Found 127 Cocoa Programming Books Programming Books Products.
Get Started Fast with Objective-C 2.0 Programming for OS X, iPhone, iPod touch, and iPad If you want to learn Objective-C 2.0 to write programs for Mac OS X, iPhone, iPad, or iPod touch, you’ve come to the right place! Concise, readable, and friendly, Learning Objective-C 2.0 is the perfect beginner’s guide to the latest version of Objective-C. Longtime Mac OS X and iPhone developer Robert Clair covers everything from the absolute basics to Objective-C 2.0’s newest innovations. Clair begins with a practical refresher on C and object-oriented programming and walks you through creating your first Objective-C program with Xcode. Next, you’ll master each core language feature, from objects and classes to messaging, frameworks, and protocols. Every concept is illustrated with simple examples, and many chapters contain hands-on practice exercises. Throughout, Learning Objective-C 2.0 focuses on the features, concepts, and techniques that matter most day to day. The result is an outstanding first book for everyone who wants to begin programming for iPhone, iPod touch, iPad, or Mac OS X. COVERAGE INCLUDES Understanding methods, messages, and the Objective-C messaging systemDefining classes, creating object instances, and using class objectsUsing categories to extend classes without subclassingSimplifying development with Objective-C 2.0 declared propertiesUsing protocols to emphasize behavior rather than classWorking with common Foundation classes for strings, arrays, dictionaries, sets, and number objectsUsing Objective-C control structures, including Objective-C 2.0’s new fast enumeration constructUnderstanding application security and hiding the declaration of methods that should stay privateUsing the new blocks feature provided in Objective-C 2.0
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A soup-to-nuts guide on the Objective-C programming languageObjective-C is the language behind Cocoa and Cocoa Touch, which is the Framework of applications written for the Macintosh, iPod touch, iPhone, and iPad platforms. Part of the Developer Reference series covering the hottest Apple topics, this book covers everything from the basics of the C language to advanced aspects of Apple development. You’ll examine Objective-C and high-level subjects of frameworks, threading, networking, and much more.Covers the basics of the C language and then quickly moves onto Objective-C and more advanced topicsDraws from the author’s first-hand experience garnered while developing applications for the Mac and iPhone OS platformsIncludes chapters on classes, memory management, threads, and the Foundation frameworkAlso covers advanced topics like protocols, categories, associated objects, and blocksFeaturing real-life examples drawn from the author's experience, Objective-C offers an insider look at this amazing programming language.
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Learn iPhone and iPad cocos2D Game Development provides a rock-solid introduction to the cocos2d iPhone game engine and related tools. It focuses on the process of creating several games made entirely with cocos2d and little-to-no iPhone SDK and OpenGL code. By creating 2-3 sample games over the course of the book, you'll learn key concepts of the cocos2d game engine and relevant tools like Zwoptex (TextureAtlas), ParticleDesigner (Particle Effects), and others. The example games are modeled after popular App Store games so that they are relevant, recognizable, and immediately fun and inspiring. The games increase in complexity and highlight common recurring cocos2d beginner questions. As you move along, you'll learn about possible stumbling blocks and how to navigate them successfully. As you move from beginning to advanced, you'll encounter general game programming wisdom, tips for performance improvement, as well as pointers to alternative implementations and further reading. It is assumed that the reader has previous programming knowledge but not necessarily with Objective-C. Related topics such as Xcode, Objective-C, the iPhone SDK, and OpenGL are only discussed where absolutely necessary. What you’ll learn Familiarity with the core cocos2d game engine API and the Box2d physics engine Understanding of the process and best practices of game development, in the context of cocos2d and its related tools Enthusiasm and excitement to create your own games paired with a realization that you are able to create games which can compete on the App Store Where to go from here: further information and alternative implementations Who this book is for The book is aimed at beginning game developers looking for an easier and even more powerful way to create compelling 2D graphics using OpenGL and Objective-C. It is assumed that the reader will have some knowledge of object-oriented programming and the Apple and iPhone/iPad developer environment. Check out the forum for Learn iPhone and iPad cocos2D Game Development: http://cocos2d-central.com Table of Contents Introduction Getting Started Essentials Your First Game Game Building Blocks Sprites In-Depth Scrolling with Joy Shoot ’em Up Particle Effects Working with Tilemaps Isometric Tilemaps Physics Engines Pinball Game Game Center Out of the Ordinary
