Beginning iPhone 3 Development: Exploring the iPhone SDK by Dave Mark, Jeff Lamarche (auth.)

By Dave Mark, Jeff Lamarche (auth.)

Are you a programmer searching for a brand new problem? Does the concept of establishing your own iPhone app make your middle race and your pulse quicken? if that is so, Beginning iPhone three improvement: Exploring the iPhone SDK is simply the ebook for you. up-to-date and revised for iPhone SDK three, a number of the discussions within the unique e-book were clarified to make a few of the extra advanced subject matters more straightforward to appreciate. furthermore, all the initiatives were rebuilt from scratch utilizing the SDK three templates.

For the newest model of this publication for Swift, see Beginning iPhone improvement with Swift, ISBN 978-1-4842-0410-8. For the most recent model of this publication for Objective-C, see Beginning iPhone improvement: Exploring the iOS SDK, ISBN 978-1-4842-0200-5.

Assuming just a minimum operating wisdom of Objective-C, and written in a pleasant, easy-to-follow variety, this ebook bargains an entire soup-to-nuts direction in iPhone and iPod contact programming. The e-book starts off with the fundamentals, jogging you thru the method of downloading and fitting Apple's unfastened iPhone SDK, after which stepping you although the construction of your first basic iPhone program. From there, you will discover ways to combine all of the interface parts iPhone clients have come to understand and love, corresponding to buttons, switches, pickers, toolbars, and sliders. you will grasp numerous layout styles, from the easiest unmarried view to complicated hierarchical drill-downs. The complicated artwork of desk development might be demystified, and you can see tips to store your facts utilizing the iPhone dossier approach. you will additionally find out how to retailer and retrieve your facts utilizing SQLite, iPhone's integrated database administration approach. additionally, you are going to additionally know about middle info, an incredible patience mechanism that has simply been additional with SDK 3.

And there is even more! you will learn how to draw utilizing Quartz 2nd and OpenGL ES, upload multitouch gestural aid (pinches and swipes) for your functions, and paintings with the digital camera, photograph library, accelerometer, and integrated GPS. you will find the effective issues of software personal tastes and methods to localize your apps for a number of languages. you could become aware of extra approximately this publication, obtain resource code, and locate aid boards on the book's significant other website, at

  • The iPhone three replace to the best-selling and so much advised booklet for iPhone builders
  • Packed jam-packed with tips, thoughts, and exuberance for the recent SDK from a developer viewpoint
  • The such a lot whole, worthwhile, and updated consultant to all issues having to do with Apple's iPhone SDK

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As a result, if you define a property that is an object (as opposed to a raw datatype like i nt), you should generally specify retain in the optional attributes. When declaring a property for ani nt, float, or other raw datatype, you do not need to specify any optional attributes. The second of our optional attributes, nonatomi c, changes the way that the accessor and mutator methods are generated. Without getting too technical, let's just say that, by default, these methods are created with some additional code that is helpful when writing multithreaded programs.

That will bring you back to the iPhone home screen (see Figure 2-11 ). Notice anything a bit, well, boring? Take a look at the Hello World icon at the top of the screen. Yeah, that icon will never do, will it? png) file. It needs to be 57 X 57 pixels in size. Do not try to match the style of the buttons that are already on the phone; your iPhone will automatically round the edges and give it that nice xxi xxi CHAPTER 2: Appeasing the Tiki Gods glassy appearance. Just create a normal flat, square image.

NOTE The "folders" in the Groups & Files pane do not necessarily correspond to folders in your Mac's file system. These are logical groupings within Xcode to help you keep everything organized and to make it faster and easier to find what you're looking for while working on your application. If you look into your project's folder on your hard drive, you'll notice that while there is a Classes folder, there is no folder called Other Sources or Resources. Often, the items contained in those two project folders are stored right in the project's root directory, but you can store them anywhere, even outside of your project folder if you want.

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