Pro Objective C Design Patterns for iOS 1st Edition by Carlo Chung – Ebook PDF Instant Download/Delivery: 1430233303 , 978-1430233305
Full download Pro Objective C Design Patterns for iOS 1st edition after payment

Product details:
ISBN 10: 1430233303
ISBN 13: 978-1430233305
Author: Carlo Chung
It’s time to capitalize on your mastery of Cocoa with Pro Objective-C Design Patterns for iOS. You’ve developed apps that impressed and performed, and now you’re ready to jump into development practices that will leave you with more effective, efficient, and professional level apps. This book is the element you need to make the jump from journeyman to master.
All too often, developers grind through building good apps on willpower and a vigorous focus on code development, leaving them unaware of and unable to benefit from the underlying structural and functional design patterns.
Pro Objective-C Design Patterns for iOS will teach you those design patterns that have always been present at some level in your code, but were never recognized, acknowledged, or fully utilized. Implementation of specific pattern approaches will prove their value to any developer working in the iOS application arena. You’ll learn to master classic patterns like singleton, abstract factory, chain of responsibility, and observer. You’ll also discover less well-known but useful
Pro Objective C Design Patterns for iOS 1st Table of contents:
Part I Getting Your Feet Wet
Chapter 1 Hello, Design Patterns!
What This Book Is
What You Need Before You Can Begin
What You Need to Know Before You Can Begin
Design Deja-vu
The Origin of Design Patterns – Model, View, and Controller (MVC)
Encapsulating Data and Basic Behaviors In Model Objects
Presenting Information to the User with View Objects
Tying up the Model to the View with Controller Objects
MVC as a Compound Design Pattern
Issues That Can Affect Your Design
Programming To An Interface, Not An Implementation
@protocol vs. Abstract Base Class (ABC)
Object Composition vs. Class Inheritance
Objects and Classes Used in this Book
Class Diagram
Protocol, Abstract Class, Concrete Class, and Category
Instantiation
Inheritance
Acquaintance
Aggregation
Pseudocode
Object Diagram
How the Patterns are Organized
Summary
Chapter 2 A Case Study: Designing an App
Conceptualizing the Ideas
Designing the Look-and-Feel
Architectural Design
View Management
Transition from One View to Another
Using a Mediator to Coordinate View Transitions
Scribble Representation
“What” Can Be Drawn Onscreen?
Representing Marks with a Composite Structure
Drawing a Scribble
Representation of a Saved Scribble
Capturing the State of a Scribble
Restoring the State of a Scribble
User Operations
Browsing a List of Scribble Thumbnails
Undo/Redo Scribbling
Changing Stroke Colors and Sizes
Deleting the Current Scribble Onscreen
Reviewing the Patterns Used
Summary
Part II Object Creation
Chapter 3 Prototype
What Is the Prototype Pattern?
When Would You Use the Prototype Pattern?
Shallow Copying vs. Deep Copying
Using Object Copying in the Cocoa Touch Framework
Implementing the Copy Method for the Mark Aggregate
Using a Cloned Mark As a “Pattern Template”
Summary
Chapter 4 Factory Method
What Is the Factory Method Pattern?
When Would You Use the Factory Method?
Why Is It a Safe Approach to Creating Objects?
Generating Different Canvases in TouchPainter
Using Canvases
Using Factory Methods Within the Cocoa Touch Framework
Summary
Chapter 5 Abstract Factory
Applying the Abstract Factory to the TouchPainter App
Using the Abstract Factory Within the Cocoa Touch Framework
Summary
Chapter 6 Builder
What Is the Builder Pattern?
When Would You Use the Builder Pattern?
Building Characters in a Chasing Game
Summary
Chapter 7 Singleton
What Is the Singleton Pattern?
When Would You Use the Singleton Pattern?
Implementing a Singleton in Objective-C
Subclassing a Singleton
Thread Safety
Using Singletons in the Cocoa Touch Framework
Using the UIApplication Class
Using the UIAccelerometer Class
Using the NSFileManager Class
Summary
Part III Interface Adaptation
Chapter 8 Adapter
What Is the Adapter Pattern?
When Would You Use the Adapter Pattern?
So You Know Delegation
Implementing the Adapter Pattern with Objective-C Protocol
Designing and Implementing a Stroke Color Changing Mechanism
Defining SetStrokeColorCommandDelegate As a Target
Implementing SetStrokeCommand As a Client
Creating CommandSlider As an Adaptee
Using PaletteViewController As an Adapter
Implementing the Adapter Pattern with Objective-C Blocks in iOS 4
Declaring a Block Reference
Creating a Block
Using a Block As an Adapter
Summary
Chapter 9 Bridge
What Is the Bridge Pattern?
When Would You Use the Bridge Pattern?
Creating a Virtual Emulator for iOS
Summary
Chapter 10 Façade
What Is the FaGade Pattern?
When Would You Use the FaGade Pattern?
