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Chapter 1
In This Chapter
Identifying the market
Following the design process
Entering the world of object-oriented development
Mobile devices are everywhere. These smartphones and tablets run powerful applications and are making a difference in how people live, work, and play.
Many folks already use these devices as they do computers: to create and edit documents; to interact with others via e-mail, telephone, and chat; to play highly entertaining games; and to shop and manage money. Even schools, which used to ban cellphones in the classroom, are considering delivering educational materials to students via smartphones. Because they're common and robust, tablets and smartphones are now the primary computing and communication devices for many people.
A mobile device, in particular a smartphone, is more than a computing and communication device, however. Because it goes everywhere with you, you can be constantly connected to work and with other users. Also, because a smartphone can retain information about people you talk to, where you’ve been, and how much you spend, it in a sense "knows" you intimately. Mobile applications can take advantage of this device-user relationship to provide personalized and targeted services that users will depend upon and love.
This book assumes that you’ve written applications for other platforms, such as desktop or laptop computers or the web. You can transfer a lot of this experience to writing applications for mobile devices like cellphones and tablets, including iOS devices.
However, when writing applications for iOS, you need to consider these differences:
Some applications are created primarily to enter data (think Twitter or e-mail apps). However, try to limit data entry by doing things such as prefilling commonly used default values and providing drop-down lists that users can select from.
Figure 1-1: Here are the three iOS device sizes.
Compare these sizes to laptop screens, which are usually 15 inches or larger, and you’ll see what I mean by limited screen space.
In order to be usable on small screens, an application must be designed so as to allow users to
Applications need to function well on the smallest and largest iOS displays.
Note that previous generations of iOS devices had even smaller screens (iPhones prior to iOS 5 and iPod Touches prior to the 5th generation all had 3.5-inch displays). Also, Apple TV runs iOS. If Apple opens these platforms for app development with the latest iOS versions, the problem of creating universal apps will become even more complicated.
Don’t store too many images, music, or (especially) video on the device because it can run out of space pretty darn quickly.
Your application must deal with all these situations. For example, it could periodically check-point its state and have low-power modes of operation (for instance, a video-playing app might switch to playing only audio when the battery is low).
Your applications must be able to adapt to these types of situations. For example, your app may lower the brightness of the screen when the ambient light is low or increase its audio volume when background noise is high.
Apple has provided a robust, highly reliable framework and excellent documentation to help build up strong skills in iOS app development.
Although many types of smartphones and mobile devices are still on the market today, the battle for market share is now pretty much between iOS and Android.
The lure of Apple and its wonderful set of innovative devices are what make the iOS platform so popular, and developing on the iOS platform offers you several benefits:
This book uses a simple Tic-Tac-Toe game as an example. Each player claims a symbol, usually an O or an X. Players alternately place their symbol in empty locations on a 3 x 3 grid, with the goal of placing the same symbol in three grid spaces in a straight line, either in a horizontal row, a vertical column, or on a diagonal. The figure shows a sample sequence of plays. This Tic-Tac-Toe application allows two players to play against each other or for one player to play against the device.
You want the application to offer the following game-related functionality (in these examples, a user is playing against a computer):
In addition to the basic gameplay features, an application intended for the Android market needs to be robust: reliable and secure. Here I show you how to give the app these additional benefits (for more on these topics, see Chapter...
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