iOS 8 for Programmers: An App-Driven Approach with Swift (Deitel Developer Series)

By Abbey Deitel

The expert programmer’s Deitel® advisor to iPhone® and iPad® app improvement utilizing iOS® 8, Swift™, Xcode® 6, and Cocoa Touch®

This publication offers modern computing applied sciences for pro software program builders. on the center of the e-book is the Deitel “app-driven approach”– a version of Deitel’s live-code approach–concepts are offered within the context of whole operating iOS apps, instead of utilizing code snippets. The creation and app try out drives in the beginning of every bankruptcy convey a number of pattern executions. The book’s resource code is accessible at: www.deitel.com/books/iOS8FP1.

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You’ll speedy study every little thing you must begin construction iOS eight apps–beginning with a test-drive of the top Calculator app in bankruptcy 1, then development your first apps in bankruptcy 2 with visible programming and in bankruptcy three with fast. by the point you achieve bankruptcy nine, you’ll manage to create your personal apps for submission to the App shop. We’ll evaluation the submission method, together with importing your apps, determining no matter if to promote your apps or supply them at no cost, and advertising them utilizing in-app ads, social media, web public relatives and more.

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Within the venture explorer, correct click on the Cannon staff, pick out New workforce and identify the crowd sounds. 2. In Finder, find the folder containing the book’s examples, then open its subfolder named sounds. three. Drag the sound documents onto the recent sounds staff you simply created. four. within the sheet that looks, make sure that replica goods if wanted is checked. five. click on end. upload the Game’s different sessions subsequent, repeat the subsequent steps to create the documents for the periods Blocker, objective. Cannon and GameOverScene: 1. within the venture explorer, correct click on the Cannon workforce and choose New File.... 2. From the iOS > resource type, decide upon Cocoa contact category and click on subsequent. three. for sophistication, input the category identify. four. For Subclass of, decide on SKSpriteNode for the Blocker and aim periods, SKNode for the Cannon type and SKScene for the GameOverScene type. five. For Language, make sure that speedy is chosen (it may be by means of default), then click on subsequent. 6. click on Create to create the dossier. 7. within the Editor sector, swap import UIKit to import SpriteKit and shop the dossier. 6. five classification GameViewController category GameViewController (Fig. 6. 6) defines a view controller containing an SKView that screens an SKScene which include SpriteKit nodes. This category used to be autogenerated through Xcode once we created the sport venture in part 6. four, yet we changed approach viewDidLoad. We additionally deleted above category GameViewController the SKNode extension, which rather a lot a pre-defined scene from an . sks file—in this app, we create the scene programmatically, instead of with Xcode’s SpriteKit scene clothier. traces 8–10 claim worldwide implicitly unwrapped not obligatory AVAudioPlayer variables that might be used to play the app’s sounds whilst the cannon fires, while a cannonball hits a blocker and whilst the cannonball hits a objective. click on right here to view code photo 1   // GameViewController. fast 2   // Creates and offers the GameScene 3   import AVFoundation 4   import UIKit 5   import SpriteKit 6 7   // sounds outlined as soon as and reused all through app 8   var blockerHitSound: AVAudioPlayer! 9   var targetHitSound: AVAudioPlayer! 10   var cannonFireSound: AVAudioPlayer! eleven 12   class GameViewController: UIViewController { 13       // referred to as while GameViewController is displayed on monitor 14       override func viewDidLoad() { 15           super. viewDidLoad() sixteen 17           // load sounds whilst view controller lots 18           blockerHitSound = AVAudioPlayer(contentsOfURL:                    19               NSURL(fileURLWithPath: NSBundle. mainBundle(). pathForResource( 20                   "blocker_hit", ofType: "wav")! ), errors: nil)              21           targetHitSound = AVAudioPlayer(contentsOfURL: 22               NSURL(fileURLWithPath: NSBundle. mainBundle(). pathForResource( 23                   "target_hit", ofType: "wav")! ), mistakes: nil) 24           cannonFireSound = AVAudioPlayer(contentsOfURL: 25               NSURL(fileURLWithPath: NSBundle. mainBundle(). pathForResource( 26                   "cannon_fire", ofType: "wav")! ), mistakes: nil) 27 28           let scene = GameScene(size: view.

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