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Books > Computing & IT > Computer hardware & operating systems > Operating systems & graphical user interfaces (GUIs) > Macintosh OS
The team that brought you the bestselling Beginning iPhone 4 Development is back again for Beginning iOS 5 Development, bringing this definitive guide up-to-date with Apple's latest and greatest iOS SDK, as well as with the latest version of Xcode. There's coverage of brand new technologies, with chapters on storyboards and iCloud, for example, as well as significant updates to existing chapters to bring them in line with all the changes that came with the iOS 5 SDK. You'll have everything you need to create your very own apps for the latest iOS devices, including the iPhone 4S, iPad 2, and the latest iPod touch. Every single sample program in the book has been rebuilt from scratch using Xcode 4.2 and the latest iOS 5-specific project templates and designed to take advantage of the latest Xcode features. Assuming only a minimal working knowledge of Objective-C, and written in a friendly, easy-to-follow style, Beginning iOS 5 Development offers a complete soup-to-nuts course in iPhone, iPad, and iPod touch programming.The book starts with the basics, walking through the process of downloading and installing Xcode and the iOS 5 SDK, and then guides you though the creation of your first simple application. From there, you'll learn how to integrate all the interface elements Apple touch 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 how to save your data using the iPhone file system. You'll also learn how to save and retrieve your data using a variety of persistence techniques, including Core Data and SQLite. 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.* The iOS 5 update to the bestselling and most recommended book for Cocoa touch developers * Packed full of tricks, techniques, and enthusiasm for the new SDK from a developer perspective * Written in an accessible, easy-to-follow style What you'll learn * Everything you need to know to develop your own bestselling iPhone and iPad apps * Best practices for optimizing your code and delivering great user experiences * How to create universal apps for both the iPhone and iPad * What is data persistence and why is it important * Get started with building cool, crisp User Interfaces * What and how to use Table Views * How to do graphics with Quartz and OpenGL ES * What geo app development features the new iOS 5 brings to the iPhone 4S * How to get your app in iCloud * And much much more...Who this book is for Everyone who wants to start developing for iPhone, iPod touch, and iPad For the latest sourcecode, please head to www.iphonedevbook.com.Table of Contents * Welcome to the Jungle * Appeasing the Tiki Gods * Handling Basic Interaction * More User Interface Fun * Autorotation and Autosizing * Multiview Applications * Tab Bars and Pickers * Introduction to Table Views * Navigation Controllers and Table Views * iPad Considerations * Application Settings and User Defaults * Basic Data Persistence * Get Your App in the iCloud * Grand Central Dispatch, Background Processing, and You * Drawing with Quartz and OpenGL * Taps, Touches, and Gestures * Where Am I? Finding Your Way with Core Location * Whee Gyro and Accelerometer * iPhone Camera and Photo Library * Application Localization * Where to Next?
Developing C# Applications for iPhone and iPad using MonoTouch shows you how to use your existing C# skills to write apps for the iPhone and iPad. Fortunately, there's MonoTouch, Novell's .NET library that allows C# developers to write C# code that executes in iOS. Furthermore, MonoTouch allows you to address all the unique functions of the iPhone, iPod Touch, and iPad. And the big plus: You needn't learn any Objective-C to master MonoTouch Former Microsoft engineer and published app-store developer Bryan Costanich shows you how to use the tools you already know to create native apps in iOS using C# and the .NET Base Class Libraries. The magic is in Novell's implementation of Apple's Cocoa libraries in MonoTouch. You'll master the same elegant and rich Cocoa environment, but without the need to learn a new programming language. Developing C# Applications for iPhone and iPad using MonoTouch takes you from your first Hello, World example through the major APIs and features of iOS. The coverage is comprehensive and makes use of frequent examples, complete with sample code you can download and reuse to create your own powerful and playful apps.What you'll learn * How to use your existing C# skills to develop applications on the iPhone and iPad * Apple's Model View Controller (MVC) methodology * Working with CocoaTouch's UIKit to create iOS applications using native controls * Device-specific features, like the camera, GPS, and Compass using CoreLocation, the accelerometer, and others * Accessing shared resources such as the photos, contacts, and more * How to persist and retrieve data using SQLite and .NET libraries * Complex drawing and animation using CoreGraphics and CoreAnimation * The use of Apple's Push Notification Service * The latest game porting techniques using XNA Touch * How to integrate off-the-shelf Objective-C libraries Who this book is for Every .NET and C# developer who has have ever wanted to create an application or game for Apple's App Store.Table of Contents * Getting Started with MonoTouch * Our First Application * The Model, View, Controller Approach to Multiple Screen Applications * iPad and Universal (iPhone/iPad) Applications * More on Views and Controllers * Introduction to Controls * Standard Controls * Content Controls * Working with Tables * Working with Keyboards * Multitasking * Working with Touch * Working with Shared Resources * User and Application Settings * Working with CoreLocation * Drawing with CoreGraphics * Core Animation * Notifications * Working with Data * Publishing to the App Store * Third Party Libraries * Using Objective-C Libraries and Code
