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iOS 17 Programming for Beginners
iOS 17 Programming for Beginners

iOS 17 Programming for Beginners: Unlock the world of iOS development with Swift 5.9, Xcode 15, and iOS 17 – your path to App Store success , Eighth Edition

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Profile Icon Ian Lockett Profile Icon Ahmad Sahar
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iOS 17 Programming for Beginners

Exploring Xcode

Welcome to iOS 17 Programming for Beginners. I hope you will find this a useful introduction to creating and publishing iOS 17 apps on the App Store.

In this chapter, you’ll download and install Xcode on your Mac. Then, you’ll explore the Xcode user interface. After that, you’ll create your first iOS app and run it in Simulator. Finally, you’ll run your app on an iOS device.

By the end of this chapter, you will know how to create an iOS app, how to run it in Simulator, and how to run in on an iOS device.

The following topics will be covered in this chapter:

  • Downloading and installing Xcode from the App Store
  • Exploring the Xcode user interface
  • Running your app in Simulator
  • Running your app on an iOS device

Technical requirements

To do the exercises for this chapter, you will need the following:

  • An Apple Mac computer (Apple Silicon or Intel) running macOS 13 Ventura or macOS 14 Sonoma
  • An Apple ID (if you don’t have one, you will create one in this chapter)
  • Optionally, an iOS device running iOS 17

The Xcode project for this chapter is in the Chapter01 folder of the code bundle for this book, which can be downloaded here:

https://github.com/PacktPublishing/iOS-17-Programming-for-Beginners-Eighth-Edition

Check out the following video to see the code in action:

https://youtu.be/T-0fMJj2vq8

You’ll start by downloading Xcode, Apple’s integrated development environment (IDE) for developing iOS apps from the App Store, in the next section.

The size of the download is very large (10.10 GB at the time of writing) so it may take a while to download. Ensure that you have enough disk space prior to downloading.

Downloading and installing Xcode from the App Store

Xcode is Apple’s IDE for developing macOS, iOS, iPadOS, watchOS, tvOS, and visionOS apps. You’ll need to download and install Xcode prior to writing your first app. Follow these steps:

  1. Choose App Store from the Apple menu.
  2. In the search field in the top-right corner, type Xcode and press the Return key.
  3. You’ll see Xcode in the search results. Click Get and then click Install.
  4. If you have an Apple ID, type it in the Apple ID text box and enter your password when prompted. If you don’t have one, click the Create Apple ID button and follow the step-by-step instructions to create one:

    Figure 1.1: Apple ID creation dialog box

    You can see more information on how to create an Apple ID using this link: https://support.apple.com/en-us/HT204316#appstore.

  1. Once Xcode has been installed, launch it. You’ll see a License Agreement screen. Click on Agree:

Figure 1.2: License agreement screen

  1. You’ll be prompted to enter your Mac’s administrator username and password. Once you have done so, click OK:

Figure 1.3: Prompt for administrator username and password

  1. You’ll see a screen showing you the available development platforms. You just need macOS and iOS for now. Leave the settings at their default values and click on Download and Install:

Figure 1.4: Development platforms screen

  1. If you are using an Apple Silicon Mac and have not yet installed Rosetta, which allows Intel-based Mac apps to run on Apple Silicon Macs, you’ll be prompted to install it now. Click on Install:

Figure 1.5: Rosetta prompt

  1. You’ll see a What’s New in Xcode screen. Click on Continue:

Figure 1.6: What’s New in Xcode screen

  1. You’ll see the Welcome to Xcode screen. Click on Create New Project... in the left-hand pane:

Figure 1.7: Welcome to Xcode screen

  1. Xcode will start to download iOS 17.0 Simulator automatically. Note that you will not be able to run any apps on Simulator until this process has been completed:

Figure 1.8: Simulator download progress bar

  1. You’ll see the new project screen as follows. In the Choose a template for your new project: section, select iOS. Then choose App and click Next:
Figure 1.9: Choose a template for your new project: screen
  1. You’ll see the Choose options for your new project: screen:

    Figure 1.10: Choose options for your new project: screen

    Configure the options as follows:

    • Product Name: The name of your app. Enter JRNL in the text field.
    • Organization Identifier: Used to create a unique identifier for your app on the App Store. Enter com.myname for now. This is known as reverse domain name notation format and is commonly used by iOS developers.
    • Interface: The method used to create the user interface for your app. Set this to Storyboard.
    • Include Tests: Uncheck this check box.

