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Cocoa

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Preface
Acknowledgments
Introduction

Part I Getting Started 1
Chapter 1 Introducing Cocoa 3
Introducing Cocoa 3
Understanding Cocoa's history 3
Moving from NeXTStep to Cocoa 7
Profiting from Cocoa 9
Profiting from the IPhone 12
Developing for fun 14
Introducing Xcode and the apple Developer Programs 15
Working with Xcode and Interface Builder 16
Working with Safari 17
Summary 18

Chapter 2 Think Cocoa! 19
Designing for Cocoa 19
Understanding Aqua 20
Using Aqua with Cocoa 21
Creating Cocoa Applications 22
Understanding layers and frameworks 22
Developing features across layers 27
Moving to Cocoa and Objective-C from other Platforms 31
Working with Objective-C objects and messages 31
Managing data in Cocoa and Objective-C 38
Exploring other Cocoa features 45
Comparing Cocoa to other platforms 48
Summary 55

Chapter 3 Introducing the Cocoa and Os X Documentation 57
Getting Started with the Documentation 59
Understanding resource types 61
Understanding Topics 69
Using the Documentation 71
Sorting the documentation 71
Working with source code 72
Summary 72

Chapter 4 Getting Started with Xcode 75
Getting Ready for Xcode 75
Registering as a developer 77
Joining the Mac Developer and iPhone Developer programs 80
Installing Xcode 82
Creating a New OS X Project 84
Exploring Xcode's Windows 90
Understading Groups & Files 90
Selecting items for editing 92
Customizing the toolbar 93
Summary 94

Chapter 5 Introducing Classes and objects in Objective-C 95
Understanding Objects 95
Understanding classes 97
Designing objects 100
Creating classes 107
Defining a class interface 107
Defining accessors: setters and getters 109
Using self 110
Defining a class implementation 110
Defining public properties 111
Defining public methods 111
Using Objects in Objective-C 113
Summary 114

Chapter 6 Getting Started With Classes and Messages in Application Design 115
Understanding the Cocoa Development Process 115
Understanding Applications 116
Exploring standard application elements 118
Introducing the application delegate 118
Discovering Object Methods and Properties 121
Finding and using class references 121
Introducing Code Sense 126
Working with multiple classes 128
Receiving messages from OS X with a delegate 134
Receiving messages from OS X with NSResponder 142
Subclassing NSWindow 144
Creating a category on NSWindow 149
Summary 150

Chapter 7 Introducing Interface Builder 151
Introducing Nib Files 151
Loading objects from nib files 153
Editing nib files 154
Getting Started with Interface Builder 154
Introducing IB's windows 155
Introducing First Responder and File's Owner 168
Setting Classes and Subclasses 170
Summary 172

Chapter 8 Building an Application with Interface Builder 173
Designing a Project in Interface Builder 173
Introducing the Interface Builder workflow 174
Adding objects to a nib 176
Understanding links, outlets, and actions 184
Creating links in Interface Builder 189
Using NSTimer to create a simple seconds counter 195
Using Advanced UI Techniques 199
Using loose typing and (id) sender 200
Placing outlets and actions 202
Summary 205

Part II Going Deeper 207
Chapter 9 Using Cocoa Design Patterns and Advanced Messaging 209
Understanding Model-View-Controller 209
Using MVC with Cocoa controller objects 212
Creating custom controllers 213
Defining the data model 214
Understanding Target-Action 214
Defining selectors 215
Using selectors in code 216
Understanding the limitations of selectors 216
Defining selectors in Interface Builder 217
Creating an example application 219
Other applications of selectors 221
Using Key-Value Coding 222
"Objectifying" values 222
Using Key-Value Observing 224
Making assignments KVO compliant 226
Using KVO 227
Using Notifications 228
Posting notifications 230
Using notifications and delegates 230
Handling Errors and Exceptions 232
Using NSError 232
Handling errors with NSException 233
Summary 234

Chapter 10 Working with Files, URLs, and Web Data 235
Creating and Using File Paths 236
Creating paths with NSString 236
Getting the application bundle path 236
Finding other standard directories 237
Using autocompletion 237
Using paths 238
Using file handles 238
Using the File Manager 239
Creating and Using URLs 240
Understanding paths and references 240
Using URLs to read and write data 240
Using Open and Save Panes 241
Using Web APIs 247
Getting Started with bit.ly 248
Using the bit.ly API 251
Creating XML requests 255
Creating asynchronous Web requests 258
Using Cocoa's XML classes 260
Using WebView 261
Summary 264

Chapter 11 Using Timers, Threads, and Blocks 267
Using NSTimer 267
Using performSelector 268
Implementing a pause method 269
Running the selector in a separate thread 269
Messaging across threads 269
Working with NSThread 270
Pausing a thread 270
Managing thread memory 271
Handling Ul and thread Interactions 271
Using NSOperation 271
Creating an NSOperation object 272
Using NSOperationQueue 274
Getting Started with Blocks 277
Understanding block syntax 277
Using NSBlockOperation 279
Passing parameters to NSBlockOperation 280
Introducing Grand Central Dispatch 281
Using NSTask 281
Summary 283

