By Molly Maskrey, Kim Topley, David Mark, Fredrik Olsson, JEFF LAMARCHE

Create your own apps for the most recent iOS units. you are going to commence with the fundamentals, after which paintings your approach in the course of the strategy of downloading and fitting Xcode and the iOS 10 SDK, after which courses you although the production of your first easy application.

Assuming very little operating wisdom of the speedy programming language, and written in a pleasant, easy-to-follow style, Beginning iPhone improvement with speedy 3 offers a finished direction in iPhone and iPad programming. during this 3rd variation of the best-selling publication, you’ll how one can combine all of the interface parts iOS clients have come to grasp and love, similar to buttons, switches, pickers, toolbars, and sliders.

Every unmarried pattern app within the publication has been rebuilt from scratch utilizing the most recent Xcode and the most recent iOS 10-specific undertaking templates, and designed to exploit the most recent Xcode positive aspects. detect brand-new applied sciences, in addition to major updates to latest instruments. You’ll grasp a number of layout styles, from the best unmarried view to complicated hierarchical drill-downs. The artwork of desk construction can be demystified, and you’ll how you can keep your information utilizing the iOS dossier process. You’ll additionally how to retailer and retrieve your info utilizing a number of endurance suggestions, together with middle information and SQLite. And there’s a lot more!

What you'll Learn

  • Develop your personal bestselling iPhone and iPad apps
  • Utilize rapid playgrounds
  • Display facts in desk Views
  • Draw to the display utilizing middle Graphics
  • Use iOS sensor functions to map your world
  • Get your app to paintings with iCloud and more
  • Who This ebook is For

    Anyone who desires to commence constructing for iPhone and iPad.

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    Extra resources for Beginning iPhone Development with Swift Exploring the iOS SDK

    Sample text

    Feel free to play around with the font, size, and color of the text. Note that if you increase the font size, you may need to resize the label itself to make room for larger text. Once you’re finished playing, save the file and select Run again. The changes you made should show up in your application, once again without writing any code. 44 CHAPTER 2: Appeasing the Tiki Gods Note Don’t worry too much about what all of the fields in the Attributes Inspector mean, or fret if you can’t get one of your changes to show up.

    You will likely see a lot of code that does just that. Action methods in Cocoa and NeXTSTEP needed to accept sender whether they used it or not, so a lot of iOS code, especially early iOS code, was written that way. Now that you understand what actions and outlets are, you’ll see how they work as we design our user interface. Before we start doing that, however, we have one quick piece of housekeeping to do to keep everything neat and orderly. swift in the Project Navigator to open the implementation file.

    When you do this, Xcode prompts you for confirmation and asks whether you want to keep size class data for the iPhone or the iPad. Select to keep the size class data for the iPhone and click Disable Size Classes. Immediately, the screen outline in the Editor area resizes itself to look like an iPhone (see Figure 2-22) and you can see clearly why your label did not appear in the correct location. Figure 2-22. The storyboard editor with Size Classes disabled, configured for iPhone 42 CHAPTER 2: Appeasing the Tiki Gods Now drag the label back into the center and run the application again—this time, the label should be where you expected it to be (Figure 2-23).

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