
Apple Watch App Development
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Steven F. Daniel is the CEO and founder of GENIESOFT STUDIOS, a software development company based in Melbourne, Victoria, that focuses primarily on developing games and business applications for the iOS, Android, and Mac OS X platforms. He is an experienced software engineer with more than 17 years' experience and is extremely passionate about making people employable by helping them use their existing skills in iOS, Android, and Xamarin to get the job done. He is a member of the SQL Server Special Interest Group (SQLSIG), CocoaHeads, and the Java Community. He was the co-founder and Chief Technology Officer (CTO) at SoftMpire Pty Ltd., a company focused primarily on developing business applications for the iOS and Android platforms.
Inhalt
- Cover
- Copyright
- Credits
- About the Author
- Acknowledgements
- About the Reviewer
- www.PacktPub.com
- Table of Contents
- Preface
- Chapter 1: Introducing the Swift Programming Language
- Registering as an Apple developer
- Getting and installing Xcode development tools
- Introduction to Xcode playgrounds
- Introduction to the Swift language
- Variables, constants, strings, and semicolons
- Variables
- Constants
- Strings
- Semicolons
- Numeric types and conversion
- Booleans, tuples, and string interpolation
- Booleans
- Tuples
- String interpolation
- Controlling the flow
- The for.in loops
- What's new in Swift 2.0
- Error handling
- Binding
- Protocol extensions
- Summary
- Chapter 2: Understanding Apple Watch
- Introduction to the WatchKit platform
- Introducing the WatchKit application architecture
- Introducing the WatchKit application life cycle
- Introducing the WatchKit classes
- Limitations of the WatchKit platform
- Apple Watch Human Interface Guidelines
- What's new in watchOS 2
- Watch faces
- Photos
- Time-Lapse
- Time travel
- Nightstand mode
- Activation Lock
- FaceTime audio
- Social features
- Summary
- Chapter 3: Exploring WatchKit Controls
- Building the Guessing Game application
- Using Interface Builder to create the watch user interface
- Adding our user interface controls - text and labels
- Creating Outlets to our Interface Builder objects
- Creating Actions that respond to user actions
- Building and running the Guessing Game application
- Summary
- Chapter 4: Using the Core Location and Watch Connectivity Frameworks
- Creating the navigation tracking application
- Building the Watch Tracker application - iPhone
- Adding and removing annotation placeholders
- Handling requests for background location updates
- Building and running the Watch Tracker application
- Building the Watch Tracker application - WatchKit
- Limitations of using Core Location within watchOS 2
- Using Interface Builder to create the Watch Tracker UI
- Creating the Outlets for our Interface Builder objects
- Creating an Action event to handle our map zooming
- Using Core Location with the WatchKit extension
- Communicating between the iPhone app and the WatchTracker WatchKit extension
- Integrating the Watch Connectivity framework - iPhone app
- Integrating the Watch Connectivity framework - WatchKit extension
- Building and running the Watch Tracker application
- Summary
- Chapter 5: Navigating Around in WatchKit
- Building the Health Monitor application
- Understanding page-based interfaces and navigation
- Understanding modal interfaces and navigation
- Understanding hierarchical interfaces and navigation
- Integrating the HealthKit framework to handle updates
- Integrating the HealthKit framework - iPhone app
- Building the Health Monitor application - WatchKit
- Creating the profile details interface controller's WatchKit class
- Creating the Outlets for our Interface Builder objects
- Creating an Action event to handle our Start Monitoring button
- Using HealthKit to obtain heart rate and pedometer information
- Using HealthKit to obtain biological personal information
- Building and running the Health Monitor application
- Summary
- Chapter 6: Implementing Tables Within Your App
- Building the Shopping List application
- Setting up and provisioning your app for Apple Pay
- Configuring our Shopping List app to work with Apple Pay
- Understanding the WatchKit table object
- Building the Shopping List application - WatchKit
- Creating the table row interface controller's WatchKit class
- Configuring our product table row controller class
- Creating the product class structure to hold product items
- Creating the ProductsList property list
- Populating our WatchKit table controller with row information
