Experienced Java developers interested in developing native applications for Apple's Mac OS X operating system, iPhone, and iPod touch.Table of Contents Introduction Java and C: Key Differences Welcome to Objective-C Creating an Xcode Project Exploring Protocols and Categories Sending Messages Making Friends with nil Strings and Primitive Values Garbage Collection Introspection Files Serialization Communicating Near and Far Exception Handling Threads Collection Patterns Delegation Pattern Provider/Subscriber Pattern Observer Pattern Model-View-Controller Pattern Lazy Initialization Pattern Factory Pattern Singleton Pattern Memory Management Mixing C and Objective-C Runtime
James Bucanek is a professional software engineer, with over 25 years of experience in software and systems development. He is the author of Beginning Xcode and the holder of a network patent. Having made the transition to Mac OS X many years ago, he has never looked back.
The first edition of Beginning Java Objects has been a bestseller; this second edition includes material on the key features of J2SE 5, conceptual introductions to JDBC and J2EE, and an in-depth treatment of the critical design principles of model-data layer separation and model-view separation.
Despite the plethora of beginning Java titles on the market, this book is truly unique in its coverage of three critical topic—sobject concepts, UML modeling, and Java programming—within a single cover. It’s ideal for both individual self-study and as a university-level textbook. Let Beginning Java Objects, Second Edition be your guide!
If you are going to write a professional iPhone app, you’ll want to get your arms around Core Data, and there’s no better place to do so than in the pages of this book. The book continues right where Beginning iPhone 3 Development left off with a series of chapters devoted to Core Data, the standard for persistence that Apple introduced to iPhone with SDK 3. Jeff and Dave carefully step through each of the Core Data concepts and show you techniques and tips specifically for writing larger applications—offering a breadth of coverage you won't find anywhere else.
The Core Data coverage alone is worth the price of admission. But there's so much more. This book covers a variety of networking mechanisms, from GameKit’s relatively simple BlueTooth peer-to-peer model, to the addition of Bonjour discovery and network streams, through the complexity of accessing files via the web. Dave and Jeff will also take you through coverage of concurrent programming and some advanced techniques for debugging your applications.
Whether you are a relative newcomer to iPhone development or an old hand looking to expand your horizons, there’s something for everyone in More iPhone 3 Development.
Note: A few of the apps in this book demonstrate technologies not yet supported by the simulator. To run them on your iPhone or iPod touch, you'll need to join one of Apple's paid iPhone developer programs.What you’ll learn All about Core Data: key concepts and techniques for writing larger application How to utilize a variety of networking mechanisms, including peer-to-peer connections over Bluetooth using GameKit Details on the addition of Bonjour discovery and network streams How to embed maps with Map Kit and use in-application email How to access a user's iPod library and integrate music into applications Essentials of concurrent programming and advanced debugging techniques Tips on working with data from the web Who this book is for
All iPhone and iPod touch developers, especially developers already familiar with early iPhone SDKs.Table of Contents Here We Go Round Again The Anatomy of Core Data A Super Start: Adding, Displaying, and Deleting Data The Devil in the Detail View Preparing for Change: Migrations and Versioning Custom Managed Objects Relationships, Fetched Properties, and Expressions Peer-to-Peer Over Bluetooth Using GameKit Online Play: Bonjour and Network Streams Working with Data from the Web MapKit Sending Mail iPod Library Access Keeping Your Interface Responsive Debugging The Road Goes Ever On...
Authors Allen Downey and Chris Mayfield start with the most basic concepts and gradually move into topics that are more complex, such as recursion and object-oriented programming. Each brief chapter covers the material for one week of a college course and includes exercises to help you practice what you’ve learned.Learn one concept at a time: tackle complex topics in a series of small steps with examplesUnderstand how to formulate problems, think creatively about solutions, and write programs clearly and accuratelyDetermine which development techniques work best for you, and practice the important skill of debuggingLearn relationships among input and output, decisions and loops, classes and methods, strings and arraysWork on exercises involving word games, graphics, puzzles, and playing cards
The iOS 7 SDK offers powerful new features, and this book is the fastest path to mastering them—and the rest of the iOS SDK —for programmers with some experience who are new to iPhone and iPad app development. Many books introduce the iOS SDK, but few explain how to develop apps optimally and soundly. This book teaches both core Objective-C language concepts and how to exploit design patterns and logic with the iOS SDK, based on Objective-C and the Cocoa Touch framework.
Why spend months or years discovering the best ways to design and code iPhone and iPad apps when this book will show you how to do things the right way from the start?Get an accelerated treatment of the core fundamentals of Objective-C. Develop your first app using Xcode's advanced interface design tools. Build your first iPhone app using the code that you're given as you walk through this book. Finally, debug and distribute your first app on Apple's iTunes App Store. Learn how to create apps for any model of iPhone, the iPod Touch, the iPad, or build universal apps that run on all of them. After reading this book, you'll be creating professional quality apps, ready to upload to the app store, making you the prestige and the money you seek!
