Download Beginning Xcode: Swift 3 Edition by Matthew Knott PDF

By Matthew Knott

This ebook won't merely get you up and working with Apple's newest model of Xcode, however it additionally exhibits you ways to exploit fast in Xcode and incorporates a number of initiatives to build.

If you have already got a few programming event with iOS SDK and Objective-C, yet desire a extra in-depth instructional on Xcode, particularly Xcode with Apple’s new programming language, rapid, then Beginning Xcode, fast variation is for you.

The booklet specializes in the hot applied sciences, instruments and contours that Apple has bundled into the recent Xcode eight, to enrich the newest iOS 10. via the top of this e-book, you will have all the talents and a number of examples to draft from to get your fast app from thought to App shop with all of the strength of Xcode.

What You’ll learn

  • How to exploit quick and new Swift-related beneficial properties in Xcode
  • How to start with Xcode, utilizing Workspaces, Interface Builder, storyboarding, tables/collection perspectives and more
  • How to exploit Xcode's large libraries, frameworks and bundles
  • How to create intriguing interactive apps for iPhone or iPad utilizing Sprite package, Map equipment, and different Apple technologies
  • How to proportion your app utilizing organizer, localization, automobile format, and more

Who this e-book is for

This publication is for people with a few Objective-C/Cocoa and/or iOS SDK app improvement adventure, yet are looking to be extra effective in writing and trying out their code, and those who need to know in-depth examples of rapid in Xcode.

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Additional info for Beginning Xcode: Swift 3 Edition

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You’re prompted to choose a location for your project. Save it somewhere that’s easy for you to find, and ensure that Source Control is unchecked. Click Create. Now you’re now ready to explore the many areas of Xcode. Getting Around Now that your application is ready and the project is set up, it’s be useful to become familiar with the main areas of Xcode’s interface: the navigators, toolbar, editor, utilities panel, and debugging area. Essentially, most actions you need to perform are in those main areas of the interface, with the exception of actions contained in the menu bar.

As you can see, the application consists of a tab bar with two tabs: the first loads FirstViewController and the second SecondViewController. Figure 3-5. Tabbed template running on an iPad (left) and iPhone (right) 41 CHAPTER 3 ■ PROJECT TEMPLATES AND GETTING AROUND Games Xcode provides a single template that allows you to get started with game development. There are four different technologies that you can use and each comes with its own boilerplate code. OpenGL ES The OpenGL ES Game template is an excellent choice if you’re planning to create a game using Apple’s OpenGL ES and GLKit frameworks.

Figure 2-19. The application’s new icon in the iOS Simulator With the icon successfully set, let’s look at another, more traditional, way of adding files to the project. ) 29 CHAPTER 2 ■ DIVING RIGHT IN There are often several ways of doing things in Xcode and many developers will have different preferences. Xcode presents a number of ways through which you can summon the Add Files dialog. First, you can choose File ➤ Add Files to “HelloWorld” ( +⌥+A), or you can right-click in the Project Navigator area and choose Add Files to “HelloWorld”.

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