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How-To Tutorials - iOS Programming

64 Articles
article-image-flexible-layouts-swift-and-uistackview-0
Milton Moura
04 Jan 2016
12 min read
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Flexible Layouts with Swift and UIStackview

Milton Moura
04 Jan 2016
12 min read
In this post we will build a Sign In and Password Recovery form with a single flexible layout, using Swift and the UIStackView class, which has been available since the release of the iOS 9 SDK. By taking advantage of UIStackView's properties, we will dynamically adapt to the device's orientation and show / hide different form components with animations. The source code for this post can the found in this github repository. Auto Layout Auto Layout has become a requirement for any application that wants to adhere to modern best practices of iOS development. When introduced in iOS 6, it was optional and full visual support in Interface Builder just wasn't there. With the release of iOS 8 and the introduction of Size Classes, the tools and the API improved but you could still dodge and avoid Auto Layout. But now, we are at a point where, in order to fully support all device sizes and split-screen multitasking on the iPad, you must embrace it and design your applications with a flexible UI in mind. The problem with Auto Layout Auto Layout basically works as an linear equation solver, taking all of the constraints defined in your views and subviews, and calculates the correct sizes and positioning for them. One disadvantage of this approach is that you are obligated to define, typically, between 2 to 6 constraints for each control you add to your view. With different constraint sets for different size classes, the total number of constraints increases considerably and the complexity of managing them increases as well. Enter the Stack View In order to reduce this complexity, the iOS 9 SDK introduced the UIStackView, an interface control that serves the single purpose of laying out collections of views. A UIStackView will dynamically adapt its containing views' layout to the device's current orientation, screen sizes and other changes in its views. You should keep the following stack view properties in mind: The views contained in a stack view can be arranged either Vertically or Horizontally, in the order they were added to the arrangedSubviews array. You can embed stack views within each other, recursively. The containing views are laid out according to the stack view's [distribution](...) and [alignment](...) types. These attributes specify how the view collection is laid out across the span of the stack view (distribution) and how to align all subviews within the stack view's container (alignment). Most properties are animatable and inserting / deleting / hiding / showing views within an animation block will also be animated. Even though you can use a stack view within an UIScrollView, don't try to replicate the behaviour of an UITableView or UICollectionView, as you'll soon regret it. Apple recommends that you use UIStackView for all cases, as it will seriously reduce constraint overhead. Just be sure to judiciously use compression and content hugging priorities to solve possible layout ambiguities. A Flexible Sign In / Recover Form The sample application we'll build features a simple Sign In form, with the option for recovering a forgotten password, all in a single screen. When tapping on the "Forgot your password?" button, the form will change, hiding the password text field and showing the new call-to-action buttons and message labels. By canceling the password recovery action, these new controls will be hidden once again and the form will return to it's initial state. 1. Creating the form This is what the form will look like when we're done. Let's start by creating a new iOS > Single View Application template. Then, we add a new UIStackView to the ViewController and add some constraints for positioning it within its parent view. Since we want a full screen width vertical form, we set its axis to .Vertical, the alignment to .Fill and the distribution to .FillProportionally, so that individual views within the stack view can grow bigger or smaller, according to their content.    class ViewController : UIViewController    {        let formStackView = UIStackView()        ...        override func viewDidLoad() {            super.viewDidLoad()                       // Initialize the top-level form stack view            formStackView.axis = .Vertical            formStackView.alignment = .Fill            formStackView.distribution = .FillProportionally            formStackView.spacing = 8            formStackView.translatesAutoresizingMaskIntoConstraints = false                       view.addSubview(formStackView)                       // Anchor it to the parent view            view.addConstraints(                NSLayoutConstraint.constraintsWithVisualFormat("H:|-20-[formStackView]-20-|", options: [.AlignAllRight,.AlignAllLeft], metrics: nil, views: ["formStackView": formStackView])            )            view.addConstraints(                NSLayoutConstraint.constraintsWithVisualFormat("V:|-20-[formStackView]-8-|", options: [.AlignAllTop,.AlignAllBottom], metrics: nil, views: ["formStackView": formStackView])            )            ...        }        ...    } Next, we'll add all the fields and buttons that make up our form. We'll only present a couple of them here as the rest of the code is boilerplate. In order to refrain UIStackView from growing the height of our inputs and buttons as needed to fill vertical space, we add height constraints to set the maximum value for their vertical size.    class ViewController : UIViewController    {        ...        var passwordField: UITextField!        var signInButton: UIButton!        var signInLabel: UILabel!        var forgotButton: UIButton!        var backToSignIn: UIButton!        var recoverLabel: UILabel!        var recoverButton: UIButton!        ...               override func viewDidLoad() {            ...                       // Add the email field            let emailField = UITextField()            emailField.translatesAutoresizingMaskIntoConstraints = false            emailField.borderStyle = .RoundedRect            emailField.placeholder = "Email Address"            formStackView.addArrangedSubview(emailField)                       // Make sure we have a height constraint, so it doesn't change according to the stackview auto-layout            emailField.addConstraints(                NSLayoutConstraint.constraintsWithVisualFormat("V:[emailField(<=30)]", options: [.AlignAllTop, .AlignAllBottom], metrics: nil, views: ["emailField": emailField])             )                       // Add the password field            passwordField = UITextField()            passwordField.translatesAutoresizingMaskIntoConstraints = false            passwordField.borderStyle = .RoundedRect            passwordField.placeholder = "Password"            formStackView.addArrangedSubview(passwordField)                       // Make sure we have a height constraint, so it doesn't change according to the stackview auto-layout            passwordField.addConstraints(                 NSLayoutConstraint.constraintsWithVisualFormat("V:[passwordField(<=30)]", options: .AlignAllCenterY, metrics: nil, views: ["passwordField": passwordField])            )            ...        }        ...    } 2. Animating by showing / hiding specific views By taking advantage of the previously mentioned properties of UIStackView, we can transition from the Sign In form to the Password Recovery form by showing and hiding specific field and buttons. We do this by setting the hidden property within a UIView.animateWithDuration block.    class ViewController : UIViewController    {        ...        // Callback target for the Forgot my password button, animates old and new controls in / out        func forgotTapped(sender: AnyObject) {            UIView.animateWithDuration(0.2) { [weak self] () -> Void in                self?.signInButton.hidden = true                self?.signInLabel.hidden = true                self?.forgotButton.hidden = true                self?.passwordField.hidden = true                self?.recoverButton.hidden = false                self?.recoverLabel.hidden = false                self?.backToSignIn.hidden = false            }        }               // Callback target for the Back to Sign In button, animates old and new controls in / out        func backToSignInTapped(sender: AnyObject) {            UIView.animateWithDuration(0.2) { [weak self] () -> Void in                self?.signInButton.hidden = false                self?.signInLabel.hidden = false                self?.forgotButton.hidden = false                self?.passwordField.hidden = false                self?.recoverButton.hidden = true                self?.recoverLabel.hidden = true                self?.backToSignIn.hidden = true            }        }        ...    } 3. Handling different Size Classes Because we have many vertical input fields and buttons, space can become an issue when presenting in a compact vertical size, like the iPhone in landscape. To overcome this, we add a stack view to the header section of the form and change its axis orientation between Vertical and Horizontal, according to the current active size class.    override func viewDidLoad() {        ...        // Initialize the header stack view, that will change orientation type according to the current size class        headerStackView.axis = .Vertical        headerStackView.alignment = .Fill        headerStackView.distribution = .Fill        headerStackView.spacing = 8        headerStackView.translatesAutoresizingMaskIntoConstraints = false        ...    }       // If we are presenting in a Compact Vertical Size Class, let's change the header stack view axis orientation    override func willTransitionToTraitCollection(newCollection: UITraitCollection, withTransitionCoordinator coordinator: UIViewControllerTransitionCoordinator) {        if newCollection.verticalSizeClass == .Compact {            headerStackView.axis = .Horizontal        } else {            headerStackView.axis = .Vertical        }    } 4. The flexible form layout So, with a couple of UIStackViews, we've built a flexible form only by defining a few height constraints for our input fields and buttons, with all the remaining constraints magically managed by the stack views. Here is the end result: Conclusion We have included in the sample source code a view controller with this same example but designed with Interface Builder. There, you can clearly see that we have less than 10 constraints, on a layout that could easily have up to 40-50 constraints if we had not used UIStackView. Stack Views are here to stay and you should use them now if you are targeting iOS 9 and above. About the author Milton Moura (@mgcm) is a freelance iOS developer based in Portugal. He has worked professionally in several industries, from aviation to telecommunications and energy and is now fully dedicated to creating amazing applications using Apple technologies. With a passion for design and user interaction, he is also very interested in new approaches to software development. You can find out more at http://defaultbreak.com
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Alexander Altman
16 Nov 2015
4 min read
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How to Make Generic typealiases in Swift

Alexander Altman
16 Nov 2015
4 min read
Swift's typealias declarations are a good way to clean up our code. It's generally considered good practice in Swift to use typealiases to give more meaningful and domain-specific names to types that would otherwise be either too general-purpose or too long and complex. For example, the declaration: typealias Username = String gives a less vague name to the type String, since we're going to be using strings as usernames and we want a more domain-relevant name for that type. Similarly, the declaration: typealias IDMultimap = [Int: Set<Username>] gives a name for [Int: Set<Username>] that is not only more meaningful, but somewhat shorter. However, we run into problems when we want to do something a little more advanced; there is a possible application of typealias that Swift doesn't let us make use of. Specifically, Swift doesn't accept typealiases with generic parameters. If we try it the naïvely obvious way, typealias Multimap<Key: Hashable, Value: Hashable> = [Key: Set<Value>] we get an error at the begining of the type parameter list: Expected '=' in typealias declaration. Swift (as of version 2.1, at least) doesn't let us directly declare a generic typealias. This is quite a shame, as such an ability would be very useful in a lot of different contexts, and languages that have it (such as Rust, Haskell, Ocaml, F♯, or Scala) make use of it all the time, including in their standard libraries. Is there any way to work around this linguistic lack? As it turns out, there is! The Solution It's actually possible to effectively give a typealias type parameters, despite Swift appearing to disallow it. Here's how we can trick Swift into accepting a generic typealias: enum Multimap<Key: Hashable, Value: Hashable> { typealias T = [Key: Set<Value>] } The basic idea here is that we declare a generic enum whose sole purpose is to hold our (now technically non-generic) typealias as a member. We can then supply the enum with its type parameters and project out the actual typealias inside, like so: let idMMap: Multimap<Int, Username>.T = [0: ["alexander", "bob"], 1: [], 2: ["christina"]] func hasID0(user: Username) -> Bool { return idMMap[0]?.contains(user) ?? false } Notice that we used an enum rather than a struct; this is because an enum with no cases cannot have any instances (which is exactly what we want), but a struct with no members still has (at least) one instance, which breaks our layer of abstraction. We are essentially treating our caseless enum as a tiny generic module, within which everything (that is, just the typealias) has access to the Key and Value type parameters. This pattern is used in at least a few libraries dedicated to functional programming in Swift, since such constructs are especially valuable there. Nonetheless, this is a broadly useful technique, and it's the best method currently available for creating generic typealias in Swift. The Applications As sketched above, this technique works because Swift doesn't object to an ordinary typealias nested inside a generic type declaration. However, it does object to multiple generic types being nested inside each other; it even objects to either a generic type being nested inside a non-generic type or a non-generic type being nested inside a generic type. As a result, type-level currying is not possible. Despite this limitation, this kind of generic typealias is still useful for a lot of purposes; one big one is specialized error-return types, in which Swift can use this technique to imitate Rust's standard library: enum Result<V, E> { case Ok(V) case Err(E) } enum IO_Result<V> { typealias T = Result<V, ErrorType> } Another use for generic typealiases comes in the form of nested collections types: enum DenseMatrix<Element> { typealias T = [[Element]] } enum FlatMatrix<Element> { typealias T = (width: Int, elements: [Element]) } enum SparseMatrix<Element> { typealias T = [(x: Int, y: Int, value: Element)] } Finally, since Swift is a relatively young language, there are sure to be undiscovered applications for things like this; if you search, maybe you'll find one! Super-charge your Swift development by learning how to use the Flyweight pattern – Click here to read more About the author Alexander Altman (https://pthariensflame.wordpress.com) is a functional programming enthusiast who enjoys the mathematical and ergonomic aspects of programming language design. He's been working with Swift since the language's first public release, and he is one of the core contributors to the TypeLift (https://github.com/typelift) project.
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article-image-using-protocols-and-protocol-extensions
Packt
13 Oct 2015
22 min read
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Using Protocols and Protocol Extensions

