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How-To Tutorials - iOS Programming

64 Articles
article-image-physics-uikit-dynamics
Packt
14 May 2014
8 min read
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Physics with UIKit Dynamics

Packt
14 May 2014
8 min read
(For more resources related to this topic, see here.) Motion and physics in UIKit With the introduction of iOS 7, Apple completely removed the skeuomorphic design that has been used since the introduction of the iPhone and iOS. In its place is a new and refreshing flat design that features muted gradients and minimal interface elements. Apple has strongly encouraged developers to move away from a skeuomorphic and real-world-based design in favor of these flat designs. Although we are guided away from a real-world look, Apple also strongly encourages that your user interface have a real-world feel. Some may think this is a contradiction; however, the goal is to give users a deeper connection to the user interface. UI elements that respond to touch, gestures, and changes in orientation are examples of how to apply this new design paradigm. In order to help assist in this new design approach, Apple has introduced two very nifty APIs, UIKit Dynamics and Motion Effects. UIKit Dynamics To put it simply, iOS 7 has a fully featured physics engine built into UIKit. You can manipulate specific properties to provide a more real-world feel to your interface. This includes gravity, springs, elasticity, bounce, and force to name a few. Each interface item will contain its own properties and the dynamic engine will abide by these properties. Motion effects One of the coolest features of iOS 7 on our devices is the parallax effect found on the home screen. Tilting the device in any direction will pan the background image to emphasize depth. Using motion effects, we can monitor the data supplied by the device's accelerometer to adjust our interface based on movement and orientation. By combining these two features, you can create great looking interfaces with a realistic feel that brings it to life. To demonstrate UIKit Dynamics, we will be adding some code to our FoodDetailViewController.m file to create some nice effects and animations. Adding gravity Open FoodDetailViewController.m and add the following instance variables to the view controller: UIDynamicAnimator* animator; UIGravityBehavior* gravity; Scroll to viewDidLoad and add the following code to the bottom of the method: animator = [[UIDynamicAnimator alloc] initWithReferenceView:self.view]; gravity = [[UIGravityBehavior alloc] initWithItems:@[self.foodImageView]]; [animator addBehavior:gravity]; Run the application, open the My Foods view, select a food item from the table view, and watch what happens. The food image should start to accelerate towards the bottom of the screen until it eventually falls off the screen, as shown in the following set of screenshots: Let's go over the code, specifically the two new classes that were just introduced, UIDynamicAnimator and UIGravityBehavior. UIDynamicAnimator This is the core component of UIKit Dynamics. It is safe to say that the dynamic animator is the physics engine itself wrapped in a convenient and easy-to-use class. The animator will do nothing on its own, but instead keep track of behaviors assigned to it. Each behavior will interact inside of this physics engine. UIGravityBehavior Behaviors are the core compositions of UIKit Dynamics animation. These behaviors all define individual responses to the physics environment. This particular behavior mimics the effects of gravity by applying force. Each behavior is associated with a view (or views) when created. Because you explicitly define this property, you can control which views will perform the behavior. Behavior properties Almost all behaviors have multiple properties that can be adjusted to the desired effect. A good example is the gravity behavior. We can adjust its angle and magnitude. Add the following code before adding the behavior to the animator: gravity.magnitude = 0.1f; Run the application and test it to see what happens. The picture view will start to fall; however, this time it will be at a much slower rate. Replace the preceding code line with the following line: gravity.magnitude = 10.0f; Run the application, and this time you will notice that the image falls much faster. Feel free to play with these properties and get a feel for each value. Creating boundaries When dealing with gravity, UIKit Dynamics does not conform to the boundaries of the screen. Although it is not visible, the food image continues to fall after it has passed the edge of the screen. It will continue to fall unless we set boundaries that will contain the image view. At the top of the file, create another instance variable: UICollisionBehavior *collision; Now in our viewDidLoad method, add the following code below our gravity code: collision = [[UICollisionBehavior alloc] initWithItems:@[self.foodImageView]]; collision.translatesReferenceBoundsIntoBoundary = YES; [animator addBehavior:collision]; Here we are creating an instance of a new class (which is a behavior), UICollisionBehavior. Just like our gravity behavior, we associate this behavior with our food image view. Rather than explicitly defining the coordinates for the boundary, we use the convenient translatesReferenceBoundsIntoBoundary property on our collision behavior. By setting this property to yes, the boundary will be defined by the bounds of the reference view that we set when allocating our UIDynamics animator. Because the reference view is self.view, the boundary is now the visible space of our view. Run the application and watch how the image will fall, but stop once it reaches the bottom of the screen, as shown in the following screenshot: Collisions With our image view responding to gravity and our screen bounds we can start detecting collisions. You may have noticed that when the image view is falling, it falls right through our two labels below it. This is because UIKit Dynamics will only respond to UIView elements that have been assigned behaviors. Each behavior can be assigned to multiple objects, and each object can have multiple behaviors. Because our labels have no behaviors associated with them, the UIKit Dynamics physics engine simply ignores it. Let's make the food image view collide with the date label. To do this, we simply need to add the label to the collision behavior allocation call. Here is what the new code looks like: collision = [[UICollisionBehavior alloc] initWithItems:@[self.foodImageView, self.foodDateLabel]]; As you can see, all we have done is add self.foodDateLabel to the initWithItems array property. As mentioned before, any single behavior can be associated with multiple items. Run your code and see what happens. When the image falls, it hits the date label but continues to fall, pushing the date label with it. Because we didn't associate the gravity behavior with the label, it does not fall immediately. Although it does not respond to gravity, the label will still be moved because it is a physics object after all. This approach is not ideal, so let's use another awesome feature of UIKit Dynamics, invisible boundaries. Creating invisible boundaries We are going to take a slightly different approach to this problem. Our label is only a point of reference for where we want to add a boundary that will stop our food image view. Because of this, the label does not need to be associated with any UIKit Dynamic behaviors. Remove self.foodDateLabel from the following code: collision = [[UICollisionBehavior alloc] initWithItems:@[self.foodImageView, self.foodDateLabel]]; Instead, add the following code to the bottom of viewDidLoad but before we add our collision behavior to the animator: // Add a boundary to the top edge CGPoint topEdge = CGPointMake(self.foodDateLabel.frame.origin.x + self.foodDateLabel.frame.size.width, self.foodDateLabel.frame.origin.y); [collision addBoundaryWithIdentifier:@"barrier" fromPoint:self.foodDateLabel.frame.origin toPoint:topEdge]; Here we add a boundary to the collision behavior and pass some parameters. First we define an identifier, which we will use later, and then we pass the food date label's origin as the fromPoint property. The toPoint property is set to the CGPoint we created using the food date label's frame. Go ahead and run the application, and you will see that the food image will now stop at the invisible boundary we defined. The label is still visible to the user, but the dynamic animator ignores it. Instead the animator sees the barrier we defined and responds accordingly, even though the barrier is invisible to the user. Here is a side-by-side comparison of the before and after: Dynamic items When using UIKit Dynamics, it is important to understand what UIKit Dynamics items are. Rather than referencing dynamics as views, they are referenced as items, which adhere to the UIDynamicItem protocol. This protocol defines the center, transform, and bounds of any object that adheres to this protocol. UIView is the most common class that adheres to the UIDynamicItem protocol. Another example of a class that conforms to this protocol is the UICollectionViewLayoutAttributes class. Summary In this article, we covered some basics of how UIKit Dynamics manages your application's behaviors, that enables us to create some really unique interface effects. Resources for Article: Further resources on this subject: Linking OpenCV to an iOS project [article] Unity iOS Essentials: Flyby Background [article] New iPad Features in iOS 6 [article]
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article-image-user-interactivity-mini-golf
Packt
23 Apr 2014
7 min read
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User Interactivity – Mini Golf

Packt
23 Apr 2014
7 min read
(For more resources related to this topic, see here.) Using user input and touch events A touch event occurs each time a user touches the screen, drags, or releases the screen, and also during an interruption. Touch events begin with a user touching the screen. The touches are all handled by the UIResponder class, which then causes a UIEvent object to be generated, which then passes your code to a UITouch object for each finger touching the screen. For most of the code you work on, you will be concerned about the basic information. Where did the user start to touch the screen? Did they drag their finger across the screen? And, where did they let go? You will also want to know if the touch event got interrupted or canceled by another event. All of these situations can be handled in your view controller code using the following four methods (You can probably figure out what each one does.): -(void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event -(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event -(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event -(void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event These methods are structured pretty simply, and we will show you how to implement these a little later in the article. When a touch event occurs on an object, let's say a button, that object will maintain the touch event until it has ended. So, if you touch a button and drag your finger outside the button, the touch-ended event is sent to the button as a touch up outside event. This is very important to know when you are setting up touches for your code. If you have a set of touch events associated with your background and another set associated with a button in the foreground, you need to understand that if touchesBegan begins on the button and touchesEnded ends on the background, touchesEnded is still passed to your button. In this article, we will be creating a simple Mini Golf game. We start with the ball in a standard start position on the screen. The user can touch anywhere on the screen and drag their finger in any direction and release. The ball will move in the direction the player dragged their finger, and the longer the distance from their original position, the more powerful the shot will be. In the Mini Golf game, we put the touch events on the background and not the ball for one simple reason. When the user's ball stops close to the edge of the screen, we still want them to be able to drag a long distance for more power. Using gestures in iOS apps There are special types of touch events known as gestures. Gestures are used all over in iOS apps, but most notable is their use in maps. The simplest gesture would be tap, which is used for selecting items; however, gestures such as pinch and rotate are used for scaling and, well, rotating. The most common gestures have been put together in the Gesture Recognizer classes from Apple, and they work on all iOS devices. These gestures are tap, pinch, rotate, swipe, pan, and long press. You will see all of the following items listed in your Object Library: Tap: This is an simple touch and release on the screen. A tap may also include multiple taps. Pinch: This is a gesture involving a two-finger touch and dragging of your fingers together or apart. Rotate: This is a gesture involving a two finger-touch and rotation of your fingers in a circle. Swipe: This gesture involves holding a touch down and then dragging to a release point. Pan: This gesture involves holding a touch and dragging. A pan does not have an end point like the swipe but instead recognizes direction. Long press: This gesture involves a simple touch and hold for a prespecified minimum amount of time. The following screenshot displays the Object Library: Let's get started on our new game as we show you how to integrate a gesture