List of Tables

Chapter 1. Introducing the iPhone

Table 1.1. The iPhone is full of gadgets, some of them pretty standard for a modern cell phone, but some more unique.

Table 1.2. The iPhone has a number of unique physical and programmatic elements that should affect any development on the platform.

Table 1.3. Depending on an iPhone’s orientation, you’ll have different amounts of screen real estate available.

Table 1.4. iPhone touches and gestures allow you to accept user input in new ways.

Chapter 2. Web development or the SDK?

Table 2.1. Each model of development has its own advantages; for any project, you should use the model that best matches your needs.

Table 2.2. Different programs can each benefit from one of the main developmental models.

Table 2.3. This book includes details on eight ways that you can program for the iPhone.

Table 2.4. Writing web programs using both the web and the SDK can let you take advantage of the strengths of both mediums (and all the contents of this book).

Chapter 3. Redeveloping web pages for the iPhone

Table 3.1. The iPhone recognizes six properties that may be used as part of a viewport metatag to control exactly how an individual web page displays on an iPhone.

Table 3.2. Although the iPhone’s browser itself is fully functional, some third-party technologies are not yet supported, the most important of which are listed here.

Table 3.3. Not all JavaScript events work on the iPhone, leaving you with a more restricted palette of options than in a traditional browser.

Table 3.4. The iPhone supports a large set of fonts. For an iPhone-friendly page, make sure your CSS files include at least one of these in its standard listing.

Table 3.5. There are four methods that you can use to position elements using CSS—but don’t expect them to work quite as you expect on the iPhone.

Table 3.6. Making your web pages iPhone friendly can take just a couple of hours of work, but can result in dramatically improved user experiences for iPhone users. Here are several iPhone best practices that can improve your pages for your users, all summarized from discussions found in chapters 1 and 3.

Table 3.7. To make a web page viewable on an iPhone screen, you should create an alternative style sheet and increase the size of all your elements in that style sheet.

Table 3.8. Three different bars full of buttons and inputs appear on your mobile Safari screen on the iPhone.

Table 3.9. The iPhone recognizes several unique one-fingered touches, some of which correlate to normal web events.

Table 3.10. The iPhone’s unique two-fingered gestures generate additional events, some of which can again be seen through normal web-based events.

Chapter 4. Advanced WebKit and textual web apps

Table 4.1. WebKit HTML elements give some new basic features for your iPhone web design.

Table 4.2. This partial list shows the numerous simple new CSS elements that can be incorporated into your iPhone designs.

Table 4.3. The WebKit transforms apply to output elements in a variety of ways.

Table 4.4. Transitions let you animate changes of CSS properties.

Table 4.5. Error and data handlers tell you what SQLite is doing.

Table 4.6. error and results give you access to SQL responses.

Table 4.7. With touches and gestures, you can recognize iPhone touchscreen events.

Table 4.8. Event properties mainly contain lists of touches.

Table 4.9. Touch properties contain specific information about a touch.

Table 4.10. Gestures add two new properties to event objects.

Table 4.11. window.orientation always reflects the current orientation of an iPhone device.

Chapter 5. Using iUI for web apps

Table 5.1. iUI can be freely downloaded from the internet, either in its officially released form or via a Subversion repository.

Table 5.2. iUI makes about a dozen classes available for you to use in creating iPhone-like web pages.

Table 5.3. The three small button classes can be stacked together to place buttons in different locations and to tint them with different colors.

Table 5.4. A small set of attributes can help you to further differentiate your iUI-classed page elements.

Table 5.5. You can keep elements on the same page, maintain fragmentary subpages, or write totally different pages, depending on the app.

Table 5.6. iUI uses Ajax to provide speed improvements and also maintain a history stack. You need to remember when to include fragmentary files to make it work.

Table 5.7. The jQuery iPhone package provides user-accessible JavaScript functions and variables to make your iPhone web app programming simple.

Chapter 6. Using Canvas for web apps

Table 6.1. A variety of simple JavaScript commands help you create, draw, and finish basic Canvas paths

Table 6.2. Canvas supplies four methods for drawing curved paths.

Table 6.3. Three rectangle commands allow simpler access to these shapes, without using paths.

Table 6.4. By setting variables, you can choose how your fills and strokes look.

Table 6.5. Fill and stroke styles can include intricate gradients created by a suite of special gradient methods.

Table 6.6. You can get really picky about how your lines look by modifying their styles with a final set of variables.

Table 6.7. Two global properties and one method can be used to adjust precisely how your shapes are drawn.

Table 6.8. The globalCompositeOperation property changes what happens when you draw shapes on top of each other.

Table 6.9. Transformations allow you to move your origin or change your grid.

Table 6.10. Save and restore allow you to maintain states for your global variables.

Table 6.11. External images can be drawn or used as patterns in Canvas.

Chapter 7. Building web apps with Dashcode

Table 7.1. Dashcode templates get you started quickly

Table 7.2. We can create a graphical orientation gauge in just a few minutes in Dashcode.

Table 7.3. You can modify the methods of the listController to create your own list.

Table 7.4. The stackLayout part contains methods that can be used to manipulate the views.

Table 7.5. Some of the Dashcode parts can provide you with complex functionality.

Chapter 8. Debugging iPhone web pages

Table 8.1. Setting up your local Macintosh to preview web pages is quick and simple.

