Beginning Android Tablet Application Development [[electronic resource]]
| Beginning Android Tablet Application Development [[electronic resource]] |
| Autore | Lee Wei-Meng |
| Pubbl/distr/stampa | New York, : Wiley, 2011 |
| Descrizione fisica | 1 online resource (290 p.) |
| Disciplina | 004.16 |
| Collana | Wrox beginning guides |
| Soggetto topico |
Android (Electronic resource)
Application software - Development Application software -- Development Mobile computing Tablet computers |
| Soggetto genere / forma | Electronic books. |
| ISBN |
1-283-20433-9
9786613204332 1-118-15075-9 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Beginning: AndroidTM Tablet Application Development; Contents; Introduction; Part I: Quick Tour of Android 3 for Tablets; Chapter 1: Getting Started With Android Programming for Tablets; What Is Android?; Android Versions; Android Devices in the Market; The Android Market; Obtaining the Required Tools; Java JDK; Eclipse; Downloading the Android SDK; Installing the Packages; Creating Android Virtual Devices (AVDs); Android Development Tools (ADT); Creating Your First Android Application; Anatomy of an Android Application; Summary; Chapter 2: Components of an Android Tablet Application
ActivitiesFragments; Adding Fragments Dynamically; Understanding the Life Cycle of a Fragment; Interactions between Fragments; Utilizing the Action Bar; Adding Action Items to the Action Bar; Customizing the Action Items and Application Icon; Summary; Chapter 3: Android User Interface; Views and ViewGroups; LinearLayout; AbsoluteLayout; TableLayout; RelativeLayout; FrameLayout; ScrollView; Basic Views; TextView View; Common Views; Fragments; ListFragment; DialogFragment; PreferenceFragment; Summary; Part II: Projects; Chapter 4: Creating Location- Based Services Applications; Displaying Maps Creating the ProjectObtaining the Maps API Key; Displaying the Map; Displaying the Zoom Control; Changing Views; Navigating to a Specific Location; Adding Markers; Getting the Location That Was Touched; Geocoding and Reverse Geocoding; Getting Location Data; Summary; Chapter 5: SMS Messaging and Networking; SMS Messaging; Sending SMS Messages Programmatically; Getting Feedback after Sending the Message; Sending SMS Messages Using Intent; Receiving SMS Messages; Caveats and Warnings; Project: Building the Location Tracker Applications; Sending E- Mail; Networking; Downloading Binary Data Downloading Text FilesAccessing Web Services Using the GET Method; Performing Asynchronous Calls; Summary; Chapter 6: Publishing Android Applications; Preparing for Publishing; Versioning; Digitally Signing Your Android Applications; Deploying APK Files; Using the adb.exe Tool; Using a Web Server; Publishing on the Android Market; Summary; Part III: Appendices; Appendix A: Using Eclipse for Android Development; Getting Around in Eclipse; Workspaces; Package Explorer; Using Projects from Other Workspaces; Editors; Perspectives; Auto Import of Namespaces; Code Completion; Refactoring; Debugging Setting BreakpointsExceptions; Appendix B: Using the Android Emulator; Uses of the Android Emulator; Creating Snapshots; Installing Custom AVDs; Emulating Real Devices; SD Card Emulation; Emulating Devices with Different Screen Sizes; Emulating Physical Capabilities; Sending SMS Messages to the Emulator; Making Phone Calls; Transferring Files into and out of the Emulator; Resetting the Emulator; Appendix C: Answers to Exercises; Index |
| Record Nr. | UNINA-9910456530703321 |
Lee Wei-Meng
|
||
| New York, : Wiley, 2011 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Beginning Android Tablet Application Development [[electronic resource]]
| Beginning Android Tablet Application Development [[electronic resource]] |
| Autore | Lee Wei-Meng |
| Pubbl/distr/stampa | New York, : Wiley, 2011 |
| Descrizione fisica | 1 online resource (290 p.) |
| Disciplina | 004.16 |
| Collana | Wrox beginning guides |
| Soggetto topico |
Android (Electronic resource)
Application software - Development Application software -- Development Mobile computing Tablet computers |
| ISBN |
1-283-20433-9
9786613204332 1-118-15075-9 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Beginning: AndroidTM Tablet Application Development; Contents; Introduction; Part I: Quick Tour of Android 3 for Tablets; Chapter 1: Getting Started With Android Programming for Tablets; What Is Android?; Android Versions; Android Devices in the Market; The Android Market; Obtaining the Required Tools; Java JDK; Eclipse; Downloading the Android SDK; Installing the Packages; Creating Android Virtual Devices (AVDs); Android Development Tools (ADT); Creating Your First Android Application; Anatomy of an Android Application; Summary; Chapter 2: Components of an Android Tablet Application