into your game: We'll start by making our standard Single View Application project. Let's call this one MiniGolf and save it to a new directory, as shown in the following screenshot: Once your project has been created, select it and uncheck Landscape Left and Landscape Right in your Deployment Info. Create a new Objective-C class file for our game view controller with a subclass of UIViewController, which we will call MiniGolfViewController so that we don't confuse it with our other game view controllers: Next, you will need to drag it into the Resources folder for the Mini Golf game: Select your Main.storyboard, and let's get our initial menu set up. Drag in a new View Controller object from your Objects Library. We are only going to be working with two screens for this game. For the new View Controller object, let's set the custom class to your new MiniGolfViewController: Let's add in a background and a button to segue into our new Mini Golf View Controller scene. Drag out an Image View object from our Object Library and set it to full screen. Drag out a Button object and name it Play Game. Press control, click on the Play Game button, and drag over to the Mini Golf View Controller scene to create a modal segue, as shown in the next screenshot. We wouldn't normally do this with a game, but let's use gestures to create a segue from the main menu to start the game. In the ViewController.m file, add in your unwind code: - (IBAction)unwindToThisView:(UIStoryboardSegue *)unwindSegue { } In your ViewController.h file, add in the corresponding action declaration: - (IBAction)unwindToThisView:(UIStoryboardSegue *)unwindSegue; In the Mini Golf View Controller, let's drag out an Image View object, set it to full screen, and set the image to gameBackground.png. Drag out a Button object and call it Exit Game and a Label object and set Strokes to 0 in the text area. It should look similar to the following screenshot: Press control and click-and-drag your Exit Game button to the Exit unwind segue button, as shown in the following screenshot: If you are planning on running this game in multiple screen sizes, you should pin your images and buttons in place. If you are just running your code in the iPhone 4 simulator, you should be fine. That should just about do it for the usual prep work. Now, let's get into some gestures. If you run your game right now, you should be able to go into your game area and exit back out. But what if we wanted to set it up so that when you touch the screen and swipe right, you would use a different segue to enter the gameplay area? The actions performed on the gestures are as follows: Select your view and drag out Swipe Gesture Recognizer from your Objects Library onto your view: Press control and drag your Swipe Gesture Recognizer to your Mini Golf View Controller just like you did with your Play Game button. Choose a modal segue and you are done. For each of the different types of gestures that are offered in the Object Library, there are unique settings in the attributes inspector. For the swipe gesture, you can choose the swipe direction and the number of touches required to run. For example, you could set up a two-finger left swipe just by changing a few settings, as shown in the following screenshot: You could just as easily press control and click-and-drag from your Swipe Gesture Recognizer to your header file to add IBAction associated with your swipe; this way, you can control what happens when you swipe. You will need to set Type to UISwipeGestureRecognizer: Once you have done this, a new IBAction function will be added to both your header file and your implementation file: - (IBAction)SwipeDetected:(UISwipeGestureRecognizer *)sender; and - (IBAction)SwipeDetected:(UISwipeGestureRecognizer *)sender { //Code for when a user swipes } This works the same way for each of the gestures in the Object Library.
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article-image-bsd-socket-library
Packt
17 Jan 2014
9 min read
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BSD Socket Library

Packt
17 Jan 2014
9 min read
(For more resources related to this topic, see here.) Introduction The Berkeley Socket API (where API stands for Application Programming Interface) is a set of standard functions used for inter-process network communications. Other socket APIs also exist; however, the Berkeley socket is generally regarded as the standard. The Berkeley Socket API was originally introduced in 1983 when 4.2 BSD was released. The API has evolved with very few modifications into a part of the Portable Operating System Interface for Unix (POSIX) specification. All modern operating systems have some implementation of the Berkeley Socket Interface for connecting devices to the Internet. Even Winsock, which is MS Window's socket implementation, closely follows the Berkeley standards. BSD sockets generally rely on client/server architecture when they establish their connections. Client/server architecture is a networking approach where a device is assigned one of the two following roles: Server: A server is a device that selectively shares resources with other devices on the network Client: A client is a device that connects to a server to make use of the shared resources Great examples of the client/server architecture are web pages. When you open a web page in your favorite browser, for example https://www.packtpub.com, your browser (and therefore your computer) becomes the client and Packt Publishing's web servers become the servers. One very important concept to keep in mind is that any device can be a server, a client, or both. For example, you may be visiting the Packt Publishing website, which makes you a client, and at the same time you have file sharing enabled, which also makes your device a server. The Socket API generally uses one of the following two core protocols: Transmission Control Protocol (TCP): TCP provides a reliable, ordered, and error-checked delivery of a stream of data between two devices on the same network. TCP is generally used when you need to ensure that all packets are correctly received and are in the correct order (for example, web pages). User Datagram Protocol (UDP): UDP does not provide any of the error-checking or reliability features of TCP, but offers much less overhead. UDP is generally used when providing information to the client quickly is more important than missing packets (for example, a streaming video). Darwin, which is an open source POSIX compliant operating system, forms the core set of components upon which Mac OS X and iOS are based. This means that both OS X and iOS contain the BSD Socket Library. The last paragraph is very important to understand when you begin thinking about creating network applications for the iOS platform, because almost any code example that uses the BSD Socket Library will work on the iOS platform. The biggest difference between using the BSD Socket API on any standard Unix platform and the iOS platform is that the iOS platform does not support forking of processes. You will need to use multiple threads rather than multiple processes. The BSD Socket API can be used to build both client and server applications. There are a few networking concepts that you should understand: IP address: Any device on an Internet Protocol (IP) network, whether it is a client or server, has a unique identifier known as an IP address. The IP address serves two basic purposes: host identification and location identification. There are currently two IP address formats: IPv4: This is currently the standard for the Internet and most internal intranets. This is an example of an IPv4 address: 83.166.169.231. IPv6: This is the latest revision of the Internet Protocol (IP). It was developed to eventually replace IPv4 and to address the long-anticipated problem of running out of IPv4 addresses. This is an example of an IPv6 address: 2001:0db8:0000:0000:0000:ff00:0042:8329. An IPv6 can be shortened by replacing all the consecutive zero fields with two colons. The previous address could be rewritten as 2001:0db8::ff00:0042:8329. Ports: A port is an application or process-specific software construct serving as a communications endpoint on a device connected to an IP network, where the IP address identifies the device to connect to, and the port number identifies the application to connect to. The best way to think of network addressing is to think about how you mail a letter. For a letter to reach its destination, you must put the complete address on the envelope. For example, if you were going to send a letter to friend who lived at the following address: Your Friend 123 Main St Apt. 223 San Francisco CA, 94123 If I were to translate that into network addressing, the IP address would be equal to the street address, city, state, and zip code (123 Main St, San Francisco CA, 94123), and the apartment number would be equal to the port number (223). So the IP address gets you to the exact location, and the port number will tell you which door to knock on. A device has 65,536 available ports with the first 1024 being reserved for common protocols such as HTTP, HTTPS, SSH, and SMTP. Fully Qualified Domain Name (FQDN): As humans, we are not very good at remembering numbers; for example, if your friend tells you that he found a really excellent website for books and the address was 83.166.169.231, you probably would not remember that two minutes from now. However, if he tells you that the address was www.packtpub.com, you would probably remember it. FQDN is the name that can be used to refer to a device on an IP network. So now you may be asking yourself, how does the name get translated to the IP address? The Domain Name Server (DNS) would do that. Domain Name System Servers: A Domain Name System Server translates a fully qualified domain name to an IP address. When you use an FQDN of www.packtpub.com, your computer must get the IP address of the device from the DNS configured in your system. To find out what the primary DNS is for your machine, open a terminal window and type the following command: cat /etc/resolv.conf Byte order: As humans, when we look at a number, we put the most significant number first and the least significant number last; for example, in number 123, 1 represents 100, so it is the most significant number, while 3 is the least significant number. For computers, the byte order refers to the order in which data (not only integers) is stored into memory. Some computers store the most significant bytes first (at the lowest byte address), while others store the most significant bytes last. If a device stores the most significant bytes first, it is known as big-endian, while a device that stores the most significant bytes last is known as little-endian. The order of how data is stored in memory is of great importance when developing network applications, where you may have two devices that use different byte-ordering communication. You will need to account for this by using the Network-to-Host and Host-to-Network functions to convert between the byte order of your device and the byte order of the network. The byte order of the device is commonly referred to as the host byte order, and the byte order of the network is commonly referred to as the network byte order. Finding the byte order of your device One of the concepts that was briefly discussed in this article was how devices store information in memory (byte order). After that discussion, you may be wondering what the byte order of your device is. The byte order of a device depends on the Microprocessor architecture being used by the device. You can pretty easily go on to the Internet and search for "Mac OS X i386 byte order" and find out what the byte order is, but where is the fun in that? We are developers, so let's see if we can figure it out with code. We can determine the byte order of our devices with a few lines of C code; however, like most of the code in this article, we will put the C code within an Objective-C wrapper to make it easy to port to your projects. How to do it… Let's get started by defining an ENUM in our header file: We create an ENUM that will be used to identify the byte order of the system as shown in the following code: typedef NS_ENUM(NSUInteger, EndianType) { ENDIAN_UNKNOWN, ENDIAN_LITTLE, ENDIAN_BIG }; To determine the byte order of the device, we will use the byteOrder method as shown in the following code: -( EndianType)byteOrder { union { short sNum; char cNum[sizeof(short)]; } un; un.sNum = 0x0102; if (sizeof(short) == 2) { if(un.cNum[0] == 1 && un.cNum[1] == 2) return ENDIAN_BIG; else if (un.cNum[0] == 2 && un.cNum[1] == 1) return ENDIAN_LITTLE; else return ENDIAN_UNKNOWN; } else return ENDIAN_UNKNOWN; } How it works… In the ByteOrder header file, we defined an ENUM with three constants. The constants are as follows: ENDIAN_UNKNOWN: We are unable to determine the byte order of the device ENDIAN_LITTLE: This specifies that the most significant bytes are last (little-endian) ENDIAN_BIG: This specifies that the most significant bytes are first (big-endian) The byteOrder method determines the byte order of our device and returns an integer that can be translated using the constants defined in the header file. To determine the byte order of our device, we begin by creating a union of short int and char[]. We then store the value 0x0102 in the union. Finally, we look at the character array to determine the order in which the integer was stored in the character array. If the number one was stored first, it means that the device uses big-endian; if the number two was stored first, it means that the device uses little-endian.
