Preface

Aut lego vel scribo; doceo scrutorve sophian.

Sedulius Scottus

On June 2, 2014, Apple’s WWDC keynote address ended with a shocking announcement: “We have a new programming language.” This came as a huge surprise to the developer community, which was accustomed to Objective-C, warts and all, and doubted that Apple could ever possibly relieve them from the weight of its venerable legacy. The developer community, it appeared, had been wrong.

Having picked themselves up off the floor, developers immediately began to examine this new language — Swift — studying it, critiquing it, and deciding whether to use it. My own first move was to translate all my existing iOS apps into Swift; this was enough to convince me that, for all its faults, Swift deserved to be adopted by new students of iOS programming, and that my books, therefore, should henceforth assume that readers are using Swift.

Therefore, Swift is the programming language used throughout this book. Nevertheless, the reader will also need some awareness of Objective-C (including C). The Foundation and Cocoa APIs, the built-in commands with which your code must interact in order to make anything happen on an iOS device, are still written in C and Objective-C. In order to interact with them, you have to know what those languages would expect. For example, in order to pass a Swift array where an Objective-C NSArray is expected, you need to know what’s required of an object to be acceptable as an element of an Objective-C NSArray.

If you don’t already know the Swift language and how it interacts with Objective-C, you’ll want to start with my other book, iOS 10 Programming Fundamentals with Swift. It is both an introduction and a companion to Programming iOS 10. Like Homer’s Iliad, Programming iOS 10 begins in the middle of the story, with the reader jumping with all four feet into views and view controllers, and with a knowledge of the language and the Xcode IDE already presupposed. Discussion of the programming language, as well as the Xcode IDE (including the nature of nibs, outlets, and actions, and the mechanics of nib loading), plus the fundamental conventions, classes, and architectures of the Cocoa Touch framework (including delegation, the responder chain, key–value coding, memory management, and so on) — material that constituted Chapters 1–13 in the early editions of this book, but whose presence was eventually deemed to be making the book unwieldy in size and scope — has now been relegated to iOS 10 Programming Fundamentals with Swift.

So if something appears to be missing from this book, that’s why! If you start reading Programming iOS 10 and wonder about such unexplained matters as Swift language basics, the UIApplicationMain function, the nib-loading mechanism, Cocoa patterns of delegation and notification, and what a retain cycle is, wonder no longer — I don’t explain them here because I have already explained them in iOS 10 Programming Fundamentals with Swift. If you’re not sufficiently conversant with those topics, I’d suggest that you might want to read that book first; you will then be completely ready for this one.

The Scope of This Book

Here’s a summary of this book’s major sections:

  • Part I describes views, the fundamental units of an iOS app’s interface. Views are what the user can see and touch in an iOS app. To make something appear before the user’s eyes, you need a view. To let the user interact with your app, you need a view. This part of the book explains how views are created, arranged, drawn, layered, animated, and touched.

  • Part II starts by discussing view controllers. Perhaps the most remarkable and important feature of iOS programming, view controllers enable views to come and go coherently within the interface, thus allowing a single-windowed app running on what may be a tiny screen to contain multiple screens of material. This part of the book talks about all the ways in which view controllers can be manipulated in order to make their views appear. It also describes every kind of view provided by the Cocoa framework — the built-in building blocks with which you’ll construct an app’s interface.

  • Part III surveys the most important secondary frameworks provided by iOS. These are clumps of code, sometimes with built-in interface, that are not part of your app by default, but are there for the asking if you need them, allowing you to work with such things as sound, video, user libraries, maps, and the device’s sensors.

  • Part IV wraps up the book with some miscellaneous but important topics: files, networking, threading, and how to implement undo.

  • Appendix A summarizes the most important lifetime event messages sent to your app delegate.

  • Appendix B catalogs some useful Swift utility functions. You should keep an eye on this appendix, consulting it whenever a mysterious method name appears. For instance, my example code frequently uses my delay function, which embraces asyncAfter with a convenient shorthand; when I use delay and you don’t know what it is, consult this appendix. Similarly, my initializers for CGRect and CGPoint have no labels; that’s because I use Swift extensions that define those initializers, and those extensions are given in this appendix.

