Programming the iPhone user experience /
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, Ap...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Sebastopol, Calif. :
O'Reilly Media,
©2009.
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Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- 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.
- 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.
- 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.
- 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.
- 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.