Learn iOS 8 App Development 2nd Edition by James Bucanek – Ebook PDF Instant Download/Delivery: 1484202090, 9781484202098
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Product details:
ISBN 10: 1484202090
ISBN 13: 9781484202098
Author: James Bucanek
Learn iOS 8 App Development 2nd Table of contents:
Chapter 1: Got Tools?
Requirements
Installing Xcode
What Is Xcode?
Becoming an iOS Developer
Getting the Projects
Launching Xcode the First Time
Welcome to Xcode
Navigation Area
Editor Area
Utility Area
Debug Area
Toolbar
Running Your First App
Summary
Chapter 2: Boom! App
Design
Creating the Project
Setting Project Properties
Building an Interface
Adding Objects
Deleting and Connecting Objects
Adding Views to a View
Editing Object Properties
Adding Resources
Customizing Buttons
Using Storyboards
Adding New Scenes
Creating a Segue
Setting Navigation Titles
Testing Your Interface
Debugging Your App
Adding Basic Constraints
Adding Missing Constraints
Editing Constraint Objects
Adding Relationship Constraints
Finishing Your App
Summary
Chapter 3: Spin a Web
Design
Creating the Project
Building a Web Browser
Coding a Web Browser
Adding Outlets to ViewController
Connecting Custom Outlets
Adding Actions to ViewController
Setting Action Connections
Testing the Web Browser
Debugging the Web View
Adding URL Shortening
Designing the URL Shortening Code
Becoming a Web View Delegate
Shortening a URL
Writing shortenURL(_:)
Becoming an NSURLConnection Delegate
Testing the Service
Final Touches
Cleaning Up the Interface
Summary
Chapter 4: Coming Events
Run Loop
Event Queue
Event Delivery
Direct Delivery
Hit Testing
The First Responder
Event Handling
The Responder Chain
High-Level vs. Low-Level Events
Eight Ball
Design
Create the Project
Create the Interface
Writing the Code
Handling Shake Events
Testing Your EightBall App
Finishing Touches
Testing on a Physical iOS Device
Other Uses for the Responder Chain
Touchy
Design
Creating the Project
Creating a Custom View
Handling Touch Events
Drawing Your View
Adding Custom Objects in Interface Builder
Testing Touchy
Advanced Event Handling
Summary
Chapter 5: Table Manners
Table Views
Plain Tables
Grouped Tables
Cell Styles
Cell Accessories
Custom Cells
How Table Views Work
Table Cells and Rubber Stamps
MyStuff
Design
Creating the Project
Creating Your Data Model
Creating a Data Source
Implementing Your Rubber Stamp
Table Cell Caching
Where’s the Beef?
Testing MyStuff
Adding the Detail View
Creating the Detail View
Configuring the Detail View
Editing
Inserting and Removing Items
Enabling Table Editing
Editing Details
Observing Changes to MyWhatsit
Posting Notifications
Observing Notifications
Modal vs. Modeless Editing
Little Touches
Advanced Table View Topics
Summary
Chapter 6: Object Lesson
Two Houses, Both Alike in Dignity
Romeo Meets Juliet
Classes and Cookies
Classes and Objects and Methods, Oh My!
Inheritance
Abstract and Concrete Classes
Overriding Methods
Design Patterns and Principles
Encapsulation
Singularity of Purpose
Stability
Open/Closed
Delegation
Other Patterns
Summary
Chapter 7: Smile!
Design
Extending Your Design
Revising the Data Model
Adding an Image View
Updating the View Controller
Connecting a Choose Image Action
Taking Pictures
You Can’t Always Get What You Want
Presenting the Image Picker
Importing the Image
Cropping and Resizing
Winding Up
Testing the Camera
Handling Regular Interfaces
Sticky Keyboards
Advanced Camera Techniques
Summary
Chapter 8: Model Citizen
The Model-View-Controller Design Pattern
Data Model Objects
View Objects
Controller Objects
MVC Communications
Color Model
Creating Your Data Model
Creating View Objects
Writing Your Controller
Wiring Your Interface
Having Multiple Views
Consolidating Updates
Complex View Objects
Replacing UIView with ColorView
Connecting the View to Your Data Model
Drawing ColorView
Being a Keen Observer
Key-Value Observing
Observing Key Value Changes
Creating KVO Dependencies
Multivector Data Model Changes
Handling Touch Events
Binding the Sliders
Final Touches
Cheating
Summary
Chapter 9: Sweet, Sweet Music
Making Your Own iPod
Design
Adding a Music Picker
Using a Music Player
Adding Playback Control
Receiving Music Player Notifications
Adding Media Metadata
Creating a Metadata View
Adding the Image View
Adding the Universal Constraints
Adding Compact /Any Constraints
Adding Regular/Any Constraints
Adding the Song Labels
Previewing Your Layouts
Finishing the Album Interface
Observing the Playing Item
Make Some Noise
Living in a Larger World
Configuring Your Audio Session
Playing Audio Files
Creating AVAudioPlayer Objects
Adding the Sound Buttons
Button Layout for Compact Interfaces
Button Layout for Regular Interfaces
Making Noise
Activating Your Audio Session
Interruptions and Detours
Dealing with Interruptions
Adding Your Interruption Handlers
Dealing with Audio Route Changes
Other Audio Topics
Summary
Chapter 10: Got Views?
