Cocoa and Objective-C: Up and Running: Foundations of Mac, by Scott Stevenson

By Scott Stevenson

Construct reliable functions for Mac OS X, iPhone, and iPod contact, whether you could have easy programming talents or years of programming event. With this booklet, you'll the best way to use Apple's Cocoa framework and the Objective-C language via step by step tutorials, hands-on routines, transparent examples, and sound recommendation from a Cocoa expert.

Cocoa and Objective-C: Up and Running deals barely enough concept to flooring you, then exhibits you the way to take advantage of Apple's speedy improvement instruments -- Xcode and Interface Builder -- to enhance Cocoa purposes, deal with person interplay, create nice UIs, and extra. You'll quick achieve the event you must boost refined Apple software program, no matter if you're a little new to programming or simply new to this platform.

Get a short hands-on journey of uncomplicated programming abilities with the C language
* tips on how to use Interface Builder to quick layout and prototype your application's person interface
* begin utilizing Objective-C by way of developing items and studying reminiscence management
* know about the Model-View-Controller (MVC) approach to sharing facts among objects
* comprehend the root price periods, Cocoa's powerful API for storing universal info types
* familiarize yourself with Apple's photographs frameworks, and how you can make customized perspectives with AppKit

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The output of this process is a requirements ­definition that balances user, business, and technical requirements of the design to follow. Chapter 4 covers the process of establishing requirements through the use of scenarios. Framework Definition In the Framework Definition phase, designers create the overall product concept, defining the basic frameworks for the product’s behavior, visual design, and, if applicable, physical form. Interaction design teams synthesize an interaction framework by employing two other critical methodological tools in conjunction with context scenarios.

They forget information we tell them and don’t do a very good job of anticipating our needs. Even the iPhone—generally the baseline for good user experience on a digital device—doesn’t anticipate that someone might not want to be pestered with a random phone call when he is in the middle of a business meeting that is sitting right there in the iPhone’s own calendar. Why can’t it quietly put a call that isn’t from a family member into voicemail? Digital products require people to think like computers Digital products regularly assume that people are technology literate.

Why, despite the steady march of faster, cheaper, and more accessible technology, are we still so often frustrated? The answer, in short, is the absence of design as a fundamental and equal part of the product planning and development process. Design, according to industrial designer Victor Papanek, is the conscious and intuitive effort to impose meaningful order. We propose a somewhat more detailed definition of human-oriented design activities: •• Understanding the desires, needs, motivations, and contexts of people using products •• Understanding business, technical, and domain opportunities, requirements, and constraints •• Using this knowledge as a foundation for plans to create products whose form, content, and behavior are useful, usable, and desirable, as well as economically viable and technically feasible This definition is useful for many design disciplines, although the precise focus on form, content, and behavior varies depending on what is being designed.

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