23,99 €
Through this comprehensive one-stop guide, you’ll get to grips with the entire UIKit framework and in a flash, you’ll be creating modern user interfaces for your iOS devices using Swift.
Starting with an overview of the iOS drawing system and the available tools, you will then learn how to use these technologies to create adaptable layouts and custom elements for your applications. Next, you’ll be introduced to other topics such as animation and code-drawing with Core Graphics, which will give you all the knowledge you need to create astonishing user interfaces.
By the end of this book, you will have a solid foundation in iOS user interface development and will have gained valuable insights on the process of building firm and complex UIs.
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Seitenzahl: 226
Veröffentlichungsjahr: 2015
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First published: December 2015
Production reference: 1181215
Published by Packt Publishing Ltd.
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Author
Yari D'areglia
Reviewers
Nicola Armellini
Christian Stehno
Commissioning Editor
Nadeem N. Bagban
Acquisition Editor
Manish Nainani
Content Development Editor
Rashmi Suvarna
Technical Editor
Humera Shaikh
Copy Editor
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Project Coordinator
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Proofreader
Safis Editing
Indexer
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Graphics
Jason Monteiro
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Cover Work
Nilesh Mohite
Yari D'areglia is a developer with 15 years of experience in software architecture and development. During the last 4 years, he built successful iOS and OS X applications for developers as well as the mainstream public.
Yari, together with Nicola Armellini, founded Jumpzero, a company based in Italy that released countless mobile, desktop, and web applications.
Currently, he is employed as a senior iOS engineer at Neato Robotics, a company based in Silicon Valley, where he works on the communication between robots and iOS devices.
Yari writes at www.ThinkAndBuild.it, a blog focused on iOS development with a strong focus on user interface development.
You can reach him on Twitter at @bitwaker.
I'd like to thank Nicola Armellini for taking the time to review this book and teaching me countless things about my work and life. Thanks, brother!
Special thanks go to my future wife, Lorena. She was extremely supportive and accepted all my "I'm busy, honey; I need to finish this chapter..." with a gentle smile. You are awesome; I love you.
Thanks, mom, your ragù and your words were both of vital importance during the writing of the last few chapters. You're a strong woman, and I'm proud to be your son.
Many thanks and appreciation go to everyone who contributed to the production of this book: Manish, Ritika, Rashmi, and Humera. Thank you for being so kind and professional.
Last but not least, I would like to thank my greatest friends, Simo, Luke, and Stefano (Panzer). Our next role-playing session is on its way.
Nicola Armellini is a designer from Italy who constantly crosses the boundary between technology and communication.
First approaching the industry through the video game medium, he partnered with Yari D'Areglia and founded Jumpzero, specializing in the user experience and interface design of OS X and iOS applications. At the same time, Nicola helped grow the audience of Yari's Think & Build blog by editing and reviewing his in-depth tutorial articles.
A fan of redistributing knowledge and making it accessible, he taught his craft and its implications in terms of marketing and communication as a lecturer at European Institute of Design in Milan.
As a side project slowly turned into his main focus, Nicola started fiddling with virtual reality and exploring new ways of interacting with machines and CG environments, questioning the status quo of how information is presented and manipulated.
He now studies to become an aerospace engineer and can be found at nicolaarmellini.com.
Christian Stehno studied computer science and got his diploma from the University of Oldenburg in 2000. Since then, he has worked on different topics in computer science. As researcher on theoretical computer science at University, Christian switched to embedded system design at a research institute later on. In 2010, he started his own company, CoSynth, which develops embedded systems and intelligent cameras for industrial automation. In addition, Christian is a long-time member of the Irrlicht 3D Engine developer team.
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To my father, Max.
Through this comprehensive one-stop guide, you'll get to grips with the entire UIKit framework and creating modern user interfaces for your iOS devices using Swift. Starting with an overview of the iOS drawing system and available tools, you will learn how to use these technologies to create adaptable layouts and custom elements for your applications. You'll then be introduced to other topics such as animation and code drawing with core graphics, which will give you all the knowledge you need to create astonishing user interfaces. By the time you reach the end of this book, you will have a solid foundation in iOS user interface development and have gained a valuable insight into the process of building firm and complex UIs.
Chapter 1, UI Fundamentals, starts by describing how interfaces are structured and drawn and then presents some really important elements, such as windows and views.
Chapter 2, UI Components Overview – UIKit, is an overview of the UIKit framework. It's a guided tour through the main UIKit elements, from their usage inside an app to their customization.
Chapter 3, Interface Builder, XIB, and Storyboard, gives an overview of the Xcode tools used to set up and build UIs.
Chapter 4, Auto Layout, is the key to understanding how Auto Layout works. It describes in detail how to create dynamic layouts.
Chapter 5, Adaptive User Interfaces, discusses a very important topic: how to improve user experience and provide interfaces that can adapt to different orientations, screen sizes, and user preferences using the latest advancements introduced with iOS 8 and 9.
Chapter 6, Layers and Core Animation, focuses on CALayer in the context of core animation. It illustrates how to achieve animations in iOS using two different approaches.
Chapter 7, UI Interactions – Touches and Gestures, analyzes the main way users interact with UIs—through touch. It answers questions such as "how is this information passed from the screen to the views?" and "how can we build an engaging UI using gestures?"
Chapter 8, How to Build Custom Controls, explains how to build custom controls after learning how these controls work in the previous chapters.
Chapter 9, Introduction to Core Graphics, is a final quick overview of the core graphics (Quartz 2D) framework to show you how to perform custom drawings with iOS.
In order to be able to run the code examples, you need a Mac computer with OS X and Xcode installed. The suggested minimal version is OS X 10.11.1 and Xcode 7.1.
This easy-to-follow guide is perfect for beginner-level iOS developers who want to become proficient in user interface development. It is also useful for experienced iOS developers who need a complete overview of this broad topic all in one place without having to consult various sources.
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