ActivitiesFragments; Adding Fragments Dynamically; Understanding the Life Cycle of a Fragment; Interactions between Fragments; Utilizing the Action Bar; Adding Action Items to the Action Bar; Customizing the Action Items and Application Icon; Summary; Chapter 3: Android User Interface; Views and ViewGroups; LinearLayout; AbsoluteLayout; TableLayout; RelativeLayout; FrameLayout; ScrollView; Basic Views; TextView View; Common Views; Fragments; ListFragment; DialogFragment; PreferenceFragment; Summary; Part II: Projects; Chapter 4: Creating Location- Based Services Applications; Displaying Maps Creating the ProjectObtaining the Maps API Key; Displaying the Map; Displaying the Zoom Control; Changing Views; Navigating to a Specific Location; Adding Markers; Getting the Location That Was Touched; Geocoding and Reverse Geocoding; Getting Location Data; Summary; Chapter 5: SMS Messaging and Networking; SMS Messaging; Sending SMS Messages Programmatically; Getting Feedback after Sending the Message; Sending SMS Messages Using Intent; Receiving SMS Messages; Caveats and Warnings; Project: Building the Location Tracker Applications; Sending E- Mail; Networking; Downloading Binary Data Downloading Text FilesAccessing Web Services Using the GET Method; Performing Asynchronous Calls; Summary; Chapter 6: Publishing Android Applications; Preparing for Publishing; Versioning; Digitally Signing Your Android Applications; Deploying APK Files; Using the adb.exe Tool; Using a Web Server; Publishing on the Android Market; Summary; Part III: Appendices; Appendix A: Using Eclipse for Android Development; Getting Around in Eclipse; Workspaces; Package Explorer; Using Projects from Other Workspaces; Editors; Perspectives; Auto Import of Namespaces; Code Completion; Refactoring; Debugging Setting BreakpointsExceptions; Appendix B: Using the Android Emulator; Uses of the Android Emulator; Creating Snapshots; Installing Custom AVDs; Emulating Real Devices; SD Card Emulation; Emulating Devices with Different Screen Sizes; Emulating Physical Capabilities; Sending SMS Messages to the Emulator; Making Phone Calls; Transferring Files into and out of the Emulator; Resetting the Emulator; Appendix C: Answers to Exercises; Index |
| Record Nr. | UNINA-9910781778703321 |
Lee Wei-Meng
|
||
| New York, : Wiley, 2011 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Beginning Android Tablet Application Development
| Beginning Android Tablet Application Development |
| Autore | Lee Wei-Meng |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | New York, : Wiley, 2011 |
| Descrizione fisica | 1 online resource (290 p.) |
| Disciplina | 004.16 |
| Collana | Wrox beginning guides |
| Soggetto topico |
Android (Electronic resource)
Application software - Development Application software -- Development Mobile computing Tablet computers |
| ISBN |
1-283-20433-9
9786613204332 1-118-15075-9 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Beginning: AndroidTM Tablet Application Development; Contents; Introduction; Part I: Quick Tour of Android 3 for Tablets; Chapter 1: Getting Started With Android Programming for Tablets; What Is Android?; Android Versions; Android Devices in the Market; The Android Market; Obtaining the Required Tools; Java JDK; Eclipse; Downloading the Android SDK; Installing the Packages; Creating Android Virtual Devices (AVDs); Android Development Tools (ADT); Creating Your First Android Application; Anatomy of an Android Application; Summary; Chapter 2: Components of an Android Tablet Application
ActivitiesFragments; Adding Fragments Dynamically; Understanding the Life Cycle of a Fragment; Interactions between Fragments; Utilizing the Action Bar; Adding Action Items to the Action Bar; Customizing the Action Items and Application Icon; Summary; Chapter 3: Android User Interface; Views and ViewGroups; LinearLayout; AbsoluteLayout; TableLayout; RelativeLayout; FrameLayout; ScrollView; Basic Views; TextView View; Common Views; Fragments; ListFragment; DialogFragment; PreferenceFragment; Summary; Part II: Projects; Chapter 4: Creating Location- Based Services Applications; Displaying Maps Creating the ProjectObtaining the Maps API Key; Displaying the Map; Displaying the Zoom Control; Changing Views; Navigating to a Specific Location; Adding Markers; Getting the Location