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Books > Computing & IT > Computer hardware & operating systems > Handheld devices (eg Palm, PocketPC)
Oh, all the amazing things your iPad and iPad 2 can do Lightweight, powerful, and perfect for reading and staying in touch, iPads are fun and practical for today's seniors, as long as you know how to use all the bells and whistles. That's where this helpful guide comes in. Written in the friendly "For Dummies" style and sporting senior-friendly larger type and full-color illustrations, this book can help you get the most out of your iPad or iPad 2, even if you don't ordinarily use a computer. This new edition includes pages of updated content, including the latest features in iOS 5 and iCloud. You'll first learn to set up your iPad, get familiar with the touchscreen interface, and explore accessibility features. Then you'll learn to browse the Internet with mobile Safari, use maps, set up and manage your e-mail, buy and read e-books, download and play music and movies, work with photos, make FaceTime video calls, and discover how to extend the iPad's capability even more with apps. Covers the iPad and iPad 2Includes senior-friendly larger fonts and full-color illustrations Explains how to use the iPad in the clear, friendly, easy-to-follow language that has defined the Dummies series for two decadesCovers using maps and the calendar, video chatting with FaceTime, browsing the web, using your iPad for e-mail and Facebook, buying apps and games, reading iBooks, playing music, watching videos, viewing photos, user security and safety, and moreNew edition is updated with new content on iOS 5 and iCloud features, including iMessage, Newsstand, Reminders, Reader and Reading List tools, and more The iPad combines the best of your favorite gadgets into one amazing device--whatever you want your iPad to do, the fun starts with "iPad 2 For Seniors For Dummies."
Android Essentials is a nofrills, nononsense, codecentric run through the guts of application development on Google's Mobile OS. This book uses the development of a sample application to work through topics, focusing on giving developers the essential tools and examples required to make viable commercial applications work. Covering the entirety of the Android catalog in less than 150 pages is simply impossible. Instead, this book focuses on just four main topics: the application life cycle and OS integration, user interface, locationbased services, and networking.Thorough, complete, and useful work on the nuts and bolts of application development in Android Example driven and practically minded A tool for hobbyists and professionals who want to create productionquality applications What you'll learn Understand how an Android application functions and communicates with the handset that hosts it. Comprehend the complexities of timers, services, and multimedia playback. Create and display a rich mix of customrendered screens and tailored Android widgets. Understand how locationbased services are becoming more and more important in the mobile world. See how to use Google's powerful Map tool. Explore the intricacies of network connectivity in the mobile world. Who this book is for This book is for professional software engineers looking to move their ideas and applications into the mobile space with Android. The author assumes the reader has a passable understanding of Java. They should be able to write classes and handle basic inheritance structures. This book also targets hobbyist developers looking to negotiate the complex minefield of mobile software. Table of Contents Introduction The Application User Interface Location, Location, Location Taking Android Out for a Walk Tying on a Bow
Managing data in a mobile computing environment invariably involves caching or replication. In many cases, a mobile device has access only to data that is stored locally, and much of that data arrives via replication from other devices, PCs, and services. Given portable devices with limited resources, weak or intermittent connectivity, and security vulnerabilities, data replication serves to increase availability, reduce communication costs, foster sharing, and enhance survivability of critical information. Mobile systems have employed a variety of distributed architectures from client-server caching to peer-to-peer replication. Such systems generally provide weak consistency models in which read and update operations can be performed at any replica without coordination with other devices. The design of a replication protocol then centers on issues of how to record, propagate, order, and filter updates. Some protocols utilize operation logs, whereas others replicate state. Systems might provide best-effort delivery, using gossip protocols or multicast, or guarantee eventual consistency for arbitrary communication patterns, using recently developed pairwise, knowledge-driven protocols. Additionally, systems must detect and resolve the conflicts that arise from concurrent updates using techniques ranging from version vectors to read-write dependency checks. This lecture explores the choices faced in designing a replication protocol, with particular emphasis on meeting the needs of mobile applications. It presents the inherent trade-offs and implicit assumptions in alternative designs. The discussion is grounded by including case studies of research and commercial systems including Coda, Ficus, Bayou, Sybase's iAnywhere, and Microsoft's Sync Framework. Table of Contents: Introduction / System Models / Data Consistency / Replicated Data Protocols / Partial Replication / Conflict Management / Case Studies / Conclusions / Bibliography