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A solid guide that responds to the active interest in Apple's Xcode toolsApple's Xcode tools are a collection of applications and frameworks that are used to develop, test, and optimize applications primarily written for Mac OS X or the iPhone. The steady increase in sales of Apple computers has triggered a strong interest in gaining a thorough understanding of Xcode and its tools and what they have to offer. This book provides you with an inside look at the array of Xcode tools from top to bottom.You'll go beyond the basics and dive into such in-depth topics as installing the latest version of Xcode tools, customizing the look and behavior of Xcode, creating and managing projects, using the built-in class browser to model complex applications and structures, and more.Offers you a solid foundation for getting the most out of Apple's Xcode tools, a collection of applications and frameworks used to develop, test, and optimize applications written for Mac OS X or the iPhoneIncludes clear, comprehensive lessons for installing the latest version of Xcode tools, customizing the look of Xcode, creating and managing projects, testing your interfaces, and building and debugging your projectsExplains analyzing performance, optimizing your application, working with shared sources, creating your own custom file templates, and customizing the interface builderWith this book, you'll be able to take full advantage of the range of tools included with Xcode.Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
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In just 24 sessions of one hour or less, you can master Mac OS X Lion development from the ground up, and start writing tomorrow’s most exciting iOS-style Mac apps! Using this book’s straightforward, step-by-step approach, you’ll get comfortable with Apple’s powerful new development tools and techniques, build engaging user interfaces, integrate data and web services, and take advantage of Apple’s latest innovations…everything from gestures and multitouch to iCloud and In-App Purchasing. Every lesson builds on what you’ve already learned, giving you a rock-solid foundation for real-world success! Step-by-step instructions carefully walk you through the most common Mac OS X Lion development tasks. Quizzes at the end of each chapter help you test your knowledge. By the Way notes present interesting information related to the discussion. Did You Know? tips offer advice or show you easier ways to perform tasks. Watch Out! cautions alert you to possible problems and give you advice on how to avoid them. Printed in full color—figures and code appear as they do in Xcode Get started fast with Mac Developer Center, XCode, Objective-C, and CocoaProgrammatically control OS X Lion’s powerful new featuresWork with Cocoa’s powerful Model-View-Controller (MVC) patternSafely manage memory and fix leaksCreate robust, engaging, highly interactive user interfacesOrganize Cocoa layouts, controls, bindings, tables, and collectionsSupport gestures and multi-touch eventsDefine user defaults and provide Preference PanesWork with documents, versions, and iOS-style AutosaveMake the most of notifications, alerts, sheets, and popoversUse images and animation to make apps more powerful—and more funUse Core Data to cleanly integrate data into your appsQuery and submit data to web servicesSubmit apps to the Mac App StoreSupport In-App Purchases with StoreKit
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You’re smart and savvy, but you're also busy. This comprehensive guide to Apple's latest version of OS X, Lion, gives you everything you need to know to live a happy, productive Mac life. Learn OS X Lion will have you up and connected right away. With a minimum of overhead and a maximum of useful information, you’ll cover a lot of ground in the time it takes other books to get you plugged in. If this isn’t your first experience with OS X, skip right to the "What’s New in Lion" sections. You may also find yourself using this book as a quick refresher course or a way to learn new Mac skills you’ve never tried before. What you’ll learn Lion's new features and how to put them to work How to work with documents Managing email with Mail How to enhance your life with iLife Customizing your Lion environment How to get things done at the command line Who this book is for New Mac users, existing Mac users upgrading from older versions of OS X, and PC users making the switch to Macs. These people share a common desire to learn stuff fast and keep learning! Because this book goes into greater depth than your average OS X guide, it is also excellent for small business owners, user support personnel, and system administrators. Table of Contents Welcome to Lion Using the Finder OS X’s File System Nifty Tools in Lion Application Basics Managing Applications Lion's included applications Connecting to the network / Internet Learn to browse the web Learn to master email Contact management with Address Book Time management with iCal Chatting and communication iCloud and MobileMe iPhoto iMovie GarageBand Exploring the System Preferences Printing & Peripherals Time Machine Backup and Recovery General Lion Care and Feeding What you need to know about Security Introducing Darwin, Terminal, and the Shell Extending Lion with Darwin Networking with Lion Remote access and sharing Lion as a web server Working with your MS Windows friends Running Other OSs on your Mac An overview of Lion scripting and development AppleScript and Automator Xcode tools for Lion Development Cocoa App Development 101
