1. Introducing iPhone programming
Chapter 1. Introducing the iPhone
1.1. iPhone core specifications
1.1.1. iPhone input and output specifications
1.1.2. iPhone network specifications
1.2. How the iPhone compares to the industry
1.2.1. The physical comparison
1.4. Understanding iPhone input and output
1.4.1. Output and iPhone viewport
Chapter 2. Web development or the SDK?
2.1. Comparing the two programming styles
2.2. A central philosophy: the continuum of programming
2.3. Advantages and disadvantages
2.4. Stand-alone iPhone development
2.5. Integrated iPhone development
2. Designing web pages for the iPhone
Chapter 3. Redeveloping web pages for the iPhone
3.1.1. Making sitewide viewport changes
3.2. Making your web pages iPhone friendly
3.2.1. Avoiding missing iPhone functionality
3.3. Making your web pages iPhone optimized
3.3.1. Detecting the iPhone through USER_AGENT
3.4. Manipulating iPhone chrome
Chapter 4. Advanced WebKit and textual web apps
4.2. CSS transforms, transitions, and animations
4.5. Recognizing touches and gestures
4.7. Upcoming features: CSS gradients and masks
Chapter 5. Using iUI for web apps
5.1. Creating your own iPhone UI
5.1.1. The graphical interface
5.5. Other iUI tips and tricks
5.6. Integrating iUI with other libraries
Chapter 6. Using Canvas for web apps
6.4. Creating styles: colors, gradients, and lines
6.5. Modifying composition and clipping
6.6. Transforming and restoring
6.7. Incorporating images, patterns, and text
Chapter 7. Building web apps with Dashcode
7.1. An introduction to Dashcode
7.1.1. Starting a Dashcode project
7.1.2. The anatomy of Dashcode
7.2. Writing Dashcode programs
7.2.3. Using the list-based Browser template
7.3. Integrating Dashcode with existing libraries
7.3.1. Integrating Dashcode with WebKit
7.3.2. Integrating Dashcode with iUI
Chapter 8. Debugging iPhone web pages
8.2. Debugging with your desktop browser
8.3. Debugging with your iPhone
Chapter 9. SDK programming for web developers
9.1. An introduction to C’s concepts
9.1.1. Declarations and typing
9.1.2. Memory management and pointers
9.2. An introduction to object-oriented programming
Chapter 10. Learning Objective-C and the iPhone OS
10.1. Getting ready for the SDK
10.2.5. Other compiler directives
10.3. Introducing the iPhone OS
10.3.1. The anatomy of the iPhone OS
11.2. Creating a first project in Xcode: Hello, World!
11.3. Creating a new class in Xcode
11.4. Other Xcode functionality
11.4.1. Adding frameworks with Xcode
Chapter 12. Using Interface Builder
12.1. An introduction to Interface Builder
12.2. Creating a first project in Interface Builder: pictures and the web
12.2.2. Manipulating objects graphically
12.3. Building connections in Interface Builder
12.4. Other Interface Builder functionality
12.4.1. Building other connections
12.4.2. Creating external objects
Chapter 13. Creating basic view controllers
13.1. The view controller family
13.2. The bare view controller
13.2.1. The anatomy of a view controller
13.2.2. Creating a view controller
13.3. The table view controller
13.3.1. The anatomy of a table view controller
13.3.2. Creating a table view controller
Chapter 14. Monitoring events and actions
14.1. An introduction to events
14.2. A touching example: the event reporter
14.2.1. Setting things up in Interface Builder
14.3. Other event functionality
14.4. An introduction to actions
14.5. Adding a button to an application
14.6. Other action functionality
Chapter 15. Creating advanced view controllers
15.1. The tab bar view controller
15.1.1. The anatomy of a tab bar controller
15.1.2. Creating a tab bar controller
15.2. The navigation controller
15.2.1. The anatomy of a navigation controller
15.2.2. Creating a navigation controller
4. Programming with the SDK Toolkit
Chapter 16. Data: actions, preferences, files, SQLite, and addresses
16.2. Maintaining user preferences
16.4.1. Setting up an SQLite database
16.4.3. Accessing your SQLite database
16.5. Accessing the Address Book
16.5.1. An overview of the frameworks
16.5.2. Accessing Address Book properties
Chapter 17. Positioning: accelerometers and location
17.1. The accelerometer and orientation
17.2. The accelerometer and movement
17.2.1. Accessing the UIAccelerometer
17.3. The accelerometer and gestures
17.4.2. An example using location and distance
Chapter 18. Media: images and sounds
18.1. An introduction to images
18.2. Drawing simple images with Core Graphics
18.4. Collage: an image example
18.4.1. The collage view controller
18.5. Using the Media Player framework
Chapter 19. Graphics: Quartz, Core Animation, and OpenGL
19.1. An introduction to Quartz 2D
19.4. Setting the graphic state
19.4.2. Making transformations
19.5. Advanced drawing in Quartz
19.6. Drawing on a picture: an example
19.7. An introduction to Core Animation
19.7.1. The fundamentals of Core Animation
19.7.2. Getting started with Core Animation
Chapter 20. The web: web views and internet protocols
20.1. The hierarchy of the internet
20.4.1. Calling up the web view
20.4.2. Managing the web view delegate
20.5.1. Starting up NSXMLParser
20.7. Accessing the social web
Appendix A. iPhone OS class reference
Appendix B. External sources and references
Appendix C. Publishing your SDK program
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