The confluence of decades of computer science and computer engineering research in multimodal interaction (e.g., speech and gesture recognition), machine learning (e.g., classification and feature extraction), software (e.g., web browsers, distributed agents), electronics (e.g., energy-efficient microprocessors, head-mounted displays), design methodology in user-centered design, and rapid prototyping have enabled a new class of computers-wearable computers. The lecture takes the viewpoint of a potential designer or researcher in wearable computing. Designing wearable computers requires attention to many different factors because of the computer's closeness to the body and its use while performing other tasks. For the purposes of discussion, we have created the UCAMP framework, which consists of the following factors: user, corporal, attention, manipulation, and perception. Each of these factors and their importance is described. A number of example prototypes developed by the authors, as well as by other researchers, are used to illustrate these concepts. Wearable computers have established their first foothold in several application domains, such as vehicle and aircraft maintenance and manufacturing, inspection, language translation, and other areas. The lecture continues by describing the next step in the evolution of wearable computers, namely, context awareness. Context-aware computing takes into account a user's state and surroundings, and the mobile computer modifies its behavior based on this information. A user's context can be quite rich, consisting of attributes such as physical location, physiological state, personal history, daily behavioral patterns, and so forth. If a human assistant were given such context, he or she would make decisions in a proactive fashion, anticipating user needs, and acting as a proactive assistant. The goal is to enable mobile computers to play an analogous role, exploiting context information to significantly reduce demands on human attention. Context-aware intelligent agents can deliver relevant information when a user needs that information. These data make possible many exciting new applications, such as augmented reality, context-aware collaboration, and augmented manufacturing. The combined studies and research reported in this lecture suggest a number of useful guidelines for designing wearable computing devices. Also included with the guidelines is a list of questions that designers should consider when beginning to design a wearable computer. The research directions section emphasizes remaining challenges and trends in the areas of user interface, modalities of interaction, and wearable cognitive augmentation. Finally, we summarize the most important challenges and conclude with a projection of future directions in wearable computing. Table of Contents: Introduction / The Wearable Computing UCAMP / Design Guidelines for Wearable Computing / Research Directions / Conclusions and Future Challenges
This lecture provides an introduction to the problem of managing the energy demand of mobile devices. Reducing energy consumption, primarily with the goal of extending the lifetime of battery-powered devices, has emerged as a fundamental challenge in mobile computing and wireless communication. The focus of this lecture is on a systems approach where software techniques exploit state-of-the-art architectural features rather than relying only upon advances in lower-power circuitry or the slow improvements in battery technology to solve the problem. Fortunately, there are many opportunities to innovate on managing energy demand at the higher levels of a mobile system. Increasingly, device components offer low power modes that enable software to directly affect the energy consumption of the system. The challenge is to design resource management policies to effectively use these capabilities. The lecture begins by providing the necessary foundations, including basic energy terminology and widely accepted metrics, system models of how power is consumed by a device, and measurement methods and tools available for experimental evaluation. For components that offer low power modes, management policies are considered that address the questions of when to power down to a lower power state and when to power back up to a higher power state. These policies rely on detecting periods when the device is idle as well as techniques for modifying the access patterns of a workload to increase opportunities for power state transitions. For processors with frequency and voltage scaling capabilities, dynamic scheduling policies are developed that determine points during execution when those settings can be changed without harming quality of service constraints. The interactions and tradeoffs among the power management policies of multiple devices are discussed. We explore how the effective power management on one component of a system may have either a positive or negative impact on overall energy consumption or on the design of policies for another component. The important role that application-level involvement may play in energy management is described, with several examples of cross-layer cooperation. Application program interfaces (APIs) that provide information flow across the application-OS boundary are valuable tools in encouraging development of energy-aware applications. Finally, we summarize the key lessons of this lecture and discuss future directions in managing energy demand.