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article-image-getting-ready-rubymotion
Packt
22 Aug 2013
13 min read
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Getting Ready for RubyMotion

Packt
22 Aug 2013
13 min read
(For more resources related to this topic, see here.) How can I develop an iOS application? To develop iOS applications, there are various third-party frameworks available, apart from Apple libraries. If we broadly categorize the ways in which we can create iOS applications, we can divide them into three ways. Native apps using Objective-C This is the most standard way to build your application, by interacting with Apple APIs and writing apps in Objective-C. Applications made using native Apple APIs can use all possible device capabilities, and are relatively more reliable and high performing (however, the topic of performance is debatable based on the quality of the developer's code). Mobile web applications Mobile web applications are simple web applications extended for mobile web browsers, which can be created using standard web technologies such as HTML5. For example, if we browse through http://www.twitter.com in a mobile browser, it will be redirected to http://mobile.twitter.com, which renders its corresponding views for mobile devices. These applications are easy to create but the downside is that they have limited access to user data (for example, phonebook) and hardware (for example, camera). Hybrid applications These applications are somewhere in between mobile web apps and native applications. They are created using common web technologies such as HTML5 and JavaScript and have the ability to use device capabilities via their homegrown APIs. Some of the popular hybrid frameworks include Rhomobile and Phonegap. If we compare the speed of development and user experience, it can be summed up with the following diagrams: From the preceding diagrams we see that mobile web apps can be created very quickly but we have to compromise on user experience. While native apps using Objective-C have good user experience, they have a very steep initial learning curve for web developers. RubyMotion is good news for both users and developers. Users get an amazing experience of a native application and developers are able to develop applications rapidly in comparison to applications developed using Objective-C. Let's now learn about RubyMotion. What is RubyMotion? RubyMotion is a toolchain that allows developers to develop native iOS applications using the Ruby programming language. RubyMotion acts as a compiler that interacts with the iOS SDK(Software Development Kit). This gives us enormous power to make use of Apple libraries; therefore, once the application has compiled and loaded, the device has no idea whether it's an application made using Objective-C or RubyMotion. RubyMotion is a product of HipByte, founded by Laurent Sansonetti. While developing applications with RubyMotion using Ruby, you always have access to the iOS SDK classes. This gives you the benefit of even mixing Objective-C and Ruby code, as RubyMotion implements Ruby on top of the Objective-C runtime and iOS Foundation classes. This is how a typical RubyMotion application works. The code written in RubyMotion is fully compiled into machine code, so the application created by RubyMotion is as fast as the one created using Objective-C. Why RubyMotion? So far we have learned what RubyMotion is, but the question that comes to mind is, why should we use RubyMotion? There are many reasons why RubyMotion is a good choice for building robust iOS apps. The following sections detail a few that we think matter the most. If you are not an Objective-C fan For a newbie developer, Objective-C is an arduous affair. It's complicated to code; even for doing a simple thing, we have to write many lines of code. Though it is a powerful language and one of the best object-oriented ones available, it is time consuming and the learning curve is very steep. On the other hand, Ruby is more expressive, simple, and productive in comparison to Objective-C. Because of its simplicity, developers can shift their focus onto problem solving rather than spending time on trivial stuff, which is taken care by Ruby itself. In short, we can say RubyMotion allows us to use the power of Objective-C with the simplicity of Ruby. Ruby classes used in RubyMotion are inherited from Objective-C classes. If you are familiar with the concept of object-oriented programming, you can understand its power. This means we can directly use Apple iOS SDK classes from your RubyMotion code. It is not a bridge RubyMotion apps get direct access to iOS SDK APIs, which means the size of application and performance created using RubyMotion is comparable to the one created using Objective-C. It implements Ruby on top of the Objective-C runtime and iOS Foundation classes. RubyMotion uses a state-of-the-art static compiler based on Low Level Virtual Machine (LLVM), which converts the Ruby source code into a blazing fast machine code. The original source code is never present in the application bundle. A typical application weighs less than 1 MB, but the size can increase depending on the use case. Managed memory One of the key features of RubyMotion is that it takes care of memory management. Just like ARC (Automatic Reference Counting) with Xcode 4.4 and above, we don't have to take the pain of releasing the memory once an object is no longer used. RubyMotion does the magic and we don't need to think about it. It handles it on its own. Terminal-based workflow RubyMotion has a terminal-based workflow; from creation of the application to deployment, everything can be done through terminals. If you are used to working on terminals, you know it adds to speedier development. Easy debugging with REPL The terminal window where you run Rake also gives you the option to debug with REPL (Read Evaluate Print Loop), which lets you use Ruby expressions that are evaluated on the spot, and the results are reflected on the simulator while the application is still running. The ability to make live changes to the user interface and internal application data structures at runtime is extremely useful for testing and troubleshooting issues with the application, as this saves a lot of time and is much faster than a traditional edit-compile-run loop. It is extendable We can use RubyMotion salted gems easily by just adding them in the Rakefile. What are RubyMotion salted gems? We can't use all the gems that are available for Ruby right now, but there are a lot of gems specifically developed for RubyMotion. As the RubyMotion developer community expands, so will its gem bouquet, and this will make our application development rapid. Third-party Objective-C libraries can be easily used in a RubyMotion project. It supports CocoaPods, which is a dependency manager for Objective-C libraries, making this process a bit easier. Debugging and testing RubyMotion has a console-based inbuilt interactive debugger for troubleshooting the issues both on a simulator and on a device using GDB (GNU Debugger). GDB is extremely powerful on its own, and RubyMotion uses it for debugging the compiled Ruby code. Also, RubyMotion projects are fit for Test Driven Development (TDD). We can write a unit test for our code from the beginning. We can use Behavior Driven Development (BDD) with RubyMotion, which is integrated into every project. Pop quiz Q.1.How can we distinguish between the iOS application created by RubyMotion and the iOS application created by Objective-C? You can distinguish based on the user experience of the application. You can distinguish based on the performance of the application. You can't distinguish based on the user experience and performance of the application. Solution: If your answer was option 3, you were right. We can't distinguish between applications created by RubyMotion or Objective-C as the user experience and performance are similar. Q.2. How can we extend RubyMotion? We can use Objective-C libraries. We can use all Ruby gems. We can use RubyMotion-flavored gems. We can't use any other libraries. Solution: If your answer was option 1 and 3, you were right. Yes, we can use Objective-C libraries and also RubyMotion-flavored gems. RubyMotion installation – furnish your environment Now that we have got a good introduction to RubyMotion, let's set up our development environment; but before that let's run through some of the prerequisites. Prerequisites for RubyMotion You need a Mac OS: we can't develop iOS applications with RubyMotion on any other operating system; so we definitely need a Mac OS. OSX 10.6 or higher: RubyMotion requires a Mac running OSX 10.6 or higher. OSX 10.7 Lion is highly recommended. Ruby: the Ruby framework comes preinstalled with Mac OS X. If you have multiple versions of Ruby, we recommend that you use Ruby Version Manager (RVM). For more details, visit https://rvm.io/. Xcode: next we need to install Xcode, which includes the iOS SDK, developed by Apple and essential for developing iOS applications. It can be downloaded from the App Store for free. It also includes the iPhone/iPad simulator, which will be used for testing our application. Command Line Tools: after installing the Xcode toolchain, we need to install the command-line tools package, which is necessary for RubyMotion. To confirm that command-line tools is installed with your Xcode, open Xcode in your Applications folder, go to the Preferences window, and click on the Downloads tab. You should see the Command Line Tools package in this list. If it is not yet installed, make sure to click on the Install button. If you have an old version of Xcode, run the following command on the terminal: sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer This command will set up the default Xcode path. Installing RubyMotion RubyMotion installation is really simple and takes no time at all. RubyMotion is a commercial product that you need to purchase from www.rubymotion.com. Once purchased, you will receive your unique license key and installer. RubyMotion installation is a five-step procedure and is given here: Once you have received the package, run the RubyMotion installer as follows: Read and accept the EULA (End User License Agreement). Enter the license number you have received as shown in the following screenshot: Time for a short break—it will take a few minutes for RubyMotion to get downloaded and installed on your system. You can relax for some time. Yippee!! There is no step 5. And that's how quick it is to start working with RubyMotion. Update RubyMotion RubyMotion is a fast-moving framework and we need to upgrade it once there is a new release available. Upgrading RubyMotion is again really simple—with one command, you can easily upgrade it to the latest version. sudo motion update You need to be connected to the Internet for an upgrade to happen. If you want to work on an old version, you can downgrade using the following command: sudo motion update –force-version=1.2 But we recommend using the latest version. How do we check we've done everything correctly? Now that we have installed our RubyMotion copy, it's good practice to confirm which version we have installed; to do this, go to the terminal and run the following: motion –v This command outputs the RubyMotion version installed on your machine. If you get an error, you need to reinstall. Pick your own editor – you are not forced to use Xcode With RubyMotion, you are not forced to use Xcode. As every developer is more comfortable with a specific editor, you are open to choose what you like. However, we recommend the following editors for Ruby development: RubyMine Vim TextMate Sublime Emacs RubyMine now provides full support to a RubyMotion project. How to get help If you are facing some issues, the preferred way to get a solution is to discuss it at the RubyMotion Google group, (https://groups.google.com/forum/?fromgroups#!forum/rubymotion), where you can interact with fellow developers from the community and get a speedy resolution. Sometimes you might not get a precise response from the RubyMotion group. Not to worry, RubyMotion support is there to rescue you. If you have a feature request, an issue, or simply want to ask a question, you can log a support ticket—that too from the command line using the following command: $ motion support This will open up a new window in your browser. You can fill and submit the form with your query. Your RubyMotion license key, email address, and environment details will be added automatically. The RubyMotion community is growing at a very fast pace. In a short span of time, a lot of popular RubyMotion gems have been created by developers. FAQs We believe no question is silly. By now you will have many questions in your mind regarding RubyMotion. We have tried to answer a few of the most frequently asked questions (FAQs) related to topics covered so far in this section. Here are a few of them: Q1. Are the applications created by RubyMotion in keeping with Apple guidelines? Answer. Yes, RubyMotion strongly follows the review guidelines provided by Apple. Many applications created using RubyMotion are already available at the App Store. Q2. Will my RubyMotion application work on a Blackberry, Android, or Windows phone? Answer. No, applications created using RubyMotion are only for iOS devices; it is an alternative to programming in Objective-C. For a single-source multi-device application, we would recommend hybrid frameworks such as Rhomobile, Phonegap, and Titanium. For android development using Ruby, you can try Rubuto. Q3. Can I share an application with someone? Answer. Yes and no. With the Apple Developer Program membership, you can share your application only for testing purposes with a maximum of 100 devices, where each device has to be registered individually with Apple. Also, you cannot distribute your application on the App Store for testing. Once you have finished developing your application and are ready to ship, you can submit it to Apple for an App Store review. Q4. Can I use Ruby gems? Answer. Yes and no. No because we can't use normal Ruby gems, which you generally use in your Ruby on Rails projects; and yes because you can use gems that are specifically developed for RubyMotion, and there are already many such gems. Q5. Will my application work on iPad and iPod Touch? Answer. Absolutely, your application will work on any iOS devices, namely iPhone, iPad, and iPod Touch. Q6 Is Ruby allowed on the App Store? Answer. The App Store can't distinguish between applications made using Objective-C and those made using RubyMotion. So, no worries, our RubyMotion applications are fit for the App Store. Q7. Can I use third-party Objective-C libraries? Answer. Certainly. Third-party Objective-C libraries can be used in your project. RubyMotion provides integration with the CocoaPods dependency manager, which helps in reducing the hassle. You also can use C/C++ code provided that you wrap it into the Objective-C classes and methods. Q8. Is RubyMotion open source? Answer. RubyMotion as a toolchain is open source (available at GitHub). The closed source part is the Ruby runtime, which is, however, very similar to MacRuby runtime (which is open source). Summary Let's review all that we have learned so far. We first discussed the different ways to create iOS applications. Then we started with RubyMotion and discussed why to use it. And in the last section, we learned how to get started with RubyMotion and which editor fits with it. Now that we have our RubyMotion framework up and running, the next obvious task is to create our very first application, the most rudimentary Hello World application. Resources for Article : Further resources on this subject: Introducing RubyMotion and the Hello World app [Article] iPhone Applications Tune-Up: Design for Performance [Article] Introducing Xcode Tools for iPhone Development [Article]