Someone who has read this book (and who, it goes without saying, is conversant with the material in iOS 10 Programming Fundamentals with Swift) will, I believe, be capable of writing a real-life iOS app, with a clear understanding of what he or she is doing and where the app is going as it grows and develops. The book itself doesn’t show how to write any particularly interesting iOS apps; but it is backed by dozens of example projects that you can download from my GitHub site, http://github.com/mattneub/Programming-iOS-Book-Examples, and it constantly uses my own real apps and real programming situations to illustrate and motivate its explanations.

Just as important, this book is intended to prepare you for your own further explorations. In the case of some topics, especially in Parts III and IV, I guide you past the initial barrier of no knowledge to reach an understanding of the topic, its concepts, its capabilities, and its documentation, along with some code examples; but the topic itself may be so huge that there is room only to introduce it here. Your feet, nevertheless, will now be set firmly on the path, and you will know enough that you can now proceed further down that path on your own whenever the need or interest arises.

Indeed, there is always more to learn about iOS. iOS is vast! It is all too easy to find areas of iOS that have had to be ruled outside the scope of this book. In Part IV, for example, I peek at Core Data, and demonstrate its use in code, but a true study of Core Data would require an entire book of its own (and such books exist); so, having opened the door, I quickly close it again, lest this book suddenly double in size. By the same token, many areas of iOS are not mentioned at all in this book:

OpenGL

An open source C library for drawing, including 3D drawing, that takes full advantage of graphics hardware. This is often the most efficient way to draw, especially when animation is involved. iOS incorporates a simplified version of OpenGL called OpenGL ES. See Apple’s OpenGL Programming Guide for iOS. Open GL interface configuration, texture loading, shading, and calculation are simplified by the GLKit framework; see the GLKit Framework Reference. The Metal and Metal Kit and Model I/O classes allow you to increase efficiency and performance.

Sprite Kit

Sprite Kit provides a built-in framework for designing 2D animated games.

Scene Kit

Ported from macOS, this framework makes it much easier to create 3D games and interactive graphics.

Gameplay Kit

This framework provides architectural underpinnings for writing a game app.

Accelerate

Certain computation-intensive processes will benefit from the vector-based Accelerate framework. See the vDSP Programming Guide.

Game Kit

The Game Kit framework covers three areas that can enhance your user’s game experience: wireless or Bluetooth communication directly between devices (peer-to-peer); voice communication across an existing network connection; and Game Center, which facilitates these and many other aspects of interplayer communication, such as posting and viewing high scores and setting up competitions. See the Game Kit Programming Guide. Users can even make screencasts of their own game play for sharing with one another; see the ReplayKit Framework Reference.

Newsstand

Your app may represent a subscription to something like a newspaper or magazine. See the Newsstand Kit Framework Reference.

Printing

See the “Printing” chapter of the Drawing and Printing Guide for iOS.

Security

This book does not discuss security topics such as keychains, certificates, and encryption. See the Security Overview and the Security framework.

Accessibility

VoiceOver assists visually impaired users by describing the interface aloud. To participate, views must be configured to describe themselves usefully. Built-in views already do this to a large extent, and you can extend this functionality. See the Accessibility Programming Guide for iOS.

Telephone

The Core Telephony framework lets your app get information about a particular cellular carrier and call. New in iOS 10, Call Kit allows VoIP apps to integrate with the built-in Phone app.

Pass Kit

The Pass Kit framework allows creation of downloadable passes to go into the user’s Passbook app. See the Passbook Programming Guide.

Health Kit

The Health Kit framework lets your app obtain, store, share, and present data and statistics related to body activity and exercise. See the HealthKit Framework Reference.

External accessories

The user can attach an external accessory to the device, either directly via USB or wirelessly via Bluetooth. Your app can communicate with such an accessory. See External Accessory Programming Topics. The Home Kit framework lets the user communicate with devices in the physical world, such as light switches and door locks. See the HomeKit Framework Reference.