That Was Touched; Geocoding and Reverse Geocoding; Getting Location Data; Summary; Chapter 5: SMS Messaging and Networking; SMS Messaging; Sending SMS Messages Programmatically; Getting Feedback after Sending the Message; Sending SMS Messages Using Intent; Receiving SMS Messages; Caveats and Warnings; Project: Building the Location Tracker Applications; Sending E- Mail; Networking; Downloading Binary Data Downloading Text FilesAccessing Web Services Using the GET Method; Performing Asynchronous Calls; Summary; Chapter 6: Publishing Android Applications; Preparing for Publishing; Versioning; Digitally Signing Your Android Applications; Deploying APK Files; Using the adb.exe Tool; Using a Web Server; Publishing on the Android Market; Summary; Part III: Appendices; Appendix A: Using Eclipse for Android Development; Getting Around in Eclipse; Workspaces; Package Explorer; Using Projects from Other Workspaces; Editors; Perspectives; Auto Import of Namespaces; Code Completion; Refactoring; Debugging Setting BreakpointsExceptions; Appendix B: Using the Android Emulator; Uses of the Android Emulator; Creating Snapshots; Installing Custom AVDs; Emulating Real Devices; SD Card Emulation; Emulating Devices with Different Screen Sizes; Emulating Physical Capabilities; Sending SMS Messages to the Emulator; Making Phone Calls; Transferring Files into and out of the Emulator; Resetting the Emulator; Appendix C: Answers to Exercises; Index |
| Record Nr. | UNINA-9910955843403321 |
Lee Wei-Meng
|
||
| New York, : Wiley, 2011 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
iOS 7 Programming Pushing the Limits [[electronic resource]]
| iOS 7 Programming Pushing the Limits [[electronic resource]] |
| Autore | Napier Rob |
| Pubbl/distr/stampa | Hoboken, : Wiley, 2014 |
| Descrizione fisica | 1 online resource (506 p.) |
| Disciplina | 005.446 |
| Altri autori (Persone) | KumarMugunth |
| Soggetto topico |
Application software -- Development
iOS (Electronic resource) Operating systems (Computers) Engineering & Applied Sciences Computer Science |
| Soggetto genere / forma | Electronic books. |
| ISBN | 1-118-81832-6 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
About the Authors; Contents; Introduction; Who This Book Is For; What This Book Covers; What Is New in This Edition; How This Book Is Structured; What You Need to Use This Book; Finding Apple Documentation; Source Code; Errata; Part I: What's New?; Chapter 1: The Brand New Stuff; The New UI; UIKit Dynamics and Motion Effects; Custom Transitions; New Multitasking Modes; Text Kit; Dynamic Type; MapKit Integration; SpriteKit; LLVM 5; Xcode 5; Others; Summary; Further Reading; Chapter 2: The World Is Flat: New UI Paradigms; Clarity, Deference, and Depth; Animations Animations Animations
Tint ColorsLayering and Context through Translucency; Dynamic Type; Custom Transitions; Transitioning (Migrating) Your App to iOS 7; Summary; Further Reading; Part II: Getting the Most Out of Everyday Tools; Chapter 3: You May Not Know...; Naming Best Practices; Property and Ivar Best Practices; Categories; Associative References; Weak Collections; NS Cache; NSURL Components; CFString Transform; Instancetype; Base64 and Percent Encoding; -[NSArray firstObject]; Summary; Further Reading; Chapter 4: Storyboards and Custom Transitions; Getting Started with Storyboards; Custom Transitions; Summary Further ReadingChapter 5: Get a Handle onCollection Views; Collection Views; Advanced Customization with Collection View Custom Layout; Summary; Further Reading; Chapter 6: Stay in Bounds withAuto Layout; Auto Layout in Xcode 4; Getting Started with Auto Layout; What's New in Auto Layout in Xcode 5; Summary; Further Reading; Chapter 7: Better Custom Drawing; iOS's Many Drawing Systems; UIKit and the View Drawing Cycle; View Drawing Versus View Layout; Custom View Drawing; Optimizing UIView Drawing; Summary; Further Reading; Chapter 8: Layers Like an Onion: Core Animation; View Animations Managing User InteractionDrawing with Layers; Moving Things Around; Into the Third Dimension; Decorating Your Layers; Auto-Animating with Actions; Animating Custom Properties; Core Animation and Threads; Summary; Further Reading; Chapter 9: Two Things at Once: Multitasking; Introduction to Multitasking and Run Loops; Developing Operation-Centric Multitasking; Multitasking with Grand Central Dispatch; Summary; Further Reading; Part III: The Right Tool for the Job; Chapter 10: Building a (Core) Foundation; Core Foundation Types; Naming and Memory Management; Allocators; Introspection Strings and DataCollections; Toll-Free Bridging; Summary; Further Reading; Chapter 11: Behind the Scenes: Background Processing; Best Practices for Backgrounding: With Great Power Comes Great Responsibility; Important Backgrounding Changes in iOS 7; Network Access with NSURLSession; Periodic Fetching and Adaptive Multitasking; Waking Up in the Background; When We Left Our Heroes: State Restoration; Summary; Further Reading; Chapter 12: REST for the Weary; The REST Philosophy; Choosing Your Data Exchange Format; A Hypothetical Web Service; Important Reminders RESTfulEngine Architecture (iHotelApp Sample Code) |