My macOS is filled with beginning through intermediate tasks, presented in a thorough step-by-step format, that guide you through learning everything you need to know to use the newest release of macOS. The goal is not to teach you how to type or click a mouse but how to configure network settings, customize your desktop, use built-in apps, optimize battery life, set up backup solutions, and much more. In My macOS, you will find: Step-by-step instructions with callouts to macOS photos that show you exactly what to do. Help when you run into hardware or operating system problems or limitations. Tips and Notes to help you get the most from macOS. Full-color, step-by-step tasks walk you through getting and keeping macOS working just the way you want. The tasks include: Managing, arranging, and tagging your files Staying informed and productive with Notification Center Creating and navigating virtual workspaces in Mission Control Opening and organizing apps with Launchpad Accessing network devices and resources Activating and using iCloud services Communicating online with email, instant messaging, and video Keeping appointments with Calendar and Reminders Planning trips and checking traffic with Maps Keeping up-to-date with friends and family via Twitter and Facebook Downloading and enjoying music, movies, books, and more Sharing purchases with your family Challenging your friends to games with Game Center Working seamlessly with iOS Devices with Handoff and AirDrop Protecting and securing your system and data Expanding your system with peripheral devices Troubleshooting common system problems
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'lllearn 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 andhighlight common recurring cocos2d beginner questions.As you move along, you'll learnabout possible stumbling blocks and how to navigate them successfully.As you move frombeginning to advanced, you'llencountergeneral game programming wisdom, tips for performance improvement, as well as pointers to alternative implementations and further reading. 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 createyour own games paired with a realization thatyou areable 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
This book will give you a thorough grounding in the principal and supporting tools and technologies that make up the Xcode developer tools suite. Apple has provided a comprehensive collection of developer tools, and this is the first book to examine the complete Apple programming environment for both Mac OS X and iPhone.Comprehensive coverage of all the Xcode developer tools Additional coverage of useful third-party development tools Not just a survey of features, but a serious examination of the complete development process for Mac OS X and iPhone applications What you'll learn The book is holistic, providing a comprehensive sweep across the available development tools. The book is structured, taking a logical and progressive journey from the basics to a firm understanding of the purposes, benefits, and limitations of each component of Xcode's developer tools. The tone is friendly and accessiblewe wouldn't have it any other way. The book fills a nichethere is no other single book that focuses on this collection of developer tools. Who this book is for All Mac OS X and iPhone developers who want to develop applications more efficiently by taking advantage of all the tools Apple offers in its Xcode suite, as well as many indispensable third-party tools. Table of Contents Introducing Xcode Tools for Mac OS X and the iPhone Introducing the Xcode Workspace 9 Interface Builder Core iPhone Tools Frameworks in Xcode Model-View-Controller in Xcode Debugging Your Xcode Projects Xcode Documentation Developing an Application Source-Code Management with Subversion Unit Testing in Xcode Monitoring, Analysis, and Performance Tools Support Tools for the Busy Developer Usability and Accessibility Packaging and Distribution
What people are saying about "Building iPhone Apps w/ HTML, CSS, and JavaScript" "The future of mobile development is clearly web technologies like CSS, HTML and JavaScript. Jonathan Stark shows you how to leverage your existing web development skills to build native iPhone applications using these technologies."--John Allsopp, author and founder of Web Directions "Jonathan's book is the most comprehensive documentation available for developing web applications for mobile Safari. Not just great tech coverage, this book is an easy read of purely fascinating mobile tidbits in a fun colloquial style. Must have for all PhoneGap developers."-- Brian LeRoux, Nitobi Software It's a fact: if you know HTML, CSS, and JavaScript, you already have the tools you need to develop your own iPhone apps. With this book, you'll learn how to use these open source web technologies to design and build apps for the iPhone and iPod Touch on the platform of your choice-without using Objective-C or Cocoa. Device-agnostic mobile apps are the wave of the future, and this book shows you how to create one product for several platforms. You'll find guidelines for converting your product into a native iPhone app using the free PhoneGap framework. And you'll learn why releasing your product as a web app first helps you find, fix, and test bugs much faster than if you went straight to the App Store with a product built with Apple's tools.Build iPhone apps with tools you already know how to useLearn how to make an existing website look and behave like an iPhone appAdd native-looking animations to your web app using jQTouchTake advantage of client-side data storage with apps that run even when the iPhone is offlineHook into advanced iPhone features -- including the accelerometer, geolocation, and vibration -- with JavaScriptSubmit your applications to the App Store with Xcode This book received valuable community input through O'Reilly's Open Feedback Publishing System (OFPS). Learn more at "http: //labs.oreilly.com/ofps.html."