Developers with years of experience helped write this book. Spend some time understanding their code and why they took the approach they did. You will find the writing, illustrations, code, and sample applications second to none. No matter what type of application you are writing, you will find something in this book to help you make your app that little bit cooler.
The book opens with Wolfgang Ante, the developer behind the Frenzic puzzle game, showing how timers, animation, and intelligence are used to make game play engaging. It moves on to Rogue Amoeba's Mike Ash explaining how to design a network protocol using UDP, and demonstrating its use in a peer-to-peer application—a topic not normally for the faint of heart, but explained here in a way that makes sense to mere mortals. Gary Bennett then covers the important task of multithreading. Multithreading can be used to keep the user interface responsive while working on other tasks in the background. Gary demonstrates how to do this and highlights traps to avoid along the way.
Next up, Canis Lupus (aka Matthew Rosenfeld) describes the development of the Keynote-controlling application Stage Hand, how the user interface has evolved, and the lessons he has learned from that experience. Benjamin Jackson then introduces two open source libraries: cocos2d, for 2D gaming; and Chipmunk, for rigid body physics (think “collisions”). He describes the development of Arcade Hockey, an air hockey game, and explains some of the code used for this.
Neil Mix of Pandora Radio reveals the science behind processing streaming audio. How do you debug what you can't see? Neil guides you through the toughest challenges, sharing his experience of what works and what to watch out for when working with audio. Finally, Steven Peterson demonstrates a comprehensive integration of iPhone technologies. He weaves Core Location, networking, XML, XPath, and SQLite into a solid and very useful application.
Software development can be hard work. Introductory books lay the foundation, but it can be challenging to understand where to go next. This book shows some of the pieces that can be brought together to make complete, cool applications.What you’ll learn Add multitouch controls to your applications. Detect motion for spatial application interaction. Build applications that use both Wi-Fi and cellular connections. Understand and use GPS information for geo-location. Use the built-in microphone and play sounds and alerts. Optimize your use of limited screen real estate. Who this book is for
All iPhone application developers with any level of experience or coming from any development platform.Table of Contents Designing a Simple, Frenzic-Style Puzzle Game Mike Ash’s Deep Dive Into Peer-to-Peer Networking Doing Several Things at Once: Performance Enhancements with Threading All Fingers and Thumbs: Multitouch Interface Design and Implementation Physics, Sprites, and Animation with the cocos2d-iPhone Framework Serious Streaming Audio the Pandora Radio Way Going the Routesy Way with Core Location, XML, and SQLite
The iOS 8 SDK offers powerful new features, and this book is the fastest path to mastering them—and the rest of the iOS SDK —for programmers with some experience who are new to iPhone and iPad app development. Many books introduce the iOS SDK, but few explain how to develop apps optimally and soundly. This book teaches both core Swift language concepts and how to exploit design patterns and logic with the iOS SDK, based on Swift and the Cocoa Touch framework.
Why spend months or years discovering the best ways to design and code iPhone and iPad apps when this book will show you how to do things the right way from the start?Get an accelerated treatment of the core fundamentals of Swift.Develop your first app using Xcode's advanced interface design tools.Build your first iPhone app using the code that you're given as you walk through this book.Finally, debug and distribute your first app on Apple's iTunes App Store.Learn how to create apps for any model of iPhone, the iPod Touch, the iPad, or build universal apps that run on all of them. After reading this book, you'll be creating professional quality apps, ready to upload to the app store, making you the prestige and the money you seek!
Learn Cocoa for the Mac, Second Edition, completely revised for OS X Mountain Lion and XCode 4, answers these questions and more, helping you find your way through the jungle of classes, tools, and new concepts so that you can get started on the next great OS X app today. Jack Nutting and Peter Clark are your guides through this forest; Jack and Peter have lived here for years, and will show you which boulder to push, which vine to chop, and which stream to float across in order to make it through. You will learn not only how to use the components of this rich framework, but also which of them fit together, and why.
Jack Nutting’s approach, combining pragmatic problem-solving with a deep respect for the underlying design philosophies contained within Cocoa, stems from years of experience using these frameworks. Peter Clark will show you which parts of your app require you to jump in and code a solution, and which parts are best served by letting Cocoa take you where it wants you to go. The path over what looks like a mountain of components and APIs has never been more thoroughly prepared for your travels. In each chapter, you’ll build an app that explores one or more areas of the Cocoa landscape. With Jack’s and Peter's guidance, the steep learning curve becomes a pleasurable adventure. There is still much work for the uninitiated, but by the time you’re done, you will be well on your way to becoming a Cocoa master.