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Index
Cover Title Copyright Dedication Contents at a Glance Contents About the Authors About the Technical Reviewer Chapter 1: Welcome to the Jungle
What This Book Is What You Need
Developer Options What You Need to Know
What’s Different About Coding for iOS?
Only One Active Application Only One Window Limited Access Limited Response Time Limited Screen Size Limited System Resources No Garbage Collection, But… Some New Stuff A Different Approach
What’s in This Book What’s New in This Update? Are You Ready?
Chapter 2: Appeasing the Tiki Gods
Setting Up Your Project in Xcode
The Xcode Project Window A Closer Look at Our Project
Introducing Xcode’s Interface Builder
File Formats The Storyboard The Library Adding a Label to the View Changing Attributes
Some iPhone Polish: Finishing Touches The Launch Screen Bring It on Home
Chapter 3: Handling Basic Interaction
The Model-View-Controller Paradigm Creating Our Project Looking at the View Controller
Understanding Outlets and Actions Cleaning Up the View Controller Designing the User Interface Trying It Out Previewing Layout Adding Some style
Looking at the Application Delegate Bring It on Home
Chapter 4: More User Interface Fun
A Screen Full of Controls Active, Static, and Passive Controls Creating the Application Implementing the Image View and Text Fields
Adding the Image View Resizing the Image View Setting View Attributes Adding the Text Fields Adding Constraints Creating and Connecting Outlets
Closing the Keyboard
Closing the Keyboard When Done Is Tapped Touching the Background to Close the Keyboard Adding the Slider and Label Adding More Constraints Creating and Connecting the Actions and Outlets Implementing the Action Method
Implementing the Switches, Button, and Segmented Control
Adding Two Labeled Switches Connecting and Creating Outlets and Actions Implementing the Switch Actions
Spiffing Up the Button
Stretchable Images Control States Connecting and Creating the Button Outlets and Actions
Implementing the Segmented Control Action Implementing the Action Sheet and Alert
Showing an Action Sheet Showing an Alert
Crossing the Finish Line
Chapter 5: Rotation and Adaptive Layout
The Mechanics of Rotation
Points, Pixels, and the Retina Display Handling Rotation
Choosing Your View Orientations
Supported Orientations at the App Level Per-Controller Rotation Support
Designing an Interface Using Constraints
Overriding Default Constraints Full-Width Labels
Creating Adaptive Layouts
The Restructure Application Size Classes Size Classes and Storyboards Creating the iPhone Landscape Layout Adding the iPad Layout
Rotating Out of Here
Chapter 6: Multiview Applications
Common Types of Multiview Apps The Architecture of a Multiview Application
The Root Controller Anatomy of a Content View
Building View Switcher
Renaming the View Controller Adding the Content View Controllers Modifying SwitchingViewController.m Building a View with a Toolbar Linking the Toolbar Button to the View Controller Writing the Root View Controller Implementing the Content Views Animating the Transition
Switching Off
Chapter 7: Tab Bars and Pickers
The Pickers Application Delegates and Data Sources Creating the Pickers Application
Creating the View Controllers Creating the Tab Bar Controller The Initial Test Run
Implementing the Date Picker Implementing the Single-Component Picker
Building the View Implementing the Controller As a Data Source and Delegate
Implementing a Multicomponent Picker
Declaring Outlets and Actions Building the View Implementing the Controller
Implementing Dependent Components Creating a Simple Game with a Custom Picker
Writing the Controller Header File Building the View Implementing the Controller Final Details
Final Spin
Chapter 8: Introduction to Table Views
Table View Basics
Table Views and Table View Cells Grouped and Plain Tables
Implementing a Simple Table
Designing the View Writing the Controller Adding an Image Using Table View Cell Styles Setting the Indent Level Handling Row Selection Changing the Font Size and Row Height
Customizing Table View Cells
Adding Subviews to the Table View Cell Creating a UITableViewCell Subclass Loading a UITableViewCell from a Nib
Grouped and Indexed Sections
Building the View Importing the Data Implementing the Controller Adding an Index
Implementing a Search Bar How Many Tables?: View Debugging Putting It All on the Table
Chapter 9: Navigation Controllers and Table Views
Navigation Controller Basics
Stacky Goodness A Stack of Controllers
Fonts: A Simple Font Browser
Meet the Subcontrollers The Fonts Application’s Skeleton
Creating the Root View Controller Initial Storyboard Setup First Subcontroller: The Font List View
Storyboarding the Font List Making the Root View Controller Prepare for Segues
Creating the Font Sizes View Controller
Storyboarding the Font Sizes View Controller Making the Font List View Controller Prepare for Segues
Creating the Font Info View Controller
Storyboarding the Font Info View Controller Setting Up Constraints Adapting the Font List View Controller for Multiple Segues My Favorite Fonts
Table View Niceties
Implementing Swipe-to-Delete Implementing Drag-to-Reorder
Breaking the Tape
Chapter 10: Collection View
Creating the DialogViewer Project Fixing the View Controller’s Class Defining Custom Cells Configuring the View Controller Providing Content Cells Making the Layout Flow Providing Header Views
Chapter 11: Using Split Views and Popovers
Building Master-Detail Applications with UISplitViewController