How can you make your iPad or iPhone app stand out in the highly competitive App Store? While many books simply explore the technical aspects of iPad and iPhone app design and development, App Savvy also focuses on the business, product, and marketing elements critical to pursuing, completing, and selling your app -- the ingredients for turning a great idea into a genuinely successful product. Whether you're a designer, developer, entrepreneur, or just someone with a unique idea, App Savvy explains every step in the process, with guidelines for planning a solid concept, engaging customers early and often, developing your app, and launching it with a bang. Author Ken Yarmosh details a proven process for developing successful apps, and presents numerous interviews with the App Store's most prominent publishers. * Learn about the App Store and how Apple's mobile devices function * Follow guidelines for vetting and researching app ideas * Validate your ideas with customers -- and create an app they'll be passionate about * Assemble your development team, understand costs, and establish a workable process * Build your marketing plan while you develop your application * Test your working app extensively before submitting it to the App Store * Assess your app's performance and keep potential buyers engaged and enthusiastic
If Mac OS X Tiger has you bewildered, it's time to regain the upper hand with Take Control of Tiger. Rather than have a single overworked author attempt to give you a brief overview of every imaginable topic, explaining none fully, Take Control assembled an all-star team, with each author dedicated to telling you everything you need to know about a particular subject. For each topic, you'll find a concise introduction, detailed explanations, useful tips, and step-by-step instructions, all amply illustrated. Best of all, you can receive free updates to each of the titles in this collection!Aimed at readers just like yourself, who aren't afraid to tinker around a bit to get the most out of their OS, this full-color volume shows you how to customize Mac OS X Tiger to fit your very specific needs. In the guide's four major sections-"Upgrading to Tiger," "Customizing Tiger," "Users and Accounts in Tiger," and Sharing Files in Tiger"-you'll find all the technical help and troubleshooting tips you need to ensure a smooth and speedy upgrade without any corresponding loss in productivity. In short order you'll learn how to create user accounts, take advantage of the new Spotlight search system, set up multiway video and audio conferences, and more.
