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Lifecycle management
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By now, you know how to create objects using the iPhone OS and how to release their memory when you re done with them. In this discussion, we ve neglected one other topic: how to recognize when objects are being created and destroyed starting with your application. Table 2.5 summarizes some of the important messages that will be sent as part of the lifecycle of your program. To respond to them, you fill in the contents of the appropriate methods in either an object or its delegate which requires writing a subclass and is one of the prime reasons to do so.
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Table 2.5
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Several important methods let you respond to the lifecycle of your application or its individual objects. Method Object UIApplicationDelegate Summary Application has loaded. You should create initial windows and otherwise start your program. Application received a lowmemory warning. You should free up memory. Application is about to end. You should free up memory and save state. Object is being created. You should initialize it here. Object is freeing up its memory. You should release any objects that haven t been autoreleased.
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applicationDidFinishLaunching:
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applicationWillTerminate:
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UIApplicationDelegate
init
NSObject
dealloc
NSObject
Note that we ve included our old friend init here, because it forms a natural part of the object lifecycle. You should look at the individual Apple class references, particularly UIApplicationDelegate, for other methods you may want to respond to when writing programs. With that, we ve completed our look at the big-picture methods of the iPhone OS. You ve not yet seen them in real use, so bookmark these pages we ll refer back to them when you begin programming in a couple of pages.
Summary
The SDK is your toolbox. Its most important elements are Xcode, the IDE, and Interface Builder, the graphical object creator. Objective-C is your programming language. It s an object-oriented version of C that has some unique syntax thanks to its elegant Smalltalk inspiration. After you get used to it, you ll find it simple and easy to read. The iPhone OS is a layered set of frameworks, which contains everything you need to make your iPhone and iPad programming easy. Much of the rest of this book talks about how to make use of the right frameworks at the right time. With all that in your back pocket, you re ready to start programming using the SDK. This task will begin on the next page when you dive into the Xcode program that you downloaded at the start of this chapter.
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Using Xcode
This chapter covers
Learning how Xcode works Writing a simple Hello, World! program for the iPhone Writing a simple Hello, World! program for the iPad Creating new classes
Now that you ve learned a bit about the puzzle pieces needed to build an SDK program, you re ready to start programming. The main purpose of this chapter is to show you how Xcode, the SDK s main development environment, works. Via a traditional Hello, World! program, we look at the parts of a standard SDK program. You ll build it first for the iPhone and then build it again for the iPad so you can see how to construct a basic application for either device. We also examine how to create new classes of objects; and with that under your belt, we finish up by looking at some of Xcode s most interesting features.
Introducing Xcode
Apple programming begins with Xcode, an integrated development environment (IDE) that you can call up from the Developer directory. To write iPhone or iPad programs, you must have downloaded the iPhone SDK, as discussed in the previous
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Introducing Xcode
chapter. After you ve done that, choosing File > New Project gets you started. You re immediately asked to select a template for your new project. The template you choose will fill your project with default frameworks, default files, default objects, and even default code. As you ll see, it ll be a great help in jumpstarting your own coding. For your first program, go with the simplest template you can find: Window-Based Application. After you select a template, you also need to name your project and choose where to save it; but when you ve done that, you re ready to start coding. Before we get there, let s take a closer look at how the Xcode environment works.
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