Packt
13 Oct 2015
22 min read
In this article by Jon Hoffman, the author of Mastering Swift 2, we'll see how protocols are used as a type, how we can implement polymorphism in Swift using protocols, how to use protocol extensions, and why we would want to use protocol extensions. (For more resources related to this topic, see here.) While watching the presentations from WWDC 2015 about protocol extensions and protocol-oriented programming, I will admit that I was very skeptical. I have worked with object-oriented programming for so long that I was unsure if this new programming paradigm would solve all of the problems that Apple was claiming it would. Since I am not one to let my skepticism get in the way of trying something new, I set up a new project that mirrored the one I was currently working on, but wrote the code using Apple's recommendations for protocol-oriented programming and used protocol extensions extensively in the code. I can honestly say that I was amazed with how much cleaner the new project was compared to the original one. I believe that protocol extensions is going to be one of those defining features that set one programming language apart from the rest. I also believe that many major languages will soon have similar features. Protocol extensions are the backbone for Apple's new protocol-oriented programming paradigm and is arguably one of the most important additions to the Swift programming language. With protocol extensions, we are able to provide method and property implementations to any type that conforms to a protocol. To really understand how useful protocols and protocol extensions are, let's get a better understanding of protocols. While classes, structs, and enums can all conform to protocols in Swift, for this article, we will be focusing on classes and structs. Enums are used when we need to represent a finite number of cases and while there are valid use cases where we would have an enum conform to a protocol, they are very rare in my experience. Just remember that anywhere that we refer to a class or struct, we can also use an enum. Let's begin exploring protocols by seeing how they are full-fledged types in Swift. Protocol as a type Even though no functionality is implemented in a protocol, they are still considered a full-fledged type in the Swift programming language and can be used like any other type. What this means is we can use protocols as a parameter type or a return type in a function. We can also use them as the type for variables, constants, and collections. Let's take a look at some examples. For these few examples, we will use the PersonProtocol protocol: protocol PersonProtocol { var firstName: String {get set} var lastName: String {get set} var birthDate: NSDate {get set} var profession: String {get} init (firstName: String, lastName: String, birthDate: NSDate) } In this first example, we will see how we would use protocols as a parameter type or return type in functions, methods, or initializers: func updatePerson(person: PersonProtocol) -> PersonProtocol { // Code to update person goes here return person } In this example, the updatePerson() function accepts one parameter of the PersonProtocol protocol type and then returns a value of the PersonProtocol protocol type. Now let's see how we can use protocols as a type for constants, variables, or properties: var myPerson: PersonProtocol In this example, we create a variable of the PersonProtocol protocol type that is named myPerson. We can also use protocols as the item type to store in collection such as arrays, dictionaries, or sets: var people: [PersonProtocol] = [] In this final example, we create an array of PersonProtocol protocol types. As we can see from these three examples, even though the PersonProtocol protocol does not implement any functionality, we can still use protocols when we need to specify a type. We cannot, however, create an instance of a protocol. This is because no functionality is implemented in a protocol. As an example, if we tried to create an instance of the PersonProtocol protocol, we would be receiving the error: protocol type 'PersonProtocol' cannot be instantiated error, as shown in the following example: var test = PersonProtocol(firstName: "Jon", lastName: "Hoffman", birthDate: bDateProgrammer) We can use the instance of any class or struct that conforms to our protocol anywhere that the protocol type is required. As an example, if we defined a variable to be of the PersonProtocol protocol type, we could then populate that variable with any class or struct that conforms to the PersonProtocol protocol. For this example, let's assume that we have two types named SwiftProgrammer and FootballPlayer, which conform to the PersonProtocol protocol: var myPerson: PersonProtocol myPerson = SwiftProgrammer(firstName: "Jon", lastName: "Hoffman", birthDate: bDateProgrammer) print("(myPerson.firstName) (myPerson.lastName)") myPerson = FootballPlayer(firstName: "Dan", lastName: "Marino", birthDate: bDatePlayer) print("(myPerson.firstName) (myPerson.lastName)") In this example, we start off by creating the myPerson variable of the PersonProtocol protocol type. We then set the variable with an instance of the SwiftProgrammer type and print out the first and last names. Next, we set the myPerson variable to an instance of the FootballPlayer type and print out the first and last names again. One thing to note is that Swift does not care if the instance is a class or struct. It only matters that the type conforms to the PersonProtocol protocol type. Therefore, if our SwiftProgrammer type was a struct and the FootballPlayer type was a class, our previous example would be perfectly valid. As we saw earlier, we can use our PersonProtocol protocol as the type for an array. This means that we can populate the array with instances of any type that conforms to the PersonProtocol protocol. Once again, it does not matter if the type is a class or a struct as long as it conforms to the PersonProtocol protocol. Here is an example of this: var programmer = SwiftProgrammer(firstName: "Jon", lastName: "Hoffman", birthDate: bDateProgrammer) var player = FootballPlayer(firstName: "Dan", lastName: "Marino", birthDate: bDatePlayer) var people: [PersonProtocol] = [] people.append(programmer) people.append(player) In this example, we create an instance of the SwiftProgrammer type and an instance of the FootballPlayer type. We then add both instances to the people array. Polymorphism with protocols What we were seeing in the previous examples is a form of Polymorphism. The word polymorphism comes from the Greek roots Poly, meaning many and morphe, meaning form. In programming languages, polymorphism is a single interface to multiple types (many forms). In the previous example, the single interface was the PersonProtocol protocol and the multiple types were any type that conforms to that protocol. Polymorphism gives us the ability to interact with multiple types in a uniform manner. To illustrate this, we can extend our previous example where we created an array of the PersonProtocol types and loop through the array. We can then access each item in the array using the properties and methods define in the PersonProtocol protocol, regardless of the actual type. Let's see an example of this: for person in people { print("(person.firstName) (person.lastName): (person.profession)") } If we ran this example, the output would look similar to this: Jon Hoffman: Swift Programmer Dan Marino: Football Player We have mentioned a few times in this article that when we define the type of a variable, constant, collection type, and so on to be a protocol type, we can then use the instance of any type that conforms to that protocol. This is a very important concept to understand and it is what makes protocols and protocol extensions so powerful. When we use a protocol to access instances, as shown in the previous example, we are limited to using only properties and methods that are defined in the protocol. If we want to use properties or methods that are specific to the individual types, we would need to cast the instance to that type. Type casting with protocols Type casting is a way to check the type of the instance and/or to treat the instance as a specified type. In Swift, we use the is keyword to check if an instance is a specific type and the as keyword to treat the instance as a specific type. To start with, let's see how we would check the instance type using the is keyword. The following example shows how would we do this: for person in people { if person is SwiftProgrammer { print("(person.firstName) is a Swift Programmer") } } In this example, we use the if conditional statement to check whether each element in the people array is an instance of the SwiftProgrammer type and if so, we print that the person is a Swift programmer to the console. While this is a good method to check whether we have an instance of a specific class or struct, it is not very efficient if we wanted to check for multiple types. It is a lot more efficient to use the switch statement, as shown in the next example, if we want to check for multiple types: for person in people { switch (person) { case is SwiftProgrammer: print("(person.firstName) is a Swift Programmer") case is FootballPlayer: print("(person.firstName) is a Football Player") default: print("(person.firstName) is an unknown type") } } In the previous example, we showed how to use the switch statement to check the instance type for each element of the array. To do this check, we use the is keyword in each of the case statements in an attempt to match the instance type. We can also use the where statement with the is keyword to filter the array, as shown in the following example: for person in people where person is SwiftProgrammer { print("(person.firstName) is a Swift Programmer") } Now let's look at how we can cast an instance of a class or struct to a specific type. To do this, we can use the as keyword. Since the cast can fail if the instance is not of the specified type, the as keyword comes in two forms: as? and as!. With the as? form, if the casting fails, it returns a nil, and with the as! form, if the casting fails, we get a runtime error; therefore, it is recommended to use the as? form unless we are absolutely sure of the instance type or we perform a check of the instance type prior to doing the cast. Let's look at how we would use the as? keyword to cast an instance of a class or struct to a specified type: for person in people { if let p = person as? SwiftProgrammer { print("(person.firstName) is a Swift Programmer") } } Since the as? keyword returns an optional, we can use optional binding to perform the cast, as shown in this example. If we are sure of the instance type, we can use the as! keyword. The following example shows how to use the as! keyword when we filter the results of the array to only return instances of the SwiftProgrammer type: for person in people where person is SwiftProgrammer { let p = person as! SwiftProgrammer } Now that we have covered the basics of protocols, that is, how polymorphism works and type casting, let's dive into one of the most exciting new features of Swift protocol extensions. Protocol extensions Protocol extensions allow us to extend a protocol to provide method and property implementations to conforming types. It also allows us to provide common implementations to all the confirming types eliminating the need to provide an implementation in each individual type or the need to create a class hierarchy. While protocol extensions may not seem too exciting, once you see how powerful they really are, they will transform the way you think about and write code. Let's begin by looking at how we would use protocol extension with a very simplistic example. We will start off by defining a protocol called DogProtocol as follows: protocol DogProtocol { var name: String {get set} var color: String {get set} } With this protocol, we are saying that any type that conforms to the DogProtocol protocol, must have the two properties of the String type, namely, name and color. Now let's define the three types that conform to this protocol. We will name these types JackRussel, WhiteLab, and Mutt as follows: struct JackRussel: DogProtocol { var name: String var color: String } class WhiteLab: DogProtocol { var name: String var color: String init(name: String, color: String) { self.name = name self.color = color } } struct Mutt: DogProtocol { var name: String var color: String } We purposely created the JackRussel and Mutt types as structs and the WhiteLab type as a class to show the differences between how the two types are set up and to illustrate how they are treated in the same way when it comes to protocols and protocol extensions. The biggest difference that we can see in this example is the struct types provide a default initiator, but in the class, we must provide the initiator to populate the properties. Now let's say that we want to provide a method named speak to each type that conforms to the DogProtocol protocol. Prior to protocol extensions, we would start off by adding the method definition to the protocol, as shown in the following code: protocol DogProtocol { var name: String {get set} var color: String {get set} func speak() -> String } Once the method is defined in the protocol, we would then need to provide an implementation of the method in every type that conform to the protocol. Depending on the number of types that conformed to this protocol, this could take a bit of time to implement. The following code sample shows how we might implement this method: struct JackRussel: DogProtocol { var name: String var color: String func speak() -> String { return "Woof Woof" } } class WhiteLab: DogProtocol { var name: String var color: String init(name: String, color: String) { self.name = name self.color = color } func speak() -> String { return "Woof Woof" } } struct Mutt: DogProtocol { var name: String var color: String func speak() -> String { return "Woof Woof" } } While this method works, it is not very efficient because anytime we update the protocol, we would need to update all the types that conform to it and we may be duplicating a lot of code, as shown in this example. Another concern is, if we need to change the default behavior of the speak() method, we would have to go in each implementation and change the speak() method. This is where protocol extensions come in. With protocol extensions, we could take the speak() method definition out of the protocol itself and define it with the default behavior, in protocol extension. The following code shows how we would define the protocol and the protocol extension: protocol DogProtocol { var name: String {get set} var color: String {get set} } extension DogProtocol { func speak() -> String { return "Woof Woof" } } We begin by defining DogProtocol with the original two properties. We then create a protocol extension that extends DogProtocol and contains the default implementation of the speak() method. With this code, there is no need to provide an implementation of the speak() method in each of the types that conform to DogProtocol because they automatically receive the implementation as part of the protocol. Let's see how this works by setting our three types that conform to DogProtocol back to their original implementations and they should receive the speak() method from the protocol extension: struct JackRussel: DogProtocol { var name: String var color: String } class WhiteLab: DogProtocol { var name: String var color: String init(name: String, color: String) { self.name = name self.color = color } } struct Mutt: DogProtocol { var name: String var color: String } We can now use each of the types as shown in the following code: let dash = JackRussel(name: "Dash", color: "Brown and White") let lily = WhiteLab(name: "Lily", color: "White") let buddy = Mutt(name: "Buddy", color: "Brown") let dSpeak = dash.speak() // returns "woof woof" let lSpeak = lily.speak() // returns "woof woof" let bSpeak = buddy.speak() // returns "woof woof" As we can see in this example, by adding the speak() method to the DogProtocol protocol extension, we are automatically adding that method to all the types that conform to DogProtocol. The speak() method in the DogProtocol protocol extension can be considered a default implementation of the speak() method because we are able to override it in the type implementations. As an example, we could override the speak() method in the Mutt struct, as shown in the following code: struct Mutt: DogProtocol { var name: String var color: String func speak() -> String { return "I am hungry" } } When we call the speak() method for an instance of the Mutt type, it will return the string, "I am hungry". Now that we have seen how we would use protocols and protocol extensions, let's look at a more real-world example. In numerous apps, across multiple platforms (iOS, Android, and Windows), I have had the requirement to validate user input as it is entered. This validation can be done very easily with regular expressions; however, we do not want various regular expressions littered through out our code. It is very easy to solve this problem by creating different classes or structs that contains the validation code; however, we would have to organize these classes to make them easy to use and maintain. Prior to protocol extensions in Swift, I would use protocols to define the validation requirements and then create a struct that would conform to the protocol for each validation that I needed. Let's take a look at this preprotocol extension method. A regular expression is a sequence of characters that define a particular pattern. This pattern can then be used to search a string to see whether the string matches the pattern or contains a match of the pattern. Most major programming languages contain a regular expression parser, and if you are not familiar with regular expressions, it may be worth to learn more about them. The following code shows the TextValidationProtocol protocol that defines the requirements for any type that we want to use for text validation: protocol TextValidationProtocol { var regExMatchingString: String {get} var regExFindMatchString: String {get} var validationMessage: String {get} func validateString(str: String) -> Bool func getMatchingString(str: String) -> String? } In this protocol, we define three properties and two methods that any type that conforms to TextValidationProtocol must implement. The three properties are: regExMatchingString: This is a regular expression string used to verify that the input string contains only valid characters. regExFindMatchString: This is a regular expression string used to retrieve a new string from the input string that contains only valid characters. This regular expression is generally used when we need to validate the input real time, as the user enters information, because it will find the longest matching prefix of the input string. validationMessage: This is the error message to display if the input string contains non-valid characters. The two methods for this protocol are as follows: validateString: This method will return true if the input string contains only valid characters. The regExMatchingString property will be used in this method to perform the match. getMatchingString: This method will return a new string that contains only valid characters. This method is generally used when we need to validate the input real time as the user enters information because it will find the longest matching prefix of the input string. We will use the regExFindMatchString property in this method to retrieve the new string. Now let's see how we would create a struct that conforms to this protocol. The following struct would be used to verify that the input string contains only alpha characters: struct AlphaValidation1: TextValidationProtocol { static let sharedInstance = AlphaValidation1() private init(){} let regExFindMatchString = "^[a-zA-Z]{0,10}" let validationMessage = "Can only contain Alpha characters" var regExMatchingString: String { get { return regExFindMatchString + "$" } } func validateString(str: String) -> Bool { if let _ = str.rangeOfString(regExMatchingString, options: .RegularExpressionSearch) { return true } else { return false } } func getMatchingString(str: String) -> String? { if let newMatch = str.rangeOfString(regExFindMatchString, options: .RegularExpressionSearch) { return str.substringWithRange(newMatch) } else { return nil } } } In this implementation, the regExFindMatchString and validationMessage properties are stored properties, and the regExMatchingString property is a computed property. We also implement the validateString() and getMatchingString() methods within the struct. Normally, we would have several different types that conform to TextValidationProtocol where each one would validate a different type of input. As we can see from the AlphaValidation1 struct, there is a bit of code involved with each validation type. A lot of the code would also be duplicated in each type. The code for both methods (validateString() and getMatchingString()) and the regExMatchingString property would be duplicated in every validation class. This is not ideal, but if we wanted to avoid creating a class hierarchy with a super class that contains the duplicate code (I personally prefer using value types over classes), we would have no other choice. Now let's see how we would implement this using protocol extensions. With protocol extensions we need to think about the code a little differently. The big difference is, we do not need, nor want to define everything in the protocol. With standard protocols or when we use class hierarchy, all the methods and properties that you would want to access using the generic superclass or protocol would have to be defined within the superclass or protocol. With protocol extensions, it is preferred for us not to define a property or method in the protocol if we are going to be defining it within the protocol extension. Therefore, when we rewrite our text validation types with protocol extensions, TextValidationProtocol would be greatly simplified to look similar to this: protocol TextValidationProtocol { var regExFindMatchString: String {get} var validationMessage: String {get} } In original TextValidationProtocol, we defined three properties and two methods. As we can see in this new protocol, we are only defining two properties. Now that we have our TextValidationProtocol defined, let's create the protocol extension for it: extension TextValidationProtocol { var regExMatchingString: String { get { return regExFindMatchString + "$" } } func validateString(str: String) -> Bool { if let _ = str.rangeOfString(regExMatchingString, options: .RegularExpressionSearch) { return true } else { return false } } func getMatchingString(str: String) -> String? { if let newMatch = str.rangeOfString(regExFindMatchString, options: .RegularExpressionSearch) { return str.substringWithRange(newMatch) } else { return nil } } } In the TextValidationProtocol protocol extension, we define the two methods and the third property that were defined in original TextValidationProtocol, but were not defined in the new one. Now that we have created our protocol and protocol extension, we are able to define our text validation types. In the following code, we define three structs that we will use to validate text when a users types it in: struct AlphaValidation: TextValidationProtocol { static let sharedInstance = AlphaValidation() private init(){} let regExFindMatchString = "^[a-zA-Z]{0,10}" let validationMessage = "Can only contain Alpha characters" } struct AlphaNumericValidation: TextValidationProtocol { static let sharedInstance = AlphaNumericValidation() private init(){} let regExFindMatchString = "^[a-zA-Z0-9]{0,15}" let validationMessage = "Can only contain Alpha Numeric characters" } struct DisplayNameValidation: TextValidationProtocol { static let sharedInstance = DisplayNameValidation() private init(){} let regExFindMatchString = "^[\s?[a-zA-Z0-9\-_\s]]{0,15}" let validationMessage = "Display Name can contain only contain Alphanumeric Characters" } In each one of the text validation structs, we create a static constant and a private initiator so that we can use the struct as a singleton. After we define the singleton pattern, all we do in each type is set the values for the regExFindMatchString and validationMessage properties. Now we have not duplicated the code virtually because even if we could, we would not want to define the singleton code in the protocol extension because we would not want to force that pattern on all the conforming types. To use the text validation classes, we would want to create a dictionary object that would map the UITextField objects to the validation class to use it like this: var validators = [UITextField: TextValidationProtocol]() We could then populate the validators dictionary as shown here: validators[alphaTextField] = AlphaValidation.sharedInstance validators[alphaNumericTextField] = AlphaNumericValidation.sharedInstance validators[displayNameTextField] = DisplayNameValidation.sharedInstance We can now set the EditingChanged event of the text fields to a single method named keyPressed(). To set the edition changed event for each field, we would add the following code to the viewDidLoad() method of our view controller: alphaTextField.addTarget(self, action:Selector("keyPressed:"), forControlEvents: UIControlEvents.EditingChanged) alphaNumericTextField.addTarget(self, action: Selector("keyPressed:"), forControlEvents: UIControlEvents.EditingChanged) displayNameTextField.addTarget(self, action: Selector("keyPressed:"), forControlEvents: UIControlEvents.EditingChanged) Now lets create the keyPressed() method that each text field calls when a user types a character into the field: @IBAction func keyPressed(textField: UITextField) { if let validator = validators[textField] where !validator.validateString(textField.text!) { textField.text = validator.getMatchingString(textField.text!) messageLabel?.text = validator.validationMessage } } In this method, we use the if let validator = validators[textField] statement to retrieve the validator for the particular text field and then we use the where !validator.validateString(textField.text!) statement to validate the string that the user has entered. If the string fails validation, we use the getMatchingString() method to update the text in the text field by removing all the characters from the input string, starting with the first invalid character and then displaying the error message from the text validation class. If the string passes validation, the text in the text field is left unchanged. Summary In this article, we saw that protocols are treated as full-fledged types by Swift. We also saw how polymorphism can be implemented in Swift with protocols. We concluded this article with an in-depth look at protocol extensions and saw how we would use them in Swift. Protocols and protocol extensions are the backbone of Apple's new protocol-oriented programming paradigm. This new model for programming has the potential to change the way we write and think about code. While we did not specifically cover protocol-oriented programming in this article, understanding the topics in this article gives us the solid understanding of protocols and protocol extensions needed to learn about this new programming model. Resources for Article: Further resources on this subject: Using OpenStack Swift [Article] Dragging a CCNode in Cocos2D-Swift [Article] Installing OpenStack Swift [Article]
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Packt
08 Oct 2015
19 min read
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Creating a City Information App with Customized Table Views

Packt
08 Oct 2015
19 min read
In this article by Cecil Costa, the author of Swift 2 Blueprints, we will cover the following: Project overview Setting it up The first scene Displaying cities information (For more resources related to this topic, see here.) Project overview The idea of this app is to give users information about cities such as the current weather, pictures, history, and cities that are around. How can we do it? Firstly, we have to decide on how the app is going to suggest a city to the user. Of course, the most logical city would be the city where the user is located, which means that we have to use the Core Location framework to retrieve the device's coordinates with the help of GPS. Once we have retrieved the user's location, we can search for cities next to it. To do this, we are going to use a service from http://www.geonames.org/. Other information that will be necessary is the weather. Of course, there are a lot of websites that can give us information on the weather forecast, but not all of them offer an API to use it for your app. In this case, we are going to use the Open Weather Map service. What about pictures? For pictures, we can use the famous Flickr. Easy, isn't it? Now that we have the necessary information, let's start with our app. Setting it up Before we start coding, we are going to register the needed services and create an empty app. First, let's create a user at geonames. Just go to http://www.geonames.org/login with your favorite browser, sign up as a new user, and confirm it when you receive a confirmation e-mail. It may look like everything has been done, however, you still need to upgrade your account to use the API services. Don't worry, it's free! So, open http://www.geonames.org/manageaccount and upgrade your account. Don't use the user demo provided by geonames, even for development. This user exceeds its daily quota very frequently. With geonames, we can receive information on cities by their coordinates, but we don't have the weather forecast and pictures. For weather forecasts, open http://openweathermap.org/register and register a new user and API. Lastly, we need a service for the cities' pictures. In this case, we are going to use Flickr. Just create a Yahoo! account and create an API key at https://www.flickr.com/services/apps/create/. While creating a new app, try to investigate the services available for it and their current status. Unfortunately, the APIs change a lot like their prices, their terms, and even their features. Now, we can start creating the app. Open Xcode, create a new single view application for iOS, and call it Chapter 2 City Info. Make sure that Swift is the main language like the following picture: The first task here is to add a library to help us work with JSON messages. In this case, a library called SwiftyJSON will solve our problem. Otherwise, it would be hard work to navigate through the NSJSONSerialization results. Download the SwiftyJSON library from https://github.com/SwiftyJSON/SwiftyJSON/archive/master.zip, then uncompress it, and copy the SwiftyJSON.swift file in your project. Another very common way of installing third party libraries or frameworks would be to use CocoaPods, which is commonly known as just PODs. This is a dependency manager, which downloads the desired frameworks with their dependencies and updates them. Check https://cocoapods.org/ for more information. Ok, so now it is time to start coding. We will create some functions and classes that should be common for the whole program. As you know, many functions return NSError if something goes wrong. However, sometimes, there are errors that are detected by the code, like when you receive a JSON message with an unexpected struct. For this reason, we are going to create a class that creates custom NSError. Once we have it, we will add a new file to the project (command + N) called ErrorFactory.swift and add the following code: import Foundation class ErrorFactory {{ static let Domain = "CityInfo" enum Code:Int { case WrongHttpCode = 100, MissingParams = 101, AuthDenied = 102, WrongInput = 103 } class func error(code:Code) -> NSError{ let description:String let reason:String let recovery:String switch code { case .WrongHttpCode: description = NSLocalizedString("Server replied wrong code (not 200, 201 or 304)", comment: "") reason = NSLocalizedString("Wrong server or wrong api", comment: "") recovery = NSLocalizedString("Check if the server is is right one", comment: "") case .MissingParams: description = NSLocalizedString("There are some missing params", comment: "") reason = NSLocalizedString("Wrong endpoint or API version", comment: "") recovery = NSLocalizedString("Check the url and the server version", comment: "") case .AuthDenied: description = NSLocalizedString("Authorization denied", comment: "") reason = NSLocalizedString("User must accept the authorization for using its feature", comment: "") recovery = NSLocalizedString("Open user auth panel.", comment: "") case .WrongInput: description = NSLocalizedString("A parameter was wrong", comment: "") reason = NSLocalizedString("Probably a cast wasn't correct", comment: "") recovery = NSLocalizedString("Check the input parameters.", comment: "") } return NSError(domain: ErrorFactory.Domain, code: code.rawValue, userInfo: [ NSLocalizedDescriptionKey: description, NSLocalizedFailureReasonErrorKey: reason, NSLocalizedRecoverySuggestionErrorKey: recovery ]) } } The previous code shows the usage of NSError that requires a domain, which is a string that differentiates the error type/origin and avoids collisions in the error code. The error code is just an integer that represents the error that occurred. We used an enumeration based on integer values, which makes it easier for the developer to remember and allows us to convert its enumeration to an integer easily with the rawValue property. The third argument of an NSError initializer is a dictionary that contains messages, which can be useful to the user (actually to the developer). Here, we have three keys: NSLocalizedDescriptionKey: This contains a basic description of the error NSLocalizedFailureReasonErrorKey: This explains what caused the error NSLocalizedRecoverySuggestionErrorKey: This shows what is possible to avoid this error As you might have noticed, for these strings, we used a function called NSLocalizedString, which will retrieve the message in the corresponding language if it is set to the Localizable.strings file. So, let's add a new file to our app and call it Helpers.swift; click on it for editing. URLs have special character combinations that represent special characters, for example, a whitespace in a URL is sent as a combination of %20 and a open parenthesis is sent with the combination of %28. The stringByAddingPercentEncodingWithAllowedCharacters string method allows us to do this character conversion. If you need more information on the percent encoding, you can check the Wikipedia entry at https://en.wikipedia.org/wiki/Percent-encoding. As we are going to work with web APIs, we will need to encode some texts before we send them to the corresponding server. Type the following function to convert a dictionary into a string with the URL encoding: func toUriEncoded(params: [String:String]) -> String { var records = [String]() for (key, value) in params { let valueEncoded = value.stringByAddingPercentEncodingWithAllowedCharacters(.URLHostAllowedCharacterSet()) records.append("(key)=(valueEncoded!)") } return "&".join(records) } Another common task is to call the main queue. You might have already used a code like dispatch_async(dispatch_get_main_queue(), {() -> () in … }), however, it is too long. We can reduce it by calling it something like M{…}. So, here is the function for it: func M(((completion: () -> () ) { dispatch_async(dispatch_get_main_queue(), completion) } A common task is to request for JSON messages. To do so, we just need to know the endpoint, the required parameters, and the callback. So, we can start with this function as follows: func requestJSON(urlString:String, params:[String:String] = [:], completion:(JSON, NSError?) -> Void){ let fullUrlString = "(urlString)?(toUriEncoded(params))" if let url = NSURL(string: fullUrlString) { NSURLSession.sharedSession().dataTaskWithURL(url) { (data, response, error) -> Void in if error != nil { completion(JSON(NSNull()), error) return } var jsonData = data! var jsonString = NSString(data: jsonData, encoding: NSUTF8StringEncoding)! Here, we have to add a tricky code, because the Flickr API is always returned with a callback function called jsonFlickrApi while wrapping the corresponding JSON. This callback must be removed before the JSON text is parsed. So, we can fix this issue by adding the following code: // if it is the Flickr response we have to remove the callback function jsonFlickrApi() // from the JSON string if (jsonString as String).characters.startsWith("jsonFlickrApi(".characters) { jsonString = jsonString.substringFromIndex("jsonFlickrApi(".characters.count) let end = (jsonString as String).characters.count - 1 jsonString = jsonString.substringToIndex(end) jsonData = jsonString.dataUsingEncoding(NSUTF8StringEncoding)! } Now, we can complete this function by creating a JSON object and calling the callback: let json = JSON(data:jsonData) completion(json, nil) }.resume() }else { completion(JSON(NSNull()), ErrorFactory.error(.WrongInput)) } } At this point, the app has a good skeleton. It means that, from now on, we can code the app itself. The first scene Create a project group (command + option + N) for the view controllers and move the ViewController.swift file (created by Xcode) to this group. As we are going to have more than one view controller, it is also a good idea to rename it to InitialViewController.swift: Now, open this file and rename its class from ViewController to InitialViewController: class InitialViewController: UIViewController { Once the class is renamed, we need to update the corresponding view controller in the storyboard by: Clicking on the storyboard. Selecting the view controller (the only one we have till now). Going to the Identity inspector by using the command+ option + 3 combination. Here, you can update the class name to the new one. Pressing enter and confirming that the module name is automatically updated from None to the product name. The following picture demonstrates where you should do this change and how it should be after the change: Great! Now, we can draw the scene. Firstly, let's change the view background color. To do it, select the view that hangs from the view controller. Go to the Attribute Inspector by pressing command+ option + 4, look for background color, and choose other, as shown in the following picture: When the color dialog appears, choose the Color Sliders option at the top and select the RGB Sliders combo box option. Then, you can change the color as per your choice. In this case, let's set it to 250 for the three colors: Before you start a new app, create a mockup of every scene. In this mockup, try to write down the color numbers for the backgrounds, fonts, and so on. Remember that Xcode still doesn't have a way to work with styles as websites do with CSS, meaning that if you have to change the default background color, for example, you will have to repeat it everywhere. On the storyboard's right-hand side, you have the Object Library, which can be easily accessed with the command + option + control + 3 combination. From there, you can search for views, view controllers, and gestures, and drag them to the storyboard or scene. The following picture shows a sample of it: Now, add two labels, a search bar, and a table view. The first label should be the app title, so let's write City Info on it. Change its alignment to center, the font to American Typewriter, and the font size to 24. On the other label, let's do the same, but write Please select your city and its font size should be 18. The scene must result in something similar to the following picture: Do we still need to do anything else on this storyboard scene? The answer is yes. Now it is time for the auto layout, otherwise the scene components will be misplaced when you start the app. There are different ways to add auto layout constraints to a component. An easy way of doing it is by selecting the component by clicking on it like the top label. With the control key pressed, drag it to the other component on which the constraint will be based like the main view. The following picture shows a sample of a constraint being created from a table to the main view: Another way is by selecting the component and clicking on the left or on the middle button, which are to the bottom-right of the interface builder screen. The following picture highlights these buttons: Whatever is your favorite way of adding constraints, you will need the following constraints and values for the current scene: City Info label Center X equals to the center of superview (main view), value 0 City Info label top equals to the top layout guide, value 0 Select your city label top vertical spacing of 8 to the City Info label Select your city label alignment center X to superview, value 0 Search bar top value 8 to select your city label Search bar trailing and leading space 0 to superview Table view top space (space 0) to the search bar Table view trailing and leading space 0 to the search bar Table view bottom 0 to superview Before continuing, it is a good idea to check whether the layout suits for every resolution. To do it, open the assistant editor with command + option + .return and change its view to Preview: Here, you can have a preview of your screen on the device. You can also rotate the screens by clicking on the icon with a square and a arched arrow over it: Click on the plus sign to the bottom-left of the assistant editor to add more screens: Once you are happy with your layout, you can move on to the next step. Although the storyboard is not yet done, we are going to leave it for a while. Click on the InitialViewController.swift file. Let's start receiving information on where the device is using the GPS. To do it, import the Core Location framework and set the view controller as a delegate: import CoreLocation class InitialViewController: UIViewController, CLLocationManagerDelegate { After this, we can set the core location manager as a property and initialize it on viewDidLoadMethod. Type the following code to set locationManager and initialize InitialViewController: var locationManager = CLLocationManager() override func viewDidLoad() { super.viewDidLoad() locationManager.delegate = self locationManager.desiredAccuracy = kCLLocationAccuracyThreeKilometers locationManager.distanceFilter = 3000 if locationManager.respondsToSelector(Selector("requestWhenInUseAuthorization")) { locationManager.requestWhenInUseAuthorization() } locationManager.startUpdatingLocation() } After initializing the location manager, we have to check whether the GPS is working or not by implementing the didUpdateLocations method. Right now, we are going to print the last location and nothing more: func locationManager(manager: CLLocationManager!, didUpdateLocations locations: [CLLocation]!){ let lastLocation = locations.last! print(lastLocation) } Now, we can test the app. However, we still need to perform one more step. Go to your Info.plist file by pressing command + option + J and the file name. Add a new entry with the NSLocationWhenInUseUsageDescription key and change its type to String and its value to This app needs to know your location. This last step is mandatory since iOS 8. Press play and check whether you have received a coordinate, but not very frequently. Displaying cities information The next step is to create a class to store the information received from the Internet. In this case, we can do it in a straightforward manner by copying the JSON object properties in our class properties. Create a new group called Models and, inside it, a file called CityInfo.swift. There you can code CityInfo as follows: class CityInfo { var fcodeName:String? var wikipedia:String? var geonameId: Int! var population:Int? var countrycode:String? var fclName:String? var lat : Double! var lng: Double! var fcode: String? var toponymName:String? var name:String! var fcl:String? init?(json:JSON){){){ // if any required field is missing we must not create the object. if let name = json["name"].string,,, geonameId = json["geonameId"].int, lat = json["lat"].double, lng = json["lng"].double { self.name = name self.geonameId = geonameId self.lat = lat self.lng = lng }else{ return nil } self.fcodeName = json["fcodeName"].string self.wikipedia = json["wikipedia"].string self.population = json["population"].int self.countrycode = json["countrycode"].string self.fclName = json["fclName"].string self.fcode = json["fcode"].string self.toponymName = json["toponymName"].string self.fcl = json["fcl"].string } } Pay attention that our initializer has a question mark on its header; this is called a failable initializer. Traditional initializers always return a new instance of the newly requested object. However, with failable initializers, you can return a new instance or a nil value, indicating that the object couldn't be constructed. In this initializer, we used an object of the JSON type, which is a class that belongs to the SwiftyJSON library/framework. You can easily access its members by using brackets with string indices to access the members of a json object, like json ["field name"], or using brackets with integer indices to access elements of a json array. Doesn't matter, the way you have to use the return type, it will always be a JSON object, which can't be directly assigned to the variables of another built-in types, such as integers, strings, and so on. Casting from a JSON object to a basic type can be done by accessing properties with the same name as the destination type, such as .string for casting to string objects, .int for casting to int objects, .array or an array of JSON objects, and so on. Now, we have to think about how this information is going to be displayed. As we have to display this information repeatedly, a good way to do so would be with a table view. Therefore, we will create a custom table view cell for it. Go to your project navigator, create a new group called Cells, and add a new file called CityInfoCell.swift. Here, we are going to implement a class that inherits from UITableViewCell. Note that the whole object can be configured just by setting the cityInfo property: import UIKit class CityInfoCell:UITableViewCell { @IBOutlet var nameLabel:UILabel! @IBOutlet var coordinates:UILabel! @IBOutlet var population:UILabel! @IBOutlet var infoImage:UIImageView! private var _cityInfo:CityInfo! var cityInfo:CityInfo { get { return _cityInfo } set (cityInfo){ self._cityInfo = cityInfo self.nameLabel.text = cityInfo.name if let population = cityInfo.population { self.population.text = "Pop: (population)" }else { self.population.text = "" } self.coordinates.text = String(format: "%.02f, %.02f", cityInfo.lat, cityInfo.lng) if let _ = cityInfo.wikipedia { self.infoImage.image = UIImage(named: "info") } } } } Return to the storyboard and add a table view cell from the object library to the table view by dragging it. Click on this table view cell and add three labels and one image view to it. Try to organize it with something similar to the following picture: Change the labels font family to American Typewriter, and the font size to 16 for the city name and 12 for the population and the location label..Drag the info.png and noinfo.png images to your Images.xcassets project. Go back to your storyboard and set the image to noinfo in the UIImageView attribute inspector, as shown in the following screenshot: As you know, we have to set the auto layout constraints. Just remember that the constraints will take the table view cell as superview. So, here you have the constraints that need to be set: City name label leading equals 0 to the leading margin (left) City name label top equals 0 to the super view top margin City name label bottom equals 0 to the super view bottom margin City label horizontal space 8 to the population label Population leading equals 0 to the superview center X Population top equals to -8 to the superview top Population trailing (right) equals 8 to the noinfo image Population bottom equals 0 to the location top Population leading equals 0 to the location leading Location height equals to 21 Location trailing equals 8 to the image leading Location bottom equals 0 to the image bottom Image trailing equals 0 to the superview trailing margin Image aspect ratio width equals 0 to the image height Image bottom equals -8 to the superview bottom Image top equals -8 to the superview top Has everything been done for this table view cell? Of course not. We still need to set its class and connect each component. Select the table view cell and change its class to CityInfoCell: As we are here, let's do a similar task that is to change the cell identifier to cityinfocell. This way, we can easily instantiate the cell from our code: Now, you can connect the cell components with the ones we have in the CityInfoCell class and also connect the table view with the view controller: @IBOutlet var tableView: UITableView!! There are different ways to connect a view with the corresponding property. An easy way is to open the assistant view with the command + option + enter combination, leaving the storyboard on the left-hand side and the Swift file on the right-hand side. Then, you just need to drag the circle that will appear on the left-hand side of the @IBOutlet or the @IBAction attribute and connect with the corresponding visual object on the storyboard. After this, we need to set the table view delegate and data source, and also the search bar delegate with the view controller. It means that the InitialViewController class needs to have the following header. Replace the current InitialViewController header with: class InitialViewController: UIViewController, CLLocationManagerDelegate, UITableViewDataSource, UITableViewDelegate, UISearchBarDelegate { Connect the table view and search bar delegate and the data source with the view controller by control dragging from the table view to the view controller's icon at the top of the screen, as shown in the following screenshot: Summary In this article, you learned how to create custom NSError, which is the traditional way of reporting that something went wrong. Every time a function returns NSError, you should try to solve the problem or report what has happened to the user. We could also appreciate the new way of trapping errors with try and catch a few times. This is a new feature on Swift 2, but it doesn't mean that it will replace NSError. They will be used in different situations. Resources for Article: Further resources on this subject: Nodes[article] Network Development with Swift[article] Playing with Swift [article]
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Packt
04 Sep 2015
7 min read
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Introduction to WatchKit