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article-image-understanding-passbook
Packt
15 Jul 2013
5 min read
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Understanding Passbook

Packt
15 Jul 2013
5 min read
(For more resources related to this topic, see here.) Getting ready With iOS 6, Apple introduced the Passbook app as a central digital wallet for all the store cards, coupons, boarding passes, and event tickets that have become a popular feature of apps. A company wishing to take advantage of this digital wallet and the extra functionality it provides, can use Apple's developer platform to create a Pass for their users. How to do it... To understand Passbook, we need to see a Pass in action. Download the example Pass from: http://passkit.pro/example-generic-pkpass If you open this link within Mobile Safari on an iPhone or iPod Touch running iOS 6, you will be presented with the Pass and the option to add it to your Passbook. Alternatively, you can download the Pass on a Mac or PC and e-mail it to yourself, and then open the e-mail within the Mail app on an iPhone or iPod Touch. Tapping the Pass attachment link will present the Pass. If you choose to add the Pass to your Passbook app, the displayed Pass will disappear, having been filed away within your Passbook. Now click on the home button to return to the home screen and launch the Passbook app. In the app you will now see the Pass that was just added. It contains information specified by the app creator and can be presented when interacting with the company providing the service. Additional information can be placed on the back of the Pass. Tap the i button in the top-right hand corner of the Pass, to reveal the this information. How it works… The following diagram describes how Passes are delivered to a Passbook, and how these can be updated: The process of creating a Pass involves cryptographically signing the Pass using a certificate and key generated from your iOS developer account. For this reason, the generation of the Pass needs to take place on a server, and then be delivered to Passbook either via your own app, as an e-mail attachment, or by embedding it in a website. It's important to note that Apple does not provide any system for the Pass providers to authenticate, validate, or invalidate Passes. The Pass can contain barcode information, but it is up to the Pass provider to provide the infrastructure for reading and processing these barcodes. Instead of just sitting in the Passbook app, waiting to be used, a Pass can contain location and time triggers, that proactively present the Pass to the user, serving as both a reminder and providing convenient access. For example, an event Pass could be set to appear 15 mins before the start time, at the time when a user likely wants to present their event Pass to an attendant. Alternatively, a coupon Pass could be presented as a user approaches their local store where the coupon can be redeemed. Passes that have been added to Passbook can also be updated dynamically. For example, if the Pass is for a store card, a change to the card balance may require an update to the Pass. In the case of, for an airline ticket Pass, a departure gate change should trigger a Pass update. When a Pass needs to be updated, your server sends a push notification to the Passbook app on the user's device. This push notification is not displayed to the user. Upon receiving this Push Notification, the Passbook app then makes a request to your server for the updated Pass information. Your server would then respond to the relevant request, and provide the updated information in the expected format. When the Passbook App on the user's device receives the updated information, it silently updates the Pass. The next time the user looks at the Pass contained in the Passbook app, the updated information is displayed. There's more… Support for Passbook is also built into OSX Mountain Lion (10.8.2). Pass files with the -pkpass file extension will open in a preview window: Clicking on the Add to Passbook button will place the Pass in the Passbook associated with the iCloud account set up in OSX system preferences. The OSX Mail app and Safari also support embedded Passes. When building a Pass, you can specify a relevant time and up to 10 relevant locations that will trigger a message to be displayed on the lock screen. The message looks similar to a push notification, however a Pass notification is less intrusive. When it is relevant to display, it doesn't vibrate the iPhone and it doesn't wake up the screen. The notification only becomes visible when the phone wakes up from sleep. The option to specify relevant time and locations, and how far from the location the notification is triggered, is determined by the Pass type, as we will see later. Apps using Passbook Some of the apps in the App Store using Passbook are as follows : Hotels.com: This uses Passbook for room reservation details. It can be downloaded from http://appstore.com/hotelscom/hotelscom. Starbucks: This uses Passbook for a store card. It can be downloaded from http://appstore.com/starbuckscoffeecompany. Ticketmaster: This uses Passbook for event tickets. It can be downloaded from http://appstore.com/ticketmaster/ticketmaster. United Airlines: This uses Passbook for boarding passes. It can be downloaded from http://appstore.com/unitedairlines. Summary This article introduced you to Passbook. Apple's Passbook feature is a collection of technologies that come together to provide digital wallet functionality to the user. We understood what Passbook consists of, from both the user and Pass creator perspective. Resources for Article : Further resources on this subject: Development of iPhone Applications [Article] iPhone Applications Tune-Up: Design for Performance [Article] New iPad Features in iOS 6 [Article]
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article-image-using-storyboards
Packt
14 Jun 2013
7 min read
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Using Storyboards

Packt
14 Jun 2013
7 min read
(For more resources related to this topic, see here.) Configuring storyboards for a project Getting ready In this recipe, we will learn how to configure an application's project properties using Xcode so that it is set up correctly to use a storyboard file. How to do it... To begin, perform the following simple steps: Select your project from the project navigator window. Then, select your project target from under the TARGETS group and select the Summary tab. Select MainStoryboard from the Main Storyboard drop-down menu, as shown in the preceding screenshot. How it works... In this recipe, we gained an understanding of what storyboards are, as well as how they differ from user interfaces created in the past, whereby a new view would need to be created for each XIB file for your application. Whether you are creating applications for the iPad or iPhone, each view controller that gets created within your storyboard represents the contents of a single screen, comprised of the contents of more than one scene. Each object contained within a view controller can be linked to another view controller that implements another scene. In our final steps, we looked at how to configure our project properties so that it is set up to use the storyboard user interface file by our application. There's more… You can also choose to manually add new Storyboard template to your project. This can be achieved by performing the following simple steps: Select your project from the project navigator window. Select File New | File…| or press command + N. Select the Storyboard template from the list of available templates, located under the User Interface subsection within the iOS section. Click on the Next button to proceed to the next step in the wizard. Ensure that you have selected iPhone from under the Device Family drop-down menu. Click on the Next button to proceed to the next step in the wizard. Specify the name of the storyboard file within the Save As field as the name of the file to be created. Click on the Create button to save the file to the specified folder. Finally, when we create our project using storyboards, we will need to modify our application's delegate AppDelegate.m file, as shown in the following code snippet: - (BOOL)application:(UIApplication *)application didFinishLaunchin gWithOptions:(NSDictionary *)launchOptions { // Override point for customization after // application launch. return YES; } For more information about using storyboards in your applications, you can refer to the Apple Developer documentation, located at https://developer.apple.com/library/ios/#documentation/ToolsLanguages/Conceptual/Xcode4UserGuide/InterfaceBuilder/InterfaceBuilder. Creating a Twitter application In this recipe, we will learn how to create a single view application to build our Twitter application. Getting ready In this recipe, we will start by creating our TwitterExample project. How to do it... To begin with creating a new Xcode project, perform the following simple steps: Launch Xcode from the /Developer/Applications folder. Select Create a new Xcode project, or click on File | New | Project…. Select Single View Application from the list of available templates. Click on the Next button to proceed to the next step in the wizard. Next, enter in TwitterExample as the name of your project. Select iPhone from under the Devices drop-down menu. Ensure that the Use Storyboards checkbox has been checked. Ensure that the Use Automatic Reference Counting checkbox has been checked. Ensure that the Include Unit Tests checkbox has not been checked. Click on the Next button to proceed to the next step in the wizard. Specify the location where you would like to save your project. Then, click on the Create button to save your project at the specified location. The Company Identifier for your app needs to be unique. Apple recommends that you use the reverse domain style (for example, com.domainName.appName). Once your project has been created, you will be presented with the Xcode development environment, along with the project files that the template created for you. How it works... In this recipe, we just created an application that contains a storyboard and consists of one view controller, which does not provide any functionality at the moment. In the following recipes, we will look at how we can add functionality to view controllers, create storyboard scenes, and transition between them. Creating storyboard scenes The process of creating scenes involves adding a new view controller to the storyboard, where each view controller is responsible for managing a single scene. A better way to describe scenes would be to think of a movie reel, where each frame that is being displayed is the actual scene that connects onto the next part. Getting ready When adding scenes to your storyboard file, you can add controls and views to the view controller's view, just as you would do for an XIB file, and have the ability to configure outlets and actions between your view controllers and its views. How to do it... To add a new scene into your storyboard file, perform the following simple steps: From the project navigator, select the file named MainStoryboard.storyboard. From Object Library, select and drag a new View Controller object on to the storyboard canvas. This is shown in the following screenshot: Next, drag a Label control on to the view and change the label's text property to read About Twitter App. Next, drag a Round Rect Button control on to the view that we will use in a later section to call the calling view. In the button's attributes, change the text to read Go Back. Next, on the first view controller, drag a Round Rect Button control on to the view. In the button's attributes, change the text to read About Twitter App. This will be used to call the new view that we added in the previous step. Next, on the first view controller, drag a Round Rect Button control on to the view, underneath the About Twitter App button that we created in the previous step. In the button's attributes, change the text to read Compose Tweet. Next, save your project by selecting File | Save from the menu bar, or alternatively by pressing command + S. Once you have added the controls to each of the view, your final interface should look something like what is shown in the following screenshot: The next step is to create the Action event for our Compose Tweet button so that it has the ability to post tweets. To create an action, perform the following steps: Open the assistant editor by selecting Navigate | Open In Assistant Editor or by pressing option + command + ,. Ensure that the ViewController.h interface file gets displayed. Select the Compose Tweet button; hold down the control key, and drag it from the Compose Tweet button to the ViewController.h interface file between the @interface and @end tags. Choose Action from the Connection drop-down menu for the connection to be created. Enter composeTweet for the name of the method to create. Choose UIButton from the Type drop-down menu for the type of method to create. The highlighted line in the following code snippet shows the completed ViewController.h interface file, with our method that will be responsible for calling and displaying our tweet sheet. // ViewController.h // TwitterExample // // Created by Steven F Daniel on 21/09/12. // Copyright (c) 2012 GenieSoft Studios. All rights reserved. #import @interface ViewController : UIViewController // Create the action methods - (IBAction)composeTweet:(UIButton *)sender; @end Now that we have created our scene, buttons, and actions, our next step is to configure the scene, which is shown in the next recipe. How it works... In this recipe, we looked at how we can add a new view controller to our storyboard and then started to add controls to each of our view controllers and customize their properties. Next, we looked at how we can create an Action event for our Compose Tweet button that will be responsible for responding and executing the associated code behind it to display our tweet sheet. Instead of us hooking up an event handler to the TouchUpInside event of the button, we decided to simply add an action to it and handle the output of this ourselves. These types of actions are called "instance methods". Here we are basically creating the Action method that will be responsible for allowing the user to compose and send a Twitter message.