Table 8.2. Firefox and the two add-ons can all be downloaded from Mozilla.

Table 8.3. The Firebug console methods make it easy to report info and data.

Table 8.4. Publicly available programs can make debugging on the iPhone easier.

Chapter 9. SDK programming for web developers

Table 9.1. The rigorous style of C requires you to think about a few new programming topics.

Table 9.2. Object-oriented programming introduces a number of new concepts.

Chapter 10. Learning Objective-C and the iPhone OS

Table 10.1. Objective-C code can look quite different from ANSI C; it depends on just a handful of syntactic changes.

Table 10.2. Objective-C uses many typical object-oriented coding elements, but its syntax is somewhat unique.

Table 10.3. iPhone OS supports several methods that you can use to create objects; different methods will be supported by different classes.

Table 10.4. The memory management methods help you to keep track of the memory you’re using and clean it up when you’re done.

Table 10.5. Several important methods let you respond to the life cycle of your application or its individual objects.

Chapter 11. Using Xcode

Table 11.1. Several types of files will show up in your Xcode projects.

Table 11.2. A few steps in Xcode will quickly create a brand-new object.

Chapter 12. Using Interface Builder

Table 12.1. You can link together an Interface Builder object with a instance variable in Xcode through a few simple steps.

Table 12.2. Creating a new proxy object to link to in Interface Builder takes a couple of steps.

Chapter 13. Creating basic view controllers

Table 13.1. There are a variety of view controllers, giving you considerable control over how navigation occurs in your program

Table 13.2. When you start connecting a view controller up to other things, you can use its properties to quickly access references to those other objects.

Table 13.3. autoresizingMask properties allow you to control how your views resize.

Table 13.4. The view controller’s interfaceOrientation property tells you the current orientation of an iPhone.

Table 13.5. You can use the view controller’s event handler methods to monitor and manipulate the creation and destruction of its views.

Table 13.6. Creating a table view controller is simple, but it involves several steps.

Table 13.7. You can modify your table cells in a variety of ways.

Table 13.8. A cell accessory gives additional information.

Chapter 14. Monitoring events and actions

Table 14.1. Additional properties and methods can tell you precisely what happened during a touch event.

Table 14.2. The encapsulating event object has a number of methods and properties that let you access its data.

Table 14.3. The UIResponder methods are the heart of capturing events.

Table 14.4. Properties in various objects allow for additional control of when events are monitored.

Table 14.5. UIControl objects recognize a number of special events.

Chapter 15. Creating advanced view controllers

Table 15.1. From your view controllers, it’s easy to customize the associated tab bar items.

Table 15.2. You can create bar button items using a variety of methods to get precisely what you want.

Chapter 16. Data: actions, preferences, files, SQLite, and addresses

Table 16.1. Various controls allow you to accept user input, most using simple interfaces.

Table 16.2. Notable methods for NSUserDefaults

Table 16.3. Different preference types let you create different tools on the Settings page.

Table 16.4. A couple of ways to manipulate files using the SDK

Table 16.5. Creating an SQLite database from the command line

Table 16.6. The most important SQLite API commands

Table 16.7. The Address Book classes

Table 16.8. Property setters and getters are among the most important functions in the Address Book.

Chapter 17. Positioning: accelerometers and location

Table 17.1. UIDeviceOrientation lists seven values for a device’s orientation.

Table 17.2. The most important methods and properties for accessing location information

Chapter 18. Media: images and sounds

Table 18.1. Factory methods for creating a UIImage

Table 18.2. A few properties and methods of note for UIImageView

Table 18.3. Instance methods for drawing a UIImage

Table 18.4. Notifications that tell you what the media player is doing

Table 18.5. Setting volume with alerts

Table 18.6. Major functions of the System Sound Services

Table 18.7. Steps for playing from an audio queue

Table 18.8. The main functions used to control an audio queue

Chapter 19. Graphics: Quartz, Core Animation, and OpenGL

Table 19.1. Methods for graphical context creation

Table 19.2. A variety of simple drawing functions that allow for vector-based graphics

Table 19.3. Functions for finishing a path

Table 19.4. CGPath commands and their CGContext equivalents

Table 19.5. Specific functions allow you to draw rectangles

Table 19.6. State-related functions that help define how you draw

Table 19.7. The most important of numerous coloring functions

Table 19.8. CTM transformation functions that allow you to change how you draw

Table 19.9. Affine transformations for creating reusable transforms

Table 19.10. A selection of other ways to change state

Table 19.11. CGColorSpace, CGGradient, and CGContext functions for drawing gradients

Table 19.12. A few image functions in Quartz

Table 19.13. A variety of functions for drawing text in Quartz

Chapter 20. The web: web views and internet protocols

Table 20.1. A variety of NSURL creation methods

Table 20.2. The related NSURLRequest init methods

Table 20.3. NSURLRequest can give access to a page’s content

Table 20.4. Methods for loading UIWebView

Table 20.5. Some sterling UIWebView options

Table 20.6. Managing UIWebViews with delegate methods

Table 20.7. Methods to get your NSXMLParser going

Table 20.8. The five most important NSXMLParser delegate methods

Table 20.9. GeoNames searches allowable with coordinate information

Table 20.10. Download sites for social protocol libraries

Appendix A. iPhone OS class reference

Table A.1. A listing of the most important User Interface classes

Table A.2. A listing of the most important Foundation classes

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