    Leave the other settings at their default values. Click on Next when done.

  1. You’ll see a Save dialog box. Choose a location to save your project, such as the Desktop or Documents folder, and click on Create:

Figure 1.11: Save dialog box

  1. You’ll see a dialog box saying Git Repository Creation Failed. Click on Fix.

    The reason why you see this dialog box is because the Source Control checkbox in the Save dialog box was ticked. Apple recommends that Source Control be turned on. Source Control is outside the scope of this book but if you wish to learn more about version control and Git, see this link: https://git-scm.com/video/what-is-version-control.

  1. You will see the Source Control screen as follows:

Figure 1.12: Source Control preference screen

Enter the following information:

  • Author Name: Your own name
  • Author Email: Your email address

Close the Source Control screen by clicking the close button in the top-left corner when done. The Xcode main window will appear.

Fantastic! You have now successfully downloaded and installed Xcode and created your first project. In the next section, you will learn about the Xcode user interface.

Exploring the Xcode user interface

You’ve just created your first Xcode project! As you can see, the Xcode user interface is divided into several distinct parts, as shown here:

Figure 1.13: Xcode user interface

Let’s look at each part in more detail. The following description corresponds to the numbers shown in the preceding screenshot:

  • Toolbar (1) – Used to build and run your apps, and view the progress of running tasks.
  • Navigator area (2) – Provides quick access to the various parts of your project. The Project navigator is displayed by default.
  • Editor area (3) – Allows you to edit source code, user interfaces, and other resources.
  • Inspector area (4) – Allows you to view and edit information about items selected in the Navigator area or Editor area.
  • Debug area (5) – Contains the debug bar, the variables view, and the Console. The Debug area is toggled by pressing Shift + Command + Y.

Next, let’s examine the toolbar more closely. The left side of the toolbar is shown here:

Figure 1.14: Xcode toolbar (left side)

Let’s look at each part in more detail. The following descriptions correspond to the numbers shown in the preceding screenshot:

  • Navigator button (1) – Used to display and hide the Navigator area.
  • Stop button (2) – Only appears next to the Run button when the app is running. Stops the currently running app.
  • Run button (3) – Used to build and run your app.
  • Scheme menu (4) – Shows the specific scheme to build your project (JRNL) and the destination to run your app on (iPhone SE (3rd generation)).

    Schemes and destinations are distinct. Schemes specify the settings for building and running your project. Destinations specify installation locations for your app, and exist for Simulator and physical devices.

  • Activity view (5) – Displays the progress of running tasks.

The right side of the toolbar is shown here:

Figure 1.15: Xcode toolbar (right side)

Let’s look at each part in more detail. The following descriptions correspond to the numbers shown in the preceding screenshot:

  • Xcode Cloud button (1) – Allows you to sign in to Xcode Cloud, a continuous integration and delivery service built into Xcode
  • Library button (2) – Displays user interface elements, code snippets, and other resources
  • Inspector button (3) – Used to display and hide the Inspector area

Don’t be overwhelmed by all the different parts, as you’ll learn about them in more detail in the upcoming chapters. Now that you are familiar with the Xcode interface, you will run the app you just created in Simulator, which displays a representation of an iOS device.

Running your app in Simulator

Simulator is installed when you install Xcode. It provides a simulated iOS device so that you can see what your app looks like and how it behaves, without needing a physical iOS device. It can model all the screen sizes and resolutions for both iPad and iPhone so you can test your app on multiple devices easily.