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The clear, easy-to-understand tutorial for developers who want to write software for today's hottest new device: Apple's iPad! Figures and code appear as they do in Xcode Covers iOS 3.2 and up In just 24 sessions of one hour or less, learn how to build powerful applications for today’s hottest tablet device: the iPad! Using this book’s straightforward, step-by-step approach, you’ll master every skill and technology you need, from setting up your Xcode development environment to utilizing the full iPad screen real estate for touchable interfaces, integrating maps and media, to improving the reliability and performance of your software. Each lesson builds on what you’ve already learned, giving you a rock-solid foundation for real-world success! Step-by-step instructions carefully walk you through the most common iPad development tasks. Quizzes and Exercises at the end of each chapter help you test your knowledge. By the Way notes present interesting information related to the discussion. Did You Know? tips offer advice or show you easier ways to perform tasks. Watch Out! cautions alert you to possible problems and give you advice on how to avoid them. Printed in full color • Learn the features of the Xcode development suite • Prepare your system and iPad for efficient development • Get started fast with Apple’s Objective-C and Cocoa Touch • Understand the Model-View-Controller (MVC) development paradigm • Implement advanced application interfaces with interactive widgets and web-connected interfaces • Enhance the user experience with popovers and other iPad-only UI features • Build interfaces that adjust to the iPad’s orientation • Read and write data, and navigate it with table views • Implement media playback and recording capabilities • Integrate your software with the iPad’s email, photos, iPod, and address book applications • Create map and location-based services • Sense motion with the iPad accelerometer input • Discover the tools for building universal iPad/iPhone/iPod touch applications • Distribute your applications through the App Store
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Whether you are targeting Mac OS X or the iPhone, at some point your Cocoa application is probably going to need to persist data. You could struggle with SQLite, generate XML, or create your own binary format. Or, you can save time and energy by taking advantage of Apple's Core Data API instead.Core Data makes it easy for you to work with object graphs and to persist data-but there are plenty of pitfalls and issues to watch out for. This book shows you everything from versioning to integrating with Quick Look, Sync Services, and Spotlight. You'll see how to boost performance and work in multithreaded applications. You'll work with Core Data on both the desktop and the iPhone. By the end of Core Data, you'll have built a full-featured application, gained a complete understanding of Core Data, and learned how to integrate your application into OS X. As an extra bonus, you'll see numerous recipes that are useful in unusual situations, or even in places where you wouldn't have thought to use the Core Data API before. It will become another indispensable tool in your kit.
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Anyone with programming experience can learn how to write an iPhone app. But if you want to build a great app, there's a lot more to it than simple coding: you also need to know how design and market your creation. This easy-to-follow guide walks you through the entire process, from sketching out your idea to promoting the finished product. Get to know the tools for developing your iPhone app Design a great app before you start coding Build a complex app with Xcode and Interface Builder Decide how to brand your app-then beta-test that brand in the real world Learn the inside scoop on how to get your app into the App Store Promote your product, track sales, and build a strong customer following Update Your App for Multitasking with iOS 4 By Craig Hockenberry On multitasking phones like the iPhone 3GS and iPhone 4, you can make it so your application doesn’t quit when the user presses the Home button. Instead, the app just goes into the background and reappears just as it was with a tap on its icon. You can give your app multitasking powers without writing a single line of code! First, download and install the free iOS 4 SDK from Apple’s iPhone Dev Center. You need both Xcode 3.2.3 and iPhone SDK 4 to create an app for iOS 4. (By the way, you may see the SDK described as either “iOS SDK” and “iPhone SDK.” They mean the same thing.) Now you’re just a few steps away from a multitasking app: 1. Open your iPhone app project in the new version of Xcode, and then choose Project > Edit Project Settings to update your project settings. 2. In the General tab, change the Base SDK for All Configurations from “iPhone Device 3.0 (missing)” to “iPhone Device 4.0.” 3. In the Build tab, set the Configuration to “Release” and enter a search for “target.” You should now see the following: In the Architecture section, the “Base SDK” setting is now “iPhone Device 4.0,” which means that Xcode will build your app with the iOS 4.0 SDK. In the Deployment section, you'll see “iPhone OS Deployment Target.” This setting defines the oldest version of the iPhone OS where you want your app to be able to run. If your app used to run on version 3.0, you can change this setting to “iPhone OS 3.0.” Now you can build your app in the usual way and test it on an iPhone. You may want to make one further refinement, since the iPhone may terminate multitasking apps when the OS or another app needs more memory. To reduce the chances of your app getting purged from memory, clear out any caches or other data that can easily be reconstructed. Luckily, the system notifies your app when it puts the app into the background: that’s your chance to clear out this temporary memory. It’s also a good time to save any state or other information that you’ll use the next time your application is launched. You can capture the notification in one of two ways: through a - applicationDidEnterBackground: method in your application delegate or by registering for the UIApplicationDidEnterBackgroundNotification in your view controllers. If you’re saving application-wide information, the delegate is the best choice. If you need to keep some of your controller’s model data, the notification is usually easier. You can use both techniques if necessary. For more information on multitasking in iOS 4, check out “Supporting Multitasking In Your Applications” in the iPhone Dev Center.