Providing a Simplified Interface to a Set of Interfaces in the Subsystem
Using the Façade Pattern in the TouchPainter App
Summary
Part IV Decoupling of Objects
Chapter 11 Mediator
What Is the Mediator Pattern?
When Would You Use the Mediator Pattern?
Managing View Transition in the TouchPainter App
The Troubles of Modifying the Transition Logic
Centralizing the Flow of the UI Traffic
Using the CoordinatingControlier in the Interface Builder
Summary
Chapter 12 Observer
What Is the Observer Pattern?
When Would You Use the Observer Pattern?
Using the Observer Pattern in Model-View-Controller
Using the Observer Pattern in the Cocoa Touch Framework
Notifications
Key-Value Observing
Updating Strokes on the CanvasView in TouchPainter
Summary
Part V Abstract Collection
Chapter 13 Composite
What Is the Composite Pattern?
When Would You Use the Composite Pattern?
Understanding the Use of Mark in TouchPainter
Using Composites in the Cocoa Touch Framework
Summary
Chapter 14 Iterator
What Is the Iterator Pattern?
When Would You Use the Iterator Pattern?
Using Iterators in the Cocoa Touch Framework
NSEnumerator
Block-Based Enumeration
Fast Enumeration
Internal Enumeration
Enumerating Vertices of a Scribble
Enumerating Vertices of a Scribble (Internally)
Summary
Part VI Behavioral Extension
Chapter 15 Visitor
What is the Visitor Pattern?
When Would You Use the Visitor Pattern
Rendering Marks in TouchPainter with Visitors
What Else Can A Visitor Do?
Can’t I Just Use Categories Instead?
Summary
Chapter 16 Decorator
What Is the Decorator Pattern?
When Would You Use the Decorator Pattern?
Changing the “Skin” VS. “Guts” of an Object
Creating Image Filters for Ullmage
Implementing Decorators with True Subclasses
Implementing Decorators with Categories
Summary
Chapter 17 Chain of Responsibility
What Is the Chain of Responsibility Pattern?
When Would You Use the Chain of Responsibility Pattern?
Using the Chain of Responsibility Pattern in an RPG
Summary
Part VII Algorithm Encapsulation
Chapter 18 Template Method
What Is the Template Method Pattern?
When Would You Use the Template Method?
Using the Template Method to Make a Sandwich
Ensuring That the Template Method Is Working
Adding an Extra Step to the Template Method
Using the Template Method in the Cocoa Touch Framework
Custom Drawing in the UIView Class
Other Template Method Implementations in Cocoa Touch
Summary
Chapter 19 Strategy
What Is the Strategy Pattern?
When Would You Use the Strategy Pattern?
Applying Validation Strategies in UITextField
Summary
Chapter 20 Command
What Is the Command Pattern?
When Would You Use the Command Pattern?
Using the Command Pattern in the Cocoa Touch Framework
NSlnvocation Objects
NSUndoManager
Registering Undo Command Operations
Implementing Undo/Redo in TouchPainter
Implementing Drawing/Undrawing with NSUndoManager
Adding Methods for Generating Drawing/Undrawing Invocations
Adding Methods for Registering Undo/Redo Operations in NSUndoManager
Modifying Touch Event Handlers for Invocations
Home-Brewing Your Own Drawing/Undrawing Infrastructure
Designing a Command Infrastructure
Implementing the Command Classes
Modifying CanvasViewController for the Commands
Allowing the User to Activate Undo/Redo
What Else Can a Command Do?
Summary
Part VIII Performance and Object Access
Chapter 21 Flyweight
What Is the Flyweight Pattern?
When Would You Use the Flyweight Pattern?
Creating a Hundred-Flower Pool
Designing and Implementing Sharable Flowers
Implementing the FlowerView Class
Implementing the FlowerFactory Class
How Are FlowerView Objects Shared?
Implementing Client Code
Summary
Chapter 22 Proxy
What Is the Proxy Pattern?
When Would You Use the Proxy Pattern?
Lazy-Loading an Image with a Virtual Proxy
Designing and Implementing a Scribble Thumbnail View
Implementing the ScribbleThumbnailView Class
Implementing the ScribbleThumbnailViewImageProxy Class
Using a Proxy Pattern in the Cocoa Touch Framework
Summary
Part IX State Of Object
Chapter 23 Memento
What’s the Memento Pattern?
When Would You Use the Memento Pattern?
Using the Memento Pattern in TouchPainter
Saving a Scribble
Restoring a Scribble
Designing and Implementing ScribbleMemento
Implementing the ScribbleMemento Class
Modifying the Scribble Class
Putting Everything Together with a Caretaker
The Memento Pattern in the Cocoa Touch Framework
People also search for Pro Objective C Design Patterns for iOS 1st:
design patterns objective c
pro design patterns in swift
apple objective c documentation
c ios app
c design pattern
Tags: Carlo Chung, Pro Objective, Design Patterns