Handoff

Handoff permits your app to post to the user’s iCloud account a record of what the user is doing, so that the user can switch to another copy of your app on another device and resume doing the same thing. See the Handoff Programming Guide.

Spotlight

The user’s Spotlight search results can include data supplied by your app. See the App Search Programming Guide.

Siri Kit

New in iOS 10, the user can talk to the device to request performance of certain kinds of task involving your app. See the SiriKit Programming Guide.

Versions

This book is geared to Swift 3.0.1, iOS 10.1, and Xcode 8.1. In general, only very minimal attention is given to earlier versions of iOS and Xcode. It is not my intention to embrace in this book any detailed knowledge about earlier versions of the software, which is, after all, readily and compendiously available in my earlier books.

The Swift language included with Xcode 8, Swift 3, has changed very significantly from its predecessor, Swift 2. A few important basic syntax changes were foreshadowed in Swift 2.2 and Swift 2.3, but Swift 3 adds many more, plus “renamification” has changed the names of many standard library and Cocoa methods, along with the new Foundation “overlay” that removes the “NS” prefix from certain type names. Fortunately, if you have existing Swift 2 code, Xcode 8 comes with a migrator that will update your Swift 2 code to Swift 3 in a remarkably intelligent fashion. This book, conversely, is totally incompatible with Swift 2 and doesn’t discuss it.

Xcode 8.1 and Swift 3.0.1 were released just as this book was going to press. Swift 3.0.1 is not very different from Swift 3, but it contains one important innovation: all number types are now bridged to NSNumber, and common Cocoa struct types are now bridged to NSValue. The code in this edition takes advantage of this change, and thus will not run correctly in Xcode 8 with Swift 3.

In this edition, I have dropped my earlier convention of referring to Cocoa methods by their Objective-C name, because “renamification” has made it impossible to deduce the Swift 3 name of an Objective-C method. Instead, I give the name in Swift, as a function reference — that is, the name plus the parameter labels followed by colon in parentheses. Now and then, if a method is already under discussion and there is no ambiguity, I’ll use the bare name. (In a few places, where the Objective-C language is explicitly under discussion, I naturally do still use Objective-C method names.)

Please bear in mind that Apple continues to make adjustments to the Swift language and to the way the Objective-C APIs are bridged to it. I have tried to keep my code up-to-date right up to the moment when the manuscript left my hands; but if, at some future time, a new version of Xcode is released along with a new version of Swift, some of the code in this book might be slightly incorrect. Please make allowances, and be prepared to compensate.

Screenshots of Xcode were taken using Xcode 8 under OS X 10.11 El Capitan. If you are using Xcode 8.1 or are running Sierra, your interface may look slightly different from the screenshots, but this difference will be minimal and shouldn’t cause any confusion.

Acknowledgments

My thanks go first and foremost to the people at O’Reilly Media who have made writing a book so delightfully easy: Rachel Roumeliotis, Sarah Schneider, Kristen Brown, Dan Fauxsmith, Adam Witwer, and Sanders Kleinfeld come particularly to mind. And let’s not forget my first and long-standing editor, Brian Jepson, whose influence is present throughout.

As in the past, I have been greatly aided by some fantastic software, whose excellences I have appreciated at every moment of the process of writing this book. I should like to mention, in particular:

The book was typed and edited entirely on my faithful Unicomp Model M keyboard (http://pckeyboard.com), without which I could never have done so much writing over so long a period so painlessly. For more about my physical work environment, see http://matt.neuburg.usesthis.com.

From the Programming iOS 4 Preface

A programming framework has a kind of personality, an overall flavor that provides an insight into the goals and mindset of those who created it. When I first encountered Cocoa Touch, my assessment of its personality was: “Wow, the people who wrote this are really clever!” On the one hand, the number of built-in interface objects was severely and deliberately limited; on the other hand, the power and flexibility of some of those objects, especially such things as UITableView, was greatly enhanced over their OS X counterparts. Even more important, Apple created a particularly brilliant way (UIViewController) to help the programmer make entire blocks of interface come and go and supplant one another in a controlled, hierarchical manner, thus allowing that tiny iPhone display to unfold virtually into multiple interface worlds within a single app without the user becoming lost or confused.