This textbook is about learning Android and developing native apps using the Java programming language. It follows Java and Object-Oriented (OO) programmers' experiences and expectations and thus enables them to easily map Android concepts to familiar ones. Each chapter of the book is dedicated to one or more Android development topics and has one or more illustrating apps. The topics covered include activities and transitions between activities, Android user interfaces and widgets, activity layouts, Android debugging and testing, fragments, shared preferences, SQLite and firebase databases, XML and JSON processing, the content provider, services, message broadcasting, async task and threading, the media player, sensors, Android Google maps, etc. The book is intended for introductory or advanced Android courses to be taught in one or two semesters at universities and colleges. It uses code samples and exercises extensively to explain and clarify Android coding and concepts. It is written for students and programmers who have no prior Android programming knowledge as well as those who already have some Android programming skills and are excited to study more advanced concepts or acquire a deeper knowledge and understanding of Android programming. All the apps in the book are native Android apps and do not need to use or include third-party technologies to run.
This book presents the Android plug-in technology used in Android development. This technology is widely used by a majority of Chinese internet companies, and is becoming more widely used worldwide. The book fully describes the history of Android plug-in technology, the installation and startup process, and new features of the Android plug-in technology. It also explores plug-in solutions for peripheral technologies. The book is designed to help Android app developers better understand the underlying technology of the Android system. Features Introduces Android system knowledge, including the communication between AMS and four components Describes the Hook technique by Proxy.newProxyInstance and reflection, to modify Android system behavior, for example, to launch an activity not declared in the AndroidManifest. Shows how to use the Hook apk packaging process in Gradle Covers how to merge the resources in the plugin app and the host app, and how to merge dex of the host app and all the plugin apps Presents the SO technique and how to launch SO files dynamically
Voice user interfaces (VUIs) are becoming all the rage today. But how do you build one that people can actually converse with? Whether you're designing a mobile app, a toy, or a device such as a home assistant, this practical book guides you through basic VUI design principles, helps you choose the right speech recognition engine, and shows you how to measure your VUI's performance and improve upon it. Author Cathy Pearl also takes product managers, UX designers, and VUI designers into advanced design topics that will help make your VUI not just functional, but great. Understand key VUI design concepts, including command-and-control and conversational systems Decide if you should use an avatar or other visual representation with your VUI Explore speech recognition technology and its impact on your design Take your VUI above and beyond the basic exchange of information Learn practical ways to test your VUI application with users Monitor your app and learn how to quickly improve performance Get real-world examples of VUIs for home assistants, smartwatches, and car systems
Ready to unleash the Droid 2? This entertaining guide helps you take full command of Motorola's sleek new device to get online, shop, find locations, keep in touch, and much more. Every page is packed with useful information you can put to work right away, from setup to troubleshooting, with lots of valuable tips and tricks along the way.Get organized. Sync your contacts, calendar, and email with your Google Calendar and Outlook accounts. Go online. Make your phone a portable hotspot or a modem to get your laptop online. Be productive. Use Google docs to create and edit documents, spreadsheets, and presentations. Play music. Purchase music from Amazon and sync your Droid 2 with Windows Media Player. Capture photos and video. Edit your photos and share everything you shoot--instantly.
Design and develop sophisticated 2D games that are as much fun to make as they are to play. From particle effects and pathfinding to social integration and monetization, this complete tour of Apple's powerful suite of game technologies covers it all. Familiar with Swift but new to game development? No problem. Start with the basics and then layer in the complexity as you work your way through three exciting - and fully playable - games. In the end, you'll know everything you need to go off and create your own video game masterpiece for any Apple platform. Discover the power of Apple Game Frameworks, Xcode, and Swift by building three exciting games: Gloop Drop - a new twist on a classic arcade game, Val's Revenge - a roguelike dungeon crawler, and Hog - a social player vs. player mobile dice game. With Apple Game Frameworks, you can create high-performance, power-efficient games that work across all Apple platforms, including iOS, macOS, tvOS, and watchOS. In this book, you'll discover how to... Design and develop rich 2D gaming experiences using Apple's built-in game frameworks. Harness the power of SpriteKit using Xcode and Swift to create engaging player experiences. Use the visual Scene Editor to build complete scenes. Unleash the power of the Particle Editor to create amazing effects. Use GameplayKit to add advanced features to your games like pathfinding, artificial intelligence, and complex rule systems. Build larger, more complex worlds with tile maps and Xcode's visual Tile Map editor. Bring people together using GameKit and Game Center, Apple's social gaming network. Increase revenue with third-party banner ads and rewarded ads using Google AdMob (TM). Monetize your games with StoreKit and in-app purchases. So, grab your gear and get your game on - it's time to level up your skills. What You Need: macOS Mojave 10.14.6 or newer Xcode 11.3 or newer Basic knowledge of Swift 5.1.4 or newer
