As the fourth book in our series of iPhone Projects based on the work and experiences of iPhone, this volume takes on the more advanced aspects of iPhone development. The first generation of iPhone applications has hit the App Store, and now it's time to optimize performance, streamline the user interface, and make every successful iPhone app just that much more sophisticated. Paired with Apress's bestselling Beginning iPhone Development: Exploring the iPhone SDK, you'll have everything you need to create the next great iPhone app that everyone is talking about. Optimize performance. Streamline your user interface. Do things with your iPhone app that other developers haven't attempted. Along with series editor Dave Mark, your guides for this exploration of the next level of iPhone development, include: Ben “Panda” Smith, discussing particle systems using OpenGL ES Joachim Bondo, demonstrating his implementation of correspondence gaming in the most recent version of his chess application, Deep Green. Tom Harrington implementing streaming audio with Core Audio, one of many iPhone OS 3 APIs. Owen Goss debugging those pesky errors in your iPhone code with an eye toward achieving professional-strength results. Dylan Bruzenak building a data-driven application with SQLite. Ray Kiddy illustrating the full application development life cycle with Core Data. Steve Finkelstein marrying an offline e-mail client to Core Data. Peter Honeder and Florian Pflug tackling the challenges of networked applications in WiFi environments. Jonathan Saggau improving interface responsiveness with some of his personal tips and tricks, including “blocks” and other esoteric techniques. Joe Pezzillo pushing the frontiers of APNS, the new in iPhone OS 3 Apple Push Notification Service that makes the cloud the limit for iPhone apps. Noel Llopis taking mere programmers into a really advanced developmental adventure into the world of environment mapping with OpenGL ES.
... Steve Anglin, Mark Beckner, Ewan Buckingham, Gary Cornell, Jonathan Gennick, Jonathan Hassell, Michelle Lowman, Matthew Moodie, Duncan Parkes, Jeffrey Pepper, Frank Pohlmann, Douglas Pundick, Ben Renow-Clarke, Dominic Shakeshaft, ...
... iPhone. After releasing Deep Green, his critically acclaimed chess application, on the App Store, Joachim has contributed his excellent taste and insight on good user interface design to several Apress titles: iPhone Games Projects, ...
With this book, you'll get practical advice on user interface design from 10 innovative developers who, like you, have sat wondering how to best utilize the iPhone's minimal screen real estate.
What you will learnUnderstand the basics of SwiftUI by building an app with watchOSWork with UI elements such as text, lists, and buttonsCreate a video player in UIKit and import it into SwiftUIDiscover how to leverage an API and parse JSON ...
This book is for intermediate iOS developers who already know the basics of iOS and are looking to build apps using defined architectures, making apps cleaner and easier to maintain.
This book concentrates on illustrating GUI concepts programmatically, allowing readers to fully appreciate the complete picture of iOS 4 development without relying on Interface Builder.
This book shares the secrets of the coolest iPhone apps being built today by the best iPhone developers—invaluable knowledge for anyone who wants to create the app that everyone is talking about.
The storyboard now has two scenes, but there is no segue (also known as a transition) between them. What we want is to have the About ... This displays the Storyboard Segues HUD, showing the various action segues that are available.
In Coding iPhone Apps for Kids, you’ll learn how to use Swift to write programs, even if you’ve never programmed before.
Your iPad 2 is as fast as a Cray-2 supercomputer from just a few decades ago, yet most people only use it to read books or surf the Web. What a waste. This book is all about connecting your iPhone, iPod Touch, or iPad to the real world.