The popularity of the iPhone, with its largely free or very inexpensive apps, and the subsequent popularity of the iPad, have brought and will continue to bring into the fold many new programmers who see programming for these devices as worthwhile and doable, even though they may not have felt the same way about OS X. Apple’s own annual WWDC developer conventions have reflected this trend, with their emphasis shifted from OS X to iOS instruction.

The widespread eagerness to program iOS, however, though delightful on the one hand, has also fostered a certain tendency to try to run without first learning to walk. iOS gives the programmer mighty powers that can seem as limitless as imagination itself, but it also has fundamentals. I often see questions online from programmers who are evidently deep into the creation of some interesting app, but who are stymied in a way that reveals quite clearly that they are unfamiliar with the basics of the very world in which they are so happily cavorting.

It is this state of affairs that has motivated me to write this book, which is intended to ground the reader in the fundamentals of iOS. I love Cocoa and have long wished to write about it, but it is iOS and its popularity that has given me a proximate excuse to do so. Here I have attempted to marshal and expound, in what I hope is a pedagogically helpful and instructive yet ruthlessly Euclidean and logical order, the principles and elements on which sound iOS programming rests. My hope, as with my previous books, is that you will both read this book cover to cover (learning something new often enough to keep you turning the pages) and keep it by you as a handy reference.

This book is not intended to disparage Apple’s own documentation and example projects. They are wonderful resources and have become more wonderful as time goes on. I have depended heavily on them in the preparation of this book. But I also find that they don’t fulfill the same function as a reasoned, ordered presentation of the facts. The online documentation must make assumptions as to how much you already know; it can’t guarantee that you’ll approach it in a given order. And online documentation is more suitable to reference than to instruction. A fully written example, no matter how well commented, is difficult to follow; it demonstrates, but it does not teach.

A book, on the other hand, has numbered chapters and sequential pages; I can assume you know views before you know view controllers for the simple reason that Part I precedes Part II. And along with facts, I also bring to the table a degree of experience, which I try to communicate to you. Throughout this book you’ll find me referring to “common beginner mistakes”; in most cases, these are mistakes that I have made myself, in addition to seeing others make them. I try to tell you what the pitfalls are because I assume that, in the course of things, you will otherwise fall into them just as naturally as I did as I was learning. You’ll also see me construct many examples piece by piece or extract and explain just one tiny portion of a larger app. It is not a massive finished program that teaches programming, but an exposition of the thought process that developed that program. It is this thought process, more than anything else, that I hope you will gain from reading this book.

Conventions Used in This Book

The following typographical conventions are used in this book:

Italic

Indicates new terms, URLs, email addresses, filenames, and file extensions.

Constant width

Used for program listings, as well as within paragraphs to refer to program elements such as variable or function names, databases, data types, environment variables, statements, and keywords.

Constant width bold

Shows commands or other text that should be typed literally by the user.

Constant width italic

Shows text that should be replaced with user-supplied values or by values determined by context.

Tip

This element signifies a tip or suggestion.

Note

This element signifies a general note.

Warning

This element indicates a warning or caution.

Using Code Examples

Supplemental material (code examples, exercises, etc.) is available for download at https://github.com/mattneub/Programming-iOS-Book-Examples.

This book is here to help you get your job done. In general, if example code is offered with this book, you may use it in your programs and documentation. You do not need to contact us for permission unless you’re reproducing a significant portion of the code. For example, writing a program that uses several chunks of code from this book does not require permission. Selling or distributing a CD-ROM of examples from O’Reilly books does require permission. Answering a question by citing this book and quoting example code does not require permission. Incorporating a significant amount of example code from this book into your product’s documentation does require permission.

We appreciate, but do not require, attribution. An attribution usually includes the title, author, publisher, and ISBN. For example: “Programming iOS 10 by Matt Neuburg (O’Reilly). Copyright 2017 Matt Neuburg, 978-1-491-97016-4.”

If you feel your use of code examples falls outside fair use or the permission given above, feel free to contact us at [email protected].

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