iPhone App开发实战手册(影印版)
Craig Hockenberry
出版时间:2011年03月
页数:324
答案就在这里!
任何具有编程经验的人都能学会编写iPhone应用程序。但如果你想打造一个伟大的应用,就需要学习比简单编程更多的内容:还得学会如何设计和推销你的作品。这本易学易用的指南将带领你走完从勾画创意到推销产品的整个过程。
您需要了解的重要内容:
· 掌握开发iPhone应用所需的工具
· 在开始编写代码之前设计一个伟大的应用
· 使用Xcode和Interface Builder创建一个复杂的应用
· 决定如何命名你的应用——然后投放beta测试
· 了解如何让应用进入App Store的独家内幕
· 推广你的产品、追踪销售动态,并建立强大的客户服务体系
本书作者Craig Hockenberry在过去的30多年里设计了多个获奖软件。他目前是Iconfactory的负责人之一,该公司主要生产图标设计软件。他们的工作还包括为微软、苹果、Adobe及其他业界领先的软件公司设计和制作图标。
  1. The Missing Credits
  2. Introduction
  3. Part One: Getting Started with Cocoa Touch
  4. Chapter 1: Building Your First iPhone App
  5. Getting the Tools
  6. Installing Xcode
  7. Getting the iPhone SDK
  8. What Lies Ahead for the SDK?
  9. Exploring Your New Tools
  10. Every Flashlight Needs a Parts List
  11. Some Assembly Required
  12. Taking It for a Run on Your Mac
  13. Revision Decision
  14. Chapter 2: The Power of Brackets
  15. Objective-C: The Nuts and Bolts for Your iPhone App
  16. The Land of Square Brackets
  17. The Object of It All
  18. Telling Your Objects to Do Things
  19. Masses of Classes
  20. Classes in Detail
  21. The Methods Behind the Madness
  22. Categorically Speaking
  23. Implementation: The Brains Behind the Beauty
  24. Creating New Classes.
  25. Managing Memory
  26. Take a nil Pill
  27. Autorelease with Ease
  28. Properties and Dots
  29. Methods of Class
  30. Initializing Objects
  31. Deallocation Location
  32. Loops: For Better or For Worse
  33. Your Exceptional Code
  34. Learn by Crashing
  35. Selector Projector
  36. Show Your id
  37. Where to Go from Here
  38. Developer Documentation
  39. Learn to Be Lazy
  40. Chapter 3: Cocoa Touch: Putting Objective-
  41. C to Work
  42. Get in Cocoa Touch
  43. The Big Three: Models, Views, Controllers
  44. Views
  45. Models
  46. Controllers
  47. Value Objects
  48. Let’s Get Primitive
  49. Objectified
  50. Collections
  51. Copying in Depth
  52. Property Lists
  53. Mutable Versus Immutable
  54. Make It Mutable
  55. Protect Your Data
  56. Delegation and Data Sources
  57. Targets and Actions
  58. User Interface: The Hard Way
  59. User Interface: The Easy Way
  60. Notifications
  61. Singletons
  62. Singletons as Globals
  63. Where to Go from Here
  64. The Language of Design
  65. Chapter 4: Design Tools: Building a Better Flashlight
  66. Plan Before You Code
  67. Why Call in a Designer?
  68. Design Goals
  69. What’s Unique about iPhone Design?
  70. The Design Process
  71. Living in Harmony with Your Designer
  72. Feedback: Don’t Take Your Own Word for It
  73. The Providers of Feedback
  74. Flashlight 2.0
  75. Bigger, Stronger, Faster
  76. The Light Side
  77. The Flip Side
  78. The Drawing Board
  79. Technical Design: Between Pictures and Code
  80. Start Naming
  81. Where to Go from Here
  82. Ready to Code!
  83. Part Two: Development in Depth
  84. Chapter 5: Getting Serious about Development
  85. Beyond the Template
  86. Pick Your SDK
  87. Change Project Settings
  88. Change Target Settings
  89. Build Settings
  90. Duplicity
  91. Make It Official
  92. Join the iPhone Developer Program
  93. Open the Door
  94. When It Fails
  95. You’re Now Mobile
  96. Ready to Roll
  97. Chapter 6: A Flashlight for Pros
  98. A Guided Tour
  99. Where to Start?
  100. Open the Guide Book
  101. Flashlight_ProAppDelegate
  102. NIB Files: Something to Look At
  103. MainWindow.xib
  104. MainView.xib
  105. View Sizing