Chapter 12 Managing Data and Memory in Cocoa 285
Introducing Data Collection Objects 286
Using objects, keys, and values 287
Implementing Key-Value Observing 288
Using NSValue and NSNumber 290
Using NSArray 291
Using NSDictionary 296
Using NSSet and NSMutableSet 297
Enumerating items 297
Archiving and de-archiving collection objects 299
Using NSCoder and NSData 300
Introducing archiving and coding 300
Creating a class with NSCoder 302
Archiving and de-archiving an object 304
Managing Memory 307
Using garbage collection 308
Implementing manual memory management 308
Summary 311

Chapter 13 Using Preferences and Bindings 313
Understanding Bindings 313
Getting started with bindings 314
Using bindings to manage interactivity 323
Using KVO to manage bindings 326
Using formatters 328
Using Bindings with Controllers 330
Adding a controller object 332
Setting up the controller's data source 334
Reading data from the controller into a view 335
Implementing Preferences with Bindings 340
Understanding preferences 341
Creating an application with preferences 343
Creating and Using Value Transformers 346
Summary 350

Chapter 14 Usign Core Data 351
Creating a Core Data Application Visually 352
Adding an entity 354
Adding properties 355
Creating relationships 356
Generating a user interface 359
Building the application 361
Exploring and Extending a Core Data Application 363
Understanding Core Data's objects and programming model 365
Displaying search results 370
Summary 374

Chapter 15 Working with Text and Documents 375
Using NSString 375
Usign NSRange 376
Working with encodings 377
Using NSAttributedString 378
Drawing and using attributed strings 380
Creating Nanopad: A Rich Text Editor 381
Using NSFontManager 381
Saving and loading rich text 383
Implementing the Open Recent menu 384
Creating, Saving, and Loading Documents 385
Creating a default nib file 387
Setting document types 388
Implementing save and open code 391
Printing documents 393
Using NSUndoManager 394
Localizing Applications 395
Summary 400

Part III Expanding the Possibilities 401
Chapter 16 Managing Views and Creating 2D Graphics 403
Understanding Windows and Views 404
Understanding the view hierarchy 406
Subclassing the root view 406
Adding and removing views from the view hierarchy 409
Handling mouse events in views 414
Understanding the Cocoa Graphics System 415
Understanding and defining basic geometry 416
Creating shapes and colors in drawRect 418
Creating a simple project: MultiBezier 428
Using Corelmage Filters 429
Adding CoreImage effects in Interface Builder 430
Setting up filters for processing 432
Applying filters to an image 436
Summary 438

Chapter 17 Creating Animations and 3D Graphics 439
Using Direct Property Animation 440
Creating a timer for animation 441
Creating property animation code 442
Using drawRect 443
Using Animators 443
Creating a simple proxy animation 443
Setting the animation duration 446
Customizing the animation object 446
Creating and using animation paths 449
Creating Animations with CALayer 452
Using layers for animation 452
Creating an animatable filter 453
Animating the filter 456
Using OpenGL 458
Introducing OpenGL 459
Creating an OpenGL animation 459
Controlling an OpenGL animation 462
Summary 464

Chapter 18 Debugging, Optimizing, and Managing Code 465
Using the Console and NSLog 466
Getting started with NSLog 466
Selectively enabling NSLog 471
Debugging with Breakpoints and the Debugger Window 473
Enabling debugging 474
Using the Debugger window 478
Using Instruments 481
Using Shark 485
Managing Code with Snapshots and Source Control 486
Copying projects and creating snapshot versions manually 487
Using Snapshots 489
Using SVN source control 491
Summary 492

Chapter 19 Developing for the iPhone and iPad 493
Introducing the iPhone, iPod touch, and iPad 494
Comparing iOS and OS X applications 495
Understanding the mobile app business model 498
Moving to iOS from OS X 502
Getting started with the iPhone SDK 502
Understanding iOS app design goals 503
Understanding key iOS coding differences 505
Considering iOS and hardware compatibility 505
Understanding iOS Views and UI Design 505
Working with Windows and views on the iPhone 505
Managing orientation 509
Adding navigation and control features 511
Handling touch events 514
Working with windows and views on the iPad 515
Developing for iOS in Xcode 516
Using the Xcode Simulator 516
Introducing the Xcode templates 517
Building a Simple Application 524
Adding view controller subclasses 526
Implementing the view controllers 526
Creating views 528
Handling events with protocol messaging 532
Creating an animated view swap 534
Selling in the App Store 536
Understanding certificates, provisioning profiles, and permissions 538
Packaging an app for the App Store 541
Uploading an app to the App Store 542
Summary 543

Part IV Appendixes 545
Appendix A Building Dashboard Widgets 547
Appendix B Maximizing Productivity and Avoiding Errors 565

Index 575

Ã¥¼Ò°³

Develop applications for Mac OS X with this Developer Reference guide

Make a clean transition to programming in Apple environments using the elegant and dynamic programming API Cocoa and this practical guide. Written by aseasoned Mac expert, this book shows you how to write programs in Cocoa for the rapidly expanding world of Macintosh users.

Part of the Developer Reference series, this book prepares you for a productive programming experience on today's fastest-growing platform.

* Cocoa is a programming framework for developing in Apple environments, including Mac OS X 10.6 Snow Leopard
* This book covers all the major information you need to start developing dynamic applications for Mac OS X
* Master all Cocoa tools, including Xcode and working with Objective-C
* Includes full coverage of the Cocoa API, Xcode, and Objective-C, as well as programming for Apple's latest OS X, Snow Leopard
* Companion Web site includes all code files

Programming for Apple's Macintosh is a growing career field. This essential guide, one of the most comprehensive on Cocoa, will help you quickly become productive.

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