Packt
04 Sep 2015
7 min read
In this article by Hossam Ghareeb, author of the book Application Development with Swift, we will talk about a new technology, WatchKit, and a new era of wearable technologies. Now technology is a part of all aspects of our lives, even wearable objects. You can see smart watches such as the new Apple watch or glasses such as Google glass. We will go through the new WatchKit framework to learn how to extend your iPhone app functionalities to your wrist. (For more resources related to this topic, see here.) Apple watch Apple watch is a new device on your wrist that can be used to extend your iPhone app functionality; you can access the most important information and respond in easy ways using the watch. The watch is now available in most countries in different styles and models so that everyone can find a watch that suits them. When you get your Apple watch, you can pair it with your iPhone. The watch can't be paired with the iPad; it can only be paired with your iPhone. To run third-party apps on your watch, iPhone should be paired with the watch. Once paired, when you install any app on your iPhone that has an extension for the watch, the app will be installed on the watch automatically and wirelessly. WatchKit WatchKit is a new framework to build apps for Apple watch. To run third-party apps on Apple watch, you need the watch to be connected to the iPhone. WatchKit helps you create apps for Apple watch by creating two targets in Xcode: The WatchKit app: The WatchKit app is an executable app to be installed on your watch, and you can install or uninstall it from your iPhone. The WatchKit app contains the storyboard file and resources files. It doesn't contain any source code, just the interface and resource files. The WatchKit extension: This extension runs on the iPhone and has the InterfaceControllers file for your storyboard. This extension just contains the model and controller classes. The actions and outlets from the previous WatchKit app will be linked to these controller files in the WatchKit extension. These bundles—the WatchKit extension and WatchKit app—are put together and packed inside the iPhone application. When the user installs the iPhone app, the system will prompt the user to install the WatchKit app if there is a paired watch. Using WatchKit, you can extend your iOS app in three different ways: The WatchKit app As we mentioned earlier, the WatchKit app is an app installed on Apple watch and the user can find it in the list of Watch apps. The user can launch, control, and interact with the app. Once the app is launched, the WatchKit extension on the iPhone app will run in the background to update a user interface, perform any logic required, and respond to user actions. Note that the iPhone app can't launch or wake up the WatchKit extension or the WatchKit app. However, the WatchKit extension can ask the system to launch the iPhone app and this will be performed in the background. Glances Glances are single interfaces that the user can navigate between. The glance view is just read-only information, which means that you can't add any interactive UI controls such as buttons and switches. Apps should use glances to display very important and timely information. The glance view is a nonscrolling view, so your glance view should fit the watch screen. Avoid using tables and maps in interface controllers and focus on delivering the most important information in a nice way. Once the user clicks on the glance view, the watch app will be launched. The glance view is optional in your app. The glance interface and its interface controller files are a part of your WatchKit extension and WatchKit app. The glance interface resides in a storyboard, which resides in the WatchKit app. The interface controller that is responsible for filling the view with the timely important information is located in the WatchKit extension, which runs in the background in the iPhone app, as we said before. Actionable notifications For sure, you can handle and respond to local and remote notifications in an easy and fast way using Apple watch. WatchKit helps you build user interfaces for the notification that you want to handle in your WatchKit app. WatchKit helps you add actionable buttons so that the user can take action based on the notification. For example, if a notification for an invitation is sent to you, you can take action to accept or reject the notification from your wrist. You can respond to these actions easily in interface controllers in WatchKit extension. Working with WatchKit Enough talking about theory, lets see some action. Go to our lovely Xcode and create a new single-view application and name it WatchKitDemo. Don't forget to select Swift as the app language. Then navigate to File | New | Target to create a new target for the WatchKit app: After you select the target, in the pop-up window, from the left side under iOS choose Apple Watch and select WatchKit App. Check the following screenshot: After you click on Next, it will ask you which application to embed the target in and which scenes to include. Please check the Include Notification Scene and Include Glance Scene options, as shown in the following screenshot: Click on Finish, and now you have an iPhone app with the built-in WatchKit extension and WatchKit app. Xcode targets Now your project should be divided into three parts. Check the following screenshot and let's explain these parts: As you see in this screenshot, the project files are divided into three sections. In section 1, you can see the iPhone app source files, interface files or storyboard, and resources files. In section 2, you can find the WatchKit extension, which contains only interface controllers and model files. Again, as we said before, this extension also runs in iPhone in the background. In section 3, you can see the WatchKit app, which runs in Apple watch itself. As we see, it contains the storyboard and resources files. No source code can be added in this target. Interface controllers In the WatchKit extension of your Xcode project, open InterfaceController.swift. You will find the interface controller file for the scene that exists in Interface.storyboard in the WatchKit app. The InterfaceController file extends from WKInterfaceController, which is the base class for interface controllers. Forget the UI classes that you were using in the iOS apps from the UIKit framework, as it has different interface controller classes in WatchKit and they are very limited in configuration and customization. In the InterfaceController file, you can find three important methods that explain the lifecycle of your controller: awakeWithContext, willActivate, and didDeactivate. Another important method that can be overridden for the lifecycle is called init, but it's not implemented in the controller file. Let's now explain the four lifecycle methods: init: You can consider this as your first chance to update your interface elements. awakeWithContext: This is called after the init method and contains context data that can be used to update your interface elements or to perform some logical operations on these data. Context data is passed between interface controllers when you push or present another controller and you want to pass some data. willActivate: Here, your scene is about to be visible onscreen, and its your last chance to update your UI. Try to put simple UI changes here in this method so as not to cause freezing in UI. didDeactivate: Your scene is about to be invisible and, if you want to clean up your code, it's time to stop animations or timers. Summary In this article, we covered a very important topic: how to develop apps for the new wearable technology, Apple watch. We first gave a quick introduction about the new device and how it can communicate with paired iPhones. We then talked about WatchKit, the new framework, that enables you to develop apps for Apple watch and design its interface. Apple has designed the watch to contain only the storyboard and resources files. All logic and operations are performed in the iPhone app in the background. Resources for Article: Further resources on this subject: Flappy Swift [article] Playing with Swift [article] Using OpenStack Swift [article]
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Packt
08 Jul 2015
21 min read
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To Be or Not to Be – Optionals