To run your app in Simulator, follow these steps:

  1. Click the Destination pop-up menu to view a list of simulated devices. Choose iPhone SE (3rd generation) from this menu:

Figure 1.16: Xcode Destination pop-up menu with iPhone SE (3rd generation) selected

  1. Click the Run button to install and run your app on the currently selected simulator. You can also use the Command + R keyboard shortcut.
  2. Simulator will launch and show a representation of an iPhone SE (3rd generation). Your app displays a white screen, as you have not yet added anything to your project:

Figure 1.17: iOS Simulator

  1. Switch back to Xcode and click on the Stop button (or press Command + .) to stop the currently running project.

You have just created and run your first iOS app in Simulator! Great job!

Now, you may be wondering what the Devices and Build sections in the Destination menu are used for. Let’s look at them in the next section.

Understanding the Devices and Build sections

You learned how to choose a simulated device in the Destination menu to run your app in the previous section. In addition to the list of simulated devices, this menu also has Devices and Build sections.

These allow you to run apps on actual iOS devices and prepare apps for submission to the App Store.

Click the Destination menu in the toolbar to see the Devices and Build sections at the top of the menu:

Figure 1.18: Xcode Destination menu showing Devices and Build sections

If you have an Apple Silicon Mac, the Devices section will display text stating My Mac (Designed for iPad), because Apple Silicon Macs can run iOS apps. Otherwise, No Devices will be displayed. If you were to plug in an iOS device, it would appear in this section, and you would be able to run the apps you develop on it for testing. Running your apps on an actual device is recommended as Simulator will not accurately reflect the performance characteristics of an actual iOS device and does not have hardware features that actual devices have.

The Build section has two menu items, Any iOS Device(arm64) and Any iOS Simulator Device (arm64, x86_64). These are used when you need to archive your app prior to submitting it to the App Store. You’ll learn how to do this in Chapter 27, Testing and Submitting Your App to the App Store.

Now let’s see how to build and run your app on an actual iOS device. Most of the instructions in this book do not require you to have an iOS device though, so if you don’t have one, you can skip the next section and go straight to Chapter 2, Simple Values and Types.

Running your app on an iOS device

Although you’ll be able to go through most of the exercises in this book using Simulator, it is recommended to build and test your apps on an actual iOS device, as Simulator will not be able to simulate some hardware components and software APIs.

For a comprehensive look at all the differences between Simulator and an actual device, see this link: https://help.apple.com/simulator/mac/current/#/devb0244142d.

In addition to your device, you’ll need an Apple ID (used to automatically create a free Apple developer account) or a paid Apple developer account to build and run your app on your device. You can use the same Apple ID that you used to download Xcode from the App Store. To run your app on an iOS device, follow these steps:

  1. Use the cable that came with your iOS device to connect your device to your Mac, and make sure the iOS device is unlocked.
  2. Your iOS device will display a Trust This Computer alert. Tap Trust and key in your device passcode when prompted.
  3. Your Mac will display an Allow Accessory to Connect alert. Click Allow. Your iOS device is now connected to your Mac and will appear in Xcode’s Destination menu.

    You can view connected devices by choosing Window | Devices and Simulators in the Xcode menu bar.

  1. In the Destination menu, note that your iOS device has Developer Mode disabled by default:

    Figure 1.19: Xcode Destination menu showing iPhone with Developer Mode disabled

    Developer Mode was introduced by Apple during their World Wide Developer Conference in 2022 (WWDC 2022), and is required to install, run, and debug your apps on devices running iOS 16 or greater.

    To watch a WWDC 2022 video on Developer Mode, click this link: https://developer.apple.com/videos/play/wwdc2022/110344/.