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Apple’s new Xcode 3 is the most powerful Mac development suite ever created. In Xcode 3 Unleashed, renowned Mac developer Fritz Anderson has written the definitive guide to making the most of Xcode 3 to build any Macintosh or iPhone application. Anderson leads you through a simple project that covers the entire Xcode 3.x development lifecycle. You’ll walk through building and debugging command-line tools, creating Mac OS X user interfaces, modeling data, localizing languages, compiling applications, and much more. Along the way, he introduces each of Apple’s remarkable development tools from the latest version of Interface Builder to Instruments—a powerful new tool for analyzing and optimizing your code. Anderson shows how to manage your source code in any environment, whether you’re working solo or participating in a worldwide team. He thoroughly illuminates Xcode 3’s build system and shows how to make the most of Apple’s performance tools, led by the deep and powerful Shark statistical profiler. Systematically updated for Xcode 3.x, this is a comprehensive revision of Anderson’s previous bestseller, Step into Xcode. Its breadth, depth, and practical focus will make it indispensable to every Mac developer: experienced programmers upgrading from Xcode 2 or migrating from CodeWarrior; UNIX/Linux programmers moving to Mac OS X; even new programmers. Detailed information on how to… Succeed with every stage of the Mac OS X application lifecycle Make the most of Xcode 3’s core tools for editing, debugging, testing, and compilation Get the most from new improvements to Interface Builder Create robust applications using the Model-View-Controller paradigm Utilize dynamic libraries and frameworks Build Universal Binaries to run on both Intel and PowerPC Macs Add Spotlight searchability to data files Profile memory, I/O, graphics, and threading in real-time Accelerate both your applications and your development processes Leverage new improvements to the Xcode documentation system Avoid header ambiguity, disappearing links, and other Xcode development pitfalls Introduction 1 Part I: The Life Cycle of a Mac OS X Application Chapter 1: Kicking the Tires 11 Chapter 2: Simple Workflow and Passive Debugging 19 Chapter 3: Simple Active Debugging 29 Chapter 4: Compilation: The Basics 39 Chapter 5: Starting a Cocoa Application 47 Chapter 6: A Cocoa Application: Views 63 Chapter 7: A Cocoa Application: Controllers 75 Chapter 8: Version Control 93 Chapter 9: Property Lists 117 Chapter 10: Libraries and Dependent Targets 141 Chapter 11: File Packages and Bundles 153 Chapter 12: Unit Testing 167 Chapter 13: Creating a Custom View 181 Chapter 14: Dynamic Libraries and Frameworks 203 Chapter 15: Documentation in Xcode 221 Chapter 16: Using the Data Modeling Tools 243 Chapter 17: Cross-Development 267 Chapter 18: Spotlight (or, How to Build a Plug-in) 281 Chapter 19: Finishing Touches 301 Part II: Xcode Tasks Chapter 20: Navigating an Xcode Project 331 Chapter 21: Xcode for make Veterans 353 Chapter 22: More About Debugging 373 Chapter 23: Xcode and Speed 395 Chapter 24: A Legacy Project 403 Chapter 25: Shark and the CHUD Tools 421 Chapter 26: Instruments 437 Chapter 27: Closing Snippets 461 Appendices Appendix A: Some Build Variables 475 Appendix B: Project and Target Templates 485 Appendix C: Other Resources 501 Index 507
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