Cocoa Touch For iPhone 3.0 (häftad)
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Format
Häftad (Paperback)
Språk
Engelska
Antal sidor
424
Utgivningsdatum
2009-11-17
Upplaga
1
Förlag
WILEY
Illustrationer
illustrations
Dimensioner
234 x 184 x 25 mm
Vikt
884 g
Antal komponenter
1
Komponenter
Contains Online resource
ISBN
9780470481073

Cocoa Touch For iPhone 3.0

Häftad, Engelska, 2009-11-17
63 kr
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Join the gold rush to developing cool iPhone apps with this complete iPhone OS 3 developers guide. Professional developer Jiva DeVoe speaks your language, and he talks you through the entire processfrom explaining Cocoa Touch and the iPhone SDK to using Xcode and the Game Kit API. Follow step-by-step tutorials, then apply practical tips on signing and selling your applications. Even if youre new to iPhone development youll soon be cranking out great code.
  • Walk through Xcode, Interface Builder, and other key tools
  • Build simple or complex GUIs with navigation and custom views
  • Implement a database with Core Data, and design your schema in Xcode
  • Learn to use the iPhones signature multi-touch capabilities in your applications
  • Work with the Apple Push Notification Service
  • Use the Map Kit API to create apps with embedded maps
  • Record audio, play video, and access the iPod Library
  • Set up your developer certificates and code sign your apps
  • Use Store Kit to sell expanded features and content within your apps

Whether you're a new iPhone developer or seasoned veteran, this book is the perfect go-to reference for iPhone development-and one of an exciting new series for Apple developers. Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
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Fler böcker av Jiva Devoe

  • Cocoa Touch for iPhone OS 3

    Jiva Devoe

    Join the gold rush to developing cool iPhone apps with this complete iPhone OS 3 developer s guide. Professional developer Jiva DeVoe speaks your language, and he talks you through the entire process from explaining Cocoa Touch and the iPhone SDK ...

Bloggat om Cocoa Touch For iPhone 3.0

Övrig information

Jiva DeVoe, founder of Random Ideas, LLC, a software company?specializing in iPhone and Mac OS X applications, has been writing?software for nearly 25 years. His iPhone apps have been featured as Apple staff picks and in Apple ads. They have received several awards?including being chosen as among the Top 100 apps and games in the App?Store. Contact Jiva through his blog at www.random-ideas.net.

Innehållsförteckning

Preface.


Acknowledgments.

Part I: Getting Started with the iPhone.


Chapter 1: Getting to Know Your Tools.


Chapter 2: Building a Basic iPhone Application.


Chapter 3: Exploring the Simulator in Depth.

Part II: Building GUIs.


Chapter 4: Understanding the Basics of an iPhone User Interface.


Chapter 5: Introducing UIViewController.


Chapter 6: Using UITableView.


Chapter 7: Working with UITableViewCells.


Chapter 8: Working within the UINavigationController Model.


Chapter 9: Exploring the Purpose of the UIApplicationDelegate.


Chapter 10: Applying Custom UIViews.


Chapter 11: Handling Touch Events.


Chapter 12: Working with Other Controls.


Chapter 13: Handling Text Input.


Chapter 14: Building Cinematic UIs with Core Animation.


Chapter 15: Using OpenGL ES.


Chapter 16: Integrating Safari.

Part III: Working with Data.


Chapter 17: Storing User Defaults.


Chapter 18: Implementing a Database with Core Data.


Chapter 19: Connecting to the World with Networking.


Chapter 20: Using the Push Notification Service.


Chapter 21: Using the Game Kit API.


Chapter 22: Implementing Cut, Copy, and Paste.


Chapter 23: Using the Maps API.

Part IV: Working with Media.


Chapter 24: Exploring the Supported Media Types.


Chapter 25: Playing Audio.


Chapter 26: Accessing the iPod Library.


Chapter 27: Recording Audio.


Chapter 28: Playing Video in Your Application.

Part V: Working with the iPhone Hardware.


Chapter 29: Discovering Information about the Device.


Chapter 30: Getting Your Location Using Core Location.


Chapter 31: Working with the Accelerometer.


Chapter 32: Interfacing with Peripherals.

Part VI: Handling Distribution.


Chapter 33: Code Signing Your Apps.


Chapter 34: Expanding Your Application Using the In-App.


Purchase SupportIndex.