  1. If you attempt to build and run your app on your iOS device, you will see the following alert:

Figure 1.20: Alert showing Developer Mode is not turned on

  1. To enable Developer Mode on your iOS device, go to Settings | Privacy & Security, scroll down to the Developer Mode item, and tap it.
  2. Turn the Developer Mode switch on:

Figure 1.21: Developer Mode switch

  1. An alert will appear to warn you that Developer Mode reduces the security of your iOS device. Tap the alert’s Restart button.
  2. After your iOS device restarts and you unlock it, confirm that you want to enable Developer Mode by tapping Turn On and entering your iOS device’s passcode.
  3. Verify that the (Developer Mode disabled) text no longer appears next to your iOS device in the Destination menu:

Figure 1.22: Xcode Destination menu with an actual iOS device selected

  1. Wait for Xcode to finish indexing and processing, which will take a while. Once complete, Ready will be displayed in the status window. Your iOS device is now ready to install and run apps from Xcode.
  2. Run the project by clicking the Run button (or use Command + R). You will get the following error in Xcode’s Signing & Capabilities pane, Signing for “JRNL” requires a development team:

    Figure 1.23: Xcode Signing & Capabilities panel

    This is because a digital certificate is required to run the app on an iOS device, and you need to add a free or paid Apple Developer account to Xcode so the digital certificate can be generated.

    Using an Apple ID to create a free developer account will allow you to test your app on an iOS device, but it will only be valid for 7 days. Also, you will need a paid Apple Developer account to distribute apps on the App Store. You’ll learn more about this in Chapter 27, Testing and Submitting Your App to the App Store.

    Certificates ensure that the only apps that run on your device are the ones you authorize. This helps to protect against malware. You can also learn more about them at this link: https://help.apple.com/xcode/mac/current/#/dev60b6fbbc7.

  1. Click the Add Account... button:

Figure 1.24: Xcode Signing & Capabilities pane with Add Account… button selected

  1. The Xcode Settings window appears with the Accounts pane selected. Enter your Apple ID and click Next:

    Figure 1.25: Apple ID creation dialog box

    Note that you can create a different Apple ID if you wish using the Create Apple ID button.

    You can also access the Xcode settings by choosing Settings in the Xcode menu.

  1. Enter your password when prompted. After a few minutes, the Accounts pane will display your account settings:

Figure 1.26: Accounts pane in Xcode preferences

  1. Close the Settings window when you’re done by clicking the red close button in the top-left corner.
  2. In Xcode’s Editor area, click Signing & Capabilities. Make sure Automatically manage signing is ticked and Personal Team is selected from the Team pop-up menu:

Figure 1.27: Xcode Signing & Capabilities pane with account set

  1. If you still see errors on this screen, try changing your Bundle Identifier by typing some random characters into it, for example, com.myname4352.JRNL.
  2. Everything should work now when you build and run, and your app will be installed on your iOS device. However, it will not launch, and you will see the following message:

Figure 1.28: Could not launch “JRNL” dialog box

  1. This means you need to trust the certificate that has been installed on your device. You’ll learn how to do this in the next section.

Trusting the Developer App certificate on your iOS device

A Developer App certificate is a special file that gets installed on your iOS device along with your app. Before your app can run, you need to trust it. Follow these steps:

  1. On your iOS device, tap Settings | General | VPN & Device Management:

Figure 1.29: VPN & Device Management setting in iOS Settings

  1. Tap Apple Development:

Figure 1.30: Apple Development section in Device Management settings

  1. Tap Trust “Apple Development:

Figure 1.31: Trust button

  1. Tap Trust:

    Figure 1.32: Trust dialog box

    You should see the following text, which shows the app is now trusted:

    Figure 1.33: Apple Development section with trusted certificate

  1. Click the Run button in Xcode to build and run again. You’ll see your app launch and run on your iOS device.

Congratulations! You have successfully run your app on an actual iOS device!

Summary

In this chapter, you learned how to download and install Xcode on your Mac. Then, you familiarized yourself with the different parts of the Xcode user interface. After that, you created your first iOS app, selected a simulated iOS device, and built and ran the app in Simulator. Finally, you learned how to connect an iOS device to Xcode via USB so that you can run your app on it.

In the next chapter, we’ll start exploring the Swift language using Swift Playgrounds, and learn how simple values and types are implemented in Swift.