Learning by Example
Buttons
The Responder and View Classes
The Control Class
Button Types
Control States
Button Code
Switches and Sliders
Page Control
Steppers
Segmented Controls
Progress Indicators
Text Views
Labels
Text Fields
Text Editing Behavior
Text Views
Search Bars
Pickers
Date Picker
Anything Picker
Image Views
Grouped Tables
The View You Never See
Alert Controllers
Summary
Chapter 11: Draw Me a Picture
Creating a Custom View Class
View Coordinates
Frame and Bounds
Converting Between Coordinate Systems
When Views Are Drawn
Drawing a View
Fill and Stroke Functions
Bézier Paths
Images
Shapely
Creating Views Programmatically
Initializing Your Object
The drawRect(_:) Function
Creating the Bézier Path
Testing Squares
More Shapes, More Colors
Transforms
Applying a Translate Transform
Applying a Scale Transform
Animation: It’s Not Just for Manga
Using Core Animation
Adding Animation to Shapely
OpenGL, Sprite Kit, Scene Kit, and Metal
Sprite Kit
Scene Kit
Metal
OpenGL
The Order of Things
Drawing Images
Advanced Graphics
Text
Shadows, Gradients, and Patterns
Blend Modes
The Context Stack
Summary
Chapter 12: There and Back Again
Measure Twice, Cut Once
What Is Navigation?
View Controller Roles
Designing Wonderland
Weighing Your Navigation Options
Wonderland Navigation
Creating Wonderland
Adding Wonderland’s Resources
Configuring a Tab Bar Item
The First Content View Controller
Creating a Navigable Table View
Breathing Data Into Your Table View
Creating the Detail View
Adding the Data Model
Implementing Your Data Source
Defining a Table View Cell Object
Pushing the Detail View Controller
Creating a Page View Controller
Adding the Page View Controllers
Designing a Prototype Page
Coding the One Page View Controller
Coding the Page View Data Source
Initializing a Page View Controller
Presenting View Controllers
Presentation Controllers
Presenting a Modal View Controller
Modal Presentation Style
Making Presentation Suggestions
Adapting a View Controller During Presentation
Popover Presentation Controllers
Adapting View Controller Content
Smarter Than the Average Bear
Prioritizing Constraints
Intrinsic Size
Using Trait Collections
Adding Adaptive Constraints (and Objects)
Adapting View Programmatically
Adapting When Traits Change
Adapting When Size Changes
Adapting When Layout Occurs
Animating Layout Changes
Advanced View Controller Topics
Custom Presentations and Transitions
Appearance Proxies
Summary
Chapter 13: Sharing Is Caring
Color My (Social) World
Having Something to Share
Presenting the Activity View Controller
The More You Share, the More You Get
Refactoring drawRect(_:)
Providing More Items to Share
Excluding Activities
The Curse of the Lowest Common Denominator
Providing Activity-Specific Data
Promises, Promises
Big Data
Inventing Your Own Activities
Sharing with Specific Services
Other Social Network Interactions
Summary
Chapter 14: Game On!
SpaceSalad
A Brief Tour of SpriteKit
The Familiar
The Unfamiliar
Making the Scene
Adding Sprites
Resizing a Scene
Let’s Get Physical
Setting Boundaries
Adding Obstacles
Interacting with the Player
Responding to Touch
Sprites on a Plane
Nodes That Go Bump
Contact!