Packt
08 Jul 2015
21 min read
In this article by Andrew J Wagner, author of the book Learning Swift, we will cover: What is an optional? How to unwrap an optional Optional chaining Implicitly unwrapped optionals How to debug optionals The underlying implementation of an optional (For more resources related to this topic, see here.) Introducing optionals So, we know that the purpose of optionals in Swift is to allow the representation of the absent value, but what does that look like and how does it work? An optional is a special type that can wrap any other type. This means that you can make an optional String, optional Array, and so on. You can do this by adding a question mark (?) to the type name: var possibleString: String? var possibleArray: [Int]? Note that this code does not specify any initial values. This is because all optionals, by default, are set to no value at all. If we want to provide an initial value, we can do so like any other variable: var possibleInt: Int? = 10 Also note that, if we leave out the type specification (: Int?), possibleInt would be inferred to be of the Int type instead of an Int optional. It is pretty verbose to say that a variable lacks a value. Instead, if an optional lacks a variable, we say that it is nil. So, both possibleString and possibleArray are nil, while possibleInt is 10. However, possibleInt is not truly 10. It is still wrapped in an optional. You can see all the forms a variable can take by putting the following code in to a playground: var actualInt = 10 var possibleInt: Int? = 10 var nilInt: Int? println(actualInt) // "10" println(possibleInt) // "Optional(10)" println(nilInt) // "nil" As you can see, actualInt prints out as we expect it to, but possibleInt prints out as an optional that contains the value 10 instead of just 10. This is a very important distinction because an optional cannot be used as if it were the value it wraps. The nilInt optional just reports that it is nil. At any point, you can update the value within an optional, including the fact that you can give it a value for the first time using the assignment operator (=): nilInt = 2 println(nilInt) // "Optional(2)" You can even remove the value within an optional by assigning it to nil: nilInt = nil println(nilInt) // "nil" So, we have this wrapped form of a variable that may or may not contain a value. What do we do if we need to access the value within an optional? The answer is that we must unwrap it. Unwrapping an optional There are multiple ways to unwrap an optional. All of them essentially assert that there is truly a value within the optional. This is a wonderful safety feature of Swift. The compiler forces you to consider the possibility that an optional lacks any value at all. In other languages, this is a very commonly overlooked scenario that can cause obscure bugs. Optional binding The safest way to unwrap an optional is using something called optional binding. With this technique, you can assign a temporary constant or variable to the value contained within the optional. This process is contained within an if statement, so that you can use an else statement for when there is no value. An optional binding looks like this: if let string = possibleString {    println("possibleString has a value: \(string)") } else {    println("possibleString has no value") } An optional binding is distinguished from an if statement primarily by the if let syntax. Semantically, this code says "if you can let the constant string be equal to the value within possibleString, print out its value; otherwise, print that it has no value." The primary purpose of an optional binding is to create a temporary constant that is the normal (nonoptional) version of the optional. It is also possible to use a temporary variable in an optional binding: possibleInt = 10 if var int = possibleInt {    int *= 2 } println(possibleInt) // Optional(10) Note that an astrix (*) is used for multiplication in Swift. You should also note something important about this code, that is, if you put it into a playground, even though we multiplied int by 2, the value does not change. When we print out possibleInt later, the value still remains Optional(10). This is because even though we made the int variable (otherwise known as mutable), it is simply a temporary copy of the value within possibleInt. No matter what we do with int, nothing will be changed about the value within possibleInt. If we need to update the actual value stored within possibleInt, we need to simply assign possibleInt to int after we are done modifying it: possibleInt = 10 if var int = possibleInt {    int *= 2    possibleInt = int } println(possibleInt) // Optional(20) Now the value wrapped inside possibleInt has actually been updated. A common scenario that you will probably come across is the need to unwrap multiple optional values. One way of doing this is by simply nesting the optional bindings: if let actualString = possibleString {    if let actualArray = possibleArray {        if let actualInt = possibleInt {            println(actualString)            println(actualArray)            println(actualInt)        }    } } However, this can be a pain as it increases the indentation level each time to keep the code organized. Instead, you can actually list multiple optional bindings in a single statement separated by commas: if let actualString = possibleString,    let actualArray = possibleArray,    let actualInt = possibleInt {    println(actualString)    println(actualArray)    println(actualInt) } This generally produces more readable code. This way of unwrapping is great, but saying that optional binding is the safe way to access the value within an optional implies that there is an unsafe way to unwrap an optional. This way is called forced unwrapping. Forced unwrapping The shortest way to unwrap an optional is by forced unwrapping. This is done using an exclamation mark (!) after the variable name when it is used: possibleInt = 10 possibleInt! *= 2   println(possibleInt) // "Optional(20)" However, the reason it is considered unsafe is that your entire program crashes if you try to unwrap an optional that is currently nil: nilInt! *= 2 // fatal error The full error you get is "unexpectedly found as nil while unwrapping an optional value". This is because forced unwrapping is essentially your personal guarantee that the optional truly holds a value. This is why it is called forced. Therefore, forced unwrapping should be used in limited circumstances. It should never be used just to shorten up the code. Instead, it should only be used when you can guarantee, from the structure of the code, that it cannot be nil, even though it is defined as an optional. Even in this case, you should check whether it is possible to use a nonoptional variable instead. The only other place you may use it is when your program truly cannot recover if an optional is nil. In these circumstances, you should at least consider presenting an error to the user, which is always better than simply having your program crash. An example of a scenario where forced unwrapping may be used effectively is with lazily calculated values. A lazily calculated value is a value that is not created until the first time it is accessed. To illustrate this, let's consider a hypothetical class that represents a filesystem directory. It would have a property that lists its contents that are lazily calculated. The code would look something like this: class FileSystemItem {} class File: FileSystemItem {} class Directory: FileSystemItem {    private var realContents: [FileSystemItem]?    var contents: [FileSystemItem] {        if self.realContents == nil {           self.realContents = self.loadContents()        }        return self.realContents!    }      private func loadContents() -> [FileSystemItem] {        // Do some loading        return []    } } Here, we defined a superclass called FileSystemItem that both File and Directory inherit from. The contents of a directory is a list of any kind of FileSystemItem. We define content as a calculated variable and store the real value within the realContents property. The calculated property checks whether there is a value yet loaded for realContents; if there isn't, it loads the contents and puts it into the realContents property. Based on this logic, we know with 100 percent certainty that there will be a value within realContents by the time we get to the return statement, so it is perfectly safe to use forced unwrapping. Nil coalescing In addition to optional binding and forced unwrapping, Swift also provides an operator called the nil coalescing operator to unwrap an optional. This is represented by a double question mark (??). Basically, this operator lets us provide a default value for a variable or operation result in case it is nil. This is a safe way to turn an optional value into a nonoptional value and it would look something like this: var possibleString: String? = "An actual string" println(possibleString ?? "Default String")   // "An Actual String" Here, we ask the program to print out possibleString unless it is nil, in which case, it will just print Default String. Since we did give it a value, it printed out that value and it is important to note that it printed out as a regular variable, not as an optional. This is because one way or another, an actual value will be printed. This is a great tool for concisely and safely unwrapping an optional when a default value makes sense. Optional chaining A common scenario in Swift is to have an optional that you must calculate something from. If the optional has a value you want to store the result of the calculation on, but if it is nil, the result should just be set to nil: var invitee: String? = "Sarah" var uppercaseInvitee: String? if let actualInvitee = invitee {    uppercaseInvitee = actualInvitee.uppercaseString } This is pretty verbose. To shorten this up in an unsafe way, we could use forced unwrapping: uppercaseInvitee = invitee!.uppercaseString However, optional chaining will allow us to do this safely. Essentially, it allows optional operations on an optional. When the operation is called, if the optional is nil, it immediately returns nil; otherwise, it returns the result of performing the operation on the value within the optional: uppercaseInvitee = invitee?.uppercaseString So in this call, invitee is an optional. Instead of unwrapping it, we will use optional chaining by placing a question mark (?) after it, followed by the optional operation. In this case, we asked for the uppercaseInvitee property on it. If invitee is nil, uppercaseInvitee is immediately set to nil without it even trying to access uppercaseString. If it actually does contain a value, uppercaseInvitee gets set to the uppercaseString property of the contained value. Note that all optional chains return an optional result. You can chain as many calls, both optional and nonoptional, as you want in this way: var myNumber: String? = "27" myNumber?.toInt()?.advancedBy(10).description This code attempts to add 10 to myNumber, which is represented by String. First, the code uses an optional chain in case myNumber is nil. Then, the call to toInt uses an additional optional chain because that method returns an optional Int type. We then call advancedBy, which does not return an optional, allowing us to access the description of the result without using another optional chain. If at any point any of the optionals are nil, the result will be nil. This can happen for two different reasons: This can happen because myNumber is nil This can also happen because toInt returns nil as it cannot convert String to the Int type If the chain makes it all the way to advanceBy, there is no longer a failure path and it will definitely return an actual value. You will notice that there are exactly two question marks used in this chain and there are two possible failure reasons. At first, it can be hard to understand when you should and should not use a question mark to create a chain of calls. The rule is that you should always use a question mark if the previous element in the chain returns an optional. However, since you are prepared, let's look at what happens if you use an optional chain improperly: myNumber.toInt() // Value of optional type 'String?' not unwrapped In this case, we try to call a method directly on an optional without a chain so that we get an error. We also have the case where we try to inappropriately use an optional chain: var otherNumber = "10" otherNumber?.toInt() // Operand of postfix '?'   should have optional type Here, we get an error that says a question mark can only be used on an optional type. It is great to have a good sense of catching errors, which you will see when you make mistakes, so that you can quickly correct them because we all make silly mistakes from time to time. Another great feature of optional chaining is that it can be used for method calls on an optional that does not actually return a value: var invitees: [String]? = [] invitee?.removeAll(keepCapacity: false) In this case, we only want to call removeAll if there is truly a value within the optional array. So, with this code, if there is a value, all the elements are removed from it: otherwise, it remains nil. In the end, option chaining is a great choice for writing concise code that still remains expressive and understandable. Implicitly unwrapped optionals There is a second type of optional called an implicitly unwrapped optional. There are two ways to look at what an implicitly unwrapped optional is. One way is to say that it is a normal variable that can also be nil. The other way is to say that it is an optional that you don't have to unwrap to use. The important thing to understand about them is that like optionals, they can be nil, but like a normal variable, you do not have to unwrap them. You can define an implicitly unwrapped optional with an exclamation mark (!) instead of a question mark (?) after the type name: var name: String! Just like with regular optionals, implicitly unwrapped optionals do not need to be given an initial value because they are nil by default. At first, this may sound like it is the best of both worlds, but in reality, it is more like the worst of both worlds. Even though an implicitly unwrapped optional does not have to be unwrapped, it will crash your entire program if it is nil when used: name.uppercaseString // Crash A great way to think about them is that every time an implicitly unwrapped optional is used, it is implicitly performing a forced unwrapping. The exclamation mark is placed in its type declaration instead of using it every time. This is particularly bad because it appears the same as any other variable except for how it is declared. This means that it is very unsafe to use, unlike a normal optional. So, if implicitly unwrapped optionals are the worst of both worlds and are so unsafe, why do they even exist? The reality is that in rare circumstances, they are necessary. They are used in circumstances where a variable is not truly optional, but you also cannot give an initial value to it. This is almost always true in the case of custom types that have a member variable that is nonoptional, but cannot be set during initialization. A rare example of this is a view in iOS. UIKit, as we discussed earlier, is the framework that Apple provides for iOS development. In it, Apple has a class called UIView that is used for displaying content on the screen. Apple also provides a tool in Xcode called Interface Builder that lets you design these views in a visual editor instead of in code. Many views designed in this way need references to other views that can be accessed programmatically later. When one of these views is loaded, it is initialized without anything connected and then all the connections are made. Once all the connections are made, a function called awakeFromNib is called on the view. This means that these connections are not available for use during initialization, but are available once awakeFromNib is called. This order of operations also ensures that awakeFromNib is always called before anything actually uses the view. This is a circumstance where it is necessary to use an implicitly unwrapped optional. A member variable may not be defined until the view is initialized and when it is completely loaded: import UIKit class MyView: UIView {    @IBOutlet var button : UIButton!    var buttonOriginalWidth : CGFloat!      override func awakeFromNib() {        self.buttonOriginalWidth = self.button.frame.size.width    } } Note that we have actually declared two implicitly unwrapped optionals. The first is a connection to button. We know this is a connection because it is preceded by @IBOutlet. This is declared as an implicitly unwrapped optional because the connections are not set up until after initialization, but they are still guaranteed to be set up before any other methods are called on the view. This also then leads us to make our second variable, buttonOriginalWidth, implicitly unwrapped because we need to wait until the connection is made before we can determine the width of button. After awakeFromNib is called, it is safe to treat both button and buttonOriginalWidth as nonoptional. You may have noticed that we had to dive pretty deep in to app development in order to find a valid use case for implicitly unwrapped optionals, and this is arguably only because UIKit is implemented in Objective-C. Debugging optionals We already saw a couple of compiler errors that we commonly see because of optionals. If we try to call a method on an optional that we intended to call on the wrapped value, we will get an error. If we try to unwrap a value that is not actually optional, we will get an error that the variable or constant is not optional. We also need to be prepared for runtime errors that optionals can cause. As discussed, optionals cause runtime errors if you try to forcefully unwrap an optional that is nil. This can happen with both explicit and implicit forced unwrapping. If you followed my advice so far in this article, this should be a rare occurrence. However, we all end up working with third-party code, and maybe they were lazy or maybe they used forced unwrapping to enforce their expectations about how their code should be used. Also, we all suffer from laziness from time to time. It can be exhausting or discouraging to worry about all the edge cases when you are excited about programming the main functionality of your app. We may use forced unwrapping temporarily while we worry about that main functionality and plan to come back to handle it later. After all, during development, it is better to have a forced unwrapping crash the development version of your app than it is for it to fail silently if you have not yet handled that edge case. We may even decide that an edge case is not worth the development effort of handling because everything about developing an app is a trade-off. Either way, we need to recognize a crash from forced unwrapping quickly, so that we don't waste extra time trying to figure out what went wrong. When an app tries to unwrap a nil value, if you are currently debugging the app, Xcode shows you the line that tries to do the unwrapping. The line reports that there was EXC_BAD_INSTRUCTION and you will also get a message in the console saying fatal error: unexpectedly found nil while unwrapping an Optional value:   You will also sometimes have to look at which code currently calls the code that failed. To do that, you can use the call stack in Xcode. When your program crashes, Xcode automatically displays the call stack, but you can also manually show it by going to View | Navigators | Show Debug Navigator. This will look something as follows:   Here, you can click on different levels of code to see the state of things. This becomes even more important if the program crashes within one of Apple's framework, where you do not have access to the code. In that case, you should move up the call stack to the point where your code is called in the framework. You may also be able to look at the names of the functions to help you figure out what may have gone wrong. Anywhere on the call stack, you can look at the state of the variables in the debugger, as shown in the following screenshot:   If you do not see this variable's view, you can display it by clicking on the button at the bottom-left corner, which is second from the right that will be grayed out. Here, you can see that invitee is indeed nil, which is what caused the crash. As powerful as the debugger is, if you find that it isn't helping you find the problem, you can always put println statements in important parts of the code. It is always safe to print out an optional as long as you don't forcefully unwrap it like in the preceding example. As we saw earlier, when an optional is printed, it will print nil if it doesn't have a value or it will print Optional(<value>) if it does have a value. Debugging is an extremely important part of becoming a productive developer because we all make mistakes and create bugs. Being a great developer means that you can identify problems quickly and understand how to fix them soon after that. This will largely come from practice, but it will also come when you have a firm grasp of what really happens with your code instead of simply adapting some code you find online to fit your needs through trial and error. The underlying implementation At this point, you should have a pretty strong grasp of what an optional is and how to use and debug it, but it is valuable to look deeper at optionals and see how they actually work. In reality, the question mark syntax for optionals is just a special shorthand. Writing String? is equivalent to writing Optional<String>. Writing String! is equivalent to writing ImplicitlyUnwrappedOptional<String>. The Swift compiler has shorthand versions because they are so commonly used This allows the code to be more concise and readable. If you declare an optional using the long form, you can see Swift's implementation by holding command and clicking on the word Optional. Here, you can see that Optional is implemented as an enumeration. If we simplify the code a little, we have: enum Optional<T> {    case None    case Some(T) } So, we can see that Optional really has two cases: None and Some. None stands for the nil case, while the Some case has an associated value, which is the value wrapped inside Optional. Unwrapping is then the process of retrieving the associated value out of the Some case. One part of this that you have not seen yet is the angled bracket syntax (<T>). This is a generic and essentially allows the enumeration to have an associated value of any type. Realizing that optionals are simply enumerations will help you to understand how to use them. It also gives you some insight into how concepts are built on top of other concepts. Optionals seem really complex until you realize that they are just two-case enumerations. Once you understand enumerations, you can pretty easily understand optionals as well. Summary We only covered a single concept, optionals, in this article, but we saw that this is a pretty dense topic. We saw that at the surface level, optionals are pretty straightforward. They offer a way to represent a variable that has no value. However, there are multiple ways to get access to the value wrapped within an optional, which have very specific use cases. Optional binding is always preferred as it is the safest method, but we can also use forced unwrapping if we are confident that an optional is not nil. We also have a type called implicitly unwrapped optional to delay the assigning of a variable that is not intended to be optional, but we should use it sparingly because there is almost always a better alternative. Resources for Article: Further resources on this subject: Network Development with Swift [article] Flappy Swift [article] Playing with Swift [article]
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article-image-network-development-swift
Packt
06 Jul 2015
30 min read
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Network Development with Swift