Learn more on Discord

To join the Discord community for this book – where you can share feedback, ask questions to the author, and learn about new releases – follow the QR code below:

https://packt.link/iOSprogramming

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Key benefits

  • Dive into the latest iOS 17 features and Swift 5.9 through hands-on projects
  • Develop robust apps with top design patterns used by professionals
  • Expand your app's reach by effortlessly converting it for iPad, Mac, and visionOS

Description

In a world with nearly 2 million apps on the App Store, the demand for skilled iOS developers has never been higher. "iOS 17 Programming for Beginners, Eighth Edition" is your gateway to this lucrative and dynamic field. This hands-on guide is tailored for those who are new to iOS and takes you on a journey from learning the Swift language to crafting your own app and seeing it thrive on the App Store. Our approach is hands-on and practical. Each chapter is designed to be a stepping stone in your development journey, providing step-by-step tutorials, real-life examples, and clear explanations of complex concepts. As you progress, you'll not only be skilled in Swift but also incorporate cutting-edge technologies into your apps. You'll learn how to publish your creations and harness the power of iOS 17 through a straightforward and easy to program example app divided into manageable parts. By the time you've completed this book, you'll possess the skills and knowledge to not only develop and publish captivating apps but also leverage online resources to continually enhance your app development prowess.

Who is this book for?

This book is tailored for individuals with minimal coding experience who are new to the world of Swift and iOS app development. A basic understanding of programming concepts is recommended.

What you will learn

  • Discover the world of Xcode 15 and Swift 5.9, laying the foundation for your iOS development journey
  • Implement the latest iOS 17 features through a hands-on example app, ensuring your apps remain innovative and engaging
  • Build and deploy iOS apps using industry-standard design patterns and best practices.
  • Implement the Model-View-Controller (MVC) design pattern to create robust and organized applications
  • Expand your app's reach by effortlessly converting it for iPad, Mac, and visionOS
  • Dive into UIKit, the essential framework for large-scale iOS projects
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Table of Contents

33 Chapters
Part 1: Swift Chevron down icon Chevron up icon
Exploring Xcode Chevron down icon Chevron up icon
Simple Values and Types Chevron down icon Chevron up icon
Conditionals and Optionals Chevron down icon Chevron up icon
Range Operators and Loops Chevron down icon Chevron up icon
Collection Types Chevron down icon Chevron up icon
Functions and Closures Chevron down icon Chevron up icon
Classes, Structures, and Enumerations Chevron down icon Chevron up icon
Protocols, Extensions, and Error Handling Chevron down icon Chevron up icon
Swift Concurrency Chevron down icon Chevron up icon
Part 2: Design Chevron down icon Chevron up icon
Setting Up the User Interface Chevron down icon Chevron up icon
Building Your User Interface Chevron down icon Chevron up icon
Finishing Up Your User Interface Chevron down icon Chevron up icon
Modifying App Screens Chevron down icon Chevron up icon
Part 3: Code Chevron down icon Chevron up icon
Getting Started with MVC and Table Views Chevron down icon Chevron up icon
Getting Data into Table Views Chevron down icon Chevron up icon
Passing Data between View Controllers Chevron down icon Chevron up icon
Getting Started with Core Location and MapKit Chevron down icon Chevron up icon
Getting Started with JSON Files Chevron down icon Chevron up icon
Getting Started with Custom Views Chevron down icon Chevron up icon
Getting Started with the Camera and Photo Library Chevron down icon Chevron up icon
Getting Started with Search Chevron down icon Chevron up icon
Getting Started with Collection Views Chevron down icon Chevron up icon
Part 4: Features Chevron down icon Chevron up icon
Getting Started with SwiftData Chevron down icon Chevron up icon
Getting Started with SwiftUI Chevron down icon Chevron up icon
Getting Started with Widgets Chevron down icon Chevron up icon
Getting Started with visionOS Chevron down icon Chevron up icon
Testing and Submitting Your App to the App Store Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

