Preface |
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xvii | |
Acknowledgments |
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xix | |
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Section One Designing Apps to Work |
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Chapter 1 Putting Apps to Work |
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3 | (19) |
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Defining How Mobility Drives Additional Business |
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5 | (9) |
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Mobility for the Sole Owner |
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6 | (4) |
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Small-Business Mobility Business Opportunities |
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10 | (1) |
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Large-Scale Mobility Solutions for Enterprises |
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11 | (3) |
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14 | (5) |
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14 | (1) |
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Getting Started with Commercial Apps |
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15 | (4) |
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Creating Your Mobile Strategy |
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19 | (2) |
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Mobility for the Sole Owner |
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19 | (1) |
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Small-Business Mobility Opportunities |
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19 | (1) |
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Large-Scale Mobility Solutions for Enterprises |
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20 | (1) |
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21 | (1) |
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Chapter 2 Designing Your App |
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22 | (25) |
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23 | (9) |
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24 | (1) |
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24 | (1) |
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25 | (1) |
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26 | (2) |
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28 | (1) |
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29 | (3) |
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Applying Human Interface Guidelines to Your Work |
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32 | (10) |
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33 | (5) |
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38 | (3) |
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41 | (1) |
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How to Design with Images |
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42 | (2) |
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Choosing the Right Image Format |
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42 | (1) |
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42 | (2) |
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Applying Responsive Design Layout |
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44 | (2) |
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From App Planning to Team Creation |
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46 | (1) |
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Chapter 3 Defining Your App Creation Team |
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47 | (12) |
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47 | (2) |
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Choosing among Off-Shore, On-Site, and Near-Shore |
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48 | (1) |
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The Common Element: People |
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49 | (1) |
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The Business Engagement Team |
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49 | (1) |
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50 | (4) |
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Why Waterfall Works for the Purse Holder but Not for the Team |
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51 | (1) |
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Choosing Agile to Keep on Target and Deliver on Budget |
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51 | (2) |
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Iterative Releases for Visual Signs of Progress |
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53 | (1) |
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54 | (1) |
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54 | (1) |
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54 | (1) |
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54 | (1) |
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55 | (1) |
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55 | (1) |
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56 | (3) |
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Section Two Building Apps |
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Chapter 4 Creating Apps with Adobe PhoneGap |
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59 | (30) |
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Building Apps with PhoneGap |
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59 | (14) |
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One Technology to Rule Them All---HTML5 |
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61 | (3) |
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The Problem PhoneGap Is Solving---Cross-Platform App Publication |
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64 | (3) |
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67 | (1) |
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67 | (6) |
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Building for iOS with Cordova |
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73 | (10) |
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Getting Started with Cordova for iOS |
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74 | (2) |
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76 | (3) |
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Using Objective-C Plugins |
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79 | (1) |
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When HTML5 Is Not Enough---Extending Your Xcode Project with Objective-C |
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80 | (3) |
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Using Cordova to Create Apps for Other Platforms |
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83 | (1) |
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83 | (5) |
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Your Build Server in the Cloud |
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84 | (1) |
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Getting Started with PhoneGapBuild |
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84 | (4) |
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88 | (1) |
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Chapter 5 Leveraging ActionScript to Build Native Apps |
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89 | (42) |
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Building Your First Application Using Flash CC |
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90 | (5) |
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Designing Apps for the Android OS |
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95 | (5) |
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Interacting with Your Mobile Phone |
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95 | (1) |
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Working with Gestures and Multitouch |
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96 | (4) |
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Controlling the Use of Fonts |
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100 | (1) |
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Working with Image Files in Your Apps |
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101 | (1) |
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Leveraging Custom Device Hardware Calls with ActionScript |
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102 | (1) |
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Using Gestures in Your Apps |
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103 | (5) |
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Using a Single Finger to Interact with Content |
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104 | (1) |
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Dragging Objects across the Stage |
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105 | (1) |
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Adding a Long-Press Event to Your Code |
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106 | (2) |
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108 | (4) |
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Adding Two-Finger Tap Control |
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108 | (1) |
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109 | (1) |
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Rotating a Movie Clip on the Stage |
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109 | (1) |
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Swiping Objects on the Screen |
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110 | (1) |
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Adding Two or More Gestures Together |
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111 | (1) |
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Which Way Is Up? Controlling Orientation with the Android Accelerometer |
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112 | (3) |
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Adding the Accelerometer to Your Apps with ActionScript |
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113 | (2) |
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Knowing Where You Are Using Geolocation |
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115 | (2) |
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Loading RSS Data into Flash |
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117 | (3) |
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Adding Permissions to Your Apps |
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120 | (1) |
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Loading Web Pages into the StageWebView |
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121 | (2) |
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Controlling the Use of the Microphone |
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123 | (3) |
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126 | (4) |
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Preparing Your Application for Deployment into the World |
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130 | (1) |
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Chapter 6 Developing Apps with Zero-Code Tools |
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131 | (19) |
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132 | (4) |
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133 | (1) |
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Development for All Platforms |
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134 | (1) |
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Benefits and Restrictions of TheAppBuilder |
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135 | (1) |
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136 | (4) |
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136 | (2) |
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Leveraging Templates and an Active Community |
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138 | (1) |
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138 | (2) |
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Benefits and Restrictions of GameSalad |
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140 | (1) |
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140 | (3) |
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Building Apps in the Cloud |
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141 | (1) |
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Extending Apps with Plugins |
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142 | (1) |
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Bootstrapping your Appery.io App with HTML5 |
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142 | (1) |
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Benefits and Restrictions of Appery.io |
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142 | (1) |
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Creating Interactive Books |
