App Development. Quick Guides for Masterminds. J.D Gauchat Cover Illustration by Patrice Garden

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1 App Development Quick Guides for Masterminds J.D Gauchat Cover Illustration by Patrice Garden

2 Quick Guides for Masterminds Copyright 2018 by John D Gauchat All Rights Reserved No part of this work may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without the prior written permission of the copyright owner. Companies, services, or product names used in this ebook are for identification purposes only. All trademarks and registered trademarks are the property of their respective owners. Apple, iphone, ipad and ipod Touch are trademarks of Apple Inc. The content of this guide is a collection of excerpts from the book ios Apps for Masterminds. For more information, visit The information in this ebook is distributed on an "as is" basis, without warranty. Although every precaution has been taken in the preparation of this work, neither the author nor the publisher shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the information contained in this work. The source code for this ebook is available at Copyright Registration Number: st Edition 2018

3 What is Inside This guide will teach you the fundamentals of app development for ios. After reading this guide, you will know the requirements to develop apps for iphones and ipads, how they are created, and what you need to publish your apps in the App Store. About this Guide This guide is a collection of excerpts from the book ios Apps for Masterminds. The information included in this guide will help you understand a particular aspect of app development in ios, but it will not teach you everything you need to know to develop an app for Apple devices. If you need a complete course on app development for ios, read our book ios Apps for Masterminds. For more information, visit our website at What Do You Need This guide assumes that you have worked with computers before, you know how to install software, and that you have a basic knowledge about ios and mobile applications in general. For a complete course on app development for ios, read our book ios Apps for Masterminds. IMPORTANT: Supporting links, examples, projects, videos, and resources are available at Apple's official documentation is available at developer.apple.com. Frameworks and APIs references are available at developer.apple.com/reference.

4 Recommendations Introduction to Swift Quick Guides for Masterminds This guide will teach you how to program ios applications with Swift. After reading this guide, you will know how to program in Swift, how to define functions and objects, and how to write code using the Swift paradigm. More Information Interface Builder Quick Guides for Masterminds This guide will teach you how to define user interfaces for your ios applications using the visual tools provided by Xcode. After reading this guide, you will know how to start a new project, how to structure an application, and how to generate the user interface. More Information View Controllers Quick Guides for Masterminds This guide will teach you how to create and connect view controllers to define the user interface of your ios applications. After reading this guide, you will know how to add views and create view controllers, how to use segues and unwind segues to connect them, and how to implement Navigation Controllers, Tab Bar Controllers, and Split View Controllers to create user interfaces for every device. More Information More Guides Available at

5 Table of Contents APP DEVELOPMENT Introduction Overview Requirements Mobile Operative System Xcode Running Xcode Development Programming Languages Cocoa Touch API Compiler

6 App Development Introduction In 2007 Apple introduced the first iphone to the market. The smartphone was regarded by many as a revolutionary piece of technology, but not for the right reasons. The innovations presented by this device were clearly changing our understanding of telecommunications and challenging the preconceptions we had of what a phone could do, but nobody, not even Apple, was able to predict the impact that it would have in the software industry. At first, Apple's plan was to follow the trend. They wanted to provide a new communication device with enhanced capabilities but under their strict control. The device would be capable of running its own applications, also called apps or native apps, but only those created by the company would be available. Each user would have the same apps as everybody else and only access third-party applications from the web and through the browser that was delivered with the system. Apple was trying to focus its strategy on web applications and emerging web technologies, like everybody else, but the incredible possibilities offered by the iphone inevitably altered its plans. The new features and mobile capabilities introduced by this powerful device caught developers' attention all around the world, and the interest to create native applications grew fast. Soon, methods to install unauthorized applications were created and popularized. Dozens of third-party applications were developed and shared online through open markets. The success of these first apps and the willingness of users to install them (under the risk of damaging their devices) made clear that not many people agreed with the company s initial intentions. It was evident that users preferred to tap on an icon and work with the app right away rather than open a browser, remember a domain, type it, and wait for the web application to load. These applications were easy to access, focused on a single purpose, and visually more appealing than a website. Developers wanted to create and users wanted to consume native apps. This external pressure, along with internal demands from executives in Apple s headquarters, motivated a change in Steve Jobs s mind, and the creation of the App Store was announced. The creation of the App Store not only meant that an official place to sell apps was going to be available, but also that a whole set of tools was going to be provided by the company itself to create them. The App Store and the ios SDK (Software Development Kit) changed everything for good. Developers now had the right tools to build their apps and users had a safe place to buy them. Soon, thousands of native apps were available, generating an excellent alternative to web applications and creating a whole new market. The new apps attracted more customers for Apple devices, which motivated the creation of more apps, in a positive spiral that generated billions of dollars. Several applications created by developers working alone from their bedrooms became an overnight success, triggering a gold rush, the effects of which are still visible nowadays.

7 The new distribution channels and the production tools provided by Apple have initiated a golden era for developers. The possibility and opportunities are infinite. Native applications are here to stay, the market they have created is growing by the day, and now you can be part of it. IMPORTANT: Links with additional information, examples, projects, videos, and resources are available at Apple's official documentation is available at developer.apple.com. Frameworks and APIs references are available at developer.apple.com/reference.

8 Overview The decision to create the App Store and open the platform to developers was not an easy one. Steve Jobs did not like the idea of exposing his highly praised new creation to the same threats of personal computers. He did not want his devices to be affected by viruses or attacked by hackers and get a bad reputation. He insisted on keeping the platform closed until he realized that they could take advantage of the systems already developed by Apple for the itunes Store to stay in control of quality and sales. This decision did not come without a price for developers. The system is open enough to allow full creativity, but it s still under Apple s strict supervision, which means developers can only work according to the company s rules. Requirements Apple requires developers to use the software provided by the company to create apps for its mobile devices. This software only works in Apple computers and requires the developer to have an Apple account. For these reasons, the options are very limited, but the good news is that most of the things we need are provided for free. Mac Computer This in theory could be any Intel-based Mac computer, but the development software always requires the latest operative system (macos), so in practice we need a relatively new computer. Apple Developer Account This is a basic account we can get for free; it gives us access to the Member Center where we can watch videos, download programming guides, read the official documentation, get sample codes, and more. Xcode This is the software provided by Apple for development. The latest version is number 9. It s free and the package comes with everything we need to create our apps, including an editor, the SDK (Software Development Kit), and a simulator to test the applications. Apple Developer Program This is the developer account we need to publish our apps. Membership to this program is not only required to publish our apps in the App Store but also to implement services like icloud. At this moment, the membership costs $99 US dollars per year. Mobile Device This could be any of the devices available in the market, including ipads, iphones, and ipods Touch, but at the time of picking one for testing we have to consider that old models do not support the current versions of Apple s mobile operative system (ios), and the latest version of this system, ios 11, only runs on devices with a 64bit processor. Testing our applications on a real device is highly recommended and necessary before publishing.

9 The setup is relatively simple. We have to get a Mac Computer capable of running the operative system currently required by Xcode (at the time of this writing, it is macos Sierra), open an Apple developer account from developer.apple.com using our personal Apple ID (the one that is created when we initialized our computer), and install the latest version of Xcode (currently 9). Mobile Operative System ios is the name of the operative system delivered by Apple with every mobile device sold (except for the Apple Watch that has its own OS called watchos). The system is currently in version number 11. Although we could develop our applications for older systems, this is not recommended unless we have very strong reasons to do so. Statistics show that at any given time, the latest operative system is installed in over 90 % of active devices, and therefore most developers only create applications for the latest version of ios. Xcode Xcode is a general-purpose IDE (Integrated Development Environment). It includes a very powerful editor with graphic tools to help us write our code, the SDKs (Software Development Kits) for the creation of software for the ios, macos, watchos, and tvos operative systems, and compilers for the C, C++, Objective-C and Swift languages. From Xcode, we can program software for every Apple platform using any of these programming languages. Xcode is available as an app on the Mac App Store. To download this application, we have to open the App Store from Launchpad (the application organizer that comes with macos) or double click the App Store icon inside the Applications folder in Finder (macos file explorer). From the App Store, we have to search for the term "Xcode". The window will show the Xcode s icon at the top (Figure 1, number 1). Then, we have to click on the GET button to download and install the software. Running Xcode Figure 1: Xcode in the Mac App Store Once the downloading process is over, the software is automatically installed. To open Xcode, we have to go to Launchpad and click on the icon or search for the program inside the Applications folder in Finder. Figure 2 shows Xcode's welcome screen.

10 Figure 2: Xcode's welcome screen The welcome screen offers a list of the recent projects on the right and buttons on the left to initiate a new project or find those already created and stored in a repository. The following are the options currently available. Get started with a playground This option creates a single file and provides a simplified interface called Playground that we can use to experiment and learn about the Swift language and the basic frameworks included in the SDK. Create a new Xcode project This is the option we choose when we want to create a new application. The option generates a new Xcode project from a template that provides basic files and settings to start from. Clone an existing project This option allows us to open and work on a project stored on a server. It is used to download a project already initiated by other developers or share a project online. Development Even though some simple projects could be developed without programming a single line of code, we always have to write our own code if we want to create a useful application, and for that, we need programming languages. Programming Languages Several years ago, Apple adopted and implemented a language called Objective-C to allow developers to create applications for its devices. Due to the technical level required to work with this language, the spectacular success of Apple's mobile devices did not impress developers the same way as consumers. The demand for more and better applications was growing fast, but the complicated nature of the system did not appeal to most developers who were used to working with more traditional tools. To solve this problem, the company introduced some innovations to Xcode and engaged in

11 active work to promote the evolution of Objective-C. But no matter how hard they tried, some complex features of the language, such as the extensive use of pointers and its verbose syntax, were difficult to remove and were still scaring developers away, especially web developers transitioning from simpler languages like HTML, CSS, and JavaScript. In the middle of 2014, with the purpose of putting an end to this situation, the company introduced a new programming language called Swift. Swift presents a simpler syntax that developers find familiar, while at the same time preserves that low-level nature necessary to take advantage of every aspect of Apple's devices. Swift was designed to replace Objective-C and, therefore, is the language recommended to new developers. IMPORTANT: Because of the recent introduction of the Swift language, a huge part of the SDK is still programmed in Apple's previous languages (Objective-C and C). Although the company's intention is to focus on its new language, the migration of the APIs, documentation, and examples from one language to another will take some time. If you come across examples or tutorials written in Objective-C, there is a guide provided by Apple that explains how this code may be translated to Swift called "Using Swift with Cocoa and Objective-C". Also, you can always learn the basics of Objective-C from Apple's official guide. For more information, visit our website and follow the links for this guide. Cocoa Touch API Programming languages by themselves cannot do much. They provide all the elements to interact with the system, but are basic tools for the manipulation of data. Because of the complexity of the information required to control sophisticated technologies and access every aspect of a system, it could take years to develop an application from scratch working with just the instructions of a programming language. Doing simple things like printing graphics on the screen or storing data in memory would become a nightmare if programmers had to depend on the tools provided by programming languages alone. For this reason, the languages are always accompanied by sets of preprogrammed routines grouped in libraries and frameworks that through a simple interface called API (Application programming interface) allow programmers to incorporate to their apps amazing functionality with just a few lines of code. Xcode comes with an SDK that includes all the frameworks and APIs we need to work with every component of Apple devices. In Apple s environment, this large group of development tools is referred to as Cocoa Touch API (named after the Cocoa API created for Mac computers). Compiler

12 Computers do not understand Swift or any other programming language. These languages were created for us to give machines instructions we can understand. Our code has to be converted to elemental orders that work at an electronic level, turning multiple switches on and off to represent the abstraction humans work with. The translation from the language humans understand to the language computers understand is done by a program called compiler. Compilers have specific routines to translate instructions from programming languages to machine code. They are language and platform specific, which means that we need a specific compiler to program in one language and for one particular device. There are a few compilers available for Apple systems, but the one currently used by Xcode is called LLVM. LLVM is capable of compiling code written in Swift, C, C++, and Objective-C. With the compiler, the machinery to build an app is complete. Figure 3 shows all the elements involved. There are three main sources of code the compiler uses to build the application: our code in Swift, the frameworks our program requires, and a set of basic routines necessary for the app to run (called Application Loop in Figure 3). The process starts from Xcode. In this program we write our code, access frameworks through their APIs, and configure the app to be compiled (built). Combining our code, the codes from the frameworks our app requires and the basic routines (Application Loop), the compiler creates an executable program that may be run in a simulator, a device, or submitted to the App Store for distribution. Figure 3: Building an App

13 The Basics: The Application Loop is a group of elemental routines, common to every program, that connects your app to the operative system and provides a loop (a code that executes itself over and over again) to constantly check for events produced by the user or coming from the system. Although you never work directly with these routines, they are connected to your code to inform the state of the program through the AppDelegate object.

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