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How This Book Is Organized
Here’s a rundown of what you’ll find in this book’s chapters:
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Chapter 1 , “Gestures and Touches” —On iOS, touch provides the most important way
for users to communicate their intent to an application. Touches are not limited to
button presses and keyboard interaction. This chapter introduces direct manipulation
interfaces, Multi-Touch, and more. You’ll see how to create views that users can drag
around the screen and read about distinguishing and interpreting gestures, as well as how
to create custom gesture recognizers.
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Chapter 2 , “Building and Using Controls” —Take your controls to the next level.
This chapter introduces everything you need to know about how controls work. You’ll
discover how to build and customize controls in a variety of ways. From the prosaic to
the obscure, this chapter introduces a range of control recipes you can reuse in your
programs.
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Chapter 3 , “Alerting the User” —iOS offers many ways to provide users with heads-
ups, from pop-up dialogs and progress bars to local notifications, popovers, and audio
pings. This chapter shows how to build these indications into your applications and
expand your user-alert vocabulary. It introduces standard ways of working with these
classes and offers solutions that allow you to use a blocks-based API to easily handle alert
interactions.
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Chapter 4 , “Assembling Views and Animations” —The UIView class and its subclasses
populate the iOS device screens. This chapter introduces views from the ground up. This
chapter dives into view recipes, exploring ways to retrieve, animate, and manipulate
view objects. You’ll learn how to build, inspect, and break down view hierarchies and
understand how views work together. You’ll discover the role that geometry plays in
creating and placing views into your interface, and you read about animating views so
they move and transform onscreen.
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Chapter 5 , “View Constraints” —Auto Layout revolutionized view layout in iOS.
Apple’s layout features make your life easier and your interfaces more consistent.
This is especially important when working across members of the same device family
with different screen sizes, dynamic interfaces, rotation, or localization. This chapter
introduces code-level constraint development. You’ll discover how to create relations
between onscreen objects and specify the way iOS automatically arranges your views. The
outcome is a set of robust rules that adapt to screen geometry.
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Chapter 6 , “Text Entry” —This chapter introduces text recipes that support a wide range
of solutions. You’ll read about controlling keyboards, making onscreen elements “text
aware,” scanning text, formatting text, and so forth. From text fields and text views to
iOS’s inline spelling checkers, this chapter introduces everything you need to know to
work with iOS text in your apps.
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Chapter 7 , “Working with View Controllers” —In this chapter, you’ll discover
the various view controller classes that enable you to enlarge and order the virtual
spaces your users interact with. You’ll learn from how-to recipes that cover page view
controllers, split view controllers, navigation controllers, and more.
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