Android Security: Attacks and Defenses is for anyone interested in learning about the strengths and weaknesses of the Android platform from a security perspective. Starting with an introduction to Android OS architecture and application programming, it will help readers get up to speed on the basics of the Android platform and its security issues. Explaining the Android security model and architecture, the book describes Android permissions, including Manifest permissions, to help readers analyze applications and understand permission requirements. It also rates the Android permissions based on security implications and covers JEB Decompiler. The authors describe how to write Android bots in JAVA and how to use reversing tools to decompile any Android application. They also cover the Android file system, including import directories and files, so readers can perform basic forensic analysis on file system and SD cards. The book includes access to a wealth of resources on its website: www.androidinsecurity.com. It explains how to crack SecureApp.apk discussed in the text and also makes the application available on its site. The book includes coverage of advanced topics such as reverse engineering and forensics, mobile device pen-testing methodology, malware analysis, secure coding, and hardening guidelines for Android. It also explains how to analyze security implications for Android mobile devices/applications and incorporate them into enterprise SDLC processes. The book's site includes a resource section where readers can access downloads for applications, tools created by users, and sample applications created by the authors under the Resource section. Readers can easily download the files and use them in conjunction with the text, wherever needed. Visit www.androidinsecurity.com for more information.
Apple Watch is the sort of science-fiction gadget that people used to dream about as kids. What kinds of apps do you envision for this new device? If you're comfortable using OS X, Xcode, and iOS-and familiar with Swift-this concise book shows you the basics of building your own apps for this wrist-mounted computer with Apple's WatchKit framework. You'll learn what an Apple Watch is, what it isn't, and how and why people might interact with apps you build for it. This practical guide also examines the type of apps most suitable for this device, and shows you how to be a good citizen in the iOS/Watch ecosystem. Learn the Watch app lifecycle, and understand how these apps interact with the user's iPhone Build a Watch app and its iOS counterpart by adding controls, working with multiple screens, and sharing data Design a simple glance, the non-interactive Watch component that provides quick-look information Add functionality to the notification system, including actionable items, and display them on the Watch face Design and build complications, Watch-face gadgets that can display quick snapshots of information, including future events with Time Travel
Get the most out of your iPhone X Apple's iPhone X represents such a radical departure from all previous models of the globally known iPhone that it needs its own book to help users navigate the new features. Luckily, iPhone X For Dummies is here to provide the guidance you need to figure out the features of your new iPhone and the software that powers it. Written by the experts who've created all previous editions of iPhone For Dummies, this book takes a deep dive into this fabulous new phone and its unique controls. It then delves into iOS 11 and how it works on the iPhone X. It leaves no stone unturned and offers all the in-depth coverage you need to make your iPhone X work for you--right out of the box! Control your iPhone X with iOS 11 gestures Explore advanced camera tools that produce stunning photos Set up face recognition to access your phone with a smile Charge your iPhone wirelessly If you've invested in this awesome new device, you deserve to get the very most out of it. And this book shows you how!
Mobile Learning and Higher Education provides case studies of mobile learning in higher education settings to showcase how devices can transform learning at the undergraduate and graduate levels. With the rapid diffusion of networked technologies among the adult populations of many countries and the supersession of the once-ubiquitous lecture approach with active learner-centered teaching for deep understanding, mobile devices are increasingly used in higher education classrooms to offer unique and effective new approaches to teaching and learning. A cutting-edge research volume, this collection also provides a springboard for building better practices in higher education institutions.
Mobile Learning and Higher Education provides case studies of mobile learning in higher education settings to showcase how devices can transform learning at the undergraduate and graduate levels. With the rapid diffusion of networked technologies among the adult populations of many countries and the supersession of the once-ubiquitous lecture approach with active learner-centered teaching for deep understanding, mobile devices are increasingly used in higher education classrooms to offer unique and effective new approaches to teaching and learning. A cutting-edge research volume, this collection also provides a springboard for building better practices in higher education institutions.
