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E-raamat: Objective-C Programming For Dummies

  • Formaat: EPUB+DRM
  • Ilmumisaeg: 02-Oct-2012
  • Kirjastus: For Dummies
  • Keel: eng
  • ISBN-13: 9781118231289
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  • Formaat: EPUB+DRM
  • Ilmumisaeg: 02-Oct-2012
  • Kirjastus: For Dummies
  • Keel: eng
  • ISBN-13: 9781118231289
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A guide to Objective-C programming covers such topics as downloading and installing the SDK, debugging, managing memory, and adding a user interface.

A step-by-step guide to understanding object-oriented programming with Objective-C

As the primary programming language for iPhone, iPad, and Mac OS X applications, Objective-C is a reflective, object-oriented language that all programmers must know before creating apps. Assuming no prior programming language experience, this fun-and-friendly book provides you with a solid understanding of Objective-C. Addressing the latest version of Xcode, debugging, code completion, and more, veteran author Neal Goldstein helps you gain a solid foundation of this complex topic, and filters out any unnecessary intricate technical jargon.

  • Assumes no prior knowledge of programming and keeps the tone clear and entertaining
  • Explains complicated topics regarding Objective-C with clarity and in a straightforward-but-fun style that has defined the For Dummies brand for 20 years
  • Features all material completely compliant with the latest standards for Objective-C and Apple programming

Objective-C Programming For Dummies is the ideal beginner book if your objective is to venture into iPhone, iPad, and Mac OS X development for the first time!