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article-image-new-ipad-features-ios-6
Packt
20 Feb 2013
2 min read
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New iPad Features in iOS 6

Packt
20 Feb 2013
2 min read
(For more resources related to this topic, see here.) New iPad features and native applications We're going to identify some of the applications that come built-in to the new iPad. The applications designed by Apple for the iPad are Safari, Mail, Photos, FaceTime, Maps, Siri, Newsstand, Messages, Calendar, Reminders, Contacts, App Store, iTunes, Music, Videos, Notes, Camera, Photo Booth, Clock, Game Center, and Settings. Let's get started by exploring these applications. Getting ready Locate the Mail, Photos, App Store, iTunes, Music, and Settings apps For details on each app, visit http://www.apple.com/ipad/built-in-apps/ How to do it... These apps form the base of the iPad and by themselves can satisfy most of our media and communication needs. We'll delve deeper into each of the following apps in the upcoming recipes. Mail Photos App Store iTunes and Music Settings How it works... The applications can work together to provide a unifying experience. From the Photos app, we are able to share photos via the Mail application. Purchasing music in iTunes will allow us playback in our Music app. Ubiquity is what makes this device and its apps so useful. Summary This article gave us a brief overview of the application that illustrate the new iPad's features. Resources for Article : Further resources on this subject: Build iPhone, Android and iPad Applications using jQTouch [Article] Getting Started on UDK with iOS [Article] Interface Designing for Games in iOS [Article]
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article-image-batterymonitor-application
Packt
30 Nov 2012
9 min read
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BatteryMonitor Application

Packt
30 Nov 2012
9 min read
(For more resources related to this topic, see here.) Overview of the technologies The BatteryMonitor application makes reference to two very important frameworks to allow for drawing of graphics to the iOS device's view, as well as composing and sending of e-mail messages, directly within the application. In this article, we will be making use of the Core Graphics framework that will be responsible for handling the creation of our battery gauge to allow the contents to be filled based on the total amount of battery life remaining on the device. We will then use the MessageUI framework that will be responsible for composing and sending e-mails whenever the application has determined that the battery levels fall below the 20 percent threshold. This is all handled and done directly within our app. We will make use of the UIDevice class that will be used to gather the device information for our iOS device. This class enables you to recover device-specific values, including the model of the iOS device that is being used, the device name, and the OS name and version. We will then use the MFMailComposeViewController class object to directly open up the e-mail dialog box within the application. The information that you can retrieve from the UIDevice class is shown in the following table: Type Description System name This returns the name of the operating system that is currently in use. Since all current generation iOS devices run using the same OS, only one will be displayed; that is iOS 5.1. System version This lists the firmware version that is currently installed on the iOS device; that is, 4.3, 4.31, 5.01, and so on. Unique identifier The unique identifier of the iOS device generates a hexadecimal number to guarantee that it is unique for each iOS device, and does this by applying an internal hash to several of its hardware specifiers, including the device's serial number. This unique identifier is used to register the iOS devices at the iOS portal for provisioning of distribution of software apps. Apple is currently phasing out and rejecting apps that access the Unique Device Identifier on an iOS device to solve issues with piracy, and has suggested that you should create a unique identifier that is specific to your app. Model The iOS model returns a string that describes its platform; that is, iPhone, iPod Touch, and iPad. Name This represents the assigned name of the iOS device that has been assigned by the user within iTunes. This name is also used to create the localhost names for the device, particularly when networking is used. For more information on the UIDevice class, you can refer to the Apple Developer Documentation that can be found and located at the following URL: https://developer.apple.com/library/ios/#DOCUMENTATION/UIKit/Reference/UIDevice_Class/Reference/UIDevice.html. Building the BatteryMonitor application Monitoring battery levels is a common thing that we do in our everyday lives. The battery indicator on the iPhone/iPad lets us know when it is time for us to recharge our iOS device. In this section, we will look at how to create an application that can run on an iOS device to enable us to monitor battery levels on an iOS device, and then send an e-mail alert when the battery levels fall below the threshold. We first need to create our BatteryMonitor project. It is very simple to create this in Xcode. Just follow the steps listed here. Launch Xcode from the /Xcode4/Applications folder. Choose Create a new Xcode project, or File | New Project. Select the Single View Application template from the list of available templates. Select iPad from under the Device Family drop-down list. Ensure that the Use Storyboard checkbox has not been selected. Select the Use Automatic Reference Counting checkbox. Ensure that the Include Unit Tests checkbox has not been selected. Click on the Next button to proceed with the next step in the wizard. Enter in BatteryMonitor as the name for your project. Then click on the Next button to proceed with the next step of the wizard. Specify the location where you would like to save your project. Then, click on the Save button to continue and display the Xcode workspace environment. Now that we have created our BatteryMonitor project, we need to add the MessageUI framework to our project. This will enable us to send e-mail alerts when the battery levels fall below the threshold. Adding the MessageUI framework to the project As we mentioned previously, we need to add the MessageUI framework to our project to allow us to compose and send an e-mail directly within our iOS application, whenever we determine that our device is running below the allowable percentage. To add the MessageUI framework, select Project Navigator Group, and follow the simple steps outlined here: Click and select your project from Project Navigator. Then, select your project target from under the TARGETS group. Select the Build Phases tab. Expand the Link Binary With Libraries disclosure triangle. Finally, use + to add the library you want. Select MessageUI.framework from the list of available frameworks. Now that we have added MessageUI.framework into our project, we need to start building our user interface that will be responsible for allowing us to monitor the battery levels of our iOS device, as well as handle sending out e-mails when the battery levels fall below the agreed threshold. Creating the main application screen The BatteryMonitor application doesn't do anything at this stage; all we have done is created the project and added the MessageUI framework to handle the sending of e-mails when our battery levels are falling below the threshold. We now need to start building the user interface for our BatteryMonitor application. This screen will consist of a View controller, and some controls to handle setting the number of bars to be displayed, as well as whether the monitoring of the battery should be enabled or disabled. Select the ViewController.xib file from Project Navigator. Set the value of Background of the View controller to read Black Color. Next, from Object Library, select-and-drag a (UILabel) Label control, and add this to our view. Modify the Text property of the control to Battery Status:. Modify the Font property of the control to System 42.0. Modify the Alignment property of the control to Center. Next, from Object Library, select-and-drag another (UILabel) Label control, and add this to our view directly underneath the Battery Status label. Modify the Text property of the control to Battery Level:. Modify the Font property of the control to System 74.0. Modify the Alignment property of the control to Center. Now that we have added our label controls to our view controller, our next step is to start adding the rest of our controls that will make up our user interface. So let's proceed to the next section. Adding the Enable Monitoring UISwitch control Our next step is to add a switch control to our view controller; this will be responsible for determining whether or not we are to monitor our battery levels and send out alert e-mails whenever our battery life is running low on our iOS device. This can be achieved by following these simple steps: From Object Library, select-and-drag a (UILabel) Label control, and add this to the bottom right-hand corner of our view controller. Modify the Text property of the control to Enable Monitoring:. Modify the Font property of the control to System 17.0. Modify the Alignment property of the control to Left. Next, from Object Library, select-and-drag a (UISwitch) Switch control to the right of the Enable Monitoring label. Next, from the Attributes Inspector section, change the value of State to On. Then, change the value of On Tint to Default. Now that we have added our Enable Monitoring switch control to our BatteryMonitor View controller, our next step is to add the Send E-mail Alert switch that will be responsible for sending out e-mail alerts if it has determined that the battery levels have fallen below our threshold. So, let's proceed with the next section. Adding the Send E-mail Alert UISwitch control Now, we need to add another switch control to our view that will be responsible for sending e-mail alerts. This can be achieved by following these simple steps: From Object Library, select-and-drag another (UILabel) Label control, and add this underneath our Enable Monitoring label. Modify the Text property of the control to Send E-mail Alert:. Modify the Font property of the control to System 17.0. Modify the Alignment property of the control to Left. Next, from Object Library, select-and-drag a (UISwitch) Switch control to the right of the Send Email Alert label. Next, from the Attributes Inspector section, change the value of State to On. Then, change the value of On Tint to Default. To duplicate a UILabel and/or UISwitch control and have them retain the same attributes, you can use the keyboard shortcut Command + D. You can then update the Text label for the newly added control. Now that we have added our Send E-mail Alert button to our BatteryMonitor view controller, our next step is to add the Fill Gauge Levels switch that will be responsible for filling our battery gauge when it has been set to ON. Adding the Fill Gauge Levels UISwitch control Now, we need to add another switch control to our view that will be responsible for determining whether our gauge should be filled to show the amount of battery remaining. This can be achieved by following these simple steps: From Object Library, select-and-drag another (UILabel) Label control, and add this underneath our Send E-mail Alert label. Modify the Text property of the control to Fill Gauge Levels:. Modify the Font property of the control to System 17.0. Modify the Alignment property of the control to Left. Next, from Object Library, select-and-drag a (UISwitch) Switch control to the right of the Fill Gauge Levels label. Next, from the Attributes Inspector section, change the value of State to On. Then, change the value of On Tint to Default. Now that we have added our Fill Gauge Levels switch control to our BatteryMonitor view controller, our next step is to add the Increment Bars stepper that will be responsible for increasing the number of bar cells within our battery gauge.
