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|a Boudreaux, Toby Joe.
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|a Programming the iPhone user experience /
|c by Toby Boudreaux.
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|a IPhone user experience
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|a Sebastopol, Calif. :
|b O'Reilly Media,
|c ©2009.
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|a 1 online resource (xii, 174 pages) :
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|a Table of Contents; Preface; Audience for This Book; Organization of This Book; Conventions Used in This Book; Using Code Examples; Safari® Books Online; How to Contact Us; Acknowledgments; Chapter 1. Cocoa Touch: The Core iPhone; Mac Frameworks; UIKit Overview; Foundation Overview; Garbage Collection; The Devices; Chapter 2. The Mobile HIG; The Mobile HIG; Enter Cocoa Touch; Mobile HIG Concepts; Provide One User Experience; Provide Seamless Interaction; Let the User Know What's Going On; Use Progressive Enhancement; Consider Cooperative Single-Tasking; A Supplement to the HIG.
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|a Chapter 3. Types of Cocoa Touch ApplicationsProductivity Tools; Limited or Assisted Scrolling; Clear and Clean Detail Views; Light Utilities; Immersive Applications; Chapter 4. Choosing an Application Template; View Controllers; View Controller Subclasses and Corresponding Application Templates; UIViewController and view-based applications; UIViewController and utility applications; UITabBarController and tab-based applications; UINavigationController and navigation-based applications; UITableViewController and navigation-based applications; OpenGL ES applications; Core Data Templates.
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|a Chapter 5. Cooperative Single-TaskingTask Management and iPhone OS; Example Application; Launching Quickly; Example Application; Handling Interruptions; Interruptions and the Status Bar; Example Application; Handling Terminations; Example Application; Using Custom URLs; Using Shared Data; Using Push Notifications; Chapter 6. Touch Patterns; Touches and the Responder Chain; UITouch Overview; The Responder Chain; Touch Accuracy; Size; Shape; Placement; Overlapping Views; Detecting Taps; Detecting Single Taps; Detecting Multiple Taps; Detecting Multiple Touches; Handling Touch and Hold.
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505 |
8 |
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|a Handling Swipes and DragsHandling Arbitrary Shapes; Chapter 7. Interaction Patterns and Controls; Application Interaction Patterns; Command Interfaces; Radio Interfaces; Navigation Interfaces; Modal Interfaces; Combination Interfaces; UIControl Classes; The Target-Action Mechanism; Types of Control Events; Standard Control Types; Buttons; Creating buttons; Info buttons; Modal Buttons; Creating a modal button subclass; Sliders; Tables and Pickers; Search Bars; Segmented Controls; Scrolling Controls; Tables and Embedded Controls; Passive Indicators; Active Indicators and Control Accessories.
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|a Chapter 8. Progressive EnhancementNetwork Connectivity; Maintain State and Persist Data; Cache User Input; Reflect Connectivity Appropriately; Load Data Lazily; Lazy loading with Core Data; Peer Connectivity with GameKit; Location Awareness; Accelerometer Support; Rotation Support; Audio Support; Chapter 9. UX Anti-Patterns; Billboards; Sleight of Hand; Bullhorns; App As OS; Spin Zone; The Bouncer; Gesture Hijacking; Memory Lapse; The High Bar; Sound Off; Index.
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|a Apple's iPhone and iPod Touch not only feature the world's most powerful mobile operating system, they also usher in a new standard of human-computer interaction through gestural interfaces and multi-touch navigation. This book provides you with a hands-on, example-driven tour of UIKit, Apple's user interface toolkit, and includes common design patterns to help you create new iPhone and iPod Touch user experiences. Using Apple's Cocoa Touch framework, you'll learn how to build applications that respond in unique ways when users tap, slide, swipe, tilt, shake, or pinch the screen. Programming t.
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