The authors of the bestselling Beginning iPhone 3 Development are back, with the same excellent material completely updated for iOS 4 and written from the ground up using the latest version of Apple's Xcode 3. All source code has been updated to use the latest Xcode templates and current APIs, and all-new screenshots show Xcode 3 in action.
Beginning iPhone 4 Development is a complete course in iOS development. You'll master techniques that work on iPhone, iPad, and iPod touch. We start with the basics, showing you how to download and install the tools you'll need, and how to create your first simple application. Next you'll learn to integrate all the interface elements iOS users have come to know and love, such as buttons, switches, pickers, toolbars, and sliders. You'll master a variety of design patterns, from the simplest single view to complex hierarchical drill-downs. The confusing art of table building will be demystified, and you'll learn techniques to save and retrieve your data using SQLite, iPhone's built-in database management system and Core Data, the standard for persistence that Apple brought to iOS with the release of SDK 3.
And there's much more! You'll learn to draw using Quartz 2D and OpenGL ES, add multitouch gestural support (pinches and swipes) to your applications, and work with the camera, photo library, accelerometer, and built-in GPS. You'll discover the fine points of application preferences and learn how to localize your apps for multiple languages. You'll also learn how to use the new concurrency APIs included in iOS 4, and make robust multithreaded applications using Grand Central Dispatch.
The iPhone 4 update to the best-selling and most recommended book for Cocoa Touch developers
Written in an accessible, easy-to-follow style
Full of useful tips and techniques to help you become an iOS pro
What you'll learn
Everything you need to know to develop your own best-selling iPhone and iPad apps
Best practices for optimizing your code and delivering great user experiences
How to create "universal" apps for both iPhone and iPad
Who this book is for
Anyone who wants to start developing for iPhone, iPad, and iPod touch.
Table of contents
- Title Page
- ABOUT THE AUTHOR
Part One: Entrepreneurship
- One: WHAT IS A SMALL ISV?
- Two: WHINING BY A BARREL OF ROCKS
- Three: STARTING YOUR OWN COMPANY
- Four: FINANCE FOR GEEKS
- Five: EXPLORING MICRO-ISVs
- Six: FIRST REPORT FROM MY MICRO-ISV
- Seven: MAKE MORE MISTAKES
Part Two: People
- Eight: SMALL ISVs: YOU NEED DEVELOPERS, NOT PROGRAMMERS
Nine: GEEKS RULE AND MBAs DROOL
- The Tale of a Technology Decision
- Some Unsolicited Advice for Mainsoft
- "Fine, Eric, So What's Your Point?"
- "So You're Saying That Developers Are the Only People Who Are Valuable?"
- "But Aren't Developers Missing Some Skills?"
- "Geeks Everywhere? Where Does This Madness Stop?"
- "But...But...What About Steve Ballmer?"
- Some Unsolicited Advice for Steve Ballmer
- Back to the Matter at Hand
Ten: HAZARDS OF HIRING
- 1. Hire After the Need, Not Before
- 2. Realize That Hiring Is All About Probabilities
- 3. Know the Law
- 4. Get a Variety of Opinions
- Hiring Programmers: The Usual Advice
- Look for Self-Awareness
- Hire Developers, Not Programmers
- Education Is Good
- But Too Much Education Is a Yellow Light
- Look at the Code
- The Very Best
- Eleven: GREAT HACKER != GREAT HIRE
- Twelve: MY COMMENTS ON "HITTING THE HIGH NOTES"
- Thirteen: CAREER CALCULUS
Part Three: Marketing
- Fourteen: FINDING A PRODUCT IDEA FOR YOUR MICRO-ISV
- Fifteen: MARKETING IS NOT A POST-PROCESSING STEP
- Sixteen: CHOOSE YOUR COMPETITION
- Seventeen: ACT YOUR AGE
- Eighteen: GEEK GAUNTLETS
- Nineteen: BE CAREFUL WHERE YOU BUILD
- Twenty: THE GAME IS AFOOT
- Twenty-One: GOING TO A TRADE SHOW
- Twenty-Two: MAGAZINE ADVERTISING GUIDE FOR SMALL ISVs
Part Four: Sales
Twenty-Three: TENETS OF TRANSPARENCY
- The Magic of Selling Software
- 1. Have a Weblog
- 2. Offer Web-Based Discussion Forums
- 3. Don't Hide Your Product's Problems
- 4. Don't Annoy Honest People
- 5. Offer a Painless Demo Download
- 6. Offer a Money-Back Guarantee
- 7. Share a Little About Your Financial Standing
- 8. Talk About Your Future Plans
- Ways in Which You Might Want to Be Opaque
- Practicing What I Preach
- Bottom Line
Twenty-Four: PRODUCT PRICING PRIMER
- Stating the Problem
- It All Starts with Positioning
- Think About Your Expenses
- How Much Is Your Product Worth to the Customer?
- High Volume/Low Price or High Price/Low Volume
- Is Your Price Too Low?
- Know Where the Lines Are
- Price Is Not Just a Number
- Complaints About Price
- Loss Leaders
- Temporary Pricing
- Know the Law
- Twenty-Five: CLOSING THE GAP, PART 1
Twenty-Six: CLOSING THE GAP, PART 2
- Responsive Sales
- 1. Make Sure Customers Know About Your Product
- 2. Make Sure Your Product Is Something Customers Want
- 3. Make Sure They Can Afford Your Product
- 4. Offer a Full-Featured Demo Download
- 5. Answer the Customers' Questions
- 6. Provide a Place for Community
- 7. Make It Easy to Buy Over the Web
- "But We Can't Do It This Way!"
- We're Not Perfect
- Epilogue: JUST DO IT
- Twenty-Three: TENETS OF TRANSPARENCY
- Title: ERIC SINK ON THE BUSINESS OF SOFTWARE
- Release date: March 2006
- Publisher(s): Apress
- ISBN: 9781590596234
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