientation Concepts
23(2)
Chapter 2 Object-Oriented Design Principles
25(30)
Basic Object-Oriented Concepts
25(13)
Designing programs
26(10)
Structural and behavioral concepts in 00
36(2)
Principles of Object-Orientation
38(2)
Coupling
39(1)
Cohesion
40(1)
Designing an Object-Oriented Application
40(2)
Advanced 00 Techniques
42(3)
Delayed binding
42(1)
Delegation
43(1)
Design patterns
43(1)
Inversion of control and software frameworks
44(1)
The Application Development Lifecycle
45(10)
Software development lifecycle processes
46(1)
The phases and stages of a software development lifecycle (SDLC)
47(3)
The guiding principles of SDLC methodologies
50(1)
Customizing an SDLC methodology
51(4)
Chapter 3 Effectively Using Objective-C
55(34)
Examining an Objective-C Program
55(3)
Defining Classes
58(8)
Declaring instance variables
61(1)
Declaring methods
62(2)
Using forward references
64(1)
Implementing classes
65(1)
Using Classes, Objects, Methods, and Variables
66(16)
Invoking methods
66(1)
Creating objects
67(2)
Using all the language features
69(11)
Using introspection and dynamic invocation
80(2)
Managing Memory
82(2)
Handling Exceptions
84(1)
Organizing Program Files
85(1)
Analyzing Objective-C's Object-Orientation Capabilities
86(3)
Part II: Meeting the Methods and Platforms 89(118)
Chapter 4 Patterns and Frameworks
91(22)
Common Patterns of 00 Design
91(15)
Seeing basic design patterns
92(6)
Understanding the Model-View-Controller
98(1)
Making model objects persistent
99(6)
Avoiding anti-patterns
105(1)
Applying patterns to application design
106(1)
Understanding Frameworks
106(7)
Inversion of control
106(1)
Basic concepts
107(2)
Flow of control
109(4)
Chapter 5 Setting Up to Develop iOS Apps
113(22)
Becoming an iOS Developer
113(15)
Installing, Verifying, and Understanding the Xcode Development Environment
119(1)
Installing Xcode
119(2)
Verifying the development environment
121(6)
Understanding the elements of an Xcode workspace
127(1)
Importing and Running the Tic-Tac-Toe Sample Program
128(7)
Importing Tic-Tac-Toe and running it on the simulator
128(2)
Deploying an App on an iOS device
130(5)
Chapter 6 Developing an App on iOS
135(38)
Dissecting an iOS App
135(3)
Understanding an App's Lifecycle
138(3)
Interacting with the App Through Its User Interface
141(1)
Dealing with Data
141(24)
Using JSON
142(3)
Saving data using files
145(4)
Moving up to Core Data
149(9)
Accessing the Address Book
158(2)
Setting options for your app
160(4)
Sharing data across apps
164(1)
Using Other iOS Capabilities on a Device
165(1)
Visiting the App Templates in Xcode
166(3)
Deconstructing the iOS Framework Using OO Principles and Design Patterns
169(4)
Seeing object-oriented concepts and techniques in iOS
169(1)
Seeing patterns in iOS
170(1)
Critiquing the iOS framework from the perspective of OO principles
171(2)
Chapter 7 Illustrating Object-Oriented iOS App Design
173(34)
Customizing an SDLC for iOS App Development
173(2)
Developing Use Cases
175(2)
Creating the User Interface
177(3)
Illustrating Object-Oriented Design
180(8)
Classes and responsibilities
181(2)
Collaborators and missing classes and responsibilities
183(3)
Contracts and signatures
186(2)
Implementing an Object-Oriented Design on iOS
188(11)
Implementing the model
188(5)
Creating storyboards and views
193(2)
Making the app active
195(4)
Analyzing the 00 and Design Principles Used in Tic-Tac-Toe
199(10)
Use of design patterns in Tic-Tac-Toe
201(3)
Other concepts
204(3)
Part III: Making Your iOS Apps Fit for Consumption 207(120)
Chapter 8 Effectively Using Xcode
209(40)
Xcode and IOS - A Beautiful Friendship
210(27)
Setting up your app's project
211(3)
Creating your app's screen flow
214(8)
Writing your app's code
222(5)
Managing and maintaining your app's components
227(10)
Fine-Tuning Your App in Xcode
237(10)
Configuring your app
237(2)
Digging into the Simulator
239(1)
Exploring your iOS device from Xcode
240(3)
Debugging your app
243(1)
Using instruments to collect data
244(3)
Getting Help
247(2)
Chapter 9 Developing Your App's User Interface
249(28)
Understanding How User Interfaces Work in iOS
249(4)
Comprehending event-driven programming in iOS
250(1)
Understanding the Application and the Application Delegate objects in UI processing
250(3)
Revisiting the Model-View-Controller Design Pattern
253(3)
Understanding the UI Components Available in iOS
256(21)
Interacting with buttons, text fields, and labels
258(4)
Alerting the user
262(2)
Selecting items using pickers