Introduction 1(6)
About This Book
2(1)
Conventions Used in This Book
2(1)
Foolish Assumptions
3(1)
How This Book Is Organized
3(2)
Part I Getting to the Starting Line
3(1)
Part II Speaking the Language of Objective-C
4(1)
Part III Walking the Object-Oriented Walk
4(1)
Part IV Moving from Language to Application
4(1)
Part V The Part of Tens
5(1)
Icons Used in This Book
5(1)
On the Web
6(1)
Where to Go from Here
6(1)
Part I Getting to the Starting Line
7(64)
Chapter 1 Computer Programming Exposed!
9(12)
Why a Computer Program Is Like a Recipe
10(4)
Examining a simple computer program
12(2)
Understanding How Computer Languages Work
14(3)
Creating a computer program
14(1)
Running a computer program
15(2)
What Is Objective-C, Anyway?
17(4)
Understanding programming languages
18(1)
Running your program in a runtime environment
19(1)
Using frameworks and libraries
19(1)
Your suite of development tools
20(1)
Using Xcode 4.4
20(1)
Using Objective-C Version 2.0
20(1)
Chapter 2 Creating Your First Program
21(42)
Getting Started with the Software Development Kit
21(5)
Downloading Xcode
22(4)
Creating Your Xcode Project
26(18)
Exploring your project
31(1)
Workspace areas
32(3)
Displaying an area's content
35(2)
The toolbar and Tab bar
37(2)
The First Program Project
39(1)
The Project editor
39(2)
The Project navigator
41(3)
Building and Running Your Application
44(6)
Building an app
46(1)
All that stuff in main.m
47(3)
Customizing Xcode to Your Liking
50(3)
Getting to Know the Xcode Text Editor
53(1)
Accessing Documentation
54(6)
Quick Help
54(1)
The header file for a symbol
55(1)
Accessing Quick Help
55(1)
Help menu
56(2)
Find
58(2)
On the Web
60(1)
Working with the Examples
61(2)
Chapter 3 The Object in Objective-C
63(8)
Not All Modules Are Created Equal
64(1)
Understanding How Objects Behave
65(2)
Seeing the Concepts in Action
67(3)
Encapsulation
67(2)
Polymorphism
69(1)
Reusable Code
70(1)
Part II Speaking the Language of Objective-C
71(162)
Chapter 4 Language and Programming Basics
73(38)
It All Comes Down to Your Statements
73(2)
Syntax
75(1)
Semantics
75(1)
Understanding How Variables Work
75(5)
Data types
76(2)
Identifier
78(1)
Initialization
79(1)
Giving Instructions with Operators
80(19)
Really learning how operators (and everything else) work in Objective-C
80(1)
Using arithmetic operators
81(8)
Back to variables --- floats
89(3)
Bitwise operators
92(1)
Compound assignment operators
93(2)
Increment and decrement operators
95(1)
Comma operator
96(1)
Cast operator
97(1)
sizeof operator
97(2)
Making Logical Decisions in Your Code
99(6)
Boolean types
99(4)
Relational and equality operators
103(1)
Logical operators
103(1)
Conditional operator
104(1)
Accessing Data with Pointers
105(1)
Using Constants
106(3)
Declared constants (const)
107(1)
Defined constants (#define)
108(1)
Knowing the Objective-C Reserved Words
109(1)
Congratulations
110(1)
Chapter 5 Functions and Data Structures
111(34)
Thinking about an Application
111(5)
Defining and Declaring Data Structures
116(3)
Using Defined Data Types
119(3)
Writing Functions
122(12)
Scope of variables
130(2)
Unions
132(1)
Enumerations (enum)
133(1)
Declaring Function Prototypes
134(2)
Extending the Functionality of a Program
136(6)
Thinking about Extensibility and Enhanceability
142(3)
Chapter 6 Adding a Little More Class to Your Program
145(30)
Grasping Objects and Their Classes
145(1)
Moving from Functions and Global Data to Objects and Classes
146(2)
Creating the Interface
148(8)
Declaring the class interface
149(6)
Scoping instance variables
155(1)
The Implementation --- Coding the Methods
156(3)
Adding the implementation compiler directive
156(1)
Defining the createBudget: method
157(1)
Defining the rest of the methods
158(1)
Exploring the Program Logic
159(6)
Coding the functionality in the main function
160(4)
Building and running the application
164(1)
Extending the program
164(1)
Spreading the Wealth across Files
165(7)
Knowing the Naming Conventions
172(1)
Using id and nil
173(2)
Chapter 7 Objects Objects Everywhere
175(18)
Replacing Numbers with Objects
176(5)
Revisiting the documentation
178(2)
Using an NSNumber as an argument
180(1)
Taking Advantage of Array Objects
181(9)
Container classes
182(2)
Tiptoeing through an array
184(2)
Adding mutable arrays
186(3)
Working with fixed arrays
189(1)
Using C Arrays
190(3)
Expanding to multidimensional arrays
191(1)
Finishing up with the main function
192(1)
Chapter 8 Using the Debugger
193(18)
Identifying the Usual Suspects
193(7)
Catching syntax errors
194(2)
Fixing it with Live Issues and Fix-It
196(1)
Crashing with runtime errors
197(1)
Dealing with logic errors
198(2)
Using the Debugger
200(4)
Using Breakpoints
204(3)
Using the Static Analyzer
207(4)
Chapter 9 Using Control Statements and Loops
211(22)
Creating Transaction Objects
212(4)
Managing all those objects
213(1)
Adding the Transaction class
213(3)
Using switch Statements
216(4)
Using Loop Statements to Repeat Instructions
220(6)
The for loop
221(2)
The while loop
223(2)
The do while loop
225(1)
Adding Loops to Your Program
226(3)
Building the New Application
229(1)
Taking the Leap: Jump Statements
230(1)
Knowing the Problems with switch Statements