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article-image-making-your-iad
Packt
17 Feb 2012
6 min read
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Making Your iAd

Packt
17 Feb 2012
6 min read
Getting iAd Producer iAd Producer is the tool that allows us to assemble great interactive ads with a simple drag-and-drop visual interface. Download and install iAd Producer on your Mac, so that you can start creating an ad. Time for action – installing iAd Producer To install iAd Producer, follow these steps: To download and use iAd Producer, you need to be a paid member of the iOS Developer Program. Go to https://developer.apple.com/ios/ and click on the Log in button. Enter your Apple ID and password, and click on Sign In. After you've signed in, find the Downloads section at the bottom of the page. Click on iAd Producer to start downloading it. You can see the download highlighted here: If you cannot see iAd Producer in the Downloads, make sure you're logged in and your developer account has been activated. After the download is complete, open the file and run iAd Producer.mpkg to start the installation wizard. Follow the steps in the installation and enter your Mac password, if asked for it. When installing certain software, you need to enter your Mac password to allow it to have privileged access to your system. Don't confuse this with your Apple ID that we set up for the iOS Developer Program. If you don't have a password on your Mac, just leave the password area blank and click on OK. When you've gone through the installation steps it'll take a couple of moments to install. After you get a The installation was successful message you can close the installer. What just happened? We now have iAd Producer installed; whenever you need to open it, you can find it in the Applications folder on your Mac. Working with iAd Producer Let's take a look at some of the main parts of iAd Producer that you'll be using regularly, to familiarize yourself with the interface. Launch screen When you first open iAd Producer, you'll be able to start a new iPhone or iPad project from the project selector, as shown in the following screenshot. As the screen size and experience is so different between the two devices, we have to design and build ads specifically for each one: From the launch screen, you can also open existing projects you've been working on. Default ad Once you have chosen to create either an iPad or iPhone iAd, a placeholder ad is created for you, showing the visual flow. This is the overview of your ad, which you'll be using to piece the sections of your ad together. The following screenshot shows the default overview: Double-clicking on any of the screens in your ad flow will ask you to pick a template for that page; once assigned, you're then able to design the iAd using the canvas editor. Template selector Before we edit any page of an ad, we have to apply a template to it, even if it's just a blank canvas to build upon. iAd Producer automatically shows the relevant templates to the current page you're editing. This means your ad follows a structure that the users expect. Templates provide some great starting points for your iAd, whether it's for a simple banner with an image and text or a 3D image carousel that the user can flick and manipulate, all created with easy point and click. The following screenshot is an example of the template chooser: Asset Library The Asset Library holds all the media and content for your iAd, such as the images, videos, and audio. When adding media to your Asset Library, make sure you're using high-resolution images for the high-resolution Retina display. iAd Producer automatically generates the lower-resolution images for your ad, whenever you import resources. If you wanted an image to be 200px wide and 300px high, you should double the horizontal and vertical pixels to 400px wide and 600px high. This will mean your graphics look crisp and awesome on the high-resolution screens. The following screenshot shows an example of media in the Asset Library: Ad canvas Once you've selected a template, you can double-click on the item in the Overview to open up the canvas for that page. The ad canvas is where you customize your iAd with a powerful visual editor to manipulate each page of your ad. Here's an example of the ad canvas with a video carousel added to it: Setting up your ad Let's create and save an empty project to use as we create our iAd; you'll only need to do this once for each ad. Whenever you're working with something digital, it's important to save your iAd whenever you make a significant change, in case iAd Producer closes unexpectedly. Try to get into the habit of saving regularly, to avoid losing your ad. Time for action – creating a new project In order to create a new project, follow the ensuing steps: If you haven't created a new project already, open iAd Producer from your Applications folder. Select the iPhone from the launch screen and choose Select. You'll now see the default ad overview. iAd Producer has automatically made us a project called Untitled and populated it with the default set of pages. From the File menu, select Save to save your empty iAd, ready to have the components added to it later. Name the project something like Dino Stores, as that is the ad we'll be working on. You can now save the progress of your project at any time by choosing File then Save from the menu bar or pressing Command + S on your keyboard. What just happened? You've now seen the project selector and the launch screen in action, and have the base project that we'll be building upon as we make our first iAd. If you quit this project you can now open the project from within iAd Producer by clicking on File | Open, from the menu bar; or, simply double-click the project file in Finder to automatically open it. Getting the resources In this article, we'll be using the Dino Stores example resources that are available to download with this book. If you want to use your own assets, you'll need the following media: An image for your banner, approximately 120px wide and 100px high An image of your company logo or name, around 420px wide and 45px high An 80px square image, with transparency, to be used as a map pin A loading image, approximately 600px wide and 400px high Between six and 10 images for a gallery, each around 304px wide and 440px high Two or more images that will change when the iPhone is shaken, each around 600px wide and 800px high An image related to your product or service, at least 300px wide, to use on the main menu page These pixel sizes are at double-size to account for the high-resolution Retina display found on the iPhone 4 and later. iAd Producer will automatically create the lower-resolution versions for older devices.