If you're getting started with iOS development, or want a firmer grasp of the basics, this practical guide provides a clear view of its fundamental building blocks - Objective-C, Xcode, and Cocoa Touch. You'll learn object-oriented concepts, understand how to use Apple's development tools, and discover how Cocoa provides the underlying functionality iOS apps need to have. Dozens of example projects are available at GitHub. Once you master the fundamentals, you'll be ready to tackle the details of iOS app development with author Matt Neuburg's companion guide, Programming iOS 7 - coming in December 2013. Explore the C language to learn how Objective-C works Learn how instances are created, and why they're so important Tour the lifecycle of an Xcode project, from inception to App Store Discover how to build interfaces with nibs and the nib editor Explore Cocoa's use of Objective-C linguistic features Use Cocoa's event-driven model and major design patterns Learn the role of accessors, key-value coding, and properties Understand the power of ARC-based object memory management Send messages and data between Cocoa objects
Want to take real control of your Mac? The hacks in this book help you dig below the surface to tweak system preferences, mount drives and devices, and generally do things with your system that Apple doesn't expect you to do. With a little effort, you can make your Mac and its applications perform exactly the way you want them to. There are more than 50 hacks in this book that show you how to fine-tune the interface, work with multimedia, set up your network, boost security, and perform a few tricks with Unix. Go beyond Preferences: change the way OS X Mountain Lion behaves Customize your experience by taming browsers and making apps full screen Get information delivered right to your desktop, and automate mundane tasks Use the command line and install various Unix apps to unlock your Mac's Unix power Increase security, monitor network traffic, and remain anonymous Play Wii games and host a Minecraft server on your Mac Modify your WiFi, move iTunes, and record TV shows Turn your MacBook into a tablet and give it a custom dye job
Think you have the next great iPhone app idea? The Apress iPhone 5 App Sketch Book is an essential tool for any aspiring iPhone developer. This sketch book makes it easy to centralize and organize your ideas, featuring 1.5x sized iPhone 5s and 5c (iOS 7) templates that include common elements such as the status bar, signal strength, and battery icons. Professionally printed on high-quality paper, it has a total of 150 gridded templates for you to draft ideas and doodle designs while providing ample room to make notes, and document the app name and screen name. This book is a must-have and an invaluable tool for bringing your next great iPhone app idea to life!
What really sets the iPhone apart from laptops and PCs is its use of onboard sensors, including those that are location-enabled. This concise book takes experienced iPhone and Mac developers on a detailed tour of iPhone and iPad hardware by explaining how these sensors work, and what they're capable of doing. With this book, you'll build sample applications for each sensor, and learn hands-on how to take advantage of the data each sensor produces. You'll gain valuable experience that you can immediately put to work inside your own iOS applications for the iPhone, iPod touch, and iPad. This book helps you focus on: Camera: learn how to take pictures and video, create video thumbnails, customize video, and save media to the photo albumAudio: use the media picker controller and access the iPod music library in your own application, and enable your app to record and play sampled audioAccelerometer: write an application that uses this sensor to determine device orientationMagnetometer: learn how this sensor verifies compass headingsCore Motion: use this framework to receive motion data from both the accelerometer and the vibrational gyroscope This short book is part of a collection that will, along with new material, be compiled into a larger book, iOS Sensor Programming. The other books in this collection are Augmented Reality in iOS, Geolocation in iOS, and iOS Sensor Apps with Arduino.
Fully updated for Xcode 4.2, Pro Core Data for iOS explains how to use the Core Data framework for iOS SDK 5 using Xcode 4.2. The book explains both how and why to use Core Data, from simple to advanced techniques. Covering common and advanced persistence patterns, this book prepares any iOS developer to store and retrieve data accurately and efficiently. This book starts by giving you a solid grounding in Core Data, providing a foundation for the rest of the book. With this knowledge, you'll have all you need to master Core Data and power your data-driven applications. You'll see how to work with SQLite and how to create an efficient data model to represent your data. Once you've established your data model, you'll learn how to work with data objects and refine result sets to get the most out of the stored data. The advanced portions of the book begin by showing you how to tune your apps' performance and memory usage, to give you a truly professional edge. You'll see how to version and migrate your data as well, to ensure your data stays organized and efficient. Finally, the book covers managing table views with NSFetchedResultsController.What you'll learn * Core Data techniques with Xcode * How to organize data appropriately * How to persist data efficiently * How to effectively use Apple tools * How to build Core Data applications * How to use Core Data in advanced settings * How to version and migrate data as your applications evolve * How to tune and optimize persistence Who this book is for All iPhone, iPad, and iPod touch developers whose applications manage any amount of data. Table of Contents * Getting Started * Understanding Core Data * Storing Data: SQLite and Other Options * Creating a Data Model * Working with Data Objects * Refining Result Sets * Tuning Performance and Memory Usage * Versioning and Migrating Data * Managing Table Views Using NSFetchedResultsController * Using Core Data in Advanced Applications