Gamifying SpaceSalad
Actions in Action
Traditional Animation
Presenting Scenes
Beyond SpaceSalad
Summary
Chapter 15: If You Build It…
How Interface Builder Files Work
Compiling Interface Builder Files
Loading a Scene
Loading an .xib File
Placeholder Objects and the File’s Owner
Creating Objects
Editing Attributes
Creating Custom Objects
Connections
Making Action Connections
Sending Action Messages
Taking Control of Interface Builder Files
Declaring Placeholders
Designing ShapeView
Connecting the Gesture Recognizers
Building Your Shape Factory
Loading an Interface Builder File
Replacing Code
Summary
Chapter 16: Apps with Attitude
Leveler
Creating Leveler
Pondering DialView
Creating the Views
Getting Motion Data
Creating CMMotionManager
Starting and Stopping Updates
Push Me, Pull You
Timing Is Everything
Herky-Jerky
Using Dynamic Animation
Creating the Dynamic Animator
Defining Behaviors
Animating the Dial
Getting Other Kinds of Motion Data
Gyroscope Data
Magnetometer Data
Device Motion and Attitude
Measuring Change
Summary
Chapter 17: Where Are You?
Creating Pigeon
Collecting Location Data
Asking for Permission
Starting Location Collection
Using a Map View
Decorating Your Map
Adding an Annotation
Map Coordinates
Adding a Little Bounce
Showing the Way Home
Adding Overlays
Providing the Renderer
Location Monitoring
Approximate Location and Non-GPS Devices
Monitoring Regions
Reducing Location Change Messages
Movement and Heading
Geocoding
Getting Directions
Summary
Chapter 18: Remember Me?
Property Lists
Serializing Property Lists
User Defaults
Making Pigeon Remember
Minimizing Updates and Code
Defining Your Keys
Writing Values to User Defaults
Getting Values from User Defaults
Testing User Defaults
Registering Default Values
Turning Objects into Property List Objects
Preserving and Restoring savedLocation
Persistent Views
Fading Into the Background
Preserving View Controllers
Assigning Restoration Identifiers
Customizing Restoration
Deeper Restoration
Pigeons in the Cloud
Storing Values in the Cloud
Cloud Watching
Enabling iCloud
Testing the Cloud
Bundle Up Your Settings
Creating a Settings Bundle
Using Your Settings Bundle Values
Testing Your Settings Bundle
Summary
Chapter 19: Doc, You Meant Storage
Document Overview
Where, Oh Where, Do My Documents Go?
MyStuff on Documents
Supplying Your Document’s Data
Wrapping Up Your Data
Using Wrappers
Incremental Document Updates
Constructing Your Wrappers
Interpreting Your Wrappers
Archiving Objects
Adopting NSCoding
Archiving and Unarchiving Objects
The Archiving Serialization Smackdown
Serialization, Meet Archiving
Document, Meet Your Data Model
Tracking Changes
Testing Your Document
Setting Breakpoints
Stepping Through Code and Examining Variables
Creating a ThingsDocument Delegate
Storing Image Files
Odds and Ends
iCloud Storage
Archive Versioning
Summary
Chapter 20: See Swift, See Swift Run
The (Short) History of Swift
Classes
Playgrounds
Properties
Computed Properties
Property Observers
Methods
Class Methods
Parameter names
Optional Parameter Names
Parameter Name Shortcuts
Default Parameter Values
Inheritance
Overriding Properties
Blocking Inheritance
Object Creation
Subclass Initializers
Safe Initialization
Convenience Initializers
Inheriting Initializers
Required Initializers
Closures
Capturing self
Using Closures
Closure Shortcuts
Shorthand Parameter Names
Single Expression Closures
Trailing Closures
Closure Variables
Protocols
Extensions
Structures
Tuples
Enumerations
Raw Values
Associated Values
Extended Enumerations
Numeric Values
Implicit Type Conversion
Numeric Literals
Numbers Are Types Too
Overflow and Underflow
Strings and Characters
String and Character Literals
Unicode
String Interpolation
Strings Are NSStrings
String Concatenation
Attributed Strings
Collections
Control Statements
for Loop
switch Statement
Range Cases
Switching Tuples
Optionals
Using Optionals
Optionals Carry
Optional Chaining
Failable Initializers
Implicit Unwrapping
Type Casting
Downcasting
Downcasting Collections
Value vs. Reference vs. Constant vs. Variable
let and var References
var Parameters
References to Values (inout)
Working with C and Objective-C
The Toll-Free Bridge
Method Signatures
Memory Management
Garbage Collection
Reference Counting
Circular Retains
Even More Swift
Summary
Chapter 21: Frame Up
Extensions
Creating an Extension
Connecting Your Extension
Running your Action
Lights, Code, Action
Every Extension Is an Island
Obtaining the User’s Data
Reusing Squeezer
Action Icons
Reusing Squeezer, for Real
Creating a Framework
Adding Code to a Framework
Sharing a Framework with an Extension
Summary
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James Bucanek,iOS 8 App