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Packt
25 Jan 2012
13 min read
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Geolocation and Accelerometer APIs

Packt
25 Jan 2012
13 min read
(For more resources on iOS, see here.) The iOS family makes use of many onboard sensors including the three-axis accelerometer, digital compass, camera, microphone, and global positioning system (GPS). Their inclusion has created a world of opportunity for developers, and has resulted in a slew of innovative, creative, and fun apps that have contributed to the overwhelming success of the App Store. Determining your current location The iOS family of devices are location-aware, allowing your approximate geographic position to be determined. How this is achieved depends on the hardware present in the device. For example, the original iPhone, all models of the iPod touch, and Wi-Fi-only iPads use Wi-Fi network triangulation to provide location information. The remaining devices can more accurately calculate their position using an on-board GPS chip or cell-phone tower triangulation. The AIR SDK provides a layer of abstraction that allows you to extract location information in a hardware-independent manner, meaning you can access the information on any iOS device using the same code. This recipe will take you through the steps required to determine your current location. Getting ready An FLA has been provided as a starting point for this recipe. From Flash Professional, open chapter9recipe1recipe.fla from the code bundle which can be downloaded from http://www.packtpub.com/support.   How to do it... Perform the following steps to listen for and display geolocation data: Create a document class and name it Main. Import the following classes and add a member variable of type Geolocation: package { import flash.display.MovieClip; import flash.events.GeolocationEvent; import flash.sensors.Geolocation; public class Main extends MovieClip { private var geo:Geolocation; public function Main() { // constructor code } }}   Within the class' constructor, instantiate a Geolocation object and listen for updates from it: public function Main() { if(Geolocation.isSupported) { geo = new Geolocation(); geo.setRequestedUpdateInterval(1000); geo.addEventListener(GeolocationEvent.UPDATE, geoUpdated); }} Now, write an event handler that will obtain the updated geolocation data and populate the dynamic text fields with it: private function geoUpdated(e:GeolocationEvent):void { latitudeField.text = e.latitude.toString(); longitudeField.text = e.longitude.toString(); altitudeField.text = e.altitude.toString(); hAccuracyField.text = e.horizontalAccuracy.toString(); vAccuracyField.text = e.verticalAccuracy.toString(); timestampField.text = e.timestamp.toString();} Save the class file as Main.as within the same folder as the FLA. Move back to the FLA and save it too. Publish and test the app on your device. When launched for the first time, a native iOS dialog will appear. Tap the OK button to grant your app access to the device's location data.     Devices running iOS 4 and above will remember your choice, while devices running older versions of iOS will prompt you each time the app is launched.   The location data will be shown on screen and periodically updated. Take your device on the move and you will see changes in the data as your geographical location changes. How it works... AIR provides the Geolocation class in the flash.sensors package, allowing the location data to be retrieved from your device. To access the data, create a Geolocation instance and listen for it dispatching GeolocationEvent.UPDATE events. We did this within our document class' constructor, using the geo member variable to hold a reference to the object: geo = new Geolocation();geo.setRequestedUpdateInterval(1000);geo.addEventListener(GeolocationEvent.UPDATE, geoUpdated); The frequency with which location data is retrieved can be set by calling the Geolocation. setRequestedUpdateInterval() method. You can see this in the earlier code where we requested an update interval of 1000 milliseconds. This only acts as a hint to the device, meaning the actual time between updates may be greater or smaller than your request. Omitting this call will result in the device using a default update interval. The default interval can be anything ranging from milliseconds to seconds depending on the device's hardware capabilities. Each UPDATE event dispatches a GeolocationEvent object, which contains properties describing your current location. Our geoUpdated() method handles this event by outputting several of the properties to the dynamic text fields sitting on the stage: private function geoUpdated(e:GeolocationEvent):void { latitudeField.text = e.latitude.toString(); longitudeField.text = e.longitude.toString(); altitudeField.text = e.altitude.toString(); hAccuracyField.text = e.horizontalAccuracy.toString(); vAccuracyField.text = e.verticalAccuracy.toString(); timestampField.text = e.timestamp.toString();} The following information was output: Latitude and longitude Altitude Horizontal and vertical accuracy Timestamp The latitude and longitude positions are used to identify your geographical location. Your altitude is also obtained and is measured in meters. As you move with the device, these values will update to reflect your new location. The accuracy of the location data is also shown and depends on the hardware capabilities of the device. Both the horizontal and vertical accuracy are measured in meters. Finally, a timestamp is associated with every GeolocationEvent object that is dispatched, allowing you to determine the actual time interval between each. The timestamp specifies the milliseconds that have passed since the app was launched. Some older devices that do not include a GPS unit only dispatch UPDATE events occasionally. Initially, one or two UPDATE events are dispatched, with additional events only being dispatched when location information changes noticeably. Also note the use of the static Geolocation.isSupported property within the constructor. Although this will currently return true for all iOS devices, it cannot be guaranteed for future devices. Checking for geolocation support is also advisable when writing cross-platform code. For more information, perform a search for flash.sensors.Geolocation and flash. events.GeolocationEvent within Adobe Community Help. There's more... The amount of information made available and the accuracy of that information depends on the capabilities of the device. Accuracy The accuracy of the location data depends on the method employed by the device to calculate your position. Typically, iOS devices with an on-board GPS chip will have a benefit over those that rely on Wi-Fi triangulation. For example, running this recipe's app on an iPhone 4, which contains a GPS unit, results in a horizontal accuracy of around 10 meters. The same app running on a third-generation iPod touch and relying on a Wi-Fi network, reports a horizontal accuracy of around 100 meters. Quite a difference! Altitude support The current altitude can only be obtained from GPS-enabled devices. On devices without a GPS unit, the GeolocationEvent.verticalAccuracy property will return -1 and GeolocationEvent.altitude will return 0. A vertical accuracy of -1 indicates that altitude cannot be detected. You should be aware of, and code for these restrictions when developing apps that provide location-based services. Do not make assumptions about a device's capabilities. If your application relies on the presence of GPS hardware, then it is possible to state this within your application descriptor file. Doing so will prevent users without the necessary hardware from downloading your app from the App Store. Mapping your location The most obvious use for the retrieval of geolocation data is mapping. Typically, an app will obtain a geographic location and display a map of its surrounding area. There are several ways to achieve this, but launching and passing location data to the device's native maps application is possibly the easiest solution. If you would prefer an ActionScript solution, then there is the UMap ActionScript 3.0 API, which integrates with map data from a wide range of providers including Bing, Google, and Yahoo!. You can sign up and download the API from www.umapper.com. Calculating distance between geolocations When the geographic coordinates of two separate locations are known, it is possible to determine the distance between them. AIR does not provide an API for this but an AS3 solution can be found on the Adobe Developer Connection website at: http://cookbooks.adobe.com/index.cfm?event=showdetails&postId=5701. The UMap ActionScript 3.0 API can also be used to calculate distances. Refer to www.umapper.com. Geocoding Mapping providers, such as Google and Yahoo!, provide geocoding and reverse-geocoding web services. Geocoding is the process of finding the latitude and longitude of an address, whereas reverse-geocoding converts a latitude-longitude pair into a readable address. You can make HTTP requests from your AIR for iOS application to any of these services. As an example, take a look at the Yahoo! PlaceFinder web service at http://developer.yahoo.com/geo/placefinder. Alternatively, the UMap ActionScript 3.0 API integrates with many of these services to provide geocoding functionality directly within your Flash projects. Refer to the uMapper website. Gyroscope support Another popular sensor is the gyroscope, which is found in more recent iOS devices. While the AIR SDK does not directly support gyroscope access, Adobe has made available a native extension for AIR 3.0, which provides a Gyroscope ActionScript class. A download link and usage examples can be found on the Adobe Developer Connection site at www.adobe.com/devnet/air/native-extensions-for-air/extensions/gyroscope.html. Determining your speed and heading The availability of an on-board GPS unit makes it possible to determine your speed and heading. In this recipe, we will write a simple app that uses the Geolocation class to obtain and use this information. In addition, we will add compass functionality by utilizing the user's current heading. Getting ready You will need a GPS-enabled iOS device. The iPhone has featured an on-board GPS unit since the release of the 3G. GPS hardware can also be found in all cellular network-enabled iPads. From Flash Professional, open chapter9recipe2recipe.fla from the code bundle. Sitting on the stage are three dynamic text fields. The first two (speed1Field and speed2Field) will be used to display the current speed in meters per second and miles per hour respectively. We will write the device's current heading into the third—headingField. Also, a movie clip named compass has been positioned near the bottom of the stage and represents a compass with north, south, east, and west clearly marked on it. We will update the rotation of this clip in response to heading changes to ensure that it always points towards true north. How to do it... To obtain the device's speed and heading, carry out the following steps: Create a document class and name it Main. Add the necessary import statements, a constant, and a member variable of type Geolocation: package { import flash.display.MovieClip; import flash.events.GeolocationEvent; import flash.sensors.Geolocation; public class Main extends MovieClip { private const CONVERSION_FACTOR:Number = 2.237; private var geo:Geolocation; public function Main() { // constructor code } }} Within the constructor, instantiate a Geolocation object and listen for updates: public function Main() { if(Geolocation.isSupported) { geo = new Geolocation(); geo.setRequestedUpdateInterval(50); geo.addEventListener(GeolocationEvent.UPDATE, geoUpdated); }} We will need an event listener for the Geolocation object's UPDATE event. This is where we will obtain and display the current speed and heading, and also update the compass movie clip to ensure it points towards true north. Add the following method: private function geoUpdated(e:GeolocationEvent):void { var metersPerSecond:Number = e.speed; var milesPerHour:uint = getMilesPerHour(metersPerSecond); speed1Field.text = String(metersPerSecond); speed2Field.text = String(milesPerHour); var heading:Number = e.heading; compass.rotation = 360 - heading; headingField.text = String(heading);} Finally, add this support method to convert meters per second to miles per hour: private function getMilesPerHour(metersPerSecond:Number):uint { return metersPerSecond * CONVERSION_FACTOR;} Save the class file as Main.as. Move back to the FLA and save it too. Compile the FLA and deploy the IPA to your device. Launch the app. When prompted, grant your app access to the GPS unit. Hold the device in front of you and start turning on the spot. The heading (degrees) field will update to show the direction you are facing. The compass movie clip will also update, showing you where true north is in relation to your current heading. Take your device outside and start walking, or better still, start running. On average every 50 milliseconds you will see the top two text fields update and show your current speed, measured in both meters per second and miles per hour. How it works... In this recipe, we created a Geolocation object and listened for it dispatching UPDATE events. An update interval of 50 milliseconds was specified in an attempt to receive the speed and heading information frequently. Both the speed and heading information are obtained from the GeolocationEvent object, which is dispatched on each UPDATE event. The event is captured and handled by our geoUpdated() handler, which displays the speed and heading information from the accelerometer. The current speed is measured in meters per second and is obtained by querying the GeolocationEvent.speed property. Our handler also converts the speed to miles per hour before displaying each value within the appropriate text field. The following code does this: var metersPerSecond:Number = e.speed;var milesPerHour:uint = getMilesPerHour(metersPerSecond);speed1Field.text = String(metersPerSecond);speed2Field.text = String(milesPerHour); The heading, which represents the direction of movement (with respect to true north) in degrees, is retrieved from the GeolocationEvent.heading property. The value is used to set the rotation property of the compass movie clip and is also written to the headingField text field: var heading:Number = e.heading;compass.rotation = 360 - heading;headingField.text = String(heading); The remaining method is getMilesPerHour() and is used within geoUpdated() to convert the current speed from meters per second into miles per hour. Notice the use of the CONVERSION_FACTOR constant that was declared within your document class: private function getMilesPerHour(metersPerSecond:Number):uint { return metersPerSecond * CONVERSION_FACTOR;} Although the speed and heading obtained from the GPS unit will suffice for most applications, the accuracy can vary across devices. Your surroundings can also have an affect; moving through streets with tall buildings or under tree coverage can impair the readings. You can find more information regarding flash.sensors.Geolocation and flash.events.GeolocationEvent within Adobe Community Help. There's more... The following information provides some additional detail. Determining support Your current speed and heading can only be determined by devices that possess a GPS receiver. Although you can install this recipe's app on any iOS device, you won't receive valid readings from any model of iPod touch, the original iPhone, or W-Fi-only iPads. Instead the GeolocationEvent.speed property will return -1 and GeolocationEvent.heading will return NaN. If your application relies on the presence of GPS hardware, then it is possible to state this within the application descriptor file. Doing so will prevent users without the necessary hardware from downloading your app from the App Store. Simulating the GPS receiver During the development lifecycle it is not feasible to continually test your app in a live environment. Instead you will probably want to record live data from your device and re-use it during testing. There are various apps available that will log data from the sensors on your device. One such app is xSensor, which can be downloaded from iTunes or the App Store and is free. Its data sensor log is limited to 5KB but this restriction can be lifted by purchasing xSensor Pro. Preventing screen idle Many of this article's apps don't require you to touch the screen that often. Therefore you will be likely to experience the backlight dimming or the screen locking while testing them. This can be inconvenient and can be prevented by disabling screen locking.  
