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Implementing Gestures and Touches in iOS 7
By Erica Sadun, Rich Wardwell
Apr 28, 2014
This chapter introduces direct manipulation interfaces that go far beyond prebuilt controls. By the time you finish reading this chapter, you’ll have read about many different ways you can implement gesture control in your own applications.
Using Object-Oriented Features in Objective-C
By Jesse Feiler
Apr 22, 2014
This chapter explains the messaging structure that is at the heart of Objective-C., using the common alloc and init methods as examples.
Quis custodiet ipsos custodes? Going Heisenberg on iOS' NSNotificationCenters
By Erica Sadun
Apr 21, 2014
You may think your observers are well behaved, but are they? With modern block-based NSNotificationCenters, you may be leaking without ever realizing it. Erica Sadun shows how to clean things up.
Why the 3.5" Form Factor Still Matters - Even in the Age of the iPhone 5S and Later
By Erica Sadun
Apr 9, 2014
It’s good to be regularly reminded about non-obvious testing targets that you might not have been thinking about. Here are some extra reasons you should continue targeting the 3.5” form factor for the foreseeable future.
Detached Retinas: How to Develop and Test OS X Retina Apps on Non-Retina MacBook Pros
By Erica Sadun
Apr 2, 2014
Not everyone owns Retina MacBook Pros but when you’re deploying to the Mac App Store you need to ensure that your apps work as consistently on this target as they do on your home system. Learn how to add Retina emulation to your non-Retina development machine.
The Big Nerd Ranch Guide to iOS Programming: Managing Memory with ARC
By Aaron Hillegass, Joe Conway, Christian Keur
Apr 1, 2014
In this chapter, you will learn how memory is managed in iOS and the concepts that underlie automatic reference counting, or ARC.
iOS Development: A Fistful of Directive Tricks
By Erica Sadun
Mar 26, 2014
Although many compiler directives exist in the Xcode wild, many developers rarely move past #define (to create macros) or #pragma mark (to add bookmarks). There’s so much more you can do. Compiler directives are language add-ons that specify how Xcode processes its input. Xcode’s Clang compiler offers a rich suite of possibilities. This quick write-up offers a few of these directives, and you learn how they can enable you to harness warnings and errors for the greatest information impact.
Understanding Model-View-Controller on iOS
By Ash Furrow
Mar 13, 2014
Before you dive into UICollectionView, you should get familiar with the basics of the iOS application lifecycle and the Model-View-Controller (MVC) paradigm. This chapter will help bring you up to speed and demonstrates the platonic ideal of what you should strive for: clear separation between model, view, and controller.
Introduction to OpenGL ES 3.0
By Dan Ginsburg, Aaftab Munshi, Budirijanto Purnomo, Dave Shreiner
Mar 7, 2014
The authors of OpenGL ES 3.0 Programming Guide, 2nd Edition introduce this API for advanced 3D graphics targeted at handheld and embedded devices, including what's new in OpenGL ES 3.0, backward compatibility, EGL, EGL and OpenGL ES command syntax, error handling, and basic state management.
Learning iCloud Data Management: Setting Up iCloud for Development
By Jesse Feiler
Feb 27, 2014
This chapter looks at iCloud from the developer’s perspective, providing a high-level view of additions and modifications to Cocoa and Cocoa Touch with particular emphasis on setting up iCloud in your app.
Working with Text, Keyboards, and Buttons in iOS 7 App Development
By John Ray
Feb 18, 2014
This chapter shows how to create an application that uses multiple different input and output techniques. It teaches how to implement and use editable text fields, text views, and graphical buttons, and how to configure the onscreen keyboard.
Introducing iOS Auto Layout
By Erica Sadun
Dec 9, 2013
This chapter introduces the core concepts that underpin Auto Layout, Cocoa’s declarative constraint-based descriptive layout system.
iOS Drawing: Learning Contexts and Basic UIKit Fundamentals
By Erica Sadun
Dec 5, 2013
This chapter reviews the core technologies that underlie iOS drawing, diving into the concept of contexts and showing how to build and draw into them.
Programming in Objective-C: Creating Your First Program
By Stephen G. Kochan
Dec 4, 2013
This chapter shows how to write your first Objective-C program. It sticks to the basics to help you understand the steps involved in keying in a program and compiling and running it.
Learning Core Data for iOS: Your First Core Data Application
By Tim Roadley
Dec 3, 2013
This chapter provides a Core Data essentials primer, providing an overview of the basics and then showing how to add Core Data to a sample application that will be developed over the course of the book.
iOS Components and Frameworks: Getting Up and Running with Core Data
By Joe Keeley, Kyle Richter
Dec 2, 2013
This chapter describes how to set up a project to use Core Data and illustrates how to implement several common use cases with the sample app.
Hello, iOS SDK: Introducing the iOS Software Development Kit
By Erica Sadun, Maurice Sharp, Rod Strougo
Nov 28, 2013
This chapter details the first steps in learning to create applications for iOS: introducing the iOS Software Development Kit (SDK) and showing how to get the Xcode toolset installed on your Mac.
Variables and Types in Objective-C
By Aaron Hillegass, Mikey Ward
Nov 27, 2013
This chapter introduces the concepts of variables (a place where a piece of data can go) and types (a classification of variables) in Objective-C programming.
Foreword to "iOS Components and Frameworks"
By Kirby Turner
Oct 30, 2013
Developer and author Kirby Turner explains why iOS Components and Frameworks: Understanding the Advanced Features of the iOS SDK is the book he wishes he would have had when he first started developing iOS apps in 2008.
Primitive Processing in Open GL
By Graham Sellers, Nicholas Haemel, Richard S Wright
Aug 14, 2013
In this chapter, you'll learn about both tessellation and geometry shading, and investigate some of the OpenGL features that they unlock.

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