Packt
06 Jul 2015
30 min read
In this article by Jon Hoffman, author of the book Mastering Swift, you will learn how to use Apple's system configuration API to figure out what type of network connection we have. If we are developing applications for a mobile device (iPhone, iPod, or iPad), it is e essential to know if we have a network connection and what type of connection it is. (For more resources related to this topic, see here.) What is network development? Network development is writing code that will allow our application to send and receive data from remote services or devices. The large majority of these bulletin board services used a single modem, which meant that only one user could connect to them at any one time. These bulletin boards would seem very strange and archaic for those that grew up with the Internet; however, back then, they were how computers shared information. At that time, being able to connect to a computer across town and upload/download files was amazing. Today, however, we communicate with services and devices all over the world without thinking twice about it. Back when I first started writing applications, it was rare to develop an application that communicated over a standard network, and it was also hard to find developers with experience in network development. In today's world, just about every application has a requirement for some sort of network communication. In this article, we will show you how to connect to Representational State Transfer (REST) based services like the one Apple supplies that lets developers search the iTunes Store. Apple has documented this service very well. The documentation can be found at https://www.apple.com/itunes/affiliates/resources/documentation/itunes-store-web-service-search-api.html. Before we look at how to connect to REST services, let's look at the classes in Apple's networking API that we will be using. These classes are part of Apple's powerful URL loading system. An overview of the URL session classes Apple's URL loading system is a framework of classes available to interact with URLs. Using these classes together lets us communicate with services that use standard Internet protocols. The classes that we will be using in this article to connect to and retrieve information from REST services are as follows: NSURLSession: This is the main session object. It was written as a replacement for the older NSURLConnection API. NSURLSessionConfiguration: This is used to configure the behavior of the NSURLSession object. NSURLSessionTask: This is a base class to handle the data being retrieved from the URL. Apple provides three concrete subclasses of the NSURLSessionTask class. NSURL: This is an object that represents the URL to connect to. NSMutableURLRequest: This class contains information about the request that we are making and is used by the NSURLSessionTask service to make the request. NSHTTPURLResponse: This class contains the response to our request. Now, let's look at each of these classes a little more in depth so we have a basic understanding of what each does. NSURLSession Prior to iOS 7 and OS X 10.9, when a developer wanted to retrieve contents from a URL, they used the NSURLConnection API. Starting with iOS 7 and OS X 10.9, the preferred API became NSURLSession. The NSURLSession API can be thought of as an improvement to the older NSURLConnection API. An NSURLSession object provides an API for interacting with various protocols such as HTTP and HTTPS. The session object, which is an instance of the NSURLSession, manages this interaction. These session objects are highly configurable, which allows us to control how our requests are made and how we handle the data that is returned. Like most networking API, NSURLSession is asynchronous. This means that we have to provide a way to return the response from the service back to the code that needs it. The most popular way to return the results from a session is to pass a completion handler block (closure) to the session. This completion handler is then called when the service successfully responds or we receive an error. All of the examples in this article use completion handlers to process the data that is returned from the services. NSURLSessionConfiguration The NSURLSessionConfiguration class defines the behavior and policies to use when using the NSURLSession object to connect to a URL. When using the NSURLSession object, we usually create an NSURLSessionConfiguration instance first because an instance of this class is required when we create an instance of the NSURLSession class. The NSURLSessionConfiguration class defines three session types. These are: Default session configuration: This configuration behaves similar to the NSURLConnection API. Ephemeral Session configuration: This configuration behaves similar to the default session configuration, except it does not cache anything to disk. Background Session configuration: This session allows for uploads and downloads to be performed, even when the app is running in the background. It is important to note that we should make sure that we configure the NSURLSessionConfiguration object appropriately before we use it to create an instance of the NSURLSession class. When the session object is created, it creates a copy of the configuration object that we provided it. Any changes made to the configuration object once the session object is created are ignored by the session. If we need to make changes to the configuration, we must create another instance of the NSURLSession class. NSURLSessionTask The NSURLSession service uses an instance of the NSURLSessionTask classes to make the call to the service that we are connecting to. The NSURLSessionTask class is a base class, and Apple has provided three concrete subclasses that we can use, and they are as follows: NSURLSessionDataTask: This returns the response, in memory, directly to the application as one or more NSData objects. This is the task that we generally use most often. NSURLSessionDownloadTask: This writes the response directly to a temporary file. NSURLSessionUploadTask: This is used for making requests that require a request body such as a POST or PUT request. It is important to note that a task will not send the request to the service until we call the resume() method. Using the NSURL class The NSURL object represents the URL that we are going to connect to. The NSURL class is not limited to URLs that represent remote servers but it can also be used to represent a local file on disk. In this article, we will be using the NSURL class exclusively to represent the URL of the remote service that we are connecting to. NSMutableURLRequest The NSMutableURLRequest class is a mutable subclass of the NSURLRequest class, which represents a URL load request. We use the NSMutableRequest class to encapsulate our URL and the request properties. It is important to understand that the NSMutableURLRequest class is used to encapsulate the necessary information to make our request but it does not make the actual request. To make the request, we use instances of the NSURLSession and NSURLSessionTask classes. NSURLHTTPResponse NSURLHTTPResponse is a subclass of the NSURLResponse class that encapsulates the metadata associated with the response to a URL request. The NSURLHTTPResponse class provides methods for accessing specific information associated with an HTTP response. Specifically, this class allows us to access the HTTP header fields and the response status codes. We briefly covered a number of classes in this section and it may not be clear how they all actually fit together; however, once you see the examples a little further in this article, it will become much clearer. Before we go into our examples, let's take a quick look at the type of service that we will be connecting to. REST web services REST has become one of the most important technologies for stateless communications between devices. Due to the lightweight and stateless nature of the REST base services, its importance is likely to continue to grow as more devices are connected to the Internet. REST is an architecture style for designing networked applications. The idea behind REST is instead of using complex mechanisms, such as SOAP or CORBA to communicate between devices, we use simple HTTP requests for the communication. While, in theory, REST is not dependent on the Internet protocols, it is almost always implemented using them. Therefore, when we are accessing REST services, we are almost always interacting with web servers in the same way that our web browsers interact with these servers. REST web services use the HTTP POST, GET, PUT, or DELETE methods. If we think about a standard CRUD (create/read/update/delete) application, we would use a POST request to create or update data, a GET request to read data, and a DELETE request to delete data. When we type a URL into our browser's address bar and hit Enter, we are generally making a GET request to the server and asking it to send us the web page associated with that URL. When we fill out a web form and click the the submit button, we are generally making a POST request to the server. We then include the parameters from the web form in the body of our POST request. Now, let's look at how to make an HTTP GET request using Apple's networking API. Making an HTTP GET request In this example, we will make a GET request to Apple's iTunes search API to get a list of items related to the search term Jimmy Buffett. Since we are retrieving data from the service, by REST standards, we should use a GET request to retrieve the data. While the REST standard is to use GET requests to retrieve data from a service, there is nothing stopping a developer of a web service from using a GET request to create or update a data object. It is not recommended to use a GET request in this manner, but just be aware that there are services out there that do not adhere to the REST standards. The following code makes a request to Apple's iTunes search API and then prints the results to the console: public typealias DataFromURLCompletionClosure = (NSURLResponse!,   NSData!) -> Void  public func sendGetRequest(handler: DataFromURLCompletionClosure) {  var queue = NSOperationQueue()  var sessionConfiguration = NSURLSessionConfiguration.defaultSessionConfiguration();     var urlString = "https://itunes.apple.com/search?term=jimmy+buffett"  if let encodeString = urlString.stringByAddingPercentEscapesUsingEncoding      (NSUTF8StringEncoding) {    if let url = NSURL(string: encodeString) {          var request = NSMutableURLRequest(URL: url)      request.HTTPMethod = "GET"      var urlSession = NSURLSession(configuration: sessionConfiguration, delegate: nil, delegateQueue: queue)            var sessionTask = urlSession.dataTaskWithRequest(request) {        (data, response, error) in                handler(response, data)      }      sessionTask.resume()      }    }} We start off by creating a type alias named DataFromURLCompletionClosure. The DataFromURLCompletionClosure type will be used for both the GET and POST examples of this `. If you are not familiar with using a typealias object to define a closure type. We then create a function named sendGetRequest() that will be used to make the GET request to Apple's iTunes API. This function accepts one argument named handler, which is a closure that conforms to the DataFromURLCompletionClosure type. The handler closure will be used to return the results from our request. Within our sendGetRequest() method, we begin by creating an instance of the NSOperationQueue class. This queue will be used by our NSURLSession instance for scheduling the delegate calls and completion handlers. We then create an instance of the NSURLSessionConfiguration class using the defaultSessionConfiguration() method, which creates a default session configuration instance. If we need to, we can modify the session configuration properties after we create it, but in this example, the default configuration is what we want. After we create our session configuration, we create our URL string. This is the URL of the service we are connecting to. With a GET request, we put our parameters in the URL itself. In this specific example, https://itunes.apple.com/search is the URL of the web service. We then follow the web service URL with a question mark (?), which indicates that the rest of the URL string consists of parameters for the web service. Parameters take the form of key/value pairs, which means that each parameter has a key and a value. The key and the value of a parameter, in a URL, are separated by an equals sign (=). In our example, the key is term and the value is jimmy+buffett. Next, we run the URL string that we just created through the stringByAddingPercentEscapesUsingEncoding() method to make sure our URL string is encoded properly. Next, we use the URL string that we just built to create an NSURL instance named url. Since we are making a GET request, this NSURL instance will represent both the location of the web service and the parameters that we are sending to it. We create an instance of the NSMutableURLRequest class using the NSURL instance that we just created. We use the NSMutableURLRequest class, instead of the NSURLRequest class, so we can set the properties needed for our request. In this example, we set the HTTPMethod property; however, we can also set other properties like the timeout interval, or add items to our HTTP header. Now, we use the sessionConfiguration variable (instance of the NSURLSessionConfiguration) and the queue (instance of NSOperationQueue) that we created at the beginning of the sendGetRequest() function to create an instance of the NSURLSession class. The NSURLSession class provides the API that we will use to connect to Apple's iTunes search API. In this example, we use the dataTaskWithRequest() method of the NSURLSession instance to return an instance of the NSURLSessionDataTask instance named sessionTask. The sessionTask instance is what makes the request to the iTunes search API. When we receive the response from the service, we use the handler callback to return both the NSURLResponse object and the NSData object. The NSURLResponse contains information about the response, and the NSData instance contains the body of the response. Finally, we call the resume() method of the NSURLSessionDataTask instance to make the request to the web service. Remember, as we mentioned earlier, an NSURLSessionTask instance will not send the request to the service until we call the resume() method. Now, let's look at how we would call the sendGetRequest() function. The first thing we need to do is to create a closure that will be passed to the sendGetRequest() function and called when the response from the web service is received. In this example, we will simply print the response to the console. Here is the code: var printResultsClosure: HttpConnect.DataFromURLCompletionClosure   = {   if let data = $1 {    var sString = NSString(data: data, encoding: NSUTF8StringEncoding)    println(sString) } } We define this closure, named printResultsClosure, to be an instance of the DataFromURLCompletionClosure type. Within the closure, we unwrap the first parameter and set the value to a constant named data. If the first parameter is not nil, we convert the data constant to an instance of the NSString class, which is then printed to the console. Now, let's call the getConnection() method with the following code: let aConnect = HttpConnect() aConnect.sendGetRequest(printResultsClosure) This code creates an instance of the HttpConnect class and then calls the sendGetRequest() method, passing the printResultsClosure closure as the only parameter. If we run this code while we are connected to the Internet, we will receive a JSON response that contains a list of items related to Jimmy Buffett on iTunes. Now that we have seen how to make a simple HTTP GET request, let's look at how we would make an HTTP Post POST request to a web service. Making an HTTP POST request Since Apple's iTunes, APIs use GET requests to retrieve data. In this section, we will use the free httpbin.org service to show you how to make a POST request. The POST service that httpbin.org provides can be found at http://httpbin.org/post. This service will echo back the parameters that it receives so we can verify our request was made properly. When we make a POST request, we generally have some data that we want to send or post to the server. This data takes the form of key-value pairs. These pairs are separated by an ampersand (&) symbol and each key is separated from its value by an equals sign (=). As an example, let's say that we want to submit the following data to our service: firstname: Jon lastname: Hoffman age: 47 years The body of the POST request would take the following format: firstname=Jon&lastname=Hoffman&age=47 Once we have the data in the proper format, we will then use the dataUsingEncoding() method, like we did with the GET request to properly encode the POST data. Since the data going to the server is in the key-value format, the most appropriate way to store this data, prior to sending it to the service, is with a Dictionary object. With this in mind, we will need to create a method that will take a Dictionary object and return a string object that can be used for the POST request. The following code will do that: func dictionaryToQueryString(dict: [String : String]) -> String { var parts = [String]() for (key, value) in dict {    var part: String = key + "=" + value    parts.append(part); } return join("&", parts) } This function loops though each key-value pair of the Dictionary object and creates a String object that contains the key and the value separated by the equals sign (=). We then use the join() function to join each item in the array separated by the specified sting. In our case, we want to separate each string with the ampersand symbol (&). We then return this newly created string to the code that called it. Now, let's create our sendPostRequest() function that will send the POST request to the httpbin.org post service. We will see a lot of similarities between this sendPostRequest() function and the sendGetRequest() function that we showed you in the Making an HTTP GET request section of this article. Let's take a look at the following code: public func sendPostRequest(handler: DataFromURLCompletionClosure) { var queue = NSOperationQueue()        var sessionConfiguration = NSURLSessionConfiguration.defaultSessionConfiguration()    var urlString = "http://httpbin.org/post" if let encodeString =     urlString.stringByAddingPercentEscapesUsingEncoding (NSUTF8StringEncoding){    if let url: NSURL = NSURL(string: encodeString) {                     var request = NSMutableURLRequest(URL: url)      request.HTTPMethod = "POST"      var params = dictionaryToQueryString(["One":"1 and 1", "Two"  : "2 and 2"])      request.HTTPBody = params.dataUsingEncoding(NSUTF8StringEncoding, allowLossyConversion: true)      var urlSession = NSURLSession(configuration: sessionConfiguration, delegate: nil, delegateQueue: queue)           var sessionTask = urlSession.dataTaskWithRequest(request) {        (data, response, error) in             handler(response, data)      }      sessionTask.resume()      }    } } Now, let's walk though this code. Notice that we are using the same type alias, named DataFromURLCompletionClosure, that we used with the sendGetRequest() function. If you are not familiar with using a typealias object to define a closure type. The sendPostRequest() function accepts one argument named handler, which is a closure that conforms to the DataFromURLCompletionClosure type. The handler closure will be used to process the data from the httpbin.org service once the service responds to our request. Within our sendPostRequest() method, we start off by creating an instance of the NSOperationQueue named queue. This queue will be used by our NSURLSession instance to schedule the delegate calls and completion handlers. We then create an instance of the NSURLSessionConfiguration class using the defaultSessionConfiguration() method, which creates a default session configuration instance. We are able to modify the session configuration properties after we create it, but, in this example, the default configuration is what we want. After we created our session configuration, we create our URL string. This is the URL of the service we are connecting to. In this example, the URL is http://httpbin.org/post. Next, we run the URL string through the stringByAddingPercentEscapesUsingEncoding() method to make sure that our URL string is encoded properly. Next, we use the URL string that we just built to create an instance of the NSURL class named url. Since this is a POST request, this NSURL instance will represent the location of the web service that we are connecting to. We now create an instance of the NSMutableURLRequest class using the NSURL instance that we just created. We use the NSMutableURLRequest class, instead of the NSURLRequest class, so that we can set the properties needed for our request. In this example, we set the HTTPMethod property; however, we can also set other properties like the timeout interval, or add items to our HTTP header. Now, we use our dictionaryToQueryString() function, that we showed you at the beginning of this section, to build the data that we are going to post to the server. We then use the dataUsingEncoding() function to make sure that our data is properly encoded prior to sending it to the server, and finally, the data is added to the HTTPBody property of the NSMutableURLRequest instance. Next, we use the sessionConfiguration variable (instance of the NSURLSessionConfiguration) and the queue (NSOperationQueue) that we created at the beginning of the function to create an instance of the NSURLSession class. The NSURLSession class provides the API that we will use to connect to the post on httpbin.org's post service. In this example, we use the dataTaskWithRequest() method of the NSURLSession instance to return an instance of the NSURLSessionDataTask named sessionTask. The sessionTask instance is what makes the request to the httpbin.org's POST service. When we receive the response from the service, we use the handler callback to return both the NSURLResponse object and the NSData object. The NSURLResponse contains information about the response and the NSData instance contains the body of the response. Finally, we call the resume() method of the NSURLSessionDataTask instance to make the request to the web service. Remember, as we mentioned earlier, an NSURLSessionTask class will not send the request to the service until we call the resume() method. We can then call the sendPostRequest() method in exactly the same way that we called the sendGetRequest() method. When developing applications that communicate to other devices and services over the Internet, it is also good practice to verify that we have a network connection. When developing mobile applications, it is also good practice to verify that we are not using a mobile connection (3G, 4G, and so on) to transfer large amounts of data. Let's look at how to verify that we have a network connection and what type of connection we have. Encoding a URL In both the sendGetRequest and sendPostRequest examples, we used the stringByAddingPercentEscapesUsingEncoding() function to make sure that we had a valid URL. While this function does make sure that we have a valid URL, it does not always return the URL that we expect. In Apple's documentation of this function, it notes the following issue, in Apple's documentation of this function, it notes that it may be difficult to use this function to clean up unescaped or partially escaped URL strings where sequences are unpredictable. With this in mind, the following function is a much better way to convert a standard string to a valid URL: private func urlEncode(s: String) -> String { return CFURLCreateStringByAddingPercentEscapes(nil, s, nil,   "!*'"();:@&=+$,/?%#[]", CFStringBuiltInEncodings.UTF8.rawValue)     as! String } Within this function, we use the CFURLCreateStringByAddingPercentEscapes() function to replace the characters listed with the equivalent percent escape sequence as defined by the encoding. This is a much better function for converting a string instance to a valid URL than the stringByAddingPercentEscapesUsingEncoding() function. Checking network connection As we create applications that communicate with other devices and services over the Internet, eventually, we will want to verify that we have a network connection prior to making the network calls. Another thing to consider when we are writing mobile applications is the type of network connection that the user has. As mobile application developers, we need to keep in mind that our users probably have a mobile data plan that limits the amount of data they can send/receive in a month. If they exceed that limit, they may have to pay an extra fee. If our application sends large amounts of data, it might be appropriate to warn our user prior to sending this data. This next example will show how we can verify that we have a network connection and also tells us what type of connection we have. We will begin by importing the system configuration API and also defining an enum that contains the different connection types. We will import the system configuration API like this: import SystemConfiguration The ConnectionType enum is then defined like this: public enum ConnectionType {    case NONETWORK    case MOBILE3GNETWORK    case WIFINETWORK } Now, let's look at the code to check the network connection type: public func networkConnectionType(hostname: NSString) ->   ConnectionType {        var reachabilityRef =  SCNetworkReachabilityCreateWithName (nil,hostnamehostnamehostnamehostname.UTF8String)        var reachability = reachabilityRef.takeUnretainedValue() var flags: SCNetworkReachabilityFlags = 0 SCNetworkReachabilityGetFlags (reachabilityRef.takeUnretainedValue(), &flags) var reachable: Bool = (flags & UInt32(kSCNetworkReachabilityFlagsReachable) != 0) var needsConnection: Bool = (flags & UInt32(kSCNetworkReachabilityFlagsConnectionRequired) != 0) if reachable && !needsConnection {       // what type of connection is available    var isCellularConnection = (flags & UInt32(kSCNetworkReachabilityFlagsIsWWAN) != 0)      if isCellularConnection { // cellular Cellular connection available        return ConnectionType.MOBILE3GNETWORK;      }      else {        // wifi Wifi connection available        return ConnectionType.WIFINETWORK;      }    }    //No or unknown connection    return ConnectionType.NONETWORK } The networkConnectionType() function begins by creating a SCNetworkReachability reference. To create the SCNetworkRechabilityRef reference, we use the SCNetworkReachabilityCreateWithName() function, which creates a reachability reference to the host provided. In Swift, when we receive an unmanaged object, we should immediately convert it to a memory-managed object before we work with it. This allows Swift to manage the memory for us. For this, we use the takeUnretainedValue() function. After we get our SCNetworkReachabilityRef reference, we need to retrieve the SCNetworkReachabilityFlags enum from the reference. This is done with the SCNetworkReachabilityGetFlags() function. Once we have the network reachability flags, we can begin testing our connection. We use the bitwise AND (&) operator to see if the host is reachable and if we need to establish a connection before we can connect to the host (needsConnection). If the reachable flag is false (we cannot currently connect to the host), or if needsConnection is true (we need to establish a connection before we can connect), we return NONETWORK, which means the host is currently not reachable. If we are able to connect to the host, we then check to see if we have a cellular connection by checking the network reachability flags again. If we have a cellular connection, we return MOBILE3GNETWORK; otherwise, we assume we have a Wi-Fi connection and return WIFINETWORK. If you are writing applications that connect to other devices or services over the Internet, I would recommend putting this function in a standard library to use because you will want to check for networking connectivity, and also the type of connection that you have pretty regularly. Now that we have seen how to use Apple's networking APIs to connect to remote services, I would like to demonstrate a network library that you can use in your own applications. This network library makes it very easy and simple to connect to various types of services on the Internet. This is a library that I created and maintained, but I would definitely welcome anyone that would like to contribute to the code base. This library is called RSNetworking. RSNetworking You can find RSNetworking on GitHub with this URL https://github.com/hoffmanjon/RSNetworking. RSNetworking is a network library written entirely in the Swift programming language. RSNetworking is built using Apple's powerful URL loading system (https://developer.apple.com/library/mac/documentation/Cocoa/Conceptual/URLLoadingSystem/URLLoadingSystem.html), which features the NSURLSession class that we used earlier in this article. The main design goal of RSNetworking is to make it easy and quick for developers to add powerful asynchronous networking requests to their applications that are written in Swift. There are three ways that we can use RSNetworking, which are as follows: RSURLRequest: This API provides a very simple and easy interface to make single GET requests to a service. RSTransaction and RSTransactionRequest: These APIs provide a very powerful and flexible way to make both GET and POST requests to a service. This API also makes it very easy to make multiple requests to a service. Extensions: RSNetworking provides extensions to both the UIImageView and the UIButton classes to dynamically load images from a URL and insert them into the UIImageView or UIButton classes after they are loaded. Let's look at each of these APIs in greater detail and then provide some examples of how to use them. RSURLRequest With the RSURLRequest API, we can make a GET request to a service and the only thing we need to provide is the URL and the parameters we wish to send to the service. The RSURLRequest API exposes four functions. These functions are as follows: dataFromURL(url: NSURL, completionHandler handler: RSNetworking.dataFromURLCompletionClosure): This retrieves an NSData object from a URL. This is the main function and is used by the other three functions to retrieve an NSData object prior to converting it to the requested format. stringFromURL(url: NSURL, completionHandler handler: RSNetworking.stringFromURLCompletionClosure): This retrieves an NSString object from a URL. This function uses the dataFromURL() function to retrieve an NSData object and then converts it to an NSString object. dictionaryFromJsonURL(url: NSURL, completionHandler handler: RSNetworking.dictionaryFromURLCompletionClosure): This retrieves an NSDictionary object from a URL. This function uses the dataFromURL() function to retrieve an NSData object and then converts it to an NSDictionary object. The data returned from the URL should be in the JSON format for this function to work properly. imageFromURL(url: NSURL, completionHandler handler: RSNetworking.imageFromURLCompletionClosure): This retrieves a UIImage object from a URL. This function uses the dataFromURL() function to retrieve an NSData object and then converts it to a UIImage object. Now, let's look at an example on how to use the RSURLRequest API. In this example, we will make a request to Apple's iTunes search API, as we did in the Making an HTTP GET request section of this article: func rsURLRequestExample() { var client = RSURLRequest() if let testURL =  NSURL(string:"https://itunes.apple.com/search?term=jimmy+buffett&media=music") {         client.dictionaryFromJsonURL(testURL, completionHandler: resultsHandler)   } } Let's walk through this code. We begin by creating an instance of the RSURLRequest class and an instance of the NSURL class. The NSURL instance represents the URL of the service that we wish to connect to and since we are making a GET request, it also contains the parameters that we are sending to the service. If we recall from the previous Making an HTTP GET Request section, when we make a HTTP GET request, the parameters that we are sending to the service are contained within the URL itself. Apple's iTunes search API returns the results of the search in the JSON format. We can see that in the API documentation and also by printing out the results of the search to the console; therefore, we will use the dictionaryFromJsonURL() method of the RSURLRequest class to make our request to the service. We could also use the dataFromURL() or stringFromURL() methods to retrieve the data if we wanted to, but this method is specifically written to handle JSON data that is returned form a REST-based web service. The dictionaryFromJsonURL() method will take the data that is returned from the NSURLSession request and convert it to an NSDictionary object. We use the NSDictionary object here rather that Swift's Dictionary object because the web service could return multiple types (Strings, Arrays, Numbers, and so on), and if we recall, a Swift Dictionary object can have only a single type for the key and a single type for the value. When we call the dictionaryFromJsonURL() method, we pass the URL that we want to connect to and also a completion handler that will be called once the information from the service is returned and converted to an NSDicationary object. Now, let's look at our completion handler; var resultsHandler:RSURLRequestRSURLRequestRSURLRequestRSURLRequest.dictionaryFromURLCompletionClosure = { var response = $0 var responseDictionary = $1 var error = $2 if error == nil {    var res = "results"    if let results = responseDictionary[res] as? NSArray {      println(results[0])         }    else {      println("Problem")    } } else {    //If there was an error, log it    println("Error : (error)") } } Our completion handler is of the RSURLRequest.dictionaryFromURLCompletionClosure type. This type is defined in the same way as the RSTransactionRequest.dictionaryFromRSTransactionCompletionClosure type, which allows us to use this same closure for RSURLRequests and RSTransactionRequest requests. We begin the completion handler by retrieving the three parameters that were passed and assign them to the response, the responseDictionary and error variables. We then check the error variable to see if it is nil. If it is nil, then we received a valid response and can retrieve values for the NSDictionary object. In this example, we retrieve the NSArray value that is associated with the results key in the NSDictionary object that was returned from the service. This NSArray value will contain a list of items in the iTunes store that are associated with our search term. Once we have the NSArray value, we print out the first element of the array to the console. The RSURLRequest API is very good for making single GET requests to a service. Now, let's look at the RSTransaction and RSTransactionRequest API, which can be used for both POST and GET requests and should be used when we need to make multiple requests to the same service. Summary In today's world, it is essential that a developer has a good working knowledge of network development. In this article, we showed you how to use Apple's NSURLSession API, with other classes, to connect to REST-based web services. The NSURLSession API was written as a replacement for the older NSURLConnection API and is now the recommended API to use when making network requests. We ended the discussion with RSNetworking, which is an open source network library, written entirely in Swift, that I maintain. RSNetworking allows us to very quickly and easily add network functionality to our applications. Resources for Article: Further resources on this subject: Flappy Swift [article] Installing OpenStack Swift [article] Dragging a CCNode in Cocos2D-Swift [article]
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Packt
16 Jun 2015
15 min read
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Flappy Swift