With Pro iOS Web Design and Development, you'll design websites and develop web applications for iPhone and iPad using web standards deployed with Apple's Safari browser. Utilizing the very latest web and mobile technologies and releases, this book shows every web professional how to use HTML5 to do the heavy lifting, CSS3 to create the look and feel, and JavaScript to add program logic to their mobile sites and Web applications. In addition, you'll learn how to address the specific features made available through Apple's iOS, especially with regard to designing Web-based touch-screen interfaces. Pro iOS Web Design and Development will help you deliver rich mobile user experiences without compromise by optimizing your sites for WebKit and Safari, the de facto standard for the iPhone, iPad, and iPod touch. What you'll learn * Design an optimal website for the iPhone, iPad, and iPod touch. * Use web standards to develop professional sites on Apple's key platforms and see why this is important for Web developers and designers. * Take advantage of Apple's multi-touch screen technology in your Web apps, maximizing user experience and accessibility.* Carry out usability testing for mobile websites and Web apps. * Define an agile project flow optimized for mobile development. * Use a cognitive approach to UI design using the laws of perception, color psychology theory, and the concepts behind positive and negative space. Who this book is for Web designers who are interested in mobile Web design and/or mobile Web development; desktop developers who are interested in mobile Web application development; or any Web professional who wants to learn how to design and develop for the iPhone, iPad, and iPod touch. Table of Contents * Think Touch Mobile * Design Touch Mobile * Develop Touch Mobile * User Interface Design for Mobile Touch Devices * iPhone UI Design: Think Simple * iPad UI Design: Think Inverted * Web Standards for WebKit - Maximizing MobileSafari * Creating WebApps - Mobile Application Development * Working in Apple's Native Mobile Environments * Optimizing WebApps * Testing iPhone and iPad WebApps * Maximizing the Market for WebApps * Looking Beyond the Mobile Web to Ubiquitous Computing
Good computer books make assumptions about the reader: what they do and don't know when they pick up the book, and what they want to know when they put it down. For each reader this could be very different; therefore, a book that suits one person may not be the best for another. "Mac OS X Leopard: Beyond the Manual" makes some assumptions too, ones that tend to differ from other Mac OS X books. First of all, we assume that you have used a computer in that past: that you know how to use a mouse and you know the proper place to stick a DVD to get it to play in your computer. We won't be showing you these things. (We will, however, demonstrate to our Mac converts how to right click on a trackpad with only one button ). Second, we assume you know what you want to do with your computer. We won't waste your time showing you specifically, stepbystep how to order a pizza from Pizza Galaxy in Milwaukee, Wisconsin with Safari (though, when you're done with this book we think you'll be able to do this just fine... if such a place exists, anyway). Finally, we assume that you are a reasonably intelligent person who realizes the value of such phrases as Give a man a fish; you have fed him for today. Teach a man to fish; and you have fed him for a lifetime and can imagine how that might apply to a computer book. If this sounds like you, then we think you'll find this book rewarding. Inside you will find everything you need to get up to speed with Mac OS X Leopard including: Using the standard included Leopard applications including Mail, Safari, Preview, and more Taking advantage of the Darwin subsystem in Leopard Learning all the ins and outs of the Finder and Leopards improved interface Administering your computer for yourself and for others Working with other computers and operating systems from you Mac Configuring the network to take full advantage of the powerful networking capabilities in Leopard Working with add on devices via USB, Firewire, and Bluetooth Effectively implementing data backup, recovery and security Getting started with OS X development in Leopard
Many systems administrators on the Mac need a way to manage machine configuration after initial setup and deployment. Apple's Managed Preferences system (also known as MCX) is under-documented, often misunderstood, and sometimes outright unknown by sys admins. MCX is usually deployed in conjunction with an OS X server, but it can also be used in Windows environments or where no dedicated server exists at all. Enterprise Mac Managed Preferences is the definitive guide to Apple's Managed Client technology. With this book, you'll get the following: * An example-driven guide to Mac OS X Managed Preferences/Client technology* Recipes for common use case studies and patterns* A targeted approach appropriate for any sys admin that manages Macs in an OS X or Windows environment This is the only book that focuses on this facet of OS X exclusively. If you're a sys admin, this book will take away much of the pain of working with OS X client systems. Even better, both of the authors are very involved in the Mac community-Greg Neagle is part of the MacEnterprise steering committee, and Ed is the Executive Editor and an author for MacTech magazine and a member of the Apple Consultants Network.What you'll learn* The Managed Preferences system and how to manage it* All about Directory Services Local Directory Services * How to work with property list files * How to deliver files with Open Directory, ActiveDirectory, local scripts, third-party utilities, Puppet, LANRev, Casper, and more * How to work with compositing preferences, including the hierarchy of preferences * How to write a Plist for management, using Workgroup Manager and Dock Example * How and when to enforce Managed Preferences * How to understand manifests * What recipes to use and when * When, how, and where to use mcxquery, System Profiler, and MCX Cache flushingWho this book is for This book is for systems administrators using Mac clients.
