Hello Swift Programming Beginners Download ebook - Programming Ebook

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Friday, May 24, 2019

Hello Swift Programming Beginners Download ebook




Book Details 
             TitleHello Swift Programming Beginners
      ISBN-10978-1617295188
         AuthorTjeerd Veen
     Publisher: Hacking with Swift
    Language: English
        SubjectSwift / Computers & Technology / Programming / Apple Programming
No. of pages: 376
         Format: EPUB


About this book

I always wanted to reach out to 100,000 beginners so that they can learn programming and take their first few steps into the world of coding computers so that they can give shape to their ideas. I found that whereas more and more people want to learn programming, there aren’t enough resources available for them to fulfil their needs, and providing them with the right kind of resource, a stepping stone, was my intention in creating this book.

AUDIENCE

This book is for beginners of any age who want to start learning programming to create apps and to give shape to their own ideas. You may want to create apps for your children, grandchildren, yourself, your parents, or for the App Store. You should be able to create something yourself to make the life of someone around you easier, better, and more productive.

ROAD MAP

Thank you for being with me on this journey of learning Swift and iOS app programming! You’ll complete this journey through 14 milestones (chapters). I start by making you ready for this journey, helping you set up your hardware, software, and developer account. You find out how to create an app for your Apple Watch and even how to take off from there in terms of resources, references, learning by participating in online forums, and being future-ready. Before you proceed on this journey, however, I’d like to let you know where you’re heading.

You’ll be learning the Swift programming language and using it to create apps. You may be hoping to be able to design and code an amazing game like Temple Run when you’re done with this book. I hate to be the one to break the news to you, but you’ll have more to learn when you finish. In this book, you learn fundamental Swift and iOS concepts and some simple graphics manipulation—a necessary first step, but a first step. So much information about programming and games is available “that it’s probably hard to figure out where to start. So I’ve created a list of things you can learn after this book so that you’ll have all the skills you need to write high-quality games that you could add to the App Store.


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I’ve put these things in the order in which I think it makes the most logical sense to learn them, first to last. If I wrote a book that had everything in it you needed to know, I’d choose this order of chapters. I didn’t list the topics from easiest to hardest, or most in demand by employers first (are you thinking of that already!?)—only what I think will work best. You may already know which of these skills you need most for the type of games you want to develop. If you do, focus on those skills, and move on to your game development journey!“You start by getting ready to build apps with Swift in chapter 1. I’m sure that you know what apps are and how useful they are. You’ve probably come across well-designed apps and the apps you don’t like much, but you, as a user, can tell the difference. I briefly go through the design elements that make a good app your favorite app and why you don’t like some other apps. I also tell you what goes into making an app work and how you can go about creating your own apps. I introduce you to the programming language. Also I let you know what hardware and software you need and how to set up your device to start your journey of learning Swift and creating apps.

In chapter 2, you get a feel for developing a real app, albeit a basic one. This chapter familiarizes you with the screens, commands, and options you’ll be using often to build even complex apps. One of your favorite topics probably is going to be building an app with segues—that is, an app with multiple screens.

In chapter 3, you start to know the concepts of programming real apps by learning about variables: how to create them, their types, and their use in apps. This chapter takes you to a level where you’ll be able to start understanding data. You start manipulating data contained in the variables you create. You also do some basic math that not only helps you create meaningful apps, but also makes you better at math itself.

In chapter 4, you learn how your app will interact with its users: by prompting users and getting their responses in the form of text, numbers, and taps. You also learn how to use text fields, buttons, and labels on your device’s screen in an app.

In chapter 5, you learn how your apps can make decisions depending on your actions rather than running on a preset path. Your apps do this by evaluating conditions and give you responses based on the outcome of those conditions. I walk you through a few types of checking the conditions to solve problems through programming, using example apps. All programming languages provide 

“the constructs for condition checking, which makes a programmer’s work much easier.

Loops are an equally important set of constructs. Loops let you perform a certain task over and over, depending on the outcome of a certain condition. You learn about loops in chapter 6. I introduce three types of loops and how loops are used with the help of example apps.

In chapter 7, you revisit variables. I teach you how to bunch variables together in arrays and to manipulate a lot of them easily by using arrays. This chapter also introduces you to dictionaries. Again with the help of example apps, you learn the concept and application of arrays and dictionaries, as well as how to add, modify, and delete data.

In programming, you often face situations in which you have to run a set of instructions at numerous places in an app. You do this by using functions, which you learn about in chapter 8. Using functions makes your programs and apps compact, easy to maintain, and easy to understand “how your apps work, for you and other programmers.

Chapter 9 makes you feel like a mature programmer by teaching you the concept of classes. You create apps by using classes and learn how to create object-oriented code that you can maintain and reuse.

Chapter 10 teaches you how to make your apps read, modify, and write (create) files on your device so that you can access your stored information at any time in the future.

Chapter 11 is about frameworks, which are sets of code that can be compiled to be reused in other apps.

You understand and use SpriteKit in Chapter 12. SpriteKit is a framework built and provided by Apple that lets you animate objects onscreen without having to worry too much about all the graphics, physics, and other concepts involved.

Chapter 13 helps you understand WatchKit, which helps you create applications for the Apple Watch.

Finally, chapter 14 helps you smoothly take off to higher levels in the field of your choice.

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