Beginning iPhone Development: Exploring the iOS SDK by Molly Maskrey, Kim Topley, David Mark, Fredrik Olsson, JEFF

By Molly Maskrey, Kim Topley, David Mark, Fredrik Olsson, JEFF LAMARCHE

The workforce that introduced you the bestselling Beginning iPhone Development, the publication that taught the realm to software at the iPhone, is again back, bringing this definitive advisor updated with Apple's most recent and maximum new iOS eight and its SDK, in addition to with the newest model of Xcode (6.1).

You'll have every thing you must create your personal apps for the most recent iOS units. each pattern app within the publication has been rebuilt from scratch utilizing Xcode 6.1 and the most recent 64-bit iOS 8-specific venture templates, and designed to exploit the newest Xcode features.

Assuming just a minimum operating wisdom of Objective-C, and written in a pleasant, easy-to-follow type, Beginning iPhone Development deals an entire soup-to-nuts path in iPhone, iPad, and iPod contact programming. The booklet begins with the fundamentals, jogging throughout the strategy of downloading and fitting Xcode 6.1 and the iOS eight SDK, after which publications you notwithstanding the construction of your first uncomplicated application.

From there, you’ll tips on how to combine the entire interface parts iOS clients have come to grasp and love, equivalent to buttons, switches, pickers, toolbars, and sliders. You’ll grasp a number of layout styles, from the easiest unmarried view to advanced hierarchical drill-downs. The complicated paintings of desk development can be demystified, and you’ll find out how to retailer your facts utilizing the iPhone dossier approach. You’ll additionally easy methods to store and retrieve your information utilizing numerous patience thoughts, together with center facts and SQLite. And there’s even more!

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There must be some way for the code in this view controller class to interact with the objects in the storyboard, right? 60 CHAPTER 3: Handling Basic Interaction Absolutely! A controller class can refer to objects in a storyboard or nib file by using a special kind of property called an outlet. Think of an outlet as a pointer that points to an object within the user interface. For example, suppose you created a text label in Interface Builder (as we did in Chapter 2) and wanted to change the label’s text from within your code.

Most views can contain subviews; however, there are some, like buttons and most other controls, that can’t. Interface Builder is smart. If an object does not accept subviews, you will not be able to drag other objects onto it. By dragging a label directly to the view we’re editing, we add it as a subview of that main view (the view named View), which will cause it to show up automatically when that view is displayed to the user. Dragging a label from the library to the view called View adds an instance of UILabel as a subview of our application’s main view.

Fortunately, one of these is the same size as an icon from the other set, so you actually only need to create five versions of your application icon. If you don’t supply some of the smaller ones, a larger one will be scaled down appropriately; but for best results, you (or a graphic artist on your team) should probably scale it in advance. 48 CHAPTER 2: Appeasing the Tiki Gods Note The issue of icon sizes is even more complex than this. Before iOS 7, the side dimension of an icon for all modern iPhones was 114 × 114 pixels.

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