This book provides a serious, in-depth look at Apple's External Accessory Framework and the iPhone Accessories API. You'll learn how to create new, integrated solutions that combine iPhone apps with dedicated hardware. The iPhone OS Accessories API expands the opportunities for innovative iPhone developers, allowing you to control and monitor external devices, whether you've built them yourself or obtained them from a third party. What you'll learn* Develop accessories and apps for the iPhone and iPod touch.* Use Apple's External Accessory Framework to create hardware/software interaction.* Control and monitor external devices using the iPhone Accessories API.* Use the specific controller classes within the iPhone OS SDK.* Build and control your own accessory.* Get your accessories approved by Apple's AE program.Who this book is for This book is for iPhone and iPod touch developers who want to write apps to control external accessories and hardware developers who want to create accessories for iPhone and iPod touch. This includes embedded systems programmers who have been left out of the iPhone gold rush until now.The iPhone OS Accessories API expands the market of iPhone developers yet again, and this book is for all those developers wanting to use these new APIs to control and monitor external device-whether self-built or acquired from other sources.
Is Windows giving you pause? Ready to make the leap to the Mac instead? There has never been a better time to switch from Windows to Mac, and this incomparable guide will help you make a smooth transition. New York Times columnist and Missing Manuals creator David Pogue gets you past three challenges: transferring your stuff, assembling Mac programs so you can do what you did with Windows, and learning your way around Mac OS X. Why is this such a good time to switch? Upgrading from one version of Windows to another used to be simple. But now there's Windows Vista, a veritable resource hog that forces you to relearn everything. Learning a Mac is not a piece of cake, but once you do, the rewards are oh-so-much better. No viruses, worms or spyware. No questionable firewalls, inefficient permissions, or other strange features. Just a beautiful machine with a thoroughly reliable system. And if you're still using Windows XP, we've got you covered, too. If you're ready to take on Mac OS X Leopard, the latest edition of this bestselling guide tells you everything you need to know: Transferring your stuff -- Moving photos, MP3s, and Microsoft Office documents is the easy part. This book gets you through the tricky things: extracting your email, address book, calendar, Web bookmarks, buddy list, desktop pictures, and MP3 files. Re-creating your software suite -- Big-name programs (Word, Photoshop, Firefox, Dreamweaver, and so on) are available in both Mac and Windows versions, but hundreds of other programs are available only for Windows. This guide identifies the Mac equivalents and explains how to move your data to them. Learning Leopard -- Once you've moved into the Mac, a final task awaits: Learning your way around. Fortunately, you're in good hands with the author of Mac OS X: The Missing Manual, the #1 bestselling guide to the Macintosh. Moving from Windows to a Mac successfully and painlessly is the one thing Apple does not deliver. Switching to the Mac: The Missing Manual, Leopard Edition is your ticket to a new computing experience.
Phone application development is a phenomenon, with games the hottest commodity on the App Store. And Unity is a hugely powerful game engine that is fast becoming the most loved middleware in the game world, revolutionizing game development and making game creation for the iPhone much more accessible and fun for artists. With these two killer platforms (iPhone and Unity) game developers are empowered to create compelling games but they must be careful to specifically address the unique challenges of the iPhone hardware cpu and gpu requirements. Art in this medium must adhere to specific specs like: texture size, polygon count, and shader support, so that the 3D content looks great and runs optimally. This book teaches artists how to circumvent the potential pitfalls of the medium by doing things like "batching," "creating meshes," and "sharing materials" to improve performance. Learn how to create stunning 3D game assets using Luxology's artist-friendly modo, and Blender, the free open-source 3D app. And optimize your art for the iPhone through exercises in modelling characters and environmental assets, texturing painting, animating skinned characters, UV Mapping and baking light information, as well as importing the assets and setting up shaders. The companion web site offers the assets and scene files in the book, and several video walkthrough further illustrating concepts covered in the book. **The author will also deploy a demo of the game assets to the App Store in the form of an iPhone/iPad app that mimics the look and feel of the book. The app will be available free
Getting StartED with Mac OS X Leopard is a simple to read, fast way to learn about the Macintosh. The book starts with an overview of the major changes in this release of the operating system for those who may have used the Mac before, going through all of the items in the user interface so that users of all backgrounds will be at the same level. Thereafter, the book chapters essentially follow the icons you actually see on the screen, one by one, making it very simple to find what you want. In addition, it includes information on the iLife applications that many Mac users will want to know.
