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So how do you build an application for the iPhone and iPad? Don’t you need to spend years learning complicated programming languages? What about Objective-C and Cocoa touch? The answer is that you don’t need to know any of those things! Anybody can start building simple apps for the iPhone and iPad, and this book will show you how.

This update of an Apress bestseller walks you through creating your first app, using plain English and practical examples using the iOS 6 software development platform and more. It cuts through the fog of jargon and misinformation that surrounds iPhone and iPad app development, and gives you simple, step-by-step instructions to get you started.

Teaches iPhone and iPad apps development in language anyone can understand Provides simple, step-by-step examples that make learning easy, using iOS 6 Offers bonus videos from the author that enable you to follow along—it’s like your own private classroom

The iPhone is the hottest gadget of our generation, and much of its success has been fueled by the App Store, Apple’s online marketplace for iPhone apps. Over 1 billion apps were downloaded during the nine months following the launch of the App Store, ranging from the simplest games to the most complex business apps. Everyone has an idea for the next bestselling iPhone app—that’s why you’re reading this now! And with the popularity of the iPad, this demand will just continue to grow.



Chapter 1. Preliminaries

This introductory chapter aims to make sure you have all the required tools and accessories to proceed with full confidence.
Rory Lewis, Chad Mello

Chapter 2. Blast-Off!

The first program you’ll attempt is a basic, generic Hello World app. This chapter follows precisely the method I have found, through experience, to work very well when teaching this subject. I use this simple Hello World app to introduce students to critical skill sets they’ll use over and over again. As is the case with my own students, by the time you finish this chapter, you’ll know how to run your first app in the three different ways described in this chapter:
  • iPhone app on iPhone Simulator
  • iPhone app on iPad Simulator
  • iPad app on iPad Simulator
Rory Lewis, Chad Mello

Chapter 3. Keep on Truckin’

Now that you’ve gotten your feet wet from programming your first two iPhone and iPad apps, I want you to tell yourself that you have to keep on truckin’ with more apps and more practice. You need to create a more natural connection between the synapses in your brain.
Rory Lewis, Chad Mello

Chapter 4. Buttons and Labels with Multiple Graphics

In this chapter, you’ll tackle your fourth program, and it’s time to quicken the pace a bit. As in Chapter 3, you’ll be able to simply view the screen shots and implement the code if you remember most of the details—steps that have been described repeatedly in the previous examples. You’ll get fewer figures pertaining to each step, yet more procedures; I’ll be using the short bursts of information introduced in Chapter 3.
Rory Lewis, Chad Mello

Chapter 5. Touches

Here in your fifth app, you take a giant leap forward and really program some code. I want to say this right now: even though this is a big leap forward, there is always an easy way out. Yes, some of you will use DemoMonkey, and some will type in the all the code as you diligently follow the steps. Either way, I want you to carry on when you feel like giving up; but first, I want to clarify something with you, as I do with my students.
Rory Lewis, Chad Mello

Chapter 6. Switches

After finishing the touches app in Chapter 5, you can say without flinching that you’ve coded Objective-C apps! You’re not alone if, while coding Chapter 5, you felt as though you were struggling to make your way across a tough and rocky road. I say this because all programmers have had to journey over this road. It’s absolutely okay to look back on that chapter and not remember what you did. That’s normal, and I’m about to prove to you that it’s normal. First, I need to explain why you’re going to take time out at this point.
Rory Lewis, Chad Mello

Chapter 7. Storyboards

This chapter introduces a new way to create an app quickly and visually. First, you’ll lay out some views and you’ll see how they can be connected without writing code—plus you’ll get some neat transition animations for free. This new technique was first brought to the public’s attention when Apple announced that it would be introducing a never-before-seen feature called Storyboards, which would be built in to Xcode. Storyboards would allow the easy layout of workflow apps that use navigation and tab bars to transition between views.
Rory Lewis, Chad Mello

Chapter 8. Introducing MapKit

In this chapter, you’ll get started using MapKit, one of the most successful frameworks for iOS. You’ll also explore some cool apps that are currently based on the MapKit framework. Of course, in addition, you’ll create your first MapKit app. This app will run on both the iPhone and iPad and allow you to scroll through Apple’s world map, zoom in, and zoom out — all with no code from you whatsoever! This is the simplest way to dip your big toe into the waters of MapKit-based apps.
Rory Lewis, Chad Mello

Chapter 9. MapKit with a Little More Effort

In Chapter 8, you were able to create a nice MapKit app with no coding on your part; Xcode did it all for you. That app allowed you to scroll around the world map, zoom in to view more details, and zoom out as well. For all the wonderful technology packed into it, though, your simple app was not very useful beyond perusing the map. In this chapter, you’re going to create something that has a bit more usefulness and functionality to it. You’re going to consider a variety of components that you’ll use to build in to your app.
Rory Lewis, Chad Mello

Chapter 10. Storyboarding to Multimedia Platforms

This is the last chapter of the book, and I have been looking forward to writing this chapter for a long time. This is the capstone app, if you will, the app that teaches you how to market your restaurant, business, or whatever you like to various multimedia platforms. I chose to promote a band for this app because it involves iTunes, and many of my students struggle with iTunes. In the lecture hall, I first walk through the app with the students as they imagine they’ve discovered a band called The Beatles. They then market that band on the Web, YouTube, and iTunes. In the second half of this project, the students create their own business that they market in a similar but much more creative manner.
Rory Lewis, Chad Mello


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