Synopses & Reviews
Ready to create your own iPhone app? This book walks you through the entire iPhone app development process from start to finish. You'll learn how to download the tools, build the app, successfully navigate Apple's approval process, and then market and maintain the finished product. All you need to get started is a familiarity with object-oriented programming.
With iPhone App Development: The Missing Manual, you'll get illustrated, step-by-step tutorials and real-world examples. Author and Mac guru Craig Hockenberry is your ideal guide because he's been there; he created the wildly popular Twitterific iPhone app that lets you manage your tweets and Twitter account right on your iPhone screen. Craig's goal is to make you a successful iPhone App developer, whether you're a student or an experienced programmer. He pursues this goal with clarity and a terrific sense of humor.
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
About the Author
Craig Hockenberry has been working with images and software for over 30 years. He is currently a principal at the Iconfactory, a company that has been changing the face of the computer desktop since 1996. Their work includes the design & production of icons for Microsoft, Apple, Adobe and other leading software companies.
He's also responsible for the secret control panels at Icon Factory, a website that gives away about 2 terabytes of pixels every month, and keeps many fellow designers informed and entertained.
Craig also loves writing cool software, and thinks that Cocoa and Quartz (for the desktop and iPhone) and Ruby and Rails (for the Web) are the greatest things since sliced bread.
In past lives, Craig has built robots, processed satellite imagery, and created effects filters for Photoshop.
Table of Contents
The Missing Credits; About the Author; About the Creative Team; Acknowledgements; The Missing Manual Series; Introduction; The App Store; About This Book; The Very Basics; Part One: Getting Started with Cocoa Touch; Chapter 1: Building Your First iPhone App; 1.1 Getting the Tools; 1.2 Exploring Your New Tools; Chapter 2: The Power of Brackets; 2.1 Objective-C: The Nuts and Bolts for Your iPhone App; 2.2 The Object of It All; 2.3 Masses of Classes; 2.4 The Methods Behind the Madness; 2.5 Creating New Classes; 2.6 Managing Memory; 2.7 Methods of Class; 2.8 Initializing Objects; 2.9 Loops: For Better or For Worse; 2.10 Your Exceptional Code; 2.11 Selector Projector; 2.12 Show Your id; 2.13 Where to Go from Here; Chapter 3: Cocoa Touch: Putting Objective-C to Work; 3.1 Get in Cocoa Touch; 3.2 The Big Three: Models, Views, Controllers; 3.3 Value Objects; 3.4 Collections; 3.5 Mutable Versus Immutable; 3.6 Delegation and Data Sources; 3.7 Targets and Actions; 3.8 Notifications; 3.9 Singletons; 3.10 Where to Go from Here; Chapter 4: Design Tools: Building a Better Flashlight; 4.1 Plan Before You Code; 4.2 Feedback: Don't Take Your Own Word for It; 4.3 Bigger, Stronger, Faster; 4.4 Technical Design: Between Pictures and Code; 4.5 Where to Go from Here; Part Two: Development in Depth; Chapter 5: Getting Serious about Development; 5.1 Beyond the Template; 5.2 Make It Official; Chapter 6: A Flashlight for Pros; 6.1 A Guided Tour; 6.2 Open the Guide Book; 6.3 NIB Files: Something to Look At; 6.4 Refine the Look; 6.5 Making Cocoa Touch Your Own; 6.6 Fashion Your Models; 6.7 Pull Yourself Together; 6.8 Localized Languages: Capisce?; Part Three: The Business End; Chapter 7: Finishing Touches; 7.1 Beta Testing; 7.2 Clean Up Your Act; 7.3 Web Development; 7.4 App Store, Here You Come; Chapter 8: For Sale; 8.1 Sign on the Dotted Line; 8.2 Stake Your Claim; 8.3 The Market; 8.4 Upload; 8.5 App Review; 8.6 Ready for Sale; Chapter 9: You've Got Customers!; 9.1 Tracking Sales; 9.2 Advertising and Promotion; 9.3 Customer Support; 9.4 Product Updates; Part Four: Appendix; Where to Go from Here; Help with Objective-C; Help with Cocoa; Help with iPhone SDK; Help with Interface Design; Help with Xcode; Help with Web Development; Keeping Up with News and Business; Open Source Resources;