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People with an iPhone have been closing and force closing apps the same way for years. Press the home button to close, and double-tap the home button to bring up your app switcher, swiping up to force close any apps you want out of the way. The iPhone X doesn’t have a home button, so to simply close an app and return to your default screen, you put your finger on the bottom of the screen and swipe up. This will return you to the home screen where you can then interact with all your apps. To force close an iPhone X app is a bit different. You still place you finger on bottom of the screen and swipe up, but you hold your finger near the middle of the screen for about a half a second. This will bring up the app switcher that allows you to move between various apps you have open in the background. To force an app to close you simply hold your finger in the middle of the screen a bit longer. You will see a minus sign appear in the top left corner of each open app. If you press the minus sign, the app will force close. You can also swipe up at that point to force the app to close. Shacknews will continue to dig into all that the iPhone X has to offer. Be sure to check out all our iPhone X coverage, and check back for more in the coming weeks and months.
Every month, Apple's app store makes nearly a quarter of a billion dollars in sales of their apps and games. Everyday people are each raking in hundreds to thousands of dollars on a daily basis by creating and selling these very same apps. When looking through the eyes of the consumer, there are two types of apps: paid and free, with each having its own advantages, and each being equally lucrative. The paid app revenue model is quite straightforward. The free app revenue model, on the other hand, has its basis in advertising, which it relies upon to bring in profits. Advertising itself is a multi-billion dollar industry monthly, and with the number of iPhone and iPhone app users currently at over 70 million and growing, companies are realizing the value in advertising through apps. Google AdSense and AdMob are two standouts at the forefront of serving mobile ads, which often take the form of banners running across the top or bottom of the app screen space.
In its relatively brief lifespan, AdMob mobile ads have resulted in over 474 billion impressions, which translates to lots of happy advertisers, and therefore lots of happy app developers with even happier wallets. An advantage to offering apps for free to the consumer is that they get a chance to first test out your app, risk free. An unknown, independent app developer may have trouble getting people to pay for their apps, since there may be some uncertainty about the app's interface, usefulness, or potential bugs or technical glitches. There are multiple ways of offering an app free, then making money later. One can offer the ability to unlock additional levels (for games) or features (for apps) for an extra price, which can sometimes mean offering a lite or demo version first. Or, some apps offer the entire app for free, then the ability to remove ads for a price. Many developers also make money offering a free app with "in app" purchases, which allows the app user to buy items using virtual currencies that help them to better use the app or advance in the game. Facebook's Mafia Wars is one of several games they offer that implement this model. One final step in making money with apps, is capitalizing upon the success one has already achieved. Once developers make money and gain notoriety with a popular app, they can advertise within that app for a new, upcoming app that they have created. They can leverage their company's notoriety and release and market subsequent apps, taking advantage of their wide user base of already happy app users.
At some point you will want to define your own classes to use in your app. So now let’s expand on the notion of object oriented programming by showing you how to implement your own custom classes. At this point you should be familiar with using existing objects in code; but you also need to be able to create your own types of objects. One of the most common things that you will be doing with classes is something called sub-classing. As you can guess the iPhone has classes already in place to do things like present data tables, present windows and so on. Usually you will be creating your own object that inherits one of these preexisting objects and adding your own custom code to it. XCode will help you do the initial set up work when you are creating a new class. To add a class you can simply control-click on a group folder in XCode and select New File… .
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