  106. Autoresizing
  107. SettingsView.xib
  108. AboutView.xib
  109. Refine the Look
  110. LightView
  111. IFInfoView.
  112. Making Cocoa Touch Your Own
  113. UIColor+Brightness
  114. UIView+Brightness
  115. UIView+Concealed
  116. Fashion Your Models
  117. SOSModel
  118. FlashlightModel
  119. Pull Yourself Together
  120. MainViewController
  121. SettingsViewController
  122. AboutViewController
  123. Localized Languages: Capisce?
  124. Localizable.strings
  125. AboutView.xib
  126. Wrapping It Up
  127. Part Three: The Business End
  128. Chapter 7: Finishing Touches
  129. Beta Testing
  130. Your App Works for You…But
  131. Ad Hoc & Roll
  132. Clean Up Your Act
  133. Beautification Committe
  134. Speaking in Tongues
  135. Web Development
  136. The Site
  137. App Store, Here You Come
  138. Chapter 8: For Sale
  139. Sign on the Dotted Line
  140. Welcome
  141. First Order of Business
  142. Stake Your Claim
  143. Export Compliance
  144. Overview
  145. Ratings
  146. Upload—Show It Off
  147. Pricing—Pick Your Price
  148. Localization
  149. Review
  150. Tweak It
  151. The Market
  152. Metrics
  153. Competition
  154. Two Developers, One Store
  155. Pricing Strategies
  156. Try Before You Buy
  157. Upload
  158. The Final Profile
  159. The Final Target
  160. The Final Build
  161. The Final Upload
  162. The Final Test
  163. The First Promotion
  164. App Review
  165. Make Sure You Haven’t Broken Any Rules
  166. Coping with Rejection
  167. Ready for Sale
  168. Launch Day
  169. Chapter 9: You’ve Got Customers!
  170. Tracking Sales
  171. Daily Reports
  172. Monthly Financial Reports
  173. Getting Paid
  174. Advertising and Promotion
  175. Press Release
  176. Find a Mouth
  177. Social Networking: Word-of-Mouth on Steroids
  178. The Big Bang
  179. Online Advertising
  180. Promotion Codes
  181. Sale Prices
  182. Plotting It Out
  183. Monitor Coverage
  184. Customer Support
  185. Everything Is Perfekt
  186. Crash Course
  187. Dealing with Support Email
  188. Product Updates
  189. New Info
  190. Welcome Back, iTunes
  191. Upgrades (or Lack Thereof)
  192. Congratulations!
  193. Part Four: Appendix
  194. Appendix A: Where to Go from Here
  195. Index
书名:iPhone App开发实战手册(影印版)
作者:Craig Hockenberry
国内出版社:东南大学出版社
出版时间:2011年03月
页数:324
书号:978-7-5641-2504-2
原版书书名:iPhone App Development: The Missing Manual
原版书出版商:O'Reilly Media
Craig Hockenberry
 
Craig Hockenberry has been designing award-winning software
for over 30 years. He is currently a principal at the Iconfactory, a
company that has been changing the face of the computers since
1996. Their work includes the design and production of icons for
Microsoft, Apple, Adobe, and other leading software companies.
Craig almost didn’t buy an iPhone. But a mere five minutes at his
local Apple store convinced him that he was holding the future in his hands. Shortly
thereafter, curiosity
led to a hacked iPhone where he could run his own applications.
Apple’s introduction of the App Store let Craig and his fellow factory workers share
that software with the rest of the world.
Since those early days, the Iconfactory (www.iconfactory.com) has released many
groundbreaking and successful titles for the iPhone, including Twitterrific, Frenzic,
Ramp Champ, and Pickin’ Time. The company has also contributed design work to
many other leading apps.
Craig loves writing and hopes you will learn to share his fascination with BIG
LETTERS.