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Class is offered on the following dates (click on a date to register):

Monday April 16th 2018
Monday May 14th 2018
Monday June 11th 2018

Apple iPhone/iTouch/iPad: Application Development with Swift

Course code: 10184

Prerequisites: Any object-oriented and C background

Price (plus GST): $1,200.00

Duration: 3 days

Few platforms match the iPhone's unique developer technologies. It combines OS X-based mobile computing with an innovative multitouch screen, location awareness, an onboard accelerometer, and more.When Apple introduced the iPhone Cocoa Touch SDK beta in early March 2008, developers responded in numbers that brought Apple's servers to its knees. Apple delivered more than one hundred thousand SDK downloads in less than one week. This class was tailored to address this demand and provide a springboard for those new to iPhone/iTouch and IPad programming.


  • Lesson 1: Getting Started with the iPhone SDK
    Lesson 1 introduces the iPhone SDK and explores the iPhone as a delivery platform, limitations and all. It explains the breakdown of the standard iPhone application and enables you to build your first Hello World style samples.

  • Lesson 2: Views
    Lesson 2 introduces iPhone views, objects that live on your screen.You see how to lay out, create, and order your views to create backbones for your iPhone applications. You learn about view hierarchies, geometries, and animations as well as how users can interact with views through touch.

  • Lesson 3: View Controllers
    The iPhone paradigm in a nutshell is this: small screen, big virtual worlds. In lesson 3, you discover the various UIViewController classes that enable you to enlarge and order the virtual spaces your users interact with.You learn how to let these powerful objects perform all the heavy lifting when navigating between iPhone application screens.

  • Lesson 4: Alerting Users
    The iPhone offers many ways to provide users with a heads up, from pop-up dialogs and progress bars to audio pings and status bar updates. Lesson 4 shows how to build these indications into your applications and expand your user-alert vocabulary.

  • Lesson 5: Basic Tables
    Tables provide an interaction class that works particularly well on a small, cramped device. Many, if not most, apps that ship with the iPhone and iPod touch center on tables, including Settings,YouTube, Stocks, and Weather. This lesson shows how iPhone tables work, what kinds of tables are available to you as a developer, and how you can use table features in your own programs.

  • Lesson 6: Advanced Tables
    iPhone tables do not begin and end with simple scrolling lists.You can build tables with titled sections, with multiple scrolling columns, and more.You can add controls such as switches, create translucent cell backgrounds, and include custom fonts. This lesson starts from where 'Basic Tables' left off. It introduces advanced table recipes for you to use in your iPhone programs.

  • Lesson 7: Media
    As you'd expect, the iPhone can load and display media from a wide variety of formats. It does music; it does movies. It handles images and Web pages.You can present PDF documents and photo albums and more. Lesson 7 shows way after way that you can import or download data into your program and display that data using the iPhone's multitouch interface.

  • Lesson 8: Control
    The UIControl class provides the basis for many iPhones interactive elements, including buttons, text fields, sliders, and switches. This lesson introduces controls and their use, both through well-documented SDK calls and through less documented ones.

  • Lesson 9: People, Places, and Things
    In addition to standard user interface controls and media components that you'd see on any computer, the iPhone SDK provides a number of tightly focused developer solutions specific to iPhone and iPod touch delivery. Lesson 9 introduces the most useful of these, including Address Book access ('people'), core location ('places'), and sensors ('things').

  • Lesson 10: Connecting to Services
    As an Internet-connected device, the iPhone is particularly suited to subscribing to Web-based services. Apple has lavished the platform with a solid grounding in all kinds of network computing services and their supporting technologies.The iPhone SDK handles sockets, password keychains, SQL access, XML processing, and more. Lesson 10 surveys common techniques for network computing and offering recipes that simplify day-to-day tasks.

  • Lesson 11: One More Thing: Programming Cover Flow
    Although Cover Flow is not officially included in the iPhone SDK, it offers one of the nicest and most beautiful features of the iPhone experience.With Cover Flow, you can offer your users a gorgeously intense visual selection experience that puts standard scrolling lists to shame. This lesson introduces Cover Flow and shows how you can use it in your applications.