| Record Nr. | UNINA-9910453511203321 |
Napier Rob
|
||
| Hoboken, : Wiley, 2014 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
iOS 7 Programming Pushing the Limits [[electronic resource]]
| iOS 7 Programming Pushing the Limits [[electronic resource]] |
| Autore | Napier Rob |
| Pubbl/distr/stampa | Hoboken, : Wiley, 2014 |
| Descrizione fisica | 1 online resource (506 p.) |
| Disciplina | 005.446 |
| Altri autori (Persone) | KumarMugunth |
| Soggetto topico |
Application software -- Development
iOS (Electronic resource) Operating systems (Computers) Engineering & Applied Sciences Computer Science |
| ISBN | 1-118-81832-6 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
About the Authors; Contents; Introduction; Who This Book Is For; What This Book Covers; What Is New in This Edition; How This Book Is Structured; What You Need to Use This Book; Finding Apple Documentation; Source Code; Errata; Part I: What's New?; Chapter 1: The Brand New Stuff; The New UI; UIKit Dynamics and Motion Effects; Custom Transitions; New Multitasking Modes; Text Kit; Dynamic Type; MapKit Integration; SpriteKit; LLVM 5; Xcode 5; Others; Summary; Further Reading; Chapter 2: The World Is Flat: New UI Paradigms; Clarity, Deference, and Depth; Animations Animations Animations
Tint ColorsLayering and Context through Translucency; Dynamic Type; Custom Transitions; Transitioning (Migrating) Your App to iOS 7; Summary; Further Reading; Part II: Getting the Most Out of Everyday Tools; Chapter 3: You May Not Know...; Naming Best Practices; Property and Ivar Best Practices; Categories; Associative References; Weak Collections; NS Cache; NSURL Components; CFString Transform; Instancetype; Base64 and Percent Encoding; -[NSArray firstObject]; Summary; Further Reading; Chapter 4: Storyboards and Custom Transitions; Getting Started with Storyboards; Custom Transitions; Summary Further ReadingChapter 5: Get a Handle onCollection Views; Collection Views; Advanced Customization with Collection View Custom Layout; Summary; Further Reading; Chapter 6: Stay in Bounds withAuto Layout; Auto Layout in Xcode 4; Getting Started with Auto Layout; What's New in Auto Layout in Xcode 5; Summary; Further Reading; Chapter 7: Better Custom Drawing; iOS's Many Drawing Systems; UIKit and the View Drawing Cycle; View Drawing Versus View Layout; Custom View Drawing; Optimizing UIView Drawing; Summary; Further Reading; Chapter 8: Layers Like an Onion: Core Animation; View Animations Managing User InteractionDrawing with Layers; Moving Things Around; Into the Third Dimension; Decorating Your Layers; Auto-Animating with Actions; Animating Custom Properties; Core Animation and Threads; Summary; Further Reading; Chapter 9: Two Things at Once: Multitasking; Introduction to Multitasking and Run Loops; Developing Operation-Centric Multitasking; Multitasking with Grand Central Dispatch; Summary; Further Reading; Part III: The Right Tool for the Job; Chapter 10: Building a (Core) Foundation; Core Foundation Types; Naming and Memory Management; Allocators; Introspection Strings and DataCollections; Toll-Free Bridging; Summary; Further Reading; Chapter 11: Behind the Scenes: Background Processing; Best Practices for Backgrounding: With Great Power Comes Great Responsibility; Important Backgrounding Changes in iOS 7; Network Access with NSURLSession; Periodic Fetching and Adaptive Multitasking; Waking Up in the Background; When We Left Our Heroes: State Restoration; Summary; Further Reading; Chapter 12: REST for the Weary; The REST Philosophy; Choosing Your Data Exchange Format; A Hypothetical Web Service; Important Reminders RESTfulEngine Architecture (iHotelApp Sample Code) |
| Record Nr. | UNINA-9910791000403321 |
Napier Rob
|
||
| Hoboken, : Wiley, 2014 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
iOS App Development For Dummies [[electronic resource]]
| iOS App Development For Dummies [[electronic resource]] |
