iPhone for Programmers:An App-Driven Approach - Paul Deitel - 9780137058426 - Apple - Longman + Penguin Longman - English Language Teaching - Switzerland  - 978-0-1370-5842-6
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iPhone for Programmers:An App-Driven Approach

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title:   iPhone for Programmers:An App-Driven Approach
series:   Prentice Hall
author:   Paul Deitel / Harvey Deitel / Abbey Deitel / Eric Kern / Michael Morgano
publisher:   Prentice Hall
cover:   Softcover
edition:   1
language:   English
total pages:   432
pub.-date:   November 2009
ISBN13:   9780137058426
ISBN10:   0-13-705842-X
 
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iPhone for Programmers:An App-Driven Approach

Description

The wild success of the iPhone App Store has created a vibrant and exciting new market for application developers, and has caused business--including Pearson--to scramble to create applications for their customers to use on their iPhones. Developers are desparate for information about programming the iPhone, which uses a programming language, application framework, and development tools that are different from what most developers are used to using. iPhone for Programmers takes an app driven approach to iPhone programming. It does not assume any prior knowledge of Objective-C or Cocoa or of Apple's programming tools. Most importantly, it does NOT teach through a conventional walk-through of the objects, methods, and properties available in the iPhone SDK. Instead, it teaches by doing. It presents fourteen original, working applications, and shows step-by-step how to develop them. For example, developers study touches and gestures through building the "Spot-On" game application. This app also introduces Core Animation. Developers learn about location-based programming through the "Take Me Home App." This app also teaches the Core Location framework and the new iPhone Google Maps API. Each of the fourteen apps discussed in this book functions in a similar way, so that by the end the reader will have a well-rounded mastery of iPhone application development.

Features

  • This book takes an application driven approach to  iPhone programming.  It does not assume any prior knowledge of Objective-C or Cocoa or of Apple's programming tools.  Most importantly, it does NOT teach through a conventional walk-through of the objects, methods, and properties available to the iPhone developer.  Instead, it teaches by doing:
  • Developers study  touches and gestures through building the Spot-On game application - where the user must touch circles as they appear, while not removing fingers from previous circles. Introduces subclassing UIView and creating subviews. Also introduces multi-touch events and basic features of Core Animation.
  • Developers learn about location-based programming through the Take Me Home App, where the user enters a home address and one tab displays an arrow pointing towards the user's home, and the other displays directions for how to get there. Discusses the Core Location framework and the new iPhone Google Maps API.
  • The Twitter App is an application that reads and filters Twitter feeds. It introduces Internet network programming concepts.
  • The Address Book App-which displays a list of contacts and allows the user to update the list--teaches developers  about tables and the UINavigationController. It introduces several types of table views along with the navigation controller.
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Table of Contents

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® 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® 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 Enhanced Slideshow App  281
13.3  Overview of the Technologies  282
13.4  Building the App  282
13.5  Suggested Enhancements  309
13.6  Wrap-Up  309

Chapter 14:  Voice Recorder App          310
Audio Recording and Playback
14.1  Introduction  311
14.2  Test-Driving the Voice Recorder App  314
14.3  Overview of the Technologies  314
14.4  Building the App  315
14.5  Speech Synthesis and Recognition  341
14.6  Wrap-Up  341

Chapter 15:  Enhanced Address Book App          342
Managing and Transferring Persistent Data
15.1  Introduction  343
15.2  Test-Driving the Enhanced Address Book App  345
15.3  Technologies Overview  345
15.4  Building the App  346
15.5  Wrap-Up  362

Chapter 16:  Twitter® Discount Airfares App          364
Internet Enabled Applications
16.1  Introduction  365
16.2  Test-Driving the Twitter Discount Airfares App  366
16.3  Technologies Overview  366
16.4  Building the App  366
16.5  Wrap-Up  386

Index  387

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Back Cover

The professional programmer's DEITEL® guide to iPhone app development using iPhone SDK 3.x, Xcode®, Objective-C® and Cocoa®

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® Searches
  • Painter
  • Voice Recorder
  • Flag Quiz Game
  • Address Book
  • Twitter® Discount Airfares
By Chapter 3 you'll be building apps using Xcode®, Cocoa® and Interface Builder. You'll learn object-oriented programming in Objective-C® 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®, Interface Builder

• Object-Oriented Programming in Objective-C® and Cocoa®

• Collections, GUI, Event Handling

• Controllers, Application Templates

• UIView, Multi-Touch™

• Core Audio, Core Animation, NSTimer

• Tables, UINavigationController

• Map Kit, Core Location, GPS, Compass

• Photos, iPod Library Access

• Serialization

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Author

Dr. Harvey M. Deitel, Chairman and Chief Strategy Officer of Deitel and Associates, Inc., has 45 years of academic and industry experience in the computer field. He has 20 years of college teaching experience, including earning tenure and serving as the Chairman of the Computer Science Department at Boston College before founding Deitel and Associates. Paul J. Deitel, CEO and CTO of Deitel and Associates, is a graduate of MIT's Sloan School of Management, where he studied Information Technology. He has been designated by Sun Microsystems as a Java Champion.
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Reader Review(s)

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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