Learn Cocoa on the Mac.Material type: TextSeries: eBooks on DemandPublisher: Dordrecht : Springer, 2013Edition: 2nd edDescription: 1 online resource (409 p.)ISBN: 9781430245438Genre/Form: Electronic books.Additional physical formats: Print version:: Learn Cocoa on the MacDDC classification: 005.268 LOC classification: QA76.64.N8955 2013Online resources: Click here to view this ebook.
|Item type||Current location||Call number||URL||Status||Date due||Barcode|
|Electronic Book||UT Tyler Online Online||QA76.64.N8955 2013 (Browse shelf)||http://uttyler.eblib.com/patron/FullRecord.aspx?p=1636291||Available||EBL1636291|
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|QA76.64 .L54 2014 Multi-Objective Programming in the USSR.||QA76.64 M677 2014 Object-Oriented Programming under Windows.||QA76.64 N545 2014 Software Development with C++ :||QA76.64.N8955 2013 Learn Cocoa on the Mac.||QA76.64.P87 2013 Beginning C# Object-Oriented Programming.||QA76.64.S73 1994 Object-Oriented Graphics Programming in C++.||QA76.64 S748 2014 Object-Oriented Graphics Programming in C++.|
Contents at a Glance; Chapter 1: Must Love Cocoa; Get a Mac and Download the Tools; Download the Source Code; Getting Help; What You Need to Know Before You Begin; Are You Ready?; Chapter 2: Hello, World; Building "Hello, World"; Exploring the Nib File; The Library; Dragging Out a Label; Using the Blue Guidelines; The Inspector; The Attributes Inspector; Change the Label's Color and Font; Creating the Application Icon; Adding an Icon to our Project; Property Lists; Running the Application; Sharing Our Creation With the World; Goodbye, Hello World
Chapter 3: Lights, Camera … Actions! (and Outlets, too)Frameworks, Frameworks Everywhere; The Foundation Framework; The AppKit Framework; The Cocoa Way: Model-View-Controller; Outlets, Actions, and Controllers; Outlets; Actions; Outlets and Actions in Action; Wrap Up; Chapter 4: The First Call to Action; Declaring Outlets and Actions; Declaring Outlets; Declaring Actions; Outlets and Actions in Action, Act 2; Placeholder Objects; Setting Up The Window; Designing the Window's Interface; Creating the Controller Class; Implementing the Action Method; The Application Delegate
Configuring the Application to Quit on Window CloseUsing the Documentation Browser; Wrap Up; Chapter 5: GUI Component s; Creating the VillainTracker Application; Building the Interface; Bringing Out the Text Fields; Letting Them Pick Dates; Creating the Combo Box; Indicating a Rating with a Level Indicator; Adding Radio Buttons in a Matrix; Adding an Image View; Adding Checkboxes in a Matrix; Configuring a Pop-up Button; Inserting a Text View; Making Logical Groupings; Resizing; Wiring Up the VillainTrackerAppDelegate Class; Getting Started with Coding; Standardizing Key Names
Creating the Default VillainPaying Attention to Detail; Setting Simple Values; Values in Complex Controls; Responding to Input; Wrap Up; Chapter 6: Using Table Views; Preparing VillainTrackerAppDelegate for Multiple Villains; Making Way for the Table View; A Nasty Resize Surprise, or, Constraints To The Rescue!; Creating and Editing Constraints; Making Way for the Table View: Code Edition; The Table View Needs Help; Adding More Villains; Selecting A Villain; Stop Your Evil Ways!; Editing in the Table View; Wrap Up; Chapter 7: Cocoa Bindings; Binding to Simple Controls
Creating the DungeonThing Project and Preferences WindowAdding a Tab View; Character Generation Preferences; Monster Generation Preferences; Dungeon Generation Preferences; Binding to NSUserDefaultsController; Bindings for Character Generation; Bindings for Monster Generation; Bindings for Dungeon Generation; Creating the Main Window; Setting Up the DungeonThingAppDelegate; Defining Your Constants; Specifying Default Preferences Values; Creating the Action Methods; Binding to a Table View; Making the Code Bindings-Ready; Configuring the Table Views and Text Views
Creating and Configuring an Array Controller
The Cocoa frameworks are some of the most powerful for creating native OS X apps available today. However, for a first-time Mac developer, just firing up Xcode 4 and starting to browse the documentation can be a daunting and frustrating task. The Objective-C class reference documentation alone would fill thousands of printed pages, not to mention all the other tutorials and guides included with Xcode. Where do you start? Which classes are you going to need to use? How do you use Xcode and the rest of the tools? Learn Cocoa for the Mac, Second Edition, completely revised for OS X Mountain Lion
Description based upon print version of record.