| Autore | Feiler Jesse |
| Edizione | [1st edition] |
| Pubbl/distr/stampa | Hoboken, : Wiley, 2014 |
| Descrizione fisica | 1 online resource (575 p.) |
| Disciplina | 005.25 |
| Collana | For dummies |
| Soggetto topico |
Application software -- Development
iOS (Electronic resource) iPad (Computer) iPhone (Smartphone) Engineering & Applied Sciences Computer Science |
| Soggetto genere / forma | Electronic books. |
| ISBN | 1-118-87107-3 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Table of Contents; Introduction; A Bit of History; The Plan for This Book; iOS and Xcode Game Changers; About This Book; Conventions Used in This Book; Icons Used in This Book; Foolish Assumptions; How This Book Is Organized; Beyond the Book; Where to Go from Here; Part I: Getting Started; Chapter 1: What Makes a Great iOS App; Figuring Out What Makes a Great iOS App; Using the iOS Platform to the Fullest; Embracing Device Limitations; Why Develop iOS Apps?; Developing with Apple's Expectations in Mind; Thinking About You, Apps, and Money; Enter the Cloud
Developing an App the Right Way Using the Example App in This BookWhat's Next; Chapter 2: Getting to Know the SDK; Developing Using the SDK; Using Xcode to Develop an App; The Workspace Window; Chapter 3: The Nuts and Bolts of an Xcode Project; Creating Your Project; Exploring Your Project; Setting Your Xcode Preferences; Building and Running Your Application; Running in the Simulator; Using Asset Catalogs; Adding the Image and Sound Resources and an App Icon; Part II: Building RoadTrip; Chapter 4: Storyboards and the User Experience; Introducing the Storyboard Defining What You Want an App to Do: The RoadTrip AppCreating the Application Architecture; What You Add Where; Using Frameworks; Using Design Patterns; Working with Windows and Views; View Controllers - the Main Storyboard Players; What About the Model?; It's Not That Neat; Taking a Look at Other Frameworks; Understanding the MVC in the Project; Chapter 5: Creating the RoadTrip User Interface; Creating Your User Interface in the iPad Storyboard; Working within the Utility Area; Understanding iPad Navigation; Adding a New View Controller; View Layout; Adding the User Interface Objects Massaging the Template CodeGetting Rid of Warnings; Creating the iPhone User Interface; Chapter 6: The Runtime, Managing Memory, and Using Properties; Stepping Through the App Life Cycle; Working within the Managed Memory Model Design Pattern; Automatic Reference Counting (ARC); Observing Low-Memory Warnings; Customizing the Behavior of Framework Classes; Understanding Declared Properties; Hiding Instance Variables; Chapter 7: Working with the Source Editor; Navigating in the Xcode Source Editors; Using the Xcode Source Editor; Accessing Documentation; Finding and Searching in Your Project You're Finally Ready to Write Code!Part III: Getting Your Feet Wet: Basic Functionality; Chapter 8: It's (Finally) Time to Code; Checking for Network Availability; Exploring the Changes in iOS 7; Setting the Master View Controller Title; Understanding Autorotation; Writing Bug-Free Code; Chapter 9: Adding Outlets and Actions to Your RoadTrip Code; Using Custom View Controllers; Understanding Outlets; Adding Outlets; Working with the Target-Action Design Pattern; How Outlets and Actions Work; Chapter 10: Adding Animation and Sound to Your App; Understanding iOS Animation Coordinating Auto Layout, Frames, and Constraints |
| Record Nr. | UNINA-9910465299903321 |
Feiler Jesse
|
||
| Hoboken, : Wiley, 2014 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
iOS App Development For Dummies [[electronic resource]]
| iOS App Development For Dummies [[electronic resource]] |
| Autore | Feiler Jesse |
| Edizione | [1st edition] |
| Pubbl/distr/stampa | Hoboken, : Wiley, 2014 |
| Descrizione fisica | 1 online resource (575 p.) |
| Disciplina | 005.25 |
| Collana | For dummies |
| Soggetto topico |
Application software -- Development
iOS (Electronic resource) iPad (Computer) iPhone (Smartphone) Engineering & Applied Sciences Computer Science |
| ISBN | 1-118-87107-3 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Table of Contents; Introduction; A Bit of History; The Plan for This Book; iOS and Xcode Game Changers; About This Book; Conventions Used in This Book; Icons Used in This Book; Foolish Assumptions; How This Book Is Organized; Beyond the Book; Where to Go from Here; Part I: Getting Started; Chapter 1: What Makes a Great iOS App; Figuring Out What Makes a Great iOS App; Using the iOS Platform to the Fullest; Embracing Device Limitations; Why Develop iOS Apps?; Developing with Apple's Expectations in Mind; Thinking About You, Apps, and Money; Enter the Cloud
