List of Tables

 

Chapter 1. Introducing the iPhone

Table 1.1. The iPhone is full of gadgets, some of them pretty standard for a modern cell phone, but some more unique.

Table 1.2. The iPhone has a number of unique physical and programmatic elements that should affect any development on the platform.

Table 1.3. Depending on an iPhone’s orientation, you’ll have different amounts of screen real estate available.

Table 1.4. iPhone touches and gestures allow you to accept user input in new ways.

Chapter 2. Web development or the SDK?

Table 2.1. Each model of development has its own advantages; for any project, you should use the model that best matches your needs.

Table 2.2. Different programs can each benefit from one of the main developmental models.

Table 2.3. This book includes details on eight ways that you can program for the iPhone.

Table 2.4. Writing web programs using both the web and the SDK can let you take advantage of the strengths of both mediums (and all the contents of this book).

Chapter 3. Redeveloping web pages for the iPhone

Table 3.1. The iPhone recognizes six properties that may be used as part of a viewport metatag to control exactly how an individual web page displays on an iPhone.

Table 3.2. Although the iPhone’s browser itself is fully functional, some third-party technologies are not yet supported, the most important of which are listed here.