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Will G. Jul 11, 2024
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I didn't think this book was great. It gives you some basic *examples* of Swift programming concepts but didn't really explain it well enough to really understand the syntax of things or how they worked. In most sections it referred you to the corresponding swift.org page which properly explains the concepts. If I have to go to the website to learn Swift, I might as well forget about the book and just go to Swift.org to learn!
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Anirban Jun 17, 2024
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The book builds a complete app from scratch. Each chapter adds a new feature and introduces you to new concepts. Do not skip any chapter and make sure you re-read each chapter. Must follow the instructions to build the app yourself in Xcode. By the time you finish the book you'll be confident enough to build your own app and publish it in app store.
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Kyle Fassbinder Mar 19, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Love this book. It's a thick one and I highly recommend it. I started out with next to no knowledge of programming. I bought a book that showed me how to make a few quick apps but it was this book that went into extended detail to explain concepts like data types. I could say more but long reviews are annoying. I'm a beginner who gained a lot of confidence to keep at it because of this book. That's all you really need to know.
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jkirkerx Mar 10, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I'm almost done with the book, 2 chapters left, and I learned how to write an IOS app both ways, one using the designer interface and the other in pure code. Without this book, I would still be clueless and would have never got the kick start that I needed. The book is very hard to follow, and writing out the code examples became more and more difficult as I progressed through the book, to the point where my code didn't match up in certain spots and I had to cheat and use the GitHub code to fix my code.Without the book, I would have never learned the rules to IOS, the nomenclature of the parts or components, and the details in what is possible with storing data on a phone, or using a cloud data source. For me, I spent 5 Sundays with the book, and it would take me about 7 Sundays to complete the lessons. There are a couple of typos in the book; mistakes, and some parts are misleading in the Map section.So when I started my ambition to write a phone app, being nudged by my friends, I was going to order about 3 books, one being a Cookbook, but refrained and just ordered this one, which was the right choice after all.I'm not about to try another book to learn, and spend more time learning using this method, so I can't comment on other books on this subject, for I'm going straight to code and will start building my app next week.
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Roberto G. Feb 20, 2024
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It's a detailed IOS programming book, It has all that you need to start with iOS. Nevertheless, I would recommend considering learning on YouTube, it's for free and it's not necessary to buy a book to learn the basics, you can use chat GPT for the basic learning process too.Once you get a better understanding of iOS or coding in general invest in one course or book that complements what you have learned so far.I have 10 years of experience on iOS and I learned using only free resources because I didn't have any money at that time (junior developer), but if you can afford this book is a good option. Just remember that all in it will be deprecated in less than 6 months, the iOS development is changing super fast.
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Premium: Trackable delivery to most EU destinations within 4-9 business days.

Australia:

Economy: Can deliver to P. O. Boxes and private residences.
Trackable service with delivery to addresses in Australia only.
Delivery time ranges from 7-9 business days for VIC and 8-10 business days for Interstate metro
Delivery time is up to 15 business days for remote areas of WA, NT & QLD.

Premium: Delivery to addresses in Australia only
Trackable delivery to most P. O. Boxes and private residences in Australia within 4-5 days based on the distance to a destination following dispatch.

India:

Premium: Delivery to most Indian addresses within 5-6 business days

Rest of the World:

Premium: Countries in the American continent: Trackable delivery to most countries within 4-7 business days

Asia:

Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela
What is custom duty/charge? Chevron down icon Chevron up icon

Customs duty are charges levied on goods when they cross international borders. It is a tax that is imposed on imported goods. These duties are charged by special authorities and bodies created by local governments and are meant to protect local industries, economies, and businesses.

Do I have to pay customs charges for the print book order? Chevron down icon Chevron up icon

The orders shipped to the countries that are listed under EU27 will not bear custom charges. They are paid by Packt as part of the order.

List of EU27 countries: www.gov.uk/eu-eea:

A custom duty or localized taxes may be applicable on the shipment and would be charged by the recipient country outside of the EU27 which should be paid by the customer and these duties are not included in the shipping charges been charged on the order.

How do I know my custom duty charges? Chevron down icon Chevron up icon

The amount of duty payable varies greatly depending on the imported goods, the country of origin and several other factors like the total invoice amount or dimensions like weight, and other such criteria applicable in your country.