Packt
16 Jun 2015
15 min read
Let's start using the first framework by implementing a nice clone of Flappy Bird with the help of this article by Giordano Scalzo, the author of Swift by Example. (For more resources related to this topic, see here.) The app is… Only someone who has been living under a rock for the past two years may not have heard of Flappy Bird, but to be sure that everybody understands the game, let's go through a brief introduction. Flappy Bird is a simple, but addictive, game where the player controls a bird that must fly between a series of pipes. Gravity pulls the bird down, but by touching the screen, the player can make the bird flap and move towards the sky, driving the bird through a gap in a couple of pipes. The goal is to pass through as many pipes as possible. Our implementation will be a high-fidelity tribute to the original game, with the same simplicity and difficulty level. The app will consist of only two screens—a clean menu screen and the game itself—as shown in the following screenshot:   Building the skeleton of the app Let's start implementing the skeleton of our game using the SpriteKit game template. Creating the project For implementing a SpriteKit game, Xcode provides a convenient template, which prepares a project with all the useful settings: Go to New| Project and select the Game template, as shown in this screenshot: In the following screen, after filling in all the fields, pay attention and select SpriteKit under Game Technology, like this: By running the app and touching the screen, you will be delighted by the cute, rotating airplanes! Implementing the menu First of all, let's add CocoaPods; write the following code in the Podfile: use_frameworks!   target 'FlappySwift' do pod 'Cartography', '~> 0.5' pod 'HTPressableButton', '~> 1.3' end Then install CocoaPods by running the pod install command. As usual, we are going to implement the UI without using Interface Builder and the storyboards. Go to AppDelegate and add these lines to create the main ViewController:    func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {        let viewController = MenuViewController()               let mainWindow = UIWindow(frame: UIScreen.mainScreen().bounds)        mainWindow.backgroundColor = UIColor.whiteColor()       mainWindow.rootViewController = viewController        mainWindow.makeKeyAndVisible()        window = mainWindow          return true    } The MenuViewController, as the name suggests, implements a nice menu to choose between the game and the Game Center: import UIKit import HTPressableButton import Cartography   class MenuViewController: UIViewController {    private let playButton = HTPressableButton(frame: CGRectMake(0, 0, 260, 50), buttonStyle: .Rect)    private let gameCenterButton = HTPressableButton(frame: CGRectMake(0, 0, 260, 50), buttonStyle: .Rect)      override func viewDidLoad() {        super.viewDidLoad()        setup()        layoutView()        style()        render()    } } As you can see, we are using the usual structure. Just for the sake of making the UI prettier, we are using HTPressableButtons instead of the default buttons. Despite the fact that we are using AutoLayout, the implementation of this custom button requires that we instantiate the button by passing a frame to it: // MARK: Setup private extension MenuViewController{    func setup(){        playButton.addTarget(self, action: "onPlayPressed:", forControlEvents: .TouchUpInside)        view.addSubview(playButton)        gameCenterButton.addTarget(self, action: "onGameCenterPressed:", forControlEvents: .TouchUpInside)        view.addSubview(gameCenterButton)    }       @objc func onPlayPressed(sender: UIButton) {        let vc = GameViewController()        vc.modalTransitionStyle = .CrossDissolve        presentViewController(vc, animated: true, completion: nil)    }       @objc func onGameCenterPressed(sender: UIButton) {        println("onGameCenterPressed")    }   } The only thing to note is that, because we are setting the function to be called when the button is pressed using the addTarget() function, we must prefix the designed methods using @objc. Otherwise, it will be impossible for the Objective-C runtime to find the correct method when the button is pressed. This is because they are implemented in a private extension; of course, you can set the extension as internal or public and you won't need to prepend @objc to the functions: // MARK: Layout extension MenuViewController{    func layoutView() {        layout(playButton) { view in             view.bottom == view.superview!.centerY - 60            view.centerX == view.superview!.centerX            view.height == 80            view.width == view.superview!.width - 40        }        layout(gameCenterButton) { view in            view.bottom == view.superview!.centerY + 60            view.centerX == view.superview!.centerX            view.height == 80            view.width == view.superview!.width - 40        }    } } The layout functions simply put the two buttons in the correct places on the screen: // MARK: Style private extension MenuViewController{    func style(){        playButton.buttonColor = UIColor.ht_grapeFruitColor()        playButton.shadowColor = UIColor.ht_grapeFruitDarkColor()        gameCenterButton.buttonColor = UIColor.ht_aquaColor()        gameCenterButton.shadowColor = UIColor.ht_aquaDarkColor()    } }   // MARK: Render private extension MenuViewController{    func render(){        playButton.setTitle("Play", forState: .Normal)        gameCenterButton.setTitle("Game Center", forState: .Normal)    } } Finally, we set the colors and text for the titles of the buttons. The following screenshot shows the complete menu: You will notice that on pressing Play, the app crashes. This is because the template is using the view defined in storyboard, and we are directly using the controllers. Let's change the code in GameViewController: class GameViewController: UIViewController {    private let skView = SKView()      override func viewDidLoad() {        super.viewDidLoad()        skView.frame = view.bounds        view.addSubview(skView)        if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {            scene.size = skView.frame.size            skView.showsFPS = true            skView.showsNodeCount = true            skView.ignoresSiblingOrder = true            scene.scaleMode = .AspectFill            skView.presentScene(scene)        }    } } We are basically creating the SKView programmatically, and setting its size just as we did for the main view's size. If the app is run now, everything will work fine. You can find the code for this version at https://github.com/gscalzo/FlappySwift/tree/the_menu_is_ready. A stage for a bird Let's kick-start the game by implementing the background, which is not as straightforward as it might sound. SpriteKit in a nutshell SpriteKit is a powerful, but easy-to-use, game framework introduced in iOS 7. It basically provides the infrastructure to move images onto the screen and interact with them. It also provides a physics engine (based on Box2D), a particles engine, and basic sound playback support, making it particularly suitable for casual games. The content of the game is drawn inside an SKView, which is a particular kind of UIView, so it can be placed inside a normal hierarchy of UIViews. The content of the game is organized into scenes, represented by subclasses of SKScene. Different parts of the game, such as the menu, levels, and so on, must be implemented in different SKScenes. You can consider an SK in SpriteKit as an equivalent of the UIViewController. Inside an SKScene, the elements of the game are grouped in the SKNode's tree which tells the SKScene how to render the components. An SKNode can be either a drawable node, such as SKSpriteNode or SKShapeNode; or something to be applied to the subtree of its descendants, such as SKEffectNode or SKCropNode. Note that SKScene is an SKNode itself. Nodes are animated using SKAction. An SKAction is a change that must be applied to a node, such as a move to a particular position, a change of scaling, or a change in the way the node appears. The actions can be grouped together to create actions that run in parallel, or wait for the end of a previous action. Finally, we can define physics-based relations between objects, defining mass, gravity, and how the nodes interact with each other. That said, the best way to understand and learn SpriteKit is by starting to play with it. So, without further ado, let's move on to the implementation of our tiny game. In this way, you'll get a complete understanding of the most important features of SpriteKit. Explaining the code In the previous section, we implemented the menu view, leaving the code similar to what was created by the template. With basic knowledge of SpriteKit, you can now start understanding the code: class GameViewController: UIViewController {    private let skView = SKView()      override func viewDidLoad() {        super.viewDidLoad()        skView.frame = view.bounds        view.addSubview(skView)        if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {            scene.size = skView.frame.size            skView.showsFPS = true            skView.showsNodeCount = true            skView.ignoresSiblingOrder = true            scene.scaleMode = .AspectFill            skView.presentScene(scene)        }    } } This is the UIViewController that starts the game; it creates an SKView to present the full screen. Then it instantiates the scene from GameScene.sks, which can be considered the equivalent of a Storyboard. Next, it enables some debug information before presenting the scene. It's now clear that we must implement the game inside the GameScene class. Simulating a three-dimensional world using parallax To simulate the depth of the in-game world, we are going to use the technique of parallax scrolling, a really popular method wherein the farther images on the game screen move slower than the closer images. In our case, we have three different levels, and we'll use three different speeds: Before implementing the scrolling background, we must import the images into our project, remembering to set each image as 2x in the assets. The assets can be downloaded from https://github.com/gscalzo/FlappySwift/blob/master/assets.zip?raw=true. The GameScene class basically sets up the background levels: import SpriteKit   class GameScene: SKScene {    private var screenNode: SKSpriteNode!    private var actors: [Startable]!      override func didMoveToView(view: SKView) {        screenNode = SKSpriteNode(color: UIColor.clearColor(), size: self.size)        addChild(screenNode)        let sky = Background(textureNamed: "sky", duration:60.0).addTo(screenNode)        let city = Background(textureNamed: "city", duration:20.0).addTo(screenNode)        let ground = Background(textureNamed: "ground", duration:5.0).addTo(screenNode)        actors = [sky, city, ground]               for actor in actors {            actor.start()        }    } } The only implemented function is didMoveToView(), which can be considered the equivalent of viewDidAppear for a UIVIewController. We define an array of Startable objects, where Startable is a protocol for making the life cycle of the scene, uniform: import SpriteKit   protocol Startable {    func start()    func stop() } This will be handy for giving us an easy way to stop the game later, when either we reach the final goal or our character dies. The Background class holds the behavior for a scrollable level: import SpriteKit   class Background {    private let parallaxNode: ParallaxNode    private let duration: Double      init(textureNamed textureName: String, duration: Double) {        parallaxNode = ParallaxNode(textureNamed: textureName)        self.duration = duration    }       func addTo(parentNode: SKSpriteNode) -> Self {        parallaxNode.addTo(parentNode)        return self    } } As you can see, the class saves the requested duration of a cycle, and then it forwards the calls to a class called ParallaxNode: // Startable extension Background : Startable {    func start() {        parallaxNode.start(duration: duration)    }       func stop() {        parallaxNode.stop()    } } The Startable protocol is implemented by forwarding the methods to ParallaxNode. How to implement the scrolling The idea of implementing scrolling is really straightforward: we implement a node where we put two copies of the same image in a tiled format. We then place the node such that we have the left half fully visible. Then we move the entire node to the left until we fully present the left node. Finally, we reset the position to the original one and restart the cycle. The following figure explains this algorithm: import SpriteKit   class ParallaxNode {    private let node: SKSpriteNode!       init(textureNamed: String) {        let leftHalf = createHalfNodeTexture(textureNamed, offsetX: 0)        let rightHalf = createHalfNodeTexture(textureNamed, offsetX: leftHalf.size.width)               let size = CGSize(width: leftHalf.size.width + rightHalf.size.width,            height: leftHalf.size.height)               node = SKSpriteNode(color: UIColor.whiteColor(), size: size)        node.anchorPoint = CGPointZero        node.position = CGPointZero        node.addChild(leftHalf)        node.addChild(rightHalf)    }       func zPosition(zPosition: CGFloat) -> ParallaxNode {        node.zPosition = zPosition        return self    }       func addTo(parentNode: SKSpriteNode) -> ParallaxNode {        parentNode.addChild(node)        return self    }   } The init() method simply creates the two halves, puts them side by side, and sets the position of the node: // Mark: Private private func createHalfNodeTexture(textureNamed: String, offsetX: CGFloat) -> SKSpriteNode {    let node = SKSpriteNode(imageNamed: textureNamed,                            normalMapped: true)    node.anchorPoint = CGPointZero    node.position = CGPoint(x: offsetX, y: 0)    return node } The half node is just a node with the correct offset for the x-coordinate: // Mark: Startable extension ParallaxNode {    func start(#duration: NSTimeInterval) {        node.runAction(SKAction.repeatActionForever(SKAction.sequence(            [                SKAction.moveToX(-node.size.width/2.0, duration: duration),                SKAction.moveToX(0, duration: 0)            ]            )))    }       func stop() {        node.removeAllActions()    } } Finally, the Startable protocol is implemented using two actions in a sequence. First, we move half the size—which means an image width—to the left, and then we move the node to the original position to start the cycle again. This is what the final result looks like: You can find the code for this version at https://github.com/gscalzo/FlappySwift/tree/stage_with_parallax_levels. Summary This article has given an idea on how to go about direction that you need to build a clone of the Flappy Bird app. For the complete exercise and a lot more, please refer to Swift by Example by Giordano Scalzo. Resources for Article: Further resources on this subject: Playing with Swift [article] Configuring Your Operating System [article] Updating data in the background [article]
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Packt
24 Apr 2015
9 min read
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Profiling an app

Packt
24 Apr 2015
9 min read
This article is written by Cecil Costa, the author of the book, Swift Cookbook. We'll delve into what profiling is and how we can profile an app by following some simple steps. It's very common to hear about issues, but if an app doesn't have any important issue, it doesn't mean that it is working fine. Imagine that you have a program that has a memory leak, presumably you won't find any problem using it for 10 minutes. However, a user may find it after using it for a few days. Don't think that this sort of thing is impossible; remember that iOS apps don't terminate, so if you do have memory leaks, it will be kept until your app blows up. Performance is another important, common topic. What if your app looks okay, but it gets slower with the passing of time? We, therefore, have to be aware of this problem. This kind of test is called profiling and Xcode comes with a very good tool for realizing this operation, which is called Instruments. In this instance, we will profile our app to visualize the amount of energy wasted by our app and, of course, let's try to reduce it. (For more resources related to this topic, see here.) Getting ready For this recipe you will need a physical device, and to install your app into the device you will need to be enrolled on the Apple Developer Program. If you have both the requirements, the next thing you have to do is create a new project called Chapter 7 Energy. How to do it... To profile an app, follow these steps: Before we start coding, we will need to add a framework to the project. Click on the Build Phases tab of your project, go to the Link Binaries with Libraries section, and press the plus sign. Once Xcode opens a dialog window asking for the framework to add, choose CoreLocation and MapKit. Now, go to the storyboard and place a label and a MapKit view. You might have a layout similar to this one: Link the MapKit view and call it just map and the UILabel class and call it just label:    @IBOutlet var label: UILabel!    @IBOutlet var map: MKMapView! Continue with the view controller; let's click at the beginning of the file to add the core location and MapKit imports: import CoreLocation import MapKit After this, you have to initialize the location manager object on the viewDidLoad method:    override func viewDidLoad() {        super.viewDidLoad()        locationManager.delegate = self        locationManager.desiredAccuracy =          kCLLocationAccuracyBest        locationManager.requestWhenInUseAuthorization()        locationManager.startUpdatingLocation()    } At the moment, you may get an error because your view controller doesn't conform with CLLocationManagerDelegate, so let's go to the header of the view controller class and specify that it implements this protocol. Another error we have to deal with is the locationManager variable, because it is not declared. Therefore, we have to create it as an attribute. And as we are declaring attributes, we will add the geocoder, which will be used later: class ViewController: UIViewController, CLLocationManagerDelegate {    var locationManager = CLLocationManager()    var geocoder = CLGeocoder() Before we implement this method that receives the positioning, let's create another method to detect whether there was any authorization error:    func locationManager(manager: CLLocationManager!,       didChangeAuthorizationStatus status:          CLAuthorizationStatus) {            var locationStatus:String            switch status {            case CLAuthorizationStatus.Restricted:                locationStatus = "Access: Restricted"               break            case CLAuthorizationStatus.Denied:                locationStatus = "Access: Denied"                break            case CLAuthorizationStatus.NotDetermined:                locationStatus = "Access: NotDetermined"               break            default:                locationStatus = "Access: Allowed"            }            NSLog(locationStatus)    } And then, we can implement the method that will update our location:    func locationManager(manager:CLLocationManager,      didUpdateLocations locations:[AnyObject]) {        if locations[0] is CLLocation {            let location:CLLocation = locations[0] as              CLLocation            self.map.setRegion(              MKCoordinateRegionMakeWithDistance(            location.coordinate, 800,800),              animated: true)                       geocoder.reverseGeocodeLocation(location,              completionHandler: { (addresses,              error) -> Void in                    let placeMarket:CLPlacemark =                      addresses[0] as CLPlacemark                let curraddress:String = (placeMarket.                  addressDictionary["FormattedAddressLines"                  ] as [String]) [0] as String                    self.label.text = "You are at                      (curraddress)"            })        }    } Before you test the app, there is still another step to follow. In your project navigator, click to expand the supporting files, and then click on info.plist. Add a row by right-clicking on the list and selecting add row. On this new row, type NSLocationWhenInUseUsageDescription as a key and on value Permission required, like the one shown here: Now, select a device and install this app onto it, and test the application walking around your street (or walking around the planet earth if you want) and you will see that the label will change, and also the map will display your current position. Now, go back to your computer and plug the device in again. Instead of clicking on play, you have to hold the play button until you see more options and then you have to click on the Profile option. The next thing that will happen is that instruments will be opened; probably, a dialog will pop up asking for an administrator account. This is due to the fact that instruments need to use some special permission to access some low-level information. On the next dialog, you will see different kinds of instruments, some of them are OS X specific, some are iOS specific, and others are for both. If you choose the wrong platform instrument, the record button will be disabled. For this recipe, click on Energy Diagnostics. Once the Energy Diagnostics window is open, you can click on the record button, which is on the upper-left corner and try to move around—yes, you need to keep the device connected to your computer, so you have to move around with both elements together—and do some actions with your device, such as pressing the home button and turning off the screen. Now, you may have a screen that displays an output similar to this one: Now, you can analyze who is spending more energy on you app. To get a better idea of this, go to your code and replace the constant kCLLocationAccuracyBest with kCLLocationAccuracyThreeKilometers and check whether you have saved some energy. How it works... Instruments are a tool used for profiling your application. They give you information about your app which can't be retrieved by code, or at least can't be retrieved easily. You can check whether your app has memory leaks, whether it is loosing performance, and as you can see, whether it is wasting lots of energy or not. In this recipe we used the GPS because it is a sensor that requires some energy. Also, you can check on the table at the bottom of your instrument to see that Internet requests were completed, which is something that if you do very frequently will also empty your battery fast. Something you might be asking is: why did we have to change info.plist? Since iOS 8, some sensors require user permission; the GPS is one of them, so you need to report what is the message that will be shown to the user. There's more... I recommend you to read the way instruments work, mainly those that you will use. Check the Apple documentation about instruments to get more details about this (https://developer.apple.com/library/mac/documentation/DeveloperTools/Conceptual/InstrumentsUserGuide/Introduction/Introduction.html). Summary In this article, we looked at all the hows and whats of profiling an app. We specifically looked at profiling our app to visualize the amount of energy wasted by our app. So, go ahead to try doing it. Resources for Article: Further resources on this subject: Playing with Swift [article] Using OpenStack Swift [article] Android Virtual Device Manager [article]
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Joe Masilotti
16 Apr 2015
5 min read
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Evenly Spaced Views with Auto Layout in iOS

Joe Masilotti
16 Apr 2015
5 min read
When the iPhone first came out there was only one screen size to worry about 320, 480. Then the Retina screen was introduced doubling the screen's resolution. Apple quickly introduced the iPhone 5 and added an extra 88 points to the bottom. With the most recent line of iPhones two more sizes were added to the mix. Before even mentioning the iPad line that is already five different combinations of heights and widths to account for. To help remedy this growing number of sizes and resolutions Apple introduced Auto Layout with iOS 6. Auto Layout is a dynamic way of laying out views with constraints and rules to let the content fit on multiple screen sizes; think "responsive" for mobile. Lots of layouts are possible with Auto Layout but some require an extra bit of work. One of the more common, albeit tricky, arrangements is to have evenly spaced elements. Having the view scale up to different resolutions and look great on all devices isn't hard and can be done in both Interface Builder or manually in code. Let's walk through how to evenly space views with Auto Layout using Xcode's Interface Builder. Using Interface Builder The easiest way to play around and test layout in IB is to create a new Single View Application iOS project.   Open Main.storyboard and select ViewController on the left. Don't worry that it is showing a square view since we will be laying everything out dynamically. The first addition to the view will be the three `UIView`s we will be evenly spacing. Add them along the view from left to right and assign different colors to each. This will make it easier to distinguish them later. Don't worry about where they are we will fix the layout soon enough.   Spacer View Layout Ideally we would be able to add constraints that evenly space these out directly. Unfortunately, you can not set *equals* restrictions on constraints, only on views. What that means is we have to create spacer views in between our content and then set equal constraints on those. Add four more views, one between the edges and the content views.   Before we add our first constraint let's name each view so we can have a little more context when adding their attributes. One of the most frustrating things when working with Auto Layout is seeing the little red arrow telling you something is wrong. Let's try and incrementally add constraints and get back to a working state as quickly as possible. The first item we want to add will constrain the Left Content view using the spacer. Select the Left Spacer and add left 20, top 20, and bottom 20 constraints.   To fix this first error we need to assign a width to the spacer. While we will be removing it later it makes sense to always have a clean slate when moving on to another view. Add in a width (50) constraint and let IB automatically and update its frame.   Now do the same thing to the Right Spacer.   Content View Layout We will remove the width constraints when everything else is working correctly. Consider them temporary placeholders for now. Next lets lay out the Left Content view. Add a left 0, top 20, bottom 20, width 20 constraint to it.   Follow the same method on the Right Content view.   Twice more follow the same procedure for the Middle Spacer Views giving them left/right 0, top 20, bottom 20, width 50 constraints.   Finally, let's constrain the Middle Content view. Add left 0, top 20, right 0, bottom 20 constraints to it and lay it out.   Final Constraints Remember when I said it was tricky? Maybe a better way to describe this process is long and tedious. All of the setup we have done so far was to set us up in a good position to give the constraints we actually want. If you look at the view it doesn't look very special and it won't even resize the right way yet. To start fix this we bring in the magic constraint of this entire example, Equal Widths on the spacer views. Go ahead and delete the four explicit Width constraints on the spacer views and add an Equal Width constraint to each. Select them all at the same time then add the constraint so they work off of each other.   Finally, set explicit widths on the three content views. This is where you can start customizing the layout to have it look the way you want. For my view I want the three views to be 75 points wide so I removed all of the Width constraints and added them back in for each. Now set the background color of the four spacer views to clear and hide them. Running the app on different size simulators will produce the same result: the three content views remain the same width and stay evenly spaced out along the screen. Even when you rotate the device the views remain spaced out correctly.   Try playing around with different explicit widths of the content views. The same technique can be used to create very dynamic layouts for a variety of applications. For example, this procedurecan be used to create a table cell with an image on the left, text in the middle, and a button on the right. Or it can make one row in a calculator that sizes to fit the screen of the device. What are you using it for? About the author Joe Masilotti is a test-driven iOS developer living in Brooklyn, NY. He contributes to open-source testing tools on GitHub and talks about development, cooking, and craft beer on Twitter.
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Doron Katz
15 Mar 2015
5 min read
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Add a Twitter Sign In To Your iOS App with TwitterKit