264(2)
Showingcolumnar data using a Table view
266(2)
Going through the other views in the iOS framework
268(1)
Navigating through a stack of screens using a Navigation controller
269(3)
Drawing using 2-D Graphics
272(5)
Chapter 10 Making Applications Fast and Responsive
277(16)
Becoming Familiar with Nonfunctional Requirements
278(1)
Designing Your App at Multiple Levels
279(1)
Optimizing an Application's Performance
280(2)
Using Instrumentation for Code Optimization
282(5)
Ensuring Responsiveness in Your Apps
287(4)
Ensuring responsiveness by using threading
288(3)
Other Performance Considerations for iOS Apps
291(2)
Chapter 11 Making Your App Reliable and Secure
293(34)
Making Your App Reliable Through Testing
293(11)
Understanding the fundamentals and levels of testing
294(1)
Understanding the levels of testing
294(3)
Using automated testing
297(7)
Adapting to Changes in the App's Environment
304(6)
Implementing reliability while navigating your app's lifecycle
304(5)
Dealing with missing or transient capabilities
309(1)
Considering Security in an iOS App
310(19)
Recognizing the importance of security
310(2)
Looking at security holistically
312(2)
Understanding the attack surface and developing a threat model for an app
314(2)
Implementing authentication and access control
316(3)
Protecting core data files with encryption
319(4)
Adding auditing to your application
323(4)
Part Ilk Connecting Your Apps 327(72)
Chapter 12 Channeling the World Into Your Device
329(16)
Networking Basics
329(5)
Launching a browser from your app
330(2)
Embedding a browser in your iOS application using WebView
332(2)
Using Maps and Providing Location-Based Services
334(9)
Installing the additional development components needed for maps
336(1)
Displaying a map using a MapView
337(1)
Using geocoding to navigate the map
338(1)
Wherever you go, there you are
339(4)
Design Principles for Web- and Location-Based Apps
343(2)
Being nice about using remote services
343(1)
Using threading to deal with slow network connections
343(2)
Chapter 13 Harnessing iOS Device Capabilities
345(30)
Integrating E-Mail, SMS, and the Phone into Your App
346(6)
Sending e-mail from your app
346(3)
Sending an SMS from your app
349(2)
Placing telephone calls from your app
351(1)
Playing and Capturing Audio, Video, and Images
352(9)
Playing and recording video
353(3)
Playing and recording audio
356(2)
Working with images
358(3)
Seeing the Capabilities Available on Your Device
361(3)
Testing for network availability
361(1)
Testing for sound and camera capabilities
362(2)
Declaring an app's needs in the .plist file
364(1)
Bringing in the Outside World with Sensors
364(6)
Sensing orientation
365(2)
Sensing the accelerometer, gyroscope, and magnetometer
367(3)
Examining OO and Other Design Principles in this
Chapter
370(5)
Seeing uses of loose coupling
371(1)
Using delegation for customized processing
371(1)
Using design patterns
372(1)
Design tradeoffs in Tic-Tac-Toe
373(2)
Chapter 14 Publishing to the App Store
375(24)
Creating Your Developer Account
375(3)
Distributing Applications
378(5)
Providing basic application details
378(3)
Special capabilities
381(1)
Internationalization and localization
382(1)
Testing
383(7)
iOS devices
383(5)
Beta testing
388(2)
Submitting Your App
390(6)
Using iTunes Connect
390(4)
Uploading to the App Store
394(2)
Supporting Your App
396(5)
Marketing
396(1)
Sales data and customer feedback
397(1)
Publishing updates
398(1)
Part V: The Part of Tens 399(24)
Chapter 15 Ten Resources for Object-Oriented-Development
401(12)
Design Patterns: Elements of Reusable Object-Oriented Software
401(1)
martinfowler.com
402(1)
Object-Oriented Programming with Objective-C
403(1)
The Journal of Object Technology
404(1)
Massively Open Online Courses (MOOCs)
405(1)
Ambysoft
406(1)
Craig Larman's Use Case Primer
407(1)
uml.org
408(1)
Agile Alliance
409(1)
Rajiv's YouTube Video Series
410(3)
Chapter 16 Ten Developer Resources for iOS
413(10)
iOS Dev Center
413(1)
Apple Worldwide Developers Conference
414(1)
iOS Dev Weekly
415(1)
raywenderlich
416(1)
AppCoda
417(1)
Stack Overflow
418(1)
iPhoneDevSDK
419(1)
pttrns
420(1)
Cocoa Controls
420(1)
MacRumors
421(2)
Index 423
Rajiv Ramnath, PhD is Associate Professor of Practice in computer science and engineering and Director of Practice at the Collaborative for Enterprise Transformation and Innovation at The Ohio State University. Before that, he worked in industry, leading research and commercial product development.