Developing an App the Right Way Using the Example App in This BookWhat's Next; Chapter 2: Getting to Know the SDK; Developing Using the SDK; Using Xcode to Develop an App; The Workspace Window; Chapter 3: The Nuts and Bolts of an Xcode Project; Creating Your Project; Exploring Your Project; Setting Your Xcode Preferences; Building and Running Your Application; Running in the Simulator; Using Asset Catalogs; Adding the Image and Sound Resources and an App Icon; Part II: Building RoadTrip; Chapter 4: Storyboards and the User Experience; Introducing the Storyboard Defining What You Want an App to Do: The RoadTrip AppCreating the Application Architecture; What You Add Where; Using Frameworks; Using Design Patterns; Working with Windows and Views; View Controllers - the Main Storyboard Players; What About the Model?; It's Not That Neat; Taking a Look at Other Frameworks; Understanding the MVC in the Project; Chapter 5: Creating the RoadTrip User Interface; Creating Your User Interface in the iPad Storyboard; Working within the Utility Area; Understanding iPad Navigation; Adding a New View Controller; View Layout; Adding the User Interface Objects Massaging the Template CodeGetting Rid of Warnings; Creating the iPhone User Interface; Chapter 6: The Runtime, Managing Memory, and Using Properties; Stepping Through the App Life Cycle; Working within the Managed Memory Model Design Pattern; Automatic Reference Counting (ARC); Observing Low-Memory Warnings; Customizing the Behavior of Framework Classes; Understanding Declared Properties; Hiding Instance Variables; Chapter 7: Working with the Source Editor; Navigating in the Xcode Source Editors; Using the Xcode Source Editor; Accessing Documentation; Finding and Searching in Your Project You're Finally Ready to Write Code!Part III: Getting Your Feet Wet: Basic Functionality; Chapter 8: It's (Finally) Time to Code; Checking for Network Availability; Exploring the Changes in iOS 7; Setting the Master View Controller Title; Understanding Autorotation; Writing Bug-Free Code; Chapter 9: Adding Outlets and Actions to Your RoadTrip Code; Using Custom View Controllers; Understanding Outlets; Adding Outlets; Working with the Target-Action Design Pattern; How Outlets and Actions Work; Chapter 10: Adding Animation and Sound to Your App; Understanding iOS Animation Coordinating Auto Layout, Frames, and Constraints |
| Record Nr. | UNINA-9910792279503321 |
Feiler Jesse
|
||
| Hoboken, : Wiley, 2014 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
iOS App Development For Dummies
| iOS App Development For Dummies |
| Autore | Feiler Jesse |
| Pubbl/distr/stampa | Hoboken, : Wiley, 2014 |
| Descrizione fisica | 1 online resource (575 p.) |
| Disciplina | 005.25 |
| Collana | For dummies |
| Soggetto topico |
Application software -- Development
iOS (Electronic resource) iPad (Computer) iPhone (Smartphone) Engineering & Applied Sciences Computer Science |
| ISBN |
9781118871072
1118871073 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Table of Contents; Introduction; A Bit of History; The Plan for This Book; iOS and Xcode Game Changers; About This Book; Conventions Used in This Book; Icons Used in This Book; Foolish Assumptions; How This Book Is Organized; Beyond the Book; Where to Go from Here; Part I: Getting Started; Chapter 1: What Makes a Great iOS App; Figuring Out What Makes a Great iOS App; Using the iOS Platform to the Fullest; Embracing Device Limitations; Why Develop iOS Apps?; Developing with Apple's Expectations in Mind; Thinking About You, Apps, and Money; Enter the Cloud
Developing an App the Right Way Using the Example App in This BookWhat's Next; Chapter 2: Getting to Know the SDK; Developing Using the SDK; Using Xcode to Develop an App; The Workspace Window; Chapter 3: The Nuts and Bolts of an Xcode Project; Creating Your Project; Exploring Your Project; Setting Your Xcode Preferences; Building and Running Your Application; Running in the Simulator; Using Asset Catalogs; Adding the Image and Sound Resources and an App Icon; Part II: Building RoadTrip; Chapter 4: Storyboards and the User Experience; Introducing the Storyboard Defining What You Want an App to Do: The RoadTrip AppCreating the Application Architecture; What You Add Where; Using Frameworks; Using Design Patterns; Working with Windows and Views; View Controllers - the Main Storyboard Players; What About the Model?; It's Not