Doron Katz
15 Mar 2015
5 min read
What is TwitterKit & Digits? In this post we take a look at Twitter’s new Sign-in API, TwitterKit and Digits, bundled as part of it’s new Fabric suite of tools, announced by Twitter earlier this year, as well as providing you with two quick snippets on on how to integrate Twitter’s sign-in mechanism into your iOS app. Facebook, and to a lesser-extent Google, have for a while dominated the single sign-on paradigm, through their SDK or Accounts.framework on iOS, to encourage developers to provide a consolidated form of login for their users. Twitter has decided to finally get on the band-wagon and work toward improving its brand through increasing sign-on participation, and providing a concise way for users to log-in to their favorite apps without needing to remember individual passwords. By providing a Login via Twitter button, developers will gain the user’s Twitter identity, and subsequently their associated twitter tweets and associations. That is, once the twitter account is identified, the app can engage followers of that account (friends), or to access the user’s history of tweets, to data-mind for a specific keyword or hashtag. In addition to offering a single sign-on, Twitter is also offering Digits, the ability for users to sign-on anonymously using one’s phone number, synonymous with Facebook’s new Anonymous Login API.   The benefits of Digit The rationale behind Digits is to provide users with the option of trusting the app or website and providing their Twitter identification in order to log-in. Another option for the more hesitant ones wanting to protect their social graph history, is to only provide a unique number, which happens to be a mobile number, as a means of identification and authentication. Another benefit for users is that logging in is dead-simple, and rather than having to go through a deterring form of identification questions, you just ask them for their number, from which they will get an authentication confirmation SMS, allowing them to log-in. With a brief introduction to TwitterKit and Digits, let’s show you how simple it is to implement each one. Logging in with TwitterKit Twitter wanted to make implementing its authentication mechanism a more simpler and attractive process for developers, which they did. By using the SDK as part of Twitter’s Fabric suite, you will already get your Twitter app set-up and ready, registered for use with the company’s SDK. TwitterKit aims to leverage the existing Twitter account on the iOS, using the Accounts.framework, which is the preferred and most rudimentary approach, with a fallback to using the OAuth mechanism. The easiest way to implement Twitter authentication is through the generated button, TWTRLogInButton, as we will demonstrate using iOS’Swift language. let authenticationButton = TWTRLogInButton(logInCompletion: { (session, error) in if (session != nil) { //We signed in, storing session in session object. } else { //we get an error, accessible from error object } }) It’s quite simple, leaving you with a TWTRLoginButton button subclass, that users can add to your view hierarchy and have users interact with. Logging in with Digits Having created a login button using TwitterKit, we will now create the same feature using Digits. The simplicity of implementation is maintained with Digits, with the simplest process once again to create a pre-configured button, DGTAuthenticateButton: let authenticationButton = TWTRLogInButton(logInCompletion: { (session, error) in if (session != nil) { //We signed in, storing session in session object. } else { //we get an error, accessible from error object } }) Summary Implementing TwitterKit and Digits are both quite straight forward in iOS, with different intentions. Whereas TwitterKit allows you to have full-access to the authenticated user’s social history, the latter allows for a more abbreviated, privacy-protected approach to authenticating. If at some stage the user decides to trust the app and feels more comfortable providing full access of her or his social history, you can defer catering to that till later in the app usage. The complete iOS reference for TwitterKit and Digits can be found by clicking here. The popularity and uptake of TwitterKit remains to be seen, but as an extra option for developers, when adding Facebook and Google+ login, users will have the option to pick their most trusted social media tool as their choice of authentication. Providing an anonymous mode of login also falls in line with the more privacy-conscious world, and Digits certainly provides a seamless way of implementing, and impressively straight-forward way for users to authenticate using their phone number. We have briefly demonstrated how to interact with Twitter’s SDK using iOS and Swift, but there is also an Android SDK version, with a Web version in the pipeline very soon, according to Twitter. This is certainly worth exploring, along with the rest of the tools offered in the Fabric suite, including analytics and beta-distribution tools, and more. About the author Doron Katz is an established Mobile Project Manager, Architect and Developer, and a pupil of the methodology of Agile Project Management,such as applying Kanban principles. Doron also believes in BehaviourDriven Development (BDD), anticipating user interaction prior to design, that is. Doron is also heavily involved in various technical user groups, such as CocoaHeads Sydney, and Adobe user Group.
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Packt
06 Feb 2015
13 min read
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Tour of Xcode

Packt
06 Feb 2015
13 min read
In this article, written by Jayant Varma, the author of Xcode 6 Essentials, we shall look at Xcode closely as this is going to be the tool you would use quite a lot for all aspects of your app development for Apple devices. It is a good idea to know and be familiar with the interface, the sections, shortcut keys, and so on. (For more resources related to this topic, see here.) Starting Xcode Xcode, like many other Mac applications, is found in the Applications folder or the Launchpad. On starting Xcode, you will be greeted with the launch screen that offers some entry points for working with Xcode. Mostly, you will select Create a new Xcode project or Check out an existing project , if you have an existing project to continue work on. Xcode remembers what it was doing last, so if you had a project or file open, it will open up those windows again. Creating a new project After selecting the Create a new project option, we are guided via a wizard that helps us get started. Selecting the project type The first step is to select what type of project you want to create. At the moment, there are two distinct types of projects, mobile (iOS) or desktop (OS X) that you can create. Within each of those types, you can select the type of project you want. The screenshot displays a standard configuration for iOS application projects. The templates used when the selected type of project is created are self sufficient, that is, when the Run button is pressed, the app compiles and runs. It might do nothing, as this is a minimalistic template. On selecting the type of project, we can select the next step: Setting the project options This step allows selecting the options, namely setting the application name, the organization name, identifier, language, and devices to support. In the past, the language was always set to Objective-C, however with Xcode 6, there are two options: objective-C and Swift Setting the project properties On creation, the main screen is displayed. Here it offers the option to change other details related to the application such as the version number and build. It also allows you to configure the team ID and certificates used for signing the application to test on a mobile device or for distribution to the App Store. It also allows you to set the compatibility for earlier versions. The orientation and app icons, splash screens, and so on are also set from this screen. If you want to set these up later on in the project, it is fine, this can be accessed at any time and does not stop you from development. It needs to be set prior to deploying it on a device or creating an App Store ready application. Xcode overview Let us have a look at the Xcode interface to familiarize ourselves with the same as it would help improve productivity when building your application. The top section immediately following the traffic light (window chrome) displays a Play and Stop button. This allows the project to run and stop. The breadcrumb toolbar displays the project-specific settings with respect to the product and the target. With an iOS project, it could be a particular simulator for iPhone, iPad, and so on, or a physical device (number 5 in the following screenshot). Just under this are vertical areas that are the main content area with all the files, editors, UI, and so on. These can be displayed or hidden as required and can be stacked vertically or horizontally. The distinct areas in Xcode are as follows: Project navigation (number1) Editor and assistant editor (number 2 ) and (number 3 ) Utility/inspector (number 4 ) The toolbar (number 5 ) and (number 6 ) These sections can be switched on and off (shown or hidden) as required to make space for other sections or more screen space to work with: Sections in Xcode The project section The project navigation section has three sub sections, the topmost being the project toolbar that has eight icons. These can be seen as in the following screenshot. The next sub section contains the project files and all the assets required for this project. The bottom most section consists of recently edited files and filters: You can use the keyboard shortcuts to access these areas quickly with the CMD + 1...8 keys. The eight areas available under project navigation are key and for the beginner to Xcode, this could be a bit daunting. When you run the project, the current section might change and display another where you might wonder how to get back to the project (file) navigator. Getting familiar with these is always helpful and the easiest way to navigate between these is the CMD + 1..8 keys. Project navigator ( CMD + 1 ): This displays all of the files, folders, assets, frameworks, and so on that are part of this project. This is displayed as a hierarchical view and is the way that a majority of developers access their files, folders, and so on. Symbol navigator ( CMD + 2 ): This displays all of the classes, members, and methods that are available in them. This is the easiest way to navigate quickly to a method/function, attribute/property. Search navigator ( CMD + 3 ): This allows you to search the project for a particular match. This is quite useful to find and replace text. Issues navigator ( CMD + 4 ): This displays the warning and errors that occur while typing your code or on building and running it. This also displays the results of the static analyzer. Tests navigator ( CMD + 5 ); This displays the tests that you have present in your code either added by yourself or the default ones created with the project. Debug navigator ( CMD + 6 ): This displays the information about the application when you choose to run it. It has some amazing detailed information on CPU usage, memory usage, disk usage, threads, and so on. Breakpoint navigator ( CMD + 7 ): This displays all the breakpoints in your project from all files. This also allows you to create exception and symbolic breakpoints. Log navigator ( CMD + 8 ): This displays a log of all actions carried out, namely compiling, building, and running. This is more useful when used to determine the results of automated builds The editor and assistant editor sections The second area contains the editor and assistant editor sections. These display the code, the XIB (as appropriate), storyboard files, device previews, and so on. Each of the sub sections have a jump bar on the top that relates to files and allow for navigating back and forth in the files and display the location of the file in the workspace. To the right from this is a mini issues navigator that displays all warnings and errors. In the case of the assistant editors, it also displays two buttons: one to add a new assistant editor area and another to close it.   Source code editors While we are looking at the interface, it is worth noting that the Xcode code editor is a very advanced editor with a lot of features, which is now seen as standard with a lot of text editors. Some of the features that make working with Xcode easier are as follows: Code folding : This feature helps to hide code at points such as the function declaration, loops, matching brace brackets, and so on. When a function or portion of code is folded, it hides it from view, thereby allowing you to view other areas of the code that would not be visible unless you scrolled. Syntax highlighting : This is one of the most useful features as it helps you, the developer, to visually, at a glance, differentiate your source code from variables, constants, and strings. Xcode has syntax highlighting for a couple of languages as mentioned earlier. Context help : This is one of the best features whereby when you hover over a word in the source code with OPT pressed, it shows a dotted underline and the cursor changes to a question mark. When you click on a word with the dotted underline and the question mark cursor, it displays a popup with details about that word. It also highlights all instances of that word in the file. The popup details as much information as available. If it is a variable or a function that you have added to the code, then it will display the name of the file where it was declared. If it is a word that is contained in the Apple libraries, then it displays the description and other additional details. Context jump : This is another cool feature that allows jumping to the point of declaration of that word. This is achieved by clicking on a word while keeping the CMD button pressed. In many cases, this is mainly helpful to know how the function is declared and what parameters it expects. It can also be useful to get information on other enumerators and constants used with that function. The jump could be in the same file as where you are editing the code or it could be to the header files where they are declared. Edit all in scope : This is a cool feature where you can edit all of the instances of the word together rather than using search and replace. A case scenario is if you want to change the name of a variable and ensure that all instances you are using in the file are changed but not the ones that are text, then you can use this option to quickly change it. Catching mistakes with fix-it : This is another cool feature in Xcode that will save you a lot of time and hassle. As you type text, Xcode keeps analyzing the code and looking for errors. If you have declared a variable and not used it in your code, Xcode immediately draws attention to it suggesting that the variable is an unused variable. However, if it was supposed to be a pointer and you have declared it without *; Xcode immediately flags it as an error that the interface type cannot be statically allocated. It offers a fix-it solution of inserting * and the code has a greyed * character showing where it will be added. This helps the developer fix commonly overlooked issues such as missing semicolons, missing declarations, or misspelled variable names. Code completion : This is the bit that makes writing code so much easier, type in a few letters of the function name and Xcode pops up a list of functions, constants, methods, and so on that start with those letters and displays all of the required parameters (as applicable) including the return type. When selected, it adds the token placeholders that can be replaced with the actual parameter values. The results might vary from person to person depending on the settings and the speed of the system you run Xcode on. The assistant editor The assistant editor is mainly used to display the counterparts and related files to the file open in the primary editor (generally used when working with Objective-C where the .h or.m files are the related files). The assistant editors track the contents of the editor. Xcode is quite intelligent and knows the corresponding sections and counterparts. When you click on a file, it opens up in the editor. However, pressing the OPT + Shift while clicking on the file, you would be provided with an interactive dialog to select where to open the file. The options include the primary editor or the assistant editor. You can also add assistant editors as required.   Another way to open a file quickly is to use the Open Quickly option, which has a shortcut key of CMD + Shift + O . This displays a textbox that allows accessing a file from the project. The utility/inspector section The last section contains the inspector and library. This section changes based on the type of file selected in the current editor. The inspector has 6 tabs/sections and they are as follows: The file inspector ( CMD + OPT + 1 ): This displays the physical file information for the file selected. For code files, it is the text encoding, the targets that it belongs to, and the physical file path. While for the storyboard, it is the physical file path and allows setting attributes such as auto layout and size classes (new in Xcode 6). The quick help inspector ( CMD + OPT + 2 ): This displays information about the class or object selected. The identity inspector ( CMD + OPT + 3 ): This displays the class name, ID, and others that identify the object selected. The attributes inspector ( CMD + OPT + 4 ): This displays the attributes for the object selected as if it is the initial root view controller, does it extend under the top bars or not, if it has a navigation bar or not, and others. This also displays the user-defined attributes (a new feature with Xcode 6). The size inspector ( CMD + OPT + 5 ): This displays the size of the control selected and the associated constraints that help position it on the container. The connections inspector ( CMD + OPT + 6 ): This displays the connections created in the Interface Builder between the UI and the code. The lower half of this inspector contains four options that help you work efficiently, they are as follows: The file template library : This contains the options to create a new class, protocol. The options that are available when selecting the File | New option from the menu. The code snippets library : This is a wonderful but not widely used option. This can hold code snippets that can help you avoid writing repetitive blocks of code in your app. You can drag and drop the snippet to your code in the editor. This also offers features such as shortcuts, scopes, platforms, and languages. So you can have a shortcut such as appDidLoad (for example) that inserts the code to create and populate a button. This is achieved simply by setting the platform as appropriate to iOS or OS X. After creating a code snippet, as soon as you type the first few characters, the code snippet shows up in the list of autocomplete options; The object library : This is the toolbox that contains all of the controls that you need for creating your UI, be it a button, a label, a Table View, view, View Controller, or anything else. Adding a code snippet is as easy as dragging the selected code from the editor onto the snippet area. It is a little tricky because the moment you start dragging, it could break your selection highlight. You need to select the text, click (hold) and then drag it. The media library : This contains the list of all images and other media types that are available to this project/workspace. Summary In this article, you have seen a quick tour of Xcode, keeping the shortcuts and tips handy as they really do help get things done faster. The code snippets are a wonderful feature that allow for quickly setting up commonly used code with shortcut keywords. Resources for Article: Further resources on this subject: Introducing Xcode Tools for iPhone Development [article] Xcode 4 ios: Displaying Notification Messages [article] Linking OpenCV to an iOS project [article]
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Packt
23 Dec 2014
23 min read
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Playing with Swift