AppleScript in a Nutshell is the first complete reference to AppleScript, the popular programming language that gives both power users and sophisticated enterprise customers the important ability to automate repetitive tasks and customize applications. AppleScript in a Nutshell is a high-end handbook at a low-end price--an essential desktop reference that puts the full power of this user-friendly programming language into every AppleScript user's hands.
Ready to build apps for iPhone, iPad, and Mac now that Swift has landed? If you're an experienced programmer who's never touched Apple developer tools, this hands-on book shows you how to use the Swift language to make incredible iOS and OS X apps, using Cocoa and Cocoa Touch. Learn how to use Swift in a wide range of real-world situations, with Cocoa features such as Event Kit and Core Animation. You'll pick up Swift language features and syntax along the way, and understand why using Swift (instead of Objective-C) makes iOS and Mac app development easier, faster, and safer. You'll also work with several exercises to help you practice as you learn. Learn the OS X and iOS application lifecycle Use storyboards to design adaptive interfaces Explore graphics systems, including the built-in 2D and 3D game frameworks Display video and audio with AVFoundation Store data locally with the file system, or on the network with iCloud Display lists or collections of data with table views and collection views Build apps that let users create, edit, and work with documents Use MapKit, Core Location, and Core Motion to interact with the world
Create and implement AI-based features in your Swift apps for iOS, macOS, tvOS, and watchOS. With this practical book, programmers and developers of all kinds will find a one-stop shop for AI and machine learning with Swift. Taking a task-based approach, you'll learn how to build features that use powerful AI features to identify images, make predictions, generate content, recommend things, and more. AI is increasingly essential for every developer-and you don't need to be a data scientist or mathematician to take advantage of it in your apps. Explore Swift-based AI and ML techniques for building applications. Learn where and how AI-driven features make sense. Inspect tools such as Apple's Python-powered Turi Create and Google's Swift for TensorFlow to train and build models. I: Fundamentals and Tools-Learn AI basics, our task-based approach, and discover how to build or find a dataset. II: Task Based AI-Build vision, audio, text, motion, and augmentation-related features; learn how to convert preexisting models. III: Beyond-Discover the theory behind task-based practice, explore AI and ML methods, and learn how you can build it all from scratch... if you want to
Ready to make amazing games for the iPhone and iPad? With Apple's Swift programming language, it's never been easier. This updated cookbook provides detailed recipes for managing a wide range of common iOS game-development issues, ranging from 2D and 3D math, SpriteKit, and OpenGL to augmented reality with ARKit. You get simple, direct solutions to common problems found in iOS game programming. Need to figure out how to give objects physical motion, or want a refresher on gaming-related math problems? This book provides sample projects and straightforward answers. All you need to get started is some familiarity with iOS development in Swift. For more information and resources, check out the book's website at https://www.secretlab.com.au/books/ios-game-dev-cookbook-swift.
Now that multicore processors are coming to mobile devices, wouldn't it be great to take advantage of all those cores without having to manage threads? This concise book shows you how to use Apple's Grand Central Dispatch (GCD) to simplify programming on multicore iOS devices and Mac OS X. Managing your application's resources on more than one core isn't easy, but it's vital. Apps that use only one core in a multicore environment will slow to a crawl. If you know how to program with Cocoa or Cocoa Touch, this guide will get you started with GCD right away, with many examples to help you write high-performing multithreaded apps. Package your code as block objects and invoke them with GCD Understand dispatch queues--the pools of threads managed by GCD Use different methods for executing UI and non-UI tasks Create a group of tasks that GCD can run all at once Instruct GCD to execute tasks only once or after a delay Discover how to construct your own dispatch queues |
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Discovery Miles 12 020
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