Creating iPhone Apps with Cocoa Touch: The Mini Missing by Craig Hockenberry

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By Craig Hockenberry

Creating iPhone Apps with Cocoa contact: The Mini lacking guide walks you thru constructing your first iPhone App and introduces you in your programming environments and instruments: Cocoa contact, Interface Builder, Xcode, and the Objective-C programming language. if you are a Java or C developer, this book is your quickly song to App improvement.

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When you hold down the Option key, two dots appear. These dots show the position of multitouch events when you click the mouse button. Use this feature to simulate the pinching and spreading gestures that zoom the iPhone screen. You should also check out the Simulator’s Hardware menu. Two commands on this menu let you rotate the device left and right—very handy if your app detects device orientation. Choose Hardware➝Rotate Left or Rotate Right. If your application uses shake gestures, there’s a menu item to simulate one.

You’ll learn all about the Cocoa Touch framework that supplies all the interesting classes, like NSString, in the next chapter. Also, since Objective-C lacks namespaces, frameworks typically use a two-character prefix to prevent class name collisions. Foundation classes, which were originally written for NeXTSTEP, use NS. The user interface classes in Cocoa Touch use UI. Some developers use their own prefix for class names to avoid these types of conflicts. For example, the Iconfactory uses IF for all classes that are shared among projects.

Hardware➝Simulate Memory Warning lets you test how your application behaves when the phone runs out of memory. Many developers run into problems when they go from an unlimited amount of memory on their Mac to 128 MB on a device. Simulate Memory Warning helps you avoid that fate. It’s also important to realize that the simulator is sharing many of the resources on your Mac. Since both are built on top of OS X technologies, things like the network are common to both platforms: take advantage of the similarity.

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