Covers all iPad models that run iOS 10 My iPad offers a full-color, fully illustrated, step-by-step resource to using your iPad. Each task has corresponding visuals that are numbered to match the step they are referring to. Sidebars give additional insight into using the iPad without requiring you to sort through paragraphs of text to find the information you want. Tasks are clearly titled to help you quickly and easily find things you want to accomplish on your iPad. Everything from setup and configuration to using apps like Pages and Maps is clearly illustrated and easy to follow. Step-by-step instructions with callouts to iPad photos that show you exactly what to do. Help when you run into iPad problems or limitations. Tips and Notes to help you get the most from your iPad. Connect your iPad to your Wi-Fi and your mobile carrier Learn how to use the on-screen keyboard, predictive text, and dictation Use Control Center to control frequently used settings Use Siri to control your iPad or get information by speaking commands Use iCloud to keep everything current between all your iOS devices (and even your Mac), including music, photos, messages, documents, and more Surf the Web, and send and receive email and messages Download and install apps to make your iPad even more useful Secure your iPad using Touch ID, passcodes, and other security measures Record and edit video using iMovie for iPad Take photos, and then edit them using the Photos app Use the iPad's two cameras to take pictures and video and share them with friends or chat with them live Use AirDrop and iCloud Drive to share files and information with your other devices Use your iPad to take notes, make lists, draw sketches, and create reminders Use FaceTime and Skype to stay connected with friends and family Use Pages, Numbers, and Keynote to create documents and presentations Discover some of the most useful and entertaining apps
Is it possible for JavaScript programmers to learn Apple's iOS 4 SDK and live to tell the tale? Technology guru Danny Goodman did, and with this book he leaves a well-marked trail for you to follow. An authority on JavaScript since its inception, Goodman understands the challenges you might face in creating native iOS apps with this SDK, and introduces Xcode, Objective-C, and Cocoa Touch in a context you'll readily understand. Why bother with the SDK when you can simply build web apps for Apple's iOS devices? Web apps can't access an iPhone's music library, camera, or iOS system software for maps, audio, and more. Nor can you sell web apps in the App Store. If you want to take full advantage of the iPhone and iPad, iOS 4 SDK is your tool -- and this is your book. Includes full coverage of iOS SDK 4.2. Learn the distinction between web app and iOS native app programming Create a workbench app to test code snippets throughout the learning process Get a structural view of an iOS app, and compare the process of building objects in Objective-C versus JavaScipt Discover how your code launches iOS apps and makes them user-ready Learn about iOS memory management details that are different from JavaScript, including pointers and data types Use Objective-C and Cocoa Touch to implement common JavaScript tasks
DESCRIPTION Anyone Can Create an App is based on the lofty premise that anyone can begin programming given the right tools and the right help. With some time set aside and the course-work in this book, readers will be able to program their first, fully working iPhone or iPad Application. They'll wonder why they never did it before! Anyone Can Create an App provides the EASY starting point for those people who have never programmed before but who always wanted to build iPhone and iPad apps. It starts with the absolute basics and progresses without leaving gaps so that the non-technical person can feel confident going from green to full-grown. Readers will create several apps for their iPhone and get a huge sense of accomplishment along the way. The book also demystifies some of the "insider terms" that programmers use. KEY FEATURES Short easy, easy to digest chapters No programming experience necessary Gain useful knowledge of iPhone and iPad programming AUDIENCE The Swift programming language is an ideal first language. Non-programmers can finally learn to code in iOS for iPhones and iPads without prior knowledge. ANYONE can create an App! ABOUT THE TECHNOLOGY Mobile development needs continue to skyrocket and many people want to get in the surge, but they don't know how to program. Swift is an easy to use intuitive programming language for iOS, OS X, and watchOS and makes an ideal first language.