The Storyboard Defines the Structure The Code Defines the Functionality How the Master-Detail Template Application Works
Here Come the Presidents Creating Your Own Popover Split Views on the iPhone
Split Views on the iPhone 6 Plus Getting the iPhone 6 Plus Behavior on All iPhones
Customizing the Split View Time to Wrap Up and Split
Chapter 12: Application Settings and User Defaults
Getting to Know Your Settings Bundle The Bridge Control Application
Creating the Project Working with the Settings Bundle Reading Settings in OurApplication Changing Defaults from Our Application RegisteringDefault Values Keeping It Real
Switching to the SettingsApplication Beam Me Up, Scotty
Chapter 13: Basic Data Persistence
Your Application’s Sandbox
Getting the Documents and Library Directories Getting the tmp Directory
File-Saving Strategies
Single-File Persistence Multiple-File Persistence
Using Property Lists
Property List Serialization The First Version of the Persistence Application
Archiving Model Objects
Conforming to NSCoding Implementing NSCopying Archiving and Unarchiving Data Objects The Archiving Application
Using iOS’s Embedded SQLite3
Creating or Opening the Database Using Bind Variables The SQLite3 Application
Using Core Data
Entities and Managed Objects The Core Data Application
Persistence Rewarded
Chapter 14: Documents and iCloud
Managing Document Storage with UIDocument
Building TinyPix Creating TinyPixDocument Code Master Initial Storyboarding Creating TinyPixView Storyboard Detailing
Adding iCloud Support
Creating a Provisioning Profile How to Query Save Where? Storing Preferences on iCloud
What We Didn’t Cover
Chapter 15: Grand Central Dispatch, Background Processing, and You
Grand Central Dispatch Introducing SlowWorker Threading Basics Units of Work GCD: Low-Level Queuing
Becoming a Blockhead Improving SlowWorker
Background Processing
Application Life Cycle State-Change Notifications Creating State Lab Exploring Execution States Using Execution State Changes Handling the Inactive State Handling the Background State
Grand Central Dispatch, Over and Out
Chapter 16: Drawing with Core Graphics
Paint the World The Quartz 2D Approach to Drawing
Quartz 2D’s Graphics Contexts The Coordinate System Specifying Colors Drawing Images in Context Drawing Shapes: Polygons, Lines, and Curves Quartz 2D Tool Sampler: Patterns, Gradients, and Dash Patterns
The QuartzFun Application
Setting Up the QuartzFun Application Adding Quartz 2D Drawing Code Optimizing the QuartzFun Application
Drawing to a Close
Chapter 17: Getting Started with Sprite Kit
Simple Beginnings
Initial Scene Customization
Player Movement
Adding the Player to the Scene Handling Touches: Player Movement Geometry Calculations Wobbly Bits
Creating Your Enemies Putting Enemies in the Scene Start Shooting
Defining Your Physics Categories Creating the BulletNode Class Applying Physics Adding Bullets to the Scene
Attacking Enemies with Physics Finishing Levels
Keeping Tabs on the Enemies Transitioning to the Next Levels
Customizing Collisions
Adding a Category to SKNode Adding Custom Collision Behavior to Enemies Showing Accurate Player Lives
Spicing Things Up with Particles
Your First Particle Putting Particles into the Scene
The End Game At Last, a Beginning: Create a StartScene A Sound Is Worth a Thousand Pictures Making the Game a Little Harder: Force Fields Game On
Chapter 18: Taps, Touches, and Gestures
Multitouch Terminology The Responder Chain
Responding to Events Forwarding an Event: Keeping the Responder Chain Alive
The Multitouch Architecture The Four Touch Notification Methods The TouchExplorer Application The Swipes Application
Using Touch Events to Detect Swipes Automatic Gesture Recognition Implementing Multiple Swipes
Detecting Multiple Taps Detecting Pinch and Rotation Defining Custom Gestures
The CheckPlease Application The CheckPlease Touch Methods
Garçon? Check, Please!
Chapter 19: Where Am I? Finding Your Way with Core Location and Map Kit
The Location Manager
Setting the Desired Accuracy Setting the Distance Filter Getting Permission to Use Location Services Starting the Location Manager Using the Location Manager Wisely
The Location Manager Delegate
Getting Location Updates Getting Latitude and Longitude Using CLLocation Error Notifications
Trying Out Core Location
Using Location Manager Updates
Visualizing Your Movement on a Map
Changing Location Service Permissions
Wherever You Go, There You Are
Chapter 20: Whee! Gyro and Accelerometer!
Accelerometer Physics Don’t Forget Rotation Core Motion and the Motion Manager
Event-Based Motion Proactive Motion Access Gyroscope and Attitude Results Accelerometer Results
Detecting Shakes
Baked-In Shaking Shake and Break
Accelerometer As Directional Controller
Rolling Marbles Writing the Ball View Calculating Ball Movement
Rolling On
Chapter 21: The Camera and Photo Library
Using the Image Picker and UIImagePickerController
Using the Image Picker Controller Implementing the Image Picker Controller Delegate
Road Testing the Camera and Library
Designing the Interface Implementing the Camera View Controller
It’s a Snap!
Chapter 22: Application Localization
Localization Architecture Strings Files
What’s in a Strings File? The Localized String Macro
Real-World iOS: Localizing Your Application
Setting Up LocalizeMe Trying Out LocalizeMe Localizing the Project Localizing the Storyboard Generating and Localizing a Strings File
Previewing Localizations in Xcode
Localizing the App Display Name
Adding Another Localization Auf Wiedersehen
Index
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