Packt
23 Dec 2014
23 min read
Xcode ships with both a command line interpreter and a graphical interface called playground that can be used to prototype and test Swift code snippets. Code typed into the playground is compiled and executed interactively, which permits a fluid style of development. In addition, the user interface can present a graphical view of variables as well as a timeline, which can show how loops are executed. Finally, playgrounds can mix and match code and documentation, leading to the possibility of providing example code as playgrounds and using playgrounds to learn how to use existing APIs and frameworks. This article by Alex Blewitt, the author of Swift Essentials, will present the following topics: How to create a playground Displaying values in the timeline Presenting objects with Quick Look Running asynchronous code Using playground live documentation Generating playgrounds with Markdown and AsciiDoc Limitations of playgrounds (For more resources related to this topic, see here.) Getting started with playgrounds When Xcode is started, a welcome screen is shown with various options, including the ability to create a playground. Playgrounds can also be created from the File | New | Playground menu. Creating a playground Using either the Xcode welcome screen (which can be opened by navigating to Window | Welcome to Xcode) or navigating to File | New | Playground, create MyPlayground in a suitable location targeting iOS. Creating the playground on the Desktop will allow easy access to test Swift code, but it can be located anywhere on the filesystem. Playgrounds can be targeted either towards OS X applications or towards iOS applications. This can be configured when the playground is created, or by switching to the Utilities view by navigating to View | Utilities | Show File Inspector or pressing Command + Option + 1 and changing the dropdown from OS X to iOS or vice versa.   When initially created, the playground will have a code snippet that looks as follows: // Playground - noun: a place where people can play import UIKit var str = "Hello, playground" Playgrounds targeting OS X will read import Cocoa instead. On the right-hand side, a column will show the value of the code when each line is executed. In the previous example, the word Hello, playgr... is seen, which is the result of the string assignment. By grabbing the vertical divider between the Swift code and the output, the output can be resized to show the full text message:   Alternatively, by moving the mouse over the right-hand side of the playground, the Quick Look icon (the eye symbol) will appear; if clicked on, a pop-up box will show the full details:   Viewing the console output The console output can be viewed on the right-hand side by opening the Assistant Editor. This can be opened by pressing Command + Option + Enter or by navigating to View | Assistant Editor | Show Assistant Editor. This will show the result of any println statements executed in the code. Add a simple for loop to the playground and show the Assistant Editor: for i in 1...12 { println("I is (i)") } The output is shown on the right-hand side:   The assistant editor can be configured to be displayed in different locations, such as at the bottom, or stacked horizontally or vertically by navigating to the View | Assistant Editor menu. Viewing the timeline The timeline shows what other values are displayed as a result of executing the code. In the case of the print loop shown previously, the output was displayed as Console Output in the timeline. However, it is possible to use the playground to inspect the value of an expression on a line, without having to display it directly. In addition, results can be graphed to show how the values change over time. Add another line above the println statement to calculate the result of executing an expression, (i-6)*(i-7), and store it in a variable, j: for i in 1...12 { var j = (i-7) * (i-6) println("I is (i)") } On the line next to the variable definition, click on the add variable history symbol (+), which is in the right-hand column (visible when the mouse moves over that area). After it is clicked on, it will change to a (o) symbol and display the graph on the right-hand side. The same can be done for the println statement as well:   The slider at the bottom, indicated by the red tick mark, can be used to slide the vertical bar to see the exact value at certain points:   To show several values at once, use additional variables to hold the values and display them in the timeline as well: for i in 1...12 { var j = (i-7) * (i-6) var k = i println("I is (i)") }   When the slider is dragged, both values will be shown at the same time. Displaying objects with QuickLook The playground timeline can display objects as well as numbers and simple strings. It is possible to load and view images in a playground using classes such as UIImage (or NSImage on OS X). These are known as QuickLook supported objects, and by default include: Strings (attributed and unattributed) Views Class and struct types (members are shown) Colors It is possible to build support for custom types in Swift, by implementing a debugQuickLookObject method that returns a graphical view of the data. Showing colored labels To show a colored label, a color needs to be obtained first. When building against iOS, this will be UIColor; but when building against OS X, it will be NSColor. The methods and types are largely equivalent between the two, but this article will focus on the iOS types. A color can be acquired with an initializer or by using one of the predefined colors that are exposed in Swift using methods: import UIKit // AppKit for OS X let blue = UIColor.blueColor() // NSColor.blueColor() for OS X The color can be used in a UILabel, which displays a text string in a particular size and color. The UILabel needs a size, which is represented by a CGRect, and can be defined with an x and y position along with a width and height. The x and y positions are not relevant for playgrounds and so can be left as zero: let size = CGRect(x:0,y:0,width:200,height:100) let label = UILabel(frame:size)// NSLabel for OS X Finally, the text needs to be displayed in blue and with a larger font size: label.text = str // from the first line of the code label.textColor = blue label.font = UIFont.systemFontOfSize(24) // NSFont for OS X When the playground is run, the color and font are shown in the timeline and available for quick view. Even though the same UILabel instance is being shown, the timeline and the QuickLook values show a snapshot of the state of the object at each point, making it easy to see what has happened between changes.   Showing images Images can be created and loaded into a playground using the UIImage constructor (or NSImage on OS X). Both take a named argument, which is used to find an image with the given name from the playground's Resources folder. To download a logo, open Terminal.app and run the following commands: $ mkdir MyPlayground.playground/Resources $ curl http://alblue.bandlem.com/images/AlexHeadshotLeft.png > MyPlayground.playground/Resources/logo.png An image can now be loaded in Swift with: let logo = UIImage(named:"logo") The location of the Resources associated with a playground can be seen in the File Inspector utilities view, which can be opened by pressing Command + Option + 1. The loaded image can be displayed using QuickLook or by adding it to the "value history:   It is possible to use a URL to acquire an image by creating an NSURL with NSURL(string:"http://..."), then loading the contents of the URL with NSData(contentsOfURL:), and finally using UIImage(data:) to convert it to an image. However, as Swift will keep re-executing the code over and over again, the URL will be hit multiple times in a single debugging session without caching. It is recommended that NSData(contentsOfURL:) and similar networking classes be avoided in playgrounds. Advanced techniques The playground has its own framework, XCPlayground, which can be used to perform certain tasks. For example, individual values can be captured during loops for later analysis. It also permits asynchronous code to continue to execute once the playground has finished running. Capturing values explicitly It is possible to explicitly add values to the timeline by importing the XCPlayground framework and calling XCPCaptureValue with a value that should be displayed in the timeline. This takes an identifier, which is used both as the title and for group-related data values in the same series. When the value history button is selected, it essentially inserts a call to XCPCaptureValue with the value of the expression as "the identifier. For example, to add the logo to the timeline automatically: import XCPlayground XCPCaptureValue("logo",logo)   It is possible to use an identifier to group the data that is being shown in a loop with the identifier representing categories of the values. For example, to display a list of all even and odd numbers between 1 and 6, the following code could be used: for n in 1...6 { if n % 2 == 0 {    XCPCaptureValue("even",n)    XCPCaptureValue("odd",0) } else {    XCPCaptureValue("odd",n)    XCPCaptureValue("even",0) } } The result, when executed, will look as follows:   Running asynchronous code By default, when the execution hits the bottom of the playground, the execution stops. In most cases, this is desirable, but when asynchronous code is involved, execution might need to run even if the main code has finished executing. This might be the case if networking data is involved or if there are multiple tasks whose results need to be synchronized. For example, wrapping the previous even/odd split in an asynchronous call will result in no data being displayed: dispatch_async(dispatch_get_main_queue()) { for n in 1...6 {    // as before } } This uses one of Swift's language features: the dispatch_async method is actually a two-argument method that takes a queue and a block type. However, if the last argument is a block type, then it can be represented as a trailing closure rather than an argument. To allow the playground to continue executing after reaching the bottom, add the following call: XCPSetExecutionShouldContinueIndefinitely() Although this suggests that the execution will run forever, it is limited to 30 seconds of runtime, or whatever is the value displayed at the bottom-right corner of the screen. This timeout can be changed by typing in a new value or using the + and – buttons to increase/decrease time by one second.   Playgrounds and documentation Playgrounds can contain a mix of code and documentation. This allows a set of code samples and explanations to be mixed in with the playground itself. Although there is no way of using Xcode to add sections in the UI at present, the playground itself is an XML file that can be edited using an external text editor such as TextEdit.app. Learning with playgrounds As playgrounds can contain a mixture of code and documentation, it makes them an ideal format for viewing annotated code snippets. In fact, Apple's Swift Tour book can be opened as a playground file. Xcode documentation can be searched by navigating to the Help | Documentation and API Reference menu, or by pressing Command + Shift + 0. In the search field that is presented, type Swift Tour and then select the first result. The Swift Tour book should be presented in Xcode's help system:   A link to download and open the documentation as a playground is given in the first section; if this is downloaded, it can be opened in Xcode as a standalone playground. This provides the same information, but allows the code examples to be dynamic and show the results in the window:   A key advantage of learning through playground-based documentation is that the code can be experimented with. In the Simple Values section of the documentation, where myVariable is assigned, the right-hand side of the playground shows the values. If the literal numbers are changed, the new values will be recalculated and shown on the right-hand side. Some examples are presented solely in playground form; for example, the "Balloons demo, which was used in the introduction of Swift in the WWDC 2014 keynote, is downloadable as a playground from https://developer.apple.com/swift/resources/. Note that the Balloons playground requires OS X 10.10 and Xcode 6.1 to run. Understanding the playground format A playground is an OS X bundle, which means that it is a directory that looks like a single file. If a playground is selected either in TextEdit.app or in Finder, then it looks like a regular file:   Under the covers, it is actually a directory: $ ls -FMyPlayground.playground/ Inside the directory, there are a number of files: $ ls -1 MyPlayground.playground/* MyPlayground.playground/Resources MyPlayground.playground/contents.xcplayground MyPlayground.playground/section-1.swift MyPlayground.playground/timeline.xctimeline The files are as follows: The Resources directory, which was created earlier to hold the logo image The contents.xcplayground file, which is an XML table of contents of the files that make up the playground The section-1.swift file, which is the Swift file created by default when a new playground is created, and contains the code that is typed in for any new playground content The timeline.xctimeline file, which is an automatically generated file containing timestamps of execution, which the runtime generates when executing a Swift file and the timeline is open The table of contents file defines which runtime environment is being targeted (for example, iOS or OS X), a list of sections, and a reference to the timeline file: <playground version='3.0' sdk='iphonesimulator'> <sections>    <code source-file-name='section-1.swift'/> </sections> <timeline fileName='timeline.xctimeline'/> </playground> This file can be edited to add new sections, provided that it is not open in Xcode at the same time. An Xcode playground directory is deleted and recreated whenever changes are made in Xcode. Any Terminal.app windows open in that directory will no longer show any files. As a result, using external tools and editing the files in place might result in changes being lost. In addition, if you are using ancient versions of control systems, such as SVN and CVS, you might find your version control metadata being wiped out between saves. Xcode ships with the industry standard Git version control system, which should be preferred instead. Adding a new documentation section To add a new documentation section, ensure that the playground is not open in Xcode and then edit the contents.xcplayground file. The file itself can be opened by right-clicking on the playground in Finder and choosing Show Package Contents:   This will open up a new Finder window, with the contents displayed as a top-level set of elements. The individual files can then be opened for editing by right-clicking on the contents.xcplayground file, choosing Open With | Other..., and selecting an application, such as TextEdit.app.   Alternatively, the file can be edited from the command line using an editor such as pico, vi, or emacs. Although there are few technology debates more contentious than whether vi or emacs is better, the recommended advice is to learn how to be productive in at least one of them. Like learning to touch-type, being productive in a command-line editor is something that will pay dividends in the future if the initial learning challenge can be overcome. For those who don't have time, pico (also known as nano) can be a useful tool in command-line situations, and the on-screen help makes it easier to learn to use. Note that the carat symbol (^) means control, so ^X means Control + X. To add a new documentation section, create a directory called Documentation, and inside it, create a file called hello.html. The HTML file is an HTML5 document, with a declaration and a body. A minimal file looks like: <!DOCTYPE html> <html> <body>    <h1>Welcome to Swift Playground</h1> </body> </html> The content needs to be added to the table of contents (contents.xcplayground) in order to display it in the playground itself, by adding a documentation element under the sections element: <playground version='3.0' sdk='iphonesimulator'> <sections>    <code source-file-name='section-1.swift'/>    <documentation relative-path='hello.html'/> </sections> <timeline fileName='timeline.xctimeline'/> </playground> The relative-path attribute is relative to the Documentation directory. All content in the Documentation directory is copied between saves in the timeline and can be used to store other text content such as CSS files. Binary content, including images, should be stored in the Resources directory. When viewed as a playground, the content will be shown in the same window as "the documentation:   If the content is truncated in the window, then a horizontal rule can be added at the bottom with <hr/>, or the documentation can be styled, as shown in the next section. Styling the documentation As the documentation is written in HTML, it is possible to style it using CSS. For example, the background of the documentation is transparent, which results in the text overlapping both the margins as well as the output. To add a style sheet to the documentation, create a file called stylesheet.css in the Documentation directory and add the following content: body { background-color: white } To add the style sheet to the HTML file, add a style sheet link reference to the head element in hello.html: <head> <link rel="stylesheet" type="text/css" href="stylesheet.css"/> </head> Now when the playground is opened, the text will have a solid white background and will not be obscured by the margins:   Adding resources to a playground Images and other resources can also be added to a playground. Resources need to be added to a directory called Resources, which is copied as is between different versions of the playground. To add an image to the document, create a Resources folder and then insert an image. For example, earlier in this article, an image was downloaded by using the following commands: $ mkdir MyPlayground.playground/Resources $ curl http://alblue.bandlem.com/images/AlexHeadshotLeft.png > MyPlayground.playground/Resources/logo.png The image can then be referred to in the documentation using an img tag and a relative path from the Documentation directory: <img src="../Resources/logo.png" alt="Logo"/> Other supported resources (such as JPEG and GIF) can be added to the Resources folder as well. It is also possible to add other content (such as a ZIP file of examples) to the Resources folder and provide hyperlinks from the documentation to the resource files. <a href="../Resources/AlexBlewitt.vcf">Download contact card</a> Additional entries in the header The previous example showed the minimum amount of content required for playground documentation. However, there are other meta elements that can be added to the document that have specific purposes and which might be found in other playground examples on the internet. Here is a more comprehensive example of using meta elements: <!DOCTYPE html> <html lang="en"> <head>    <meta charset="utf-8"/>    <link rel="stylesheet" type="text/css" href="stylesheet.css"/>    <title>Welcome to Swift Playground</title>    <meta name="xcode-display" content="render"/>    <meta name="apple-mobile-web-app-capable" content="yes"/>    <meta name="viewport" content="width=device-width,maximum-scale=1.0"/> </head> <body>...</body> </html> In this example, the document is declared as being written in English (lang="en" on the html element) and in the UTF-8 character set. The <meta charset="utf-8"/> should always be the first element in the HTML head section, and the UTF-8 encoding should always be preferred for writing documents. If this is missed, it will default to a different encoding, such as ISO-8859-1, which can lead to strange characters appearing. Always use UTF-8 for writing HTML documents. The link and title are standard HTML elements that associate the style sheet "(from before) and the title of the document. The title is not displayed in Xcode, but it can be shown if the HTML document is opened in a browser instead. As the documentation is reusable between playgrounds and the web, it makes sense to "give it a sensible title. The link should be the second element after the charset definition. In fact, all externally linked resources—such as style sheets and scripts—should occur near the top of the document. This allows the HTML parser to initiate the download of external resources as soon as possible. This also includes the HTML5 prefetch link type, which is not supported in Safari or playground at the time of writing. The meta tags are instructions to Safari to render it in different ways (Safari is the web engine that is used to present the documentation content in playground). Safari-specific meta tags are described at https://developer.apple.com/library/safari/documentation/AppleApplications/Reference/SafariHTMLRef/Articles/MetaTags.html and include the following: The xcode-display=render meta tag, which indicates that Xcode should show the content of the document instead of the HTML source code when opening in Xcode The apple-mobile-web-app-capable=yes meta tag, which indicates that Safari should show this fullscreen if necessary when running on a "mobile device The viewport=width=device-width,maximum-scale=1.0 meta tag, which "allows the document body to be resized to fit the user's viewable area without scaling Generating playgrounds automatically The format of the playground files are well known, and several utilities have been created to generate playgrounds from documentation formats, such as Markdown or AsciiDoc. These are text-based documentation formats that provide a standard means to generate output documents, particularly HTML-based ones. Markdown Markdown (a word play on markup) was created to provide a standard syntax to generate web page documentation with links and references in a plain text format. More information about Markdown can be found at the home page (http://daringfireball.net/projects/markdown/), and more about the standardization of Markdown into CommonMark (used by StackOverflow, GitHub, Reddit, and others) can be found at http://commonmark.org. Embedding code in documentation is fairly common in Markdown. The file is treated as a top-level document, with sections to separate out the documentation and the code blocks. In CommonMark, these are separated with back ticks (```), often with the name of the language to add different script rendering types: ## Markdown Example ##This is an example CommonMark document. Blank lines separate paragraphs. Code blocks are introduced with three back-ticks and closed with back-ticks:```swift println("Welcome to Swift") ```Other text and other blocks can follow below. The most popular tool for converting Markdown/CommonMark documents into playgrounds (at the time of writing) is Jason Sandmeyer's swift-playground-builder at https://github.com/jas/swift-playground-builder/. The tool uses Node to execute JavaScript and can be installed using the npm install -g swift-playground-builder command. Both Node and npm can be installed from "http://nodejs.org. Once installed, documents can be translated using playground --platform ios --destination outdir --stylesheet stylesheet.css. If code samples should not be editable, then the --no-refresh argument should be added. AsciiDoc AsciiDoc is similar in intent to Markdown, except that it can render to more backends than just HTML5. AsciiDoc is growing in popularity for documenting code, primarily because the standard is much more well defined than Markdown is. The de facto standard translation tool for AsciiDoc is written in Ruby and can be installed using the sudo gem install asciidoctor command. Code blocks in AsciiDoc are represented by a [source] block. For Swift, this will be [source, swift]. The block starts and ends with two hyphens (--): .AsciiDoc ExampleThis is an example AsciiDoc document. Blank lines separate paragraphs. Code blocks are introduced with a source block and two hyphens:[source, swift] -- println("Welcome to Swift") -- Other text and other code blocks can follow below --. AsciiDoc files typically use the ad extension, and the ad2play tool can be installed from James Carlson's repository at https://github.com/jxxcarlson/ad2play. Saving the preceding example as example.ad and running ad2play example.ad will result in the generation of the example.playground file. More information about AsciiDoc, including the syntax and backend, can be found at the AsciiDoc home page at http://www.methods.co.nz/asciidoc/ or on the Asciidoctor home page at http://asciidoctor.org. Limitations of playgrounds Although playgrounds can be very powerful for interacting with code, there are some limitations that are worth being aware of. There is no debugging support in the playground. It is not possible to add a breakpoint and use the debugger and find out what the values are. Given that the UI allows tracking values—and that it's very easy to add new lines with just the value to be tracked—this is not much of a hardship. Other limitations of playgrounds include: Only the simulator can be used for the execution of iOS-based playgrounds. This prevents the use of hardware-specific features that might only be present on a device. The performance of playground scripts is mainly driven based on how many lines are executed and how much output is saved by the debugger. It should not be used to test the performance of performance-sensitive code. Although the playground is well suited to present user interface components, it cannot be used for user input. Anything requiring entitlements (such as in-app purchases or access to iCloud) is not possible in playground at the time of writing. Note that while earlier releases of playground did not support custom frameworks, Xcode 6.1 permits frameworks to be loaded into playground, provided that the framework is built and marked as public and that it is in the same workspace as the playground Summary This article presented playgrounds, an innovative way of running Swift code with graphical representations of values and introspection of running code. Both expressions and the timeline were presented as a way of showing the state of the program at any time, as well as graphically inspecting objects using QuickLook. The XCPlayground framework can also be used to record specific values and allow asynchronous code to be executed. Being able to mix code and documentation into the same playground is also a great way of showing what functions exist, and how to create self-documenting playgrounds was presented. In addition, tools for the creation of such playgrounds using either AsciiDoc or Markdown (CommonMark) were introduced. Resources for Article: Further resources on this subject: Using OpenStack Swift [article] Sparrow iOS Game Framework - The Basics of Our Game [article] Adding Real-time Functionality Using Socket.io [article]
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Ryan Loomba
29 Oct 2014
5 min read
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Building an iPhone App Using Swift: Part 2

Ryan Loomba
29 Oct 2014
5 min read
Let’s continue on from Part 1, and add a new table view to our app. In our storyboard, let’s add a table view controller by searching in the bottom right and dragging. Next, let’s add a button to our main view controller that will link to our new table view controller. Similar to what we did with the web view, Ctrl + click on this button and drag it to the newly created table view controller.Upon release, choose push. Now, let’s make sure everything works properly. Hit the large play button and click on Table View. You should now be taken to a blank table: Let’s populate this table with some text. Go to File ->  New ->  File  and choose a Cocoa Touch Class. Let’s call this file TableViewController, and make this a subclass of UITableViewController in the Swift language. Once the file is saved, we’ll be presented with a file with some boilerplate code.  On the first line in our class file, let’s declare a constant. This constant will be an array of strings that will be inserted into our table: let tableArray: NSArray = ["Apple", "Orange", "Banana", "Grape", "Kiwi"] Let’s modify the function that has this signature: func tableView(tableView: UITableView!, numberOfRowsInSection section: Int) -> Int This function returns the number of rows in our table view. Instead of setting this to zero, let’s change this to ten. Next, let’s uncomment the function that has this signature: override func numberOfSectionsInTableView(tableView: UITableView!) -> Int This function controls how many sections we will have in our table view. Let’s modify this function to return 1.  Finally, let’s add a function that will populate our cells: override func tableView(tableView: UITableView!, cellForRowAtIndexPath indexPath: NSIndexPath!) -> UITableViewCell! { let cell: UITableViewCell = UITableViewCell(style: UITableViewCellStyle.Subtitle, reuseIdentifier: "MyTestCell") cell.textLabel.text = tableArray.objectAtIndex(indexPath.row) as NSString return cell }  This function iterates through each row in our table and sets the text value to be equal to the fruits we declared at the top of the class file. The final file should look like this: class TableViewController: UITableViewController { let tableArray: NSArray = ["Apple", "Orange", "Banana", "Grape", "Kiwi"] override func viewDidLoad() { super.viewDidLoad() } override func didReceiveMemoryWarning() { super.didReceiveMemoryWarning() // Dispose of any resources that can be recreated. } // MARK: - Table view data source override func numberOfSectionsInTableView(tableView: UITableView!) -> Int { // #warning Potentially incomplete method implementation. // Return the number of sections. return 1 } override func tableView(tableView: UITableView!, numberOfRowsInSection section: Int) -> Int { // #warning Incomplete method implementation. // Return the number of rows in the section. return tableArray.count } override func tableView(tableView: UITableView!, cellForRowAtIndexPath indexPath: NSIndexPath!) -> UITableViewCell! { let cell: UITableViewCell = UITableViewCell(style: UITableViewCellStyle.Subtitle, reuseIdentifier: "MyTestCell") cell.textLabel.text = tableArray.objectAtIndex(indexPath.row) as NSString return cell } } Finally, we need to go back to our storyboard and link to our custom table view controller class. Select the storyboard, click on the table view controller, choose the identity inspector and fill in TableViewController  for the custom class. If we click the play button to build our project and then click on our table view button, we should see our table populated with names of fruit: Adding a map view Click on the Sample Swift App icon in the top left of the screen and then choose Build Phases. Under Link Binary with Libraries, click the plus button and search for MapKit. Once found, click Add: In the story board, add another view controller. Search for a MKMapView and drag it into the newly created controller. In the main navigation controller, create another button named Map View, Ctrl + click + drag to the newly created view controller, and upon release choose push: Additionally, choose the Map View in the storyboard, click on the connections inspector, Ctrl + click on delegate and drag to the map view controller. Next, let’s create a custom view controller that will control our map view. Go to File -> New -> File and choose Cocoa Touch. Let’s call this file MapViewController and inherit from UIViewController. Let’s now link our map view in our storyboard to our newly created map view controller file. In the storyboard, Ctrl + click on the map view and drag to our Map View Controller to create an IBOutlet variable. It should look something like this: @IBOutlet var mapView: MKMapView! Let’s add some code to our controller that will display the map around Apple’s campus in Cupertino, CA. I’ve looked up the GPS coordinates already, so here is what the completed code should look like: import UIKit import MapKit class MapViewController: UIViewController, MKMapViewDelegate { @IBOutlet var mapView: MKMapView! override func viewDidLoad() { super.viewDidLoad() let latitude:CLLocationDegrees = 37.331789 let longitude:CLLocationDegrees = -122.029620 let latitudeDelta:CLLocationDegrees = 0.01 let longitudeDelta:CLLocationDegrees = 0.01 let span:MKCoordinateSpan = MKCoordinateSpan(latitudeDelta: latitudeDelta, longitudeDelta: longitudeDelta) let location:CLLocationCoordinate2D = CLLocationCoordinate2DMake(latitude, longitude) let region: MKCoordinateRegion = MKCoordinateRegionMake(location, span) self.mapView.setRegion(region, animated: true) // Do any additional setup after loading the view. } override func didReceiveMemoryWarning() { super.didReceiveMemoryWarning() // Dispose of any resources that can be recreated. } } This should now build, and when you click on the Map View button, you should be able to see a map showing Apple’s campus at the center of the screen.  About the Author Ryan is a software engineer and electronic dance music producer currently residing in San Francisco, CA. Ryan started up as a biomedical engineer but fell in love with web/mobile programming after building his first Android app. You can find him on GitHub @rloomba.
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Packt
20 May 2014
4 min read
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Updating data in the background

Packt
20 May 2014
4 min read
(For more resources related to this topic, see here.) Getting ready Create a new Single View Application in Xamarin Studio and name it BackgroundFetchApp. Add a label to the controller. How to do it... Perform the following steps: We need access to the label from outside of the scope of the BackgroundFetchAppViewController class, so create a public property for it as follows: public UILabel LabelStatus { get { return this.lblStatus; } } Open the Info.plist file and under the Source tab, add the UIBackgroundModes key (Required background modes) with the string value, fetch. The following screenshot shows you the editor after it has been set: In the FinishedLaunching method of the AppDelegate class, enter the following line: UIApplication.SharedApplication.SetMinimumBackgroundFetchInterval(UIApplication.BackgroundFetchIntervalMinimum); Enter the following code, again, in the AppDelegate class: private int updateCount;public override void PerformFetch (UIApplication application,Action<UIBackgroundFetchResult> completionHandler){try {HttpWebRequest request = WebRequest.Create("http://software.tavlikos.com") as HttpWebRequest;using (StreamReader sr = new StreamReader(request.GetResponse().GetResponseStream())) {Console.WriteLine("Received response: {0}",sr.ReadToEnd());}this.viewController.LabelStatus.Text =string.Format("Update count: {0}/n{1}",++updateCount, DateTime.Now);completionHandler(UIBackgroundFetchResult.NewData);} catch {this.viewController.LabelStatus.Text =string.Format("Update {0} failed at {1}!",++updateCount, DateTime.Now);completionHandler(UIBackgroundFetchResult.Failed);}} Compile and run the app on the simulator or on the device. Press the home button (or Command + Shift + H) to move the app to the background and wait for an output. This might take a while, though. How it works... The UIBackgroundModes key with the fetch value enables the background fetch functionality for our app. Without setting it, the app will not wake up in the background. After setting the key in Info.plist, we override the PerformFetch method in the AppDelegate class, as follows: public override void PerformFetch (UIApplication application, Action<UIBackgroundFetchResult> completionHandler) This method is called whenever the system wakes up the app. Inside this method, we can connect to a server and retrieve the data we need. An important thing to note here is that we do not have to use iOS-specific APIs to connect to a server. In this example, a simple HttpWebRequest method is used to fetch the contents of this blog: http://software.tavlikos.com. After we have received the data we need, we must call the callback that is passed to the method, as follows: completionHandler(UIBackgroundFetchResult.NewData); We also need to pass the result of the fetch. In this example, we pass UIBackgroundFetchResult.NewData if the update is successful and UIBackgroundFetchResult.Failed if an exception occurs. If we do not call the callback in the specified amount of time, the app will be terminated. Furthermore, it might get fewer opportunities to fetch the data in the future. Lastly, to make sure that everything works correctly, we have to set the interval at which the app will be woken up, as follows: UIApplication.SharedApplication.SetMinimumBackgroundFetchInterval(UIApplication.BackgroundFetchIntervalMinimum); The default interval is UIApplication.BackgroundFetchIntervalNever, so if we do not set an interval, the background fetch will never be triggered. There's more Except for the functionality we added in this project, the background fetch is completely managed by the system. The interval we set is merely an indication and the only guarantee we have is that it will not be triggered sooner than the interval. In general, the system monitors the usage of all apps and will make sure to trigger the background fetch according to how often the apps are used. Apart from the predefined values, we can pass whatever value we want in seconds. UI updates We can update the UI in the PerformFetch method. iOS allows this so that the app's screenshot is updated while the app is in the background. However, note that we need to keep UI updates to the absolute minimum. Summary Thus, this article covered the things to keep in mind to make use of iOS 7's background fetch feature. Resources for Article: Further resources on this subject: Getting Started on UDK with iOS [Article] Interface Designing for Games in iOS [Article] Linking OpenCV to an iOS project [Article]
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