Learn from the new set of cutting-edge Windows 8 expert developers, and get the low-down from an author with experience from the front line of Windows 8 app development. Theory is all well and good, but when it comes down to it, you can't beat practical advice from someone who's been there and done it. Real World Windows 8 App Development with JavaScript dives into the topics that are essential for making the most of this new platform for application development. You will discover important tips, such as adding monetization options after the project is published on the store to avoid issues with the go-live API, steering clear of problems with the current roaming infrastructure, and how to include health and activity monitoring components built into your app to give you more advanced usage telemetry than that offered by the Windows store. This book is for developers, by a developer who has already fought these battles. You will come away from this book with all the tools, ideas, and inspiration to create successful Windows 8 JavaScript apps.You will learn how to make the most of Microsoft's APIs for hooking into Windows 8 on all devices, including the core ideas of the Promise and the asynchronous programming model, along with new ideas such as contracts and charms that make life easier for you as a developer and give the user a strong unified experience.The release of Windows 8 ushers in a virtually limitless market for developers wanting to publish apps to a worldwide market. Real World Windows 8 App Development with JavaScript addresses developers who aim to break into this market by providing detailed and highly practical explanations of Windows 8 development and samples from an author who's been there an earned the experience. The real world examples in the book adhere to the stylistic guidelines Microsoft has put in place to maintain a consistent look and feel for all applications on this platform. This book includes: *Detailed descriptions of Windows 8 App Development *Samples emphasizing the use of JavaScript and HTML 5 *Adherence to Windows 8 guidelines for successful app acceptance What you'll learn * The fundamentals of the asynchronous programming model * Integrating your app with the Windows 8 system * Working with and capturing media * Extending your app with contracts and charms * Giving users notifications * Monetization and certification Who this book is for This book is for JavaScript developers wanting to create applications for sale in the Windows 8 app store.Developers should have a good knowledge of HTML5 and JavaScript, but no previous Windows 8 app development knowledge is required.
Want to build native Mac OS X applications with a sleek, developer-friendly alternative to Objective-C? MacRuby is an ideal choice. This in-depth guide shows you how Apple's implementation of Ruby gives you access to all the features available to Objective-C programmers. You'll get clear, detailed explanations of MacRuby, including quick programming techniques such as prototyping. Perfect for programmers at any level, this book is packed with code samples and complete project examples. If you use Ruby, you can tap your skills to take advantage of Interface Builder, Cocoa libraries, the Objective-C runtime, and more. If you're a Cocoa developer, you'll learn how to improve your productivity with MacRuby. Get up to speed on MacRuby basics, including classes and methods Learn how to use MacRuby with Apple's Xcode developer suite Delve into the primitive object classes and data types in Foundation Kit Build event-driven user interfaces with the AppKit framework Handle relational object persistence with the Core Data framework Use advanced MacRuby techniques, including concurrency and sandboxing Get examples for applications using Twitter and a location web service Embed MacRuby into existing Objective-C applications
With the proliferation of GPS devices in daily life, trajectory data that records where and when people move is now readily available on a large scale. As one of the most typical representatives, it has now become widely recognized that taxi trajectory data provides rich opportunities to enable promising smart urban services. Yet, a considerable gap still exists between the raw data available, and the extraction of actionable intelligence. This gap poses fundamental challenges on how we can achieve such intelligence. These challenges include inaccuracy issues, large data volumes to process, and sparse GPS data, to name but a few. Moreover, the movements of taxis and the leaving trajectory data are the result of a complex interplay between several parties, including drivers, passengers, travellers, urban planners, etc. In this book, we present our latest findings on mining taxi GPS trajectory data to enable a number of smart urban services, and to bring us one step closer to the vision of smart mobility. Firstly, we focus on some fundamental issues in trajectory data mining and analytics, including data map-matching, data compression, and data protection. Secondly, driven by the real needs and the most common concerns of each party involved, we formulate each problem mathematically and propose novel data mining or machine learning methods to solve it. Extensive evaluations with real-world datasets are also provided, to demonstrate the effectiveness and efficiency of using trajectory data. Unlike other books, which deal with people and goods transportation separately, this book also extends smart urban services to goods transportation by introducing the idea of crowdshipping, i.e., recruiting taxis to make package deliveries on the basis of real-time information. Since people and goods are two essential components of smart cities, we feel this extension is bot logical and essential. Lastly, we discuss the most important scientific problems and open issues in mining GPS trajectory data.