231(2)
Part III Walking the Object-Oriented Walk
233(74)
Chapter 10 Basic Inheritance
235(20)
Replacing a Control Structure with Polymorphism
236(6)
How inheritance works
238(2)
Knowing what inheritance enables you to do
240(1)
Using inheritance effectively
241(1)
Implementing Inheritance in a Program
242(10)
Creating the Transaction superclass
242(3)
Adding the files for the new subclasses
245(1)
Implementing the new subclasses
246(2)
Modifying main to use the new classes
248(4)
Considering Polymorphism and Inheritance
252(3)
Chapter 11 Encapsulating Objects
255(20)
Getting to Know the Model-View-Controller (MVC) Pattern
255(2)
Implementing the MVC Pattern
257(3)
Get out of main
258(1)
Get into main
259(1)
Creating a New Project
260(3)
Creating the Destination Class
263(8)
Designing the destination
264(1)
Implementing the methods
265(2)
Modifying the Budget class
267(2)
Removing UI type functionality from the Transaction objects
269(2)
Coding the New main
271(3)
Yes, Another Two Steps Forward and One Step Back
274(1)
Chapter 12 The Birth of an Object
275(14)
Allocating Objects
275(1)
Initializing Objects
276(11)
Invoking the superclass's init method
278(2)
Initializing instance variables
280(1)
Returning self
281(6)
The Designated Initializer
287(2)
Chapter 13 Getting a Handle on Memory Management
289(18)
Raising and Terminating Responsible Objects
290(2)
Understanding the object life cycle
291(1)
Understanding Reference Counting
292(4)
Managing memory, retro-style
292(4)
Using ARC
296(4)
Rule 1 Do not send retain, release, or autorelease messages to your objects
297(1)
Rule 2 Do not store pointers to Objective-C objects in C structures (structs)
298(1)
Rule 3 Inform the compiler about ownership when using Core Foundation-type objects
299(1)
Rule 4 Use the @autoreleasepool keyword
299(1)
Rule 5 Follow the naming conventions
299(1)
Converting Non-ARC Code to ARC
300(7)
Part IV Moving from Language to Application
307(112)
Chapter 14 Getting Data from Other Objects
309(14)
Getting Data from Objects
309(2)
Working with Declared Properties
311(5)
Adding properties
311(1)
Implementing declared properties
312(2)
Accessing the instance variables from within the class
314(2)
Using Accessors to Get Data from Objects
316(4)
Properly Using Properties
320(3)
Chapter 15 Show Me the Data
323(34)
Understanding Application-Based Data
323(3)
Defining property lists
324(1)
Working with property lists
325(1)
Using Dictionaries
326(3)
Understanding a dictionary's keys and values
326(1)
Creating a dictionary
327(2)
Adding a plist to Your Project
329(8)
Using plists
332(3)
Creating a mutable dictionary
335(1)
Creating, initializing, and using the symbol string
336(1)
Dictionaries of Dictionaries
337(8)
Creating a more complex plist
337(6)
Managing a dictionary of dictionaries
343(2)
Modifying the plist
345(7)
Adding a new entry to the plist
345(2)
Updating the dictionary
347(5)
Saving Data in a Separate File
352(4)
Saving Objects as Objects
356(1)
Chapter 16 Extending the Behavior of Objects
357(16)
Understanding Delegation
358(1)
Using Protocols
359(7)
Declaring a protocol
359(1)
Creating a protocol
360(1)
Adding delegation to Transaction
361(3)
Adopting a protocol
364(2)
Categories
366(7)
Using categories
371(1)
Defining informal protocols
371(2)
Chapter 17 Adding an iPhone User Interface
373(30)
Creating Your Project
374(2)
Using Interface Builder to Create a User Interface
376(9)
Implementing the User Interface
385(15)
Adding outlets
390(3)
Connecting Targets with Actions
393(4)
Adding the methods
397(3)
Running iVacation in the Simulator
400(1)
A Final Note
401(2)
Chapter 18 Adding a Mac User Interface
403(16)
Creating Your Project
403(3)
Using Interface Builder to Create a User Interface
406(3)
Implementing the User Interface
409(7)
Using the Assistant Editor to add outlets and Targets-Actions
411(4)
Implementing the methods
415(1)
Running mVacation on the Mac
416(1)
Knowing What's Left to Do
417(1)
The End of the Beginning
417(2)
Part V The Part of Tens
419(12)
Chapter 19 Ten Debugging Tips
421(4)
Check for Semicolons
421(1)
"Right" Is Not Always "right"
422(1)
When You've Blown It, You've Blown It
422(1)
Compiler Warnings Are for Your Own Good
422(1)
Get Friendly with Your Debugger
422(1)
Messages to nil
423(1)
Dialing a Wrong Number
423(1)
Create a "Paper" Trail
423(1)
Incrementally Test
424(1)
Use Your Brain
424(1)
Chapter 20 Ten Ways to Be a Happy Developer
425(6)
Keep Everyone in the Dark
425(1)
Make Your Code Easy to Understand
426(1)
Remember Memory
426(1)
Start by Initializing the Right Way
427(1)
Take Advantage of the Documentation
427(1)
Code, Code, Code
427(1)
Understand That Development Is Not Linear
428(1)
Do It Right from the Start If You Need to Do It Right from the Start
428(1)
Avoid the Code Slinger Mentality
429(1)
The Software Isn't Finished Until the Last User Is Dead
429(1)
Keep It Fun
430(1)
Index 431
Neal Goldstein is a veteran programmer and trusted instructor of iOS programming topics. He is the author of all editions of iPhone Application Development For Dummies. Karl Kowalski is a programmer who specializes in security and mobile apps and author of Mac Application Development For Dummies.