For example:

  • If you live in Mexico, and the declared value of your ordered items is over $ 50, for you to receive a package, you will have to pay additional import tax of 19% which will be $ 9.50 to the courier service.
  • Whereas if you live in Turkey, and the declared value of your ordered items is over € 22, for you to receive a package, you will have to pay additional import tax of 18% which will be € 3.96 to the courier service.
How can I cancel my order? Chevron down icon Chevron up icon

Cancellation Policy for Published Printed Books:

You can cancel any order within 1 hour of placing the order. Simply contact customercare@packt.com with your order details or payment transaction id. If your order has already started the shipment process, we will do our best to stop it. However, if it is already on the way to you then when you receive it, you can contact us at customercare@packt.com using the returns and refund process.

Please understand that Packt Publishing cannot provide refunds or cancel any order except for the cases described in our Return Policy (i.e. Packt Publishing agrees to replace your printed book because it arrives damaged or material defect in book), Packt Publishing will not accept returns.

What is your returns and refunds policy? Chevron down icon Chevron up icon

Return Policy:

We want you to be happy with your purchase from Packtpub.com. We will not hassle you with returning print books to us. If the print book you receive from us is incorrect, damaged, doesn't work or is unacceptably late, please contact Customer Relations Team on customercare@packt.com with the order number and issue details as explained below:

  1. If you ordered (eBook, Video or Print Book) incorrectly or accidentally, please contact Customer Relations Team on customercare@packt.com within one hour of placing the order and we will replace/refund you the item cost.
  2. Sadly, if your eBook or Video file is faulty or a fault occurs during the eBook or Video being made available to you, i.e. during download then you should contact Customer Relations Team within 14 days of purchase on customercare@packt.com who will be able to resolve this issue for you.
  3. You will have a choice of replacement or refund of the problem items.(damaged, defective or incorrect)
  4. Once Customer Care Team confirms that you will be refunded, you should receive the refund within 10 to 12 working days.
  5. If you are only requesting a refund of one book from a multiple order, then we will refund you the appropriate single item.
  6. Where the items were shipped under a free shipping offer, there will be no shipping costs to refund.

On the off chance your printed book arrives damaged, with book material defect, contact our Customer Relation Team on customercare@packt.com within 14 days of receipt of the book with appropriate evidence of damage and we will work with you to secure a replacement copy, if necessary. Please note that each printed book you order from us is individually made by Packt's professional book-printing partner which is on a print-on-demand basis.

What tax is charged? Chevron down icon Chevron up icon

Currently, no tax is charged on the purchase of any print book (subject to change based on the laws and regulations). A localized VAT fee is charged only to our European and UK customers on eBooks, Video and subscriptions that they buy. GST is charged to Indian customers for eBooks and video purchases.

What payment methods can I use? Chevron down icon Chevron up icon

You can pay with the following card types:

  1. Visa Debit
  2. Visa Credit
  3. MasterCard
  4. PayPal
What is the delivery time and cost of print books? Chevron down icon Chevron up icon

Shipping Details

USA:

'

Economy: Delivery to most addresses in the US within 10-15 business days

Premium: Trackable Delivery to most addresses in the US within 3-8 business days

UK:

Economy: Delivery to most addresses in the U.K. within 7-9 business days.
Shipments are not trackable

Premium: Trackable delivery to most addresses in the U.K. within 3-4 business days!
Add one extra business day for deliveries to Northern Ireland and Scottish Highlands and islands

EU:

Premium: Trackable delivery to most EU destinations within 4-9 business days.

Australia:

Economy: Can deliver to P. O. Boxes and private residences.
Trackable service with delivery to addresses in Australia only.
Delivery time ranges from 7-9 business days for VIC and 8-10 business days for Interstate metro
Delivery time is up to 15 business days for remote areas of WA, NT & QLD.

Premium: Delivery to addresses in Australia only
Trackable delivery to most P. O. Boxes and private residences in Australia within 4-5 days based on the distance to a destination following dispatch.

India:

Premium: Delivery to most Indian addresses within 5-6 business days

Rest of the World:

Premium: Countries in the American continent: Trackable delivery to most countries within 4-7 business days

Asia:

Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela