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SECOND EDITION Learning iOS Programming Alasdair Allan Beijing • Cambridge • Farnham • Köln • Sebastopol • Tokyo Learning iOS Programming, Second Edition by Alasdair Allan Indexer: Ellen Troutman Zaig Cover Designer: Karen Montgomery Interior Designer: David Futato Illustrator: Rebecca Demarest Nutshell Handbook, the Nutshell Handbook logo, and the O’Reilly logo are registered trademarks of O’Reilly Media, Inc. Learning iOS Programming, the image of a lapwing, and related trade dress are trademarks of O’Reilly Media, Inc. Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and O’Reilly Media, Inc., was aware of a trademark claim, the designations have been printed in caps or initial caps. While every precaution has been taken in the preparation of this book, the publisher and authors assume no responsibility for errors or omissions, or for damages resulting from the use of the information contained herein. Table of Contents. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Registering as an iOS Developer Enrolling in the iOS Developer Program The Mac Developer Program Installing the iOS SDK What Happens When There Is a Beta? Preparing Your iOS Device Creating a Development Certificate Getting the UDID of Your Development Device Creating an App ID Creating a Mobile Provisioning Profile Making Your Device Available for Development...
Joachim Bengtsson Code Poet Project assistant at BTH’s research labs. Spent six months as software archaeologist, restoring various old Java simulators. Rest of the time was spent building a distributed multiagent system in Erlang, with a Quartz Composer-like editor in Cocoa, and visualizer in Cocoa + OpenGL, together with three friends and colleagues. I wrote networked touch screen kiosks for AB Spelguiden (Ruby on Rails backend and Cocoa frontend), and various smaller jobs (mostly PHP) on the side during my education. Blekinge Institute of Technology (BTH) Undergraduate Program: Game Programming (Unfinished) Three years of computer science with emphasis on performance and 3D. I specialized on network programming, audio programming, and game engine design. My candidate thesis is called 'Real-time acoustics modeling in games'; it was never ﬁnished, and thus I don’t have a degree. Söderportgymnasiet, Kristianstad International Baccalaureate Diploma Programme IB DP is an international secondary education/university preparatory program in English. I chose to study economy, chemistry and physics, in addition to the compulsory languages and math. I excelled (7 points) in physics and English. I love Objective-C beyond words. I can’t write a game without making it networked. I will experiment and try to ﬁnd unorthodox solutions, with the endgoal always being succinctness (which means not only ‘brief’, but also ‘easilly understandable’). I have too many open source and Github projects to enumerate, but a few interesting ones (in roughly chronological order, newest ﬁrst): • SPAsync: Some experimental async primitives for ObjC, with much inspiration from C . • SPSuccinct: Sane, object-oriented APIs for KVO, and also less sane functional APIs for KVO. Used all over the place at Spotify. • TCAsyncHashProtocol: Send dictionaries over a TCP AsyncSocket. Aims for fast prototyping and succinctness. Built many games on top of this, love it. • Deathtroid3: Deathmatch multiplayer clone of Super Metroid, in Objective-C (with three others) • NuRemoting: programming.nu over a socket. Introspect and interact wirelessly with your iOS apps. Used all over the place at Spotify as infrastructure for many hacks. • cfxr: Proper cocoa Mac port of the SDL app “sfxr” to make retro game sounds. • pwcblocks: The defacto unofﬁcial guide to blocks. • Overload (source): Abstract turn-based strategy game (actually released and on AppStore). • Rymdvarelser Mot Soldater: 30 week project during the Game Programming programme. Wrote an FPS engine, where I did engine design and a 3d audio engine from scratch (for my thesis). • LuaPlayer: Joined Frank Buß in making a Sony PSP homebrew app that would let beginners write their own PSP games in Lua. It was very, very rewarding to watch people learn to program using our tool...