- Responding when a row has been selected within our table
- Running the Shopping List application - WatchKit
- Handling payment requests with the PassKit framework
- Building and running the Shopping List application
- Summary
- Chapter 7: Adding Menus to Your App
- Introduction to gestures and the menu interface
- Understanding WatchKit context menu gestures
- Understanding the WatchKit context menu interface
- Design considerations for WatchKit context menu icons
- Understanding the default WatchKit context menu actions
- Adding a menu to our Shopping List application - WatchKit
- Establishing the WatchKit context menu connections
- Design considerations when using Taptic Engine
- Learning how to integrate Apple Watch haptics within an app
- Running the Shopping List application - WatchKit
- Summary
- Chapter 8: Incorporating the Glance Interface in Your App
- Introduction to working with WatchKit glances
- Understanding the glance controller life cycle
- Adding a glance to our Shopping List application - WatchKit
- Creating a glance build scheme for our Shopping List app
- Creating the glance interface controller WatchKit class
- Configuring our glance controller using templates
- Establishing glance interface controller connections
- Storing information to show within your glance controller
- Displaying information within your glance controller
- Understanding the glance interface guidelines
- Running the Shopping List application - WatchKit
- Summary
- Chapter 9: Incorporating Notifications within Your App
- Working with WatchKit notifications
- Understanding the notification controller life cycle
- Configuring the notification scheme for our Shopping List app
- Adding Action buttons to your dynamic notifications
- Responding to actions within your custom notifications
- The difference between static and dynamic interface controllers
- Configuring our Shopping List app's dynamic notification controller
- Establishing our notification controller connections
- Configuring a category for our static interface controller
- Scheduling notifications with your notification controller
- Displaying messages within the notification interface
- Understanding the notification interface guidelines
- Running the Shopping List application - WatchKit
- Summary
- Chapter 10: Image Compression and Animation
- Building the animation application - WatchKit
- Setting up and adding images to the assets catalog
- Configuring our app to use App Transport Security
- Using Interface Builder to create the watch user interface
- Establishing connections to our interface controller
- Establishing our Action events that respond to user actions
- Animating your images within the WatchKit interface
- Loading and compressing images within the WatchKit interface
- Building and running the Animation Example application
- Summary
- Chapter 11: Packaging and Deploying Your App
- Creating and setting up your iOS development team
- Creating the iOS development certificate
- Obtaining the development certificate from Apple
- Creating App IDs for your WatchKit applications
- Creating development provisioning profiles
- Profiling your application using Xcode Instruments
- Preparing your app for submission using iTunes Connect
- Submitting an app to iTunes Connect using Xcode
- Summary
- Index
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Kopierschutz: Adobe-DRM (Digital Rights Management)
Systemvoraussetzungen:
- Computer (Windows; MacOS X; Linux): Installieren Sie bereits vor dem Download die kostenlose Software Adobe Digital Editions (siehe E-Book Hilfe).
- Tablet/Smartphone (Android; iOS): Installieren Sie bereits vor dem Download die kostenlose App Adobe Digital Editions oder die App PocketBook (siehe E-Book Hilfe).
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Das Dateiformat PDF zeigt auf jeder Hardware eine Buchseite stets identisch an. Daher ist eine PDF auch für ein komplexes Layout geeignet, wie es bei Lehr- und Fachbüchern verwendet wird (Bilder, Tabellen, Spalten, Fußnoten). Bei kleinen Displays von E-Readern oder Smartphones sind PDF leider eher nervig, weil zu viel Scrollen notwendig ist.
Mit Adobe-DRM wird hier ein „harter” Kopierschutz verwendet. Wenn die notwendigen Voraussetzungen nicht vorliegen, können Sie das E-Book leider nicht öffnen. Daher müssen Sie bereits vor dem Download Ihre Lese-Hardware vorbereiten.
Bitte beachten Sie: Wir empfehlen Ihnen unbedingt nach Installation der Lese-Software diese mit Ihrer persönlichen Adobe-ID zu autorisieren!
Weitere Informationen finden Sie in unserer E-Book Hilfe.