That Neat; Taking a Look at Other Frameworks; Understanding the MVC in the Project; Chapter 5: Creating the RoadTrip User Interface; Creating Your User Interface in the iPad Storyboard; Working within the Utility Area; Understanding iPad Navigation; Adding a New View Controller; View Layout; Adding the User Interface Objects Massaging the Template CodeGetting Rid of Warnings; Creating the iPhone User Interface; Chapter 6: The Runtime, Managing Memory, and Using Properties; Stepping Through the App Life Cycle; Working within the Managed Memory Model Design Pattern; Automatic Reference Counting (ARC); Observing Low-Memory Warnings; Customizing the Behavior of Framework Classes; Understanding Declared Properties; Hiding Instance Variables; Chapter 7: Working with the Source Editor; Navigating in the Xcode Source Editors; Using the Xcode Source Editor; Accessing Documentation; Finding and Searching in Your Project You're Finally Ready to Write Code!Part III: Getting Your Feet Wet: Basic Functionality; Chapter 8: It's (Finally) Time to Code; Checking for Network Availability; Exploring the Changes in iOS 7; Setting the Master View Controller Title; Understanding Autorotation; Writing Bug-Free Code; Chapter 9: Adding Outlets and Actions to Your RoadTrip Code; Using Custom View Controllers; Understanding Outlets; Adding Outlets; Working with the Target-Action Design Pattern; How Outlets and Actions Work; Chapter 10: Adding Animation and Sound to Your App; Understanding iOS Animation Coordinating Auto Layout, Frames, and Constraints |
| Record Nr. | UNINA-9910966068603321 |
Feiler Jesse
|
||
| Hoboken, : Wiley, 2014 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Professional Tizen Application Development [[electronic resource]]
| Professional Tizen Application Development [[electronic resource]] |
| Autore | Jaygarl HoJun |
| Pubbl/distr/stampa | Hoboken, : Wiley, 2014 |
| Descrizione fisica | 1 online resource (528 p.) |
| Disciplina | 006 |
| Altri autori (Persone) |
LuoCheng
KimYoonSoo ChoiEunyoung BradwickKevin Lansdell |
| Soggetto topico |
Application software -- Development
Application software iOS (Electronic resource) Engineering & Applied Sciences Computer Science |
| Soggetto genere / forma | Electronic books. |
| ISBN | 1-118-80924-6 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Professional TizenTM Application Development; Copyright; About the Authors; Credits; Acknowledgments; Contents; Introduction; Who This Book Is For; What This Book Covers; How This Book Is Structured; What You Need to Use This Book; Conventions; Source Code; Errata; P2P.Wrox.Com; Part I: Getting Started; Chapter 1: An Introduction to Tizen; Discovering Tizen; The Tizen Association and Tizen Project; The Tizen Ecosystem; Reasons for Programming in Tizen; Tizen Is Based on Standards; Tizen Is Open; Tizen Is Heterogeneous; Tizen Has Industry Support; Installing the Tizen SDK; Prerequisites
Installing the SDKCreating the Tizen Hello World Web Application; Creating the Hello World Tizen Native Application; Signing the Hello World Application; Summary; Chapter 2: Tizen Application Packages; Packaging a Web Application; Packaging a Native Application; Packaging a Hybrid Application; Using Optional Features; Using Privileged APIs; Signing a Package; Summary; Chapter 3: Tizen Development Tools; The Tizen IDE; Tizen Emulator; Enabling Hardware Acceleration; Using the Tizen Emulator; Tizen Web Simulator; Smart Development Bridge; Debugging and Testing Designing the UI with the UI BuilderSummary; Part II: Tizen Web APIs; Chapter 4: Web Application Fundamentals; The Web Runtime; Tizen Device APIs; Tizen Web UI Framework; Overview of the Tizen Web UI Framework; The Basics of jQuery Mobile; Using the UI Builder; Choosing Your Widgets; Implementing Events in the UI Builder; Summary; Chapter 5: Location-Based Services; Displaying a Map; Detecting a User's Location; Monitoring the User's Position; A Word of Caution; Adding Markers to a Map; Geocoding and Reverse Geocoding; Summary; Chapter 6: Multimedia; Discovering Multimedia Content Embedding HTML5 Audio and VideoCapturing Images; Creating a Simple Camera Application; Capturing an Image; Summary; Chapter 7: Sensors and Other Hardware; Device Orientation; A Working Example; Near Field Communication (NFC); Using NFC in Your Web Applications; Peer-to-Peer Mode; Summary; Chapter 8: Messaging Services; Messaging Service; E-Mail Client Example; Summary; Chapter 9: Contacts and Calendars; Setting Privileges; The Contact API; Address Book; Contacts; Person