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143 | (6) |
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Digital Books as Alternatives to Apps |
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143 | (1) |
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144 | (2) |
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146 | (1) |
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147 | (2) |
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Benefits and Restrictions of Interactive Books |
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149 | (1) |
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What You Can and Cannot Do with Zero-Code Tools |
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149 | (1) |
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Chapter 7 Challenges and Successes of Native iOS Development |
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150 | (22) |
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Now That We Have That Out of the Way |
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151 | (1) |
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152 | (9) |
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The Rewards of Native Coding |
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153 | (1) |
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It's a Wild Jungle Out There |
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153 | (8) |
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Managing Your App Using Xcode |
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161 | (5) |
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161 | (1) |
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162 | (1) |
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Running Your App with Simulator versus an Actual Device |
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162 | (1) |
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iOS Development with Objective-C: Speed, Speed, Speed |
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163 | (3) |
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Native Kits for Rapid iOS Development |
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166 | (1) |
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166 | (1) |
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167 | (1) |
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167 | (1) |
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167 | (3) |
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Getting Your Developer License |
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167 | (1) |
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168 | (2) |
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How Can You Make Your iOS App Stand Out? |
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170 | (2) |
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Chapter 8 Developing for Android |
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172 | (17) |
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Myths and Facts about Android |
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172 | (2) |
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Know Your Design Elements |
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174 | (1) |
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Utilizing Android's Simple Workflow |
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175 | (1) |
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176 | (1) |
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Use of Physical and Virtual Android Devices |
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177 | (2) |
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179 | (1) |
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180 | (1) |
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Selecting the Right Code Templates |
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181 | (1) |
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182 | (2) |
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Development with Android Studio |
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184 | (1) |
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185 | (1) |
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186 | (1) |
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187 | (1) |
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188 | (1) |
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Chapter 9 The Dark Horse---Windows 8 |
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189 | (12) |
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Windows 8---Phone or Tablet? |
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190 | (2) |
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Microsoft's Post-PC Strategy |
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190 | (1) |
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191 | (1) |
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192 | (1) |
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192 | (2) |
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Introduction to Visual Studio 2013 |
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194 | (2) |
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194 | (1) |
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Deciding Which Code Platform to Choose---C#, VB.Net, or HTML |
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195 | (1) |
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Working with Windows Phone App Studio |
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196 | (1) |
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Internet Explorer for Web Apps |
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196 | (1) |
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197 | (4) |
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Section Three Marketing Your Apps |
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Chapter 10 Publishing to App Stores |
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201 | (15) |
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Which Store Do You Publish To? |
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202 | (1) |
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203 | (2) |
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205 | (5) |
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Why Developers Sell More on the iPhone |
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205 | (1) |
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Business Tools for Developers |
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206 | (1) |
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207 | (1) |
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Managing the App Approval Process |
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208 | (1) |
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The Importance of Price, Reviews, and Features |
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209 | (1) |
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210 | (1) |
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210 | (2) |
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Attracting the 1.5 Million New Android Daily Activations |
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210 | (1) |
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A Business Approach to Selling on Google Play |
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211 | (1) |
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211 | (1) |
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212 | (2) |
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Working with Amazon's App Store |
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212 | (1) |
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Using the Barnes and Noble NOOK App Store |
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213 | (1) |
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213 | (1) |
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214 | (1) |
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Building Apps for Your Own Company |
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215 | (1) |
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215 | (1) |
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A New Store for Every Day Ending in "Y" |
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215 | (1) |
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Chapter 11 Making Money from Apps |
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216 | (15) |
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216 | (8) |
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217 | (1) |
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218 | (1) |
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218 | (1) |
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219 | (1) |
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220 | (1) |
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220 | (1) |
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221 | (1) |
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222 | (1) |
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Which Is the Best Option? |
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222 | (2) |
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224 | (1) |
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225 | (1) |
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226 | (1) |
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227 | (1) |
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Marketing Is a Job for a Reason |
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228 | (2) |
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230 | (1) |
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230 | (1) |
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Chapter 12 Promoting Your Apps |
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231 | (8) |
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Using Apps as a New Way to Drive Sales in Your Company |
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231 | (4) |
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Developing Your App Marketing Plan |
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232 | (1) |
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Working with Local Press to Build Awareness |
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232 | (1) |
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232 | (1) |
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233 | (1) |
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234 | (1) |
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234 | (1) |
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Get Reviews for Apps You Create |
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234 | (1) |
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235 | (2) |
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235 | (1) |
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Facebook, Linked In, Twitter, and Google+ All Matter |
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235 | (2) |
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Join Debates, Ask Questions of Specific People, and Don't Be Shy |
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237 | (1) |
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Cross-Promoting Your Apps |
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237 | (2) |
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Advertise Your Own Apps in Your Apps |
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237 | (1) |
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The Angry Birds Approach to Advertising, Merchandising, and Selling |
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237 | (1) |
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Don't Forget Billboards, TV, and Traditional Advertising |
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238 | (1) |
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Chapter 13 Future-Proofing Your Apps---It's Going to Be a Bumpy Ride |
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239 | (14) |
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How Can You Iterate upon What You Just Built? |
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240 | (3) |
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243 | (1) |
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The Great Talking Disorder |
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244 | (1) |
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Think Beyond Today's Devices |
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245 | (1) |
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Which Device Is Your App Right For? |
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246 | (2) |
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248 | (1) |
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Beware of Future Regulation |
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249 | (1) |
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250 | (3) |
Index |
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253 | |