Interested in iPhone and iPad apps development? Want to learn more? Whether you're a self-taught iPhone and iPad apps development genius or have just made your way through the pages of Beginning iOS 6 Development, we have the perfect book for you. More iOS 6 Development: Further Explorations of the iOS SDK digs deeper into Apple's latest iOS 6 SDK. Bestselling authors Dave Mark, Alex Horovitz, Kevin Kim and Jeff LaMarche explain concepts as only they can-covering topics like Core Data, peer-to-peer networking using GameKit and network streams, working with data from the web, MapKit, in-application e-mail, and more. All the concepts and APIs are clearly presented with code snippets you can customize and use, as you like, in your own apps. If you are going to write a professional iPhone or iPad app, you'll want to get your arms around Core Data, and there's no better place to do so than in the pages of this book. The book continues right where Beginning iOS 6 Development leaves off, with a series of chapters devoted to Core Data, the standard for Apple persistence. Dave, Alex, Kevin and Jeff carefully step through each Core Data concept and show techniques and tips specifically for writing larger apps-offering a breadth of coverage you won't find anywhere else. The Core Data coverage alone is worth the price of admission. But there's so much more! More iOS 6 Development covers a variety of networking mechanisms, from GameKit's relatively simple BlueTooth peer-to-peer model, to the addition of Bonjour discovery and network streams, through the complexity of accessing files via the web. Dave, Alex, Kevin, and Jeff will also take you through coverage of concurrent programming and some advanced techniques for debugging your applications. The enhanced multitasking, threading, memory management and more are important. Apps are getting more and more complex, including sophisticated game apps that offer virtual or augmented reality experiences and new mapping views that take advantage of sensors and other APIs in the newest iOS 6 SDK. Whether you are a relative newcomer to iPhone and iPad or iOS development or an old hand looking to expand your horizons, there's something for everyone in More iOS 6 Development.
For the beginner who has never programmed, Beginning iOS Storyboarding shows how to extract those cool and innovative app ideas you have in your head into a working app ready for sale on the iTunes store by using Apple's new Storyboardingtechnology. Storyboarding allows you to skip chunks of code by just dragging scenes and segues onto your Storyboard canvas. A time saver for sure, but it's new Dr. Rory Lewis, Yulia McCarthy and Stephen Moraco a best selling Apress author, a former Apple iOS engineering group intern and a successful app developer have teamed up to bring you this book, Beginning iOS Storyboarding.The three authors have found a beautiful way to lead the beginner into Storyboarding and at the same time show old school coders of Objective-Cthe new and exquisite methodology of this incredible tool. Even if you're an intermediate or pro-level Objective-C developer, you can still learn the ins and outs of Xcode's new Storyboarding feature, and find new ways of building and debugging your new Storyboarding app. Yup: This book is also for you, too. In this book, you get the following, beyond learning the fundamentals and classical elements of Storyboarding: Design and build utilities and a location based service app using Storyboarding techniques Design and build a universal app with a rich user interface and user experience (UX) Create a fun game app, and more What you'll learn How iOS Storyboarding is like a different planet in the Xcode universe. We do this by introducing you to the standard transitions to views, passing data to the views, returning data from the views, and, lastly, showing how to navigate the critical transitions to views. How to develop a simple utility app using Storyboarding. Here we learn the foundation of many apps, which is how to place controls on the settings screen of a utility application and to return those settings to the main view of the app via the settings view delegate protocol. How to develop an app with an advanced MKMapView. Specifically, we introduce you to override the default views provided by Apple's initial project templates.This opens the door to you being able to code specialized views such as MKMapView, and utilize iOS Location Services for building navigation-based apps. What are the cool, powerful tools that enable you to create page controller view transitions. We dig deep into the ins and outs of how to apply the UIPageControls to display views and supply traditional view notification to controlled views. How to create a very cool universal app while you learn how to develop table views, which in the iPad case, present themselves differently depending upon the device orientation using the UISplitViewController. How to build a universal app with two Storyboards (one for iPhone, one for iPad) and provide techniques and tips for developing universal apps. How to develop a cool game app which stretches your knowledge of how segues can be used to provide much more complex navigation paths between screens and devices. Who this book is for This book is for the beginner who has never programmed, but can use the Storyboarding tool in Xcode to get up and running fast. This book is also for experienced iOS developerswho wish tolearn Storyboarding to quickly cut down on their app development and debugging time. Table of Contents Preliminaries Fundamentals Storyboarding with MapView Building a Utility Application Storyboarding a Page-Based App Mastering Table Views with Storyboarding: Core Data Setup Mastering Table Views with Storyboarding: Designing the Flow Mastering Table Views with Storyboarding: Coding the Backend Single View #3: wanderBoard Part I SingleView #3: wanderBoard Part II SingleView #3: wanderBoard Part III How Far You Have Come |
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