Objects; The Calendar API; Calendar Events; Calendar Tasks; Adding Events; Getting Events; Updating Events Creating Recurring EventsSetting Alarms; Converting Events to iCalendar Format; Summary; Part III: Tizen Native APIs; Chapter 10: Native UI Applications; UI Framework Architecture; Types of Native UI Applications; Native UI Application Life Cycle; State Transition Flow; Initialisation and Termination; Application and Frame States; Creating a Form and Handling Events; Handling UI Events; Handling Hardware Keys; Handling Gestures; Summary; Chapter 11: Native Application Fundamentals; Basic Idioms and Styles; Error Handling; Debugging Macro Functions; Two-Phase Construction; The RAII Idiom Transferring Object Ownership |
| Record Nr. | UNINA-9910453414503321 |
Jaygarl HoJun
|
||
| Hoboken, : Wiley, 2014 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Professional Tizen Application Development [[electronic resource]]
| Professional Tizen Application Development [[electronic resource]] |
| Autore | Jaygarl HoJun |
| Pubbl/distr/stampa | Hoboken, : Wiley, 2014 |
| Descrizione fisica | 1 online resource (528 p.) |
| Disciplina | 006 |
| Altri autori (Persone) |
LuoCheng
KimYoonSoo ChoiEunyoung BradwickKevin Lansdell |
| Soggetto topico |
Application software -- Development
Application software iOS (Electronic resource) Engineering & Applied Sciences Computer Science |
| ISBN | 1-118-80924-6 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Professional TizenTM Application Development; Copyright; About the Authors; Credits; Acknowledgments; Contents; Introduction; Who This Book Is For; What This Book Covers; How This Book Is Structured; What You Need to Use This Book; Conventions; Source Code; Errata; P2P.Wrox.Com; Part I: Getting Started; Chapter 1: An Introduction to Tizen; Discovering Tizen; The Tizen Association and Tizen Project; The Tizen Ecosystem; Reasons for Programming in Tizen; Tizen Is Based on Standards; Tizen Is Open; Tizen Is Heterogeneous; Tizen Has Industry Support; Installing the Tizen SDK; Prerequisites
Installing the SDKCreating the Tizen Hello World Web Application; Creating the Hello World Tizen Native Application; Signing the Hello World Application; Summary; Chapter 2: Tizen Application Packages; Packaging a Web Application; Packaging a Native Application; Packaging a Hybrid Application; Using Optional Features; Using Privileged APIs; Signing a Package; Summary; Chapter 3: Tizen Development Tools; The Tizen IDE; Tizen Emulator; Enabling Hardware Acceleration; Using the Tizen Emulator; Tizen Web Simulator; Smart Development Bridge; Debugging and Testing Designing the UI with the UI BuilderSummary; Part II: Tizen Web APIs; Chapter 4: Web Application Fundamentals; The Web Runtime; Tizen Device APIs; Tizen Web UI Framework; Overview of the Tizen Web UI Framework; The Basics of jQuery Mobile; Using the UI Builder; Choosing Your Widgets; Implementing Events in the UI Builder; Summary; Chapter 5: Location-Based Services; Displaying a Map; Detecting a User's Location; Monitoring the User's Position; A Word of Caution; Adding Markers to a Map; Geocoding and Reverse Geocoding; Summary; Chapter 6: Multimedia; Discovering Multimedia Content Embedding HTML5 Audio and VideoCapturing Images; Creating a Simple Camera Application; Capturing an Image; Summary; Chapter 7: Sensors and Other Hardware; Device Orientation; A Working Example; Near Field Communication (NFC); Using NFC in Your Web Applications; Peer-to-Peer Mode; Summary; Chapter 8: Messaging Services; Messaging Service; E-Mail Client Example; Summary; Chapter 9: Contacts and Calendars; Setting Privileges; The Contact API; Address Book; Contacts; Person Objects; The Calendar API; Calendar Events; Calendar Tasks; Adding Events; Getting Events; Updating Events Creating Recurring EventsSetting Alarms; Converting Events to iCalendar Format; Summary; Part III: Tizen Native APIs; Chapter 10: Native UI Applications; UI Framework Architecture; Types of Native UI Applications; Native UI Application Life Cycle; State Transition Flow; Initialisation and Termination; Application and Frame States; Creating a Form and Handling Events; Handling UI Events; Handling Hardware Keys; Handling Gestures; Summary; Chapter 11: Native Application Fundamentals; Basic Idioms and Styles; Error Handling; Debugging Macro Functions; Two-Phase Construction; The RAII Idiom Transferring Object Ownership |
| Record Nr. | UNINA-9910790931403321 |
Jaygarl HoJun
|
||
| Hoboken, : Wiley, 2014 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||