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Showing posts with label Building Your First App. Show all posts
Showing posts with label Building Your First App. Show all posts

Wednesday, March 12, 2014

Beginner’s Guide To IOS Development: Building Your First App – Part II

In the first part of our iOS tutorial I took you through a guided tour of the iPhone app development. We got a deeper look at Xcode 4, and also took a very short tutorial on building iPhone app. The beginner tutorial was written for anyone who is looking to get into program ming iOS apps.
Beginner’s Guide To IOS Development: Building Your First App – Part II

Today, we’ll get into the second segment of the topic, where we will be building a fully-functioning iPhone application. The app, with a tabbed navigation, will convert temperature units and distance units. Don’t worry if you’re still new to the Xcode. It does not take very long time to comfortably adapt into the interface. I’ll be explaining each step in detail so you shouldn’t get lost, either!
At the end of the tutorial you will get an application which can’t be pushed into the iPhone since it will need you to purchase developer program, but we can run it inside the iOS Simulator on a Mac OS X system. I’ve offered the project files for download which you can also refer when you are not sure about certain step. So you want an app, let’s get started!
Note: You will need a computer with Macintosh Operating System (Mac OS) for Xcode installation, application development and app submission, there’s no way you can do it on Windows legally.
Pre-Setup: Installing Xcode Packages
If you haven’t done so already you will need to get Xcode 4 on your computer. You must use Xcode 4 since this tutorial is written specifically for Xcode 4. If you’re running the latest Mac OS X Lion a simple search in the App Store can get everything you’ll need. Xcode 4 includes the iOS SDK & Simulator for building and running iPhone apps directly on your Mac!
[xcode]
If you cannot find the Xcode 4 in App Store, you can also try to access official Xcode page to download the software. Otherwise you’ll need to find the software in your developer account, which you can register without fee in the Apple Developer site.
You could also check on Google if you’re having a difficult time finding the software. Apple tries to keep their developers more privatized and refined, so it can be a struggle getting everything setup to begin programming. Luckily Xcode is a one-time install that includes all the SDK stuff you’ll need for iPhone app development.
After the installation is completed, pop open your new software and let’s build this iPhone app!
1. Creating Your New Project
Open Xcode 4 and you should get a startup screen with a few default options. From the list select “Create a new Xcode project” to open up the main window. Here you’re given a choice to select which new template to begin with. We’re going to use the Tabbed Application.
[tabbed application]
Hit “Next” and you’ve got to enter a name for your project. I’ve chosen Converter. You then need to enter the Company Identifier, such as com.hongkiat, which is used to sort the internal build directories of your application. Make sure you select “iPhone” from the Device Family, andall options below are checked. Hit next and select a location to create all the project files.
[project options]
In the left pane you’ll notice the Project Navigator with a whole new set of files. Click on the “Converter” file to view all files inside. Beside the Project Navigator is called Document Outline.Remember these names since we’re going to use them throughout the entire tutorial.
[mainstoryboard storyboard]
You should notice 3 very important files: MainStoryboard.storyboard, FirstViewController.h andFirstViewController.m. The .h and .m files are used for header and implementation code which basically connects the back-end programming with our front-end buttons and text fields. You should see matching files, SecondViewController.h and SecondViewController.m for Second View as well.
The storyboard file was originally a .xib (pronounced nib) file which was ported over from Interface Builder. The newest release of Xcode 4.2 actually ties this functionality into a type of flowchart to make editing a bit easier. When creating a new project you can un-check the storyboard optionand you’ll have individual .xib files for each view. If you feel more comfortable in the old file system you can use that, but for this tutorial you must stick to the storyboard method.
2. Custom Tab Bar Icons
We will start building the interface components first and move onto Objective-C programming later. To begin let’s replace the label text with icons in the tab bar. First of all, head over anddownload the Glyphish icon set to the Desktop. They offer a pro set with 2X icons for iPhone 4 retina display – but we can work with the free standard icons for this tutorial.
[add files to group]
Back in Xcode, in your Project Navigator, right click on the first yellow folder which contains your main views and select “Add files to Group…”. The Group should be titled according to your project name, for this case it’s Converter.
[add images to group]
A new window will open to select files to add into Xcode. Choose the Glyphish Icon’s file located on the Desktop (or anywhere you saved it to) and inside the icons file, choose the 61-brightness.png. Click “Add” so they’ll be imported into your project directory. Repeat the same process to add 07-map-marker.png into the project directory.
[document outline]
Now, select the MainStoryboard.storyboard to open the visual editor in the center of the software. To the left you’ll notice a new menu existed on the right side of the Project Navigator, called the Document Outline. This is a documented list of all the elements, pages, views, and navigation in your app.
[utilities]
Before we add the icons we also just need one other menu called the Utilities. The Utilities pane is enabled by default, but you can also enable the Utilities by select View > Utilities > Show Utilities on the top menu bar of the software.
[tab bar item]
Back in the Document Outline you will notice how the First View and Second View each have their scene box and view controller. Click on the left arrow of First View Controller – First to display more elements and you should spot Tab Bar Item. Click to select it, and if you can’t see anything try scrolling over to the right in your storyboard viewer. All the edits for the tabs will be done in theAttributes Inspector, which you can show it by select View > Utilities > Show Attributes Inspector.
[select image for bar item]
Now look at the Utilities pane on the right side of the editor, and you will see the Title and Imageproperty under the Tab Bar Item. Click on the down arrow of the Image option, then select 61-brightness.png, the icon will be assigned to the Tab Bar Item of the First View. You can alsoremove the Title of the Tab Bar Item so there will be no text below the icon.
For the Second View, you can return to the Document Outline and click on the down arrow of Second View Controller – Second to show the Tab Bar Item – Second. Click on the “Tab Bar Item – Second” and look at the Utilities pane on the right side of the editor for the Title andImage property under the Tab Bar Item. Click on the down arrow of the Image option, thenselect 07-map-marker.png, the icon will be assigned to the Tab Bar Item of the Second View.Remove the Title of the Tab Bar Item.
3. Designing Views With Objects
We’ve finished importing and setting the images, now let’s get into designing the views. Basically we will design the First View, then copy all elements from the First View and paste them into the Second View, with some extra changes for the Second View later.
[change text header]
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