Beginning iPhone Development with Swift 3. Exploring the iOS by Molly K. Maskrey
By Molly K. Maskrey
Assuming very little operating wisdom of the rapid programming language, and written in a pleasant, easy-to-follow variety, this e-book deals a finished direction in iPhone and iPad programming. The e-book starts off with the fundamentals, strolling during the means of downloading and fitting Xcode and the iOS 10 SDK, after which publications you even though the construction of your first easy software. during this 3rd version of the simplest promoting ebook, you’ll tips on how to combine all of the interface parts iOS clients have come to understand and love, resembling buttons, switches, pickers, toolbars, and sliders. You’ll grasp numerous layout styles, from the best unmarried view to complicated hierarchical drill-downs. The artwork of desk construction should be demystified, and you’ll the right way to retailer your info utilizing the iOS dossier approach. You’ll additionally the right way to retailer and retrieve your facts utilizing quite a few patience ideas, together with center info and SQLite. And there’s even more!
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Extra info for Beginning iPhone Development with Swift 3. Exploring the iOS SDK
Table 1-2 lists the sizes of the screens of all of the current commonly available Apple devices that are supported by iOS 10 at the time of writing. Table 1-2. iOS Device Screen Sizes DEVICE HARDWARE SIZE SOFTWARE SIZE SCALING iPhone 5 and 5s 640 x 1136 320 x 568 2x iPhone 6/6s 750 x 1334 375 x 667 2x iPhone 6/6s Plus 1080 x 1920 414 x 736 3x iPhone SE 640 x 1136 320 x 568 2x iPad 2 and iPad mini 768 x 1024 768 x 1024 1x iPad Air, iPad Air 2, iPad Retina, and iPad mini Retina 1536 x 2048 768 x 1024 2x iPad Pro 2732 × 2048 1366 × 1024 2x The hardware size is the actual physical size of the screen in pixels.
Click the device type. You can choose which device that we’ll be creating the layout for, as shown in Figure 2-18. Figure 2-18. In Xcode 8, IB lets you select the device type and orientation that you work in Returning to our storyboard, click anywhere in the outline and you’ll see a row of three icons at the top of it, like those shown in Figure 2-17. Move your mouse over each of them and you’ll see tooltips pop up with their names: View Controller, First Responder, and Exit. Forget about Exit for now and focus instead on the other two.
The other templates provide additional code and/or resources needed to create common iPhone and iPad application interfaces, as you’ll see in later chapters. Click the Single View Application (see Figure 2-3), and then click the Next button. You’ll see the project options sheet, which should look like Figure 2-4. On this sheet, you need to specify the Product Name and Company Identifier for your project. Xcode will combine these to generate a unique bundle identifier for your app. You’ll also see a field that lets you enter an Organization Name, which Xcode will use to automatically insert a copyright notice into every source code file you create.