A picture is worth a thousand words so what better way to help you absorb the vast amount of information provided in this guide, required to get you started with programming in Swift, than to employ the help of supporting visuals.
Learning a new programming language can be very boring when you don’t get the opportunity to put knowledge into practice right away.
In this book you will have the opportunity to write code, use Apple technologies and create multiple applications that would be eligible for distribution by Apple.
Chapter 1 - Getting Started
A short presentation about the tools you need to build an App and how you should invest your money. Pay a lot of
attention to this chapter because it will help you save time and money.
Chapter 2 - Playground & the basics of Swift
A little bit of everything having to do with Playground and Swift. Having fun with the real time compiler using loops and observing its progress in the timeline assistant. Let’s get a taste of Apple’s Cocoa Touch and UIKit.
Chapter 3 - Object Oriented Programming (OOP)
Basic concepts of Object Oriented Programming, Apple documentation (including how to read Apple documentation).
How to find information about Objects in the future.
Chapter 4 - Xcode Tour
The structure of the Xcode application, what’s included and a detailed explanation of the workspace. Create your first
app, run the simulator for the first time and familiarize yourself with Xcode!
Chapter 5 - Single View Application
This template provides a starting point for developing single view applications. It consists of a view controller to manage the view and a storyboard or nib file that contains the view.
Chapter 6 - Custom Navigation Application
Creating an application with custom navigation and a Table View Controller. This kind of application provides a list of the content of the Detail Views as its main screen, the Detail Views as well as the navigation controllers for each View.
Chapter 7 - Mock-up Prototyping
There is a lot to be said for stepping away from the computer and creating mock-ups by putting pen to paper. It’s fast, cheap, and provides an easy alternative to mock-up prototyping software. For teams of programmers, you can
prototype using just a large whiteboard, markers and magnets. If your needs require a digital prototyping tool then this chapter is a must read!
Chapter 8 - Programming real world physics
Most game apps nowadays use real physics concepts to simulate the movement of objects (explosions, floating etc.) In this chapter you will learn the basics of developing animated objects using only Xcode.
Chapter 9 - Auto Layout
Using Auto Layout, you can create a dynamic and versatile interface that responds appropriately to changes in screen
size, device orientation, and localization.
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