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Packt
13 Dec 2011
10 min read
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Integrating iOS Features Using MonoTouch

Packt
13 Dec 2011
10 min read
(For more resources on this topic, see here.) Mobile devices offer a handful of features to the user. Creating an application that interacts with those features to provide a complete experience to users can surely be considered as an advantage. In this article, we will discuss some of the most common features of iOS and how to integrate some or all of their functionality to our applications. We will see how to offer the user the ability to make telephone calls and send SMS and e-mails, either by using the native platform applications, or by integrating the native user interface in our projects. Also, we will discuss the following components: MFMessageComposeViewController: This controller is suitable for sending text (SMS) messagesIntegrating iOS Features MFMailComposeViewController: This is the controller for sending e-mails with or without attachments ABAddressBook: This is the class that provides us access to the address book database ABPersonViewController: This is the controller that displays and/or edits contact information from the address book EKEventStore: This is the class that is responsible for managing calendar events Furthermore, we will learn how to read and save contact information, how to display contact details, and interact with the device calendar. Note that some of the examples in this article will require a device. For example, the simulator does not contain the messaging application. To deploy to a device, you will need to enroll as an iOS Developer through Apple's Developer Portal and obtain a commercial license of MonoTouch. Starting phone calls In this recipe, we will learn how to invoke the native phone application to allow the user to place a call. Getting ready Create a new project in MonoDevelop, and name it PhoneCallApp. The native phone application is not available on the simulator. It is only available on an iPhone device. How to do it... Add a button on the view of MainController, and override the ViewDidLoad method. Implement it with the following code. Replace the number with a real phone number, if you actually want the call to be placed: this.buttonCall.TouchUpInside += delegate {  NSUrl url = new NSUrl("tel:+123456789012");  if (UIApplication.SharedApplication.CanOpenUrl(url)){    UIApplication.SharedApplication.OpenUrl(url);  }  else{    Console.WriteLine("Cannot open url: {0}", url.AbsoluteString);  }} ; Compile and run the application on the device. Tap the Call! button to start the call. The following screenshot shows the phone application placing a call: How it works... Through the UIApplication.SharedApplication static property, we have access to the application's UIApplication object. We can use its OpenUrl method, which accepts an NSUrl variable to initiate a call: UIApplication.SharedApplication.OpenUrl(url); Since not all iOS devices support the native phone application, it would be useful to check for availability frst: if (UIApplication.SharedApplication.CanOpenUrl(url))   When the OpenUrl method is called, the native phone application will be executed, and it will start calling the number immediately. Note that the tel: prefx is needed to initiate the call. There's more... MonoTouch also supports the CoreTelephony framework, through the MonoTouch. CoreTelephony namespace. This is a simple framework that provides information on call state, connection, carrier info, and so on. Note that when a call starts, the native phone application enters into the foreground, causing the application to be suspended. The following is a simple usage of the CoreTelephony framework: CTCallCenter callCenter = new CTCallCenter();callCenter.CallEventHandler = delegate(CTCall call) {  Console.WriteLine(call.CallState);} ;   Note that the handler is assigned with an equals sign (=) instead of the common plus-equals (+=) combination. This is because CallEventHandler is a property and not an event. When the application enters into the background, events are not distributed to it. Only the last occured event will be distributed when the application returns to the foreground. More info on OpenUrl The OpenUrl method can be used to open various native and non-native applications. For example, to open a web page in Safari, just create an NSUrl object with the following link: NSUrl url = new NSUrl("http://www.packtpub.com");   See also In this article: Sending text messages and e-mails Sending text messages and e-mails In this recipe, we will learn how to invoke the native mail and messaging applications within our own application. Getting ready Create a new project in MonoDevelop, and name it SendTextApp. How to do it... Add two buttons on the main view of MainController. Override the ViewDidLoad method of the MainController class, and implement it with the following code: this.buttonSendText.TouchUpInside += delegate {  NSUrl textUrl = new NSUrl("sms:");  if (UIApplication.SharedApplication.CanOpenUrl(textUrl)){    UIApplication.SharedApplication.OpenUrl(textUrl);  } else{    Console.WriteLine("Cannot send text message!");  }} ;this.buttonSendEmail.TouchUpInside += delegate {  NSUrl emailUrl = new NSUrl("mailto:");  if (UIApplication.SharedApplication.CanOpenUrl(emailUrl)){    UIApplication.SharedApplication.OpenUrl(emailUrl);  } else{    Console.WriteLine("Cannot send e-mail message!");  }} ; Compile and run the application on the device. Tap on one of the buttons to open the corresponding application. How it works... Once again, using the OpenUrl method, we can send text or e-mail messages. In this example code, just using the sms: prefx will open the native text messaging application. Adding a cell phone number after the sms: prefx will open the native messaging application: UIApplication.SharedApplication.OpenUrl(new NSUrl("sms:+123456789012"));     Apart from the recipient number, there is no other data that can be set before the native text message application is displayed. For opening the native e-mail application, the process is similar. Passing the mailto: prefx opens the edit mail controller. UIApplication.SharedApplication.OpenUrl(new NSUrl("mailto:"));     The mailto: url scheme supports various parameters for customizing an e-mail message. These parameters allows us to enter sender address, subject, and message: UIApplication.SharedApplication.OpenUrl("mailto:recipient@example.com?subject=Email%20with%20MonoTouch!&body=This%20is%20the%20message%20body!"); There's more... Although iOS provides access to opening the native messaging applications, pre-defning message content in the case of e-mails, this is where the control from inside the application stops. There is no way of actually sending the message through code. It is the user that will decide whether to send the message or not. More info on opening external applications The OpenUrl method provides an interface for opening the native messaging applications. Opening external applications has one drawback: the application that calls the OpenUrl method transitions to the background. Up to iOS version 3.*, this was the only way of providing messaging through an application. Since iOS version 4.0, Apple has provided the messaging controllers to the SDK. The following recipes discuss their usage. See also In this article: Starting phone calls Using text messaging in our application Using text messaging in our application In this recipe, we will learn how to provide text messaging functionality within our application using the native messaging user interface. Getting ready Create a new project in MonoDevelop, and name it TextMessageApp. How to do it... Add a button on the view of MainController. Enter the following using directive in the MainController.cs fle: using MonoTouch.MessageUI; Implement the ViewDidLoad method with the following code, changing the recipient number and/or the message body at your discretion: private MFMessageComposeViewController messageController;public override void ViewDidLoad (){  base.ViewDidLoad ();  this.buttonSendMessage.TouchUpInside += delegate {    if (MFMessageComposeViewController.CanSendText){      this.messageController = new          MFMessageComposeViewController();      this.messageController.Recipients = new          string[] { "+123456789012" };      this.messageController.Body = "Text from MonoTouch";      this.messageController.MessageComposeDelegate =          new MessageComposerDelegate();      this.PresentModalViewController(         this.messageController, true);    } else{      Console.WriteLine("Cannot send text message!");    }  } ;} Add the following nested class: private class MessageComposerDelegate :    MFMessageComposeViewControllerDelegate{  public override void Finished (MFMessageComposeViewController     controller, MessageComposeResult result){    switch (result){      case MessageComposeResult.Sent:        Console.WriteLine("Message sent!");      break;      case MessageComposeResult.Cancelled:        Console.WriteLine("Message cancelled!");      break;      default:        Console.WriteLine("Message sending failed!");      break;    }    controller.DismissModalViewControllerAnimated(true);  }} Compile and run the application on the device. Tap the Send message button to open the message controller. Tap the Send button to send the message, or the Cancel button to return to the application. How it works... The MonoTouch.MessageUI namespace contains the necessary UI elements that allow us to implement messaging in an iOS application. For text messaging (SMS), we need the MFMessageComposeViewController class. Only the iPhone is capable of sending text messages out of the box. With iOS 5, both the iPod and the iPad can send text messages, but the user might not have enabled this feature on the device. For this reason, checking for availability is the best practice. The MFMessageComposeViewController class contains a static method, named CanSendText, which returns a boolean value indicating whether we can use this functionality. The important thing in this case is that we should check if sending text messages is available prior to initializing the controller. This is because when you try to initialize the controller on a device that does not support text messaging, or the simulator, you will get the following message on the screen:   To determine when the user has taken action in the message UI, we implement a Delegate object and override the Finished method: private class MessageComposerDelegate :    MFMessageComposeViewControllerDelegate   Another option, provided by MonoTouch, is to subscribe to the Finished event of the MFMessageComposeViewController class. Inside the Finished method, we can provide functionality according to the MessageComposeResult parameter. Its value can be one of the following three: Sent: This value indicates that the message was sent successfully Cancelled: This value indicates that the user has tapped the Cancel button, and the message will not be sent Failed: This value indicates that message sending failed The last thing to do is to dismiss the message controller, which is done as follows: controller.DismissModalViewControllerAnimated(true);   After initializing the controller, we can set the recipients and body message to the appropriate properties: this.messageController.Recipients = new string[] { "+123456789012" };this.messageController.Body = "Text from MonoTouch";   The Recipients property accepts a string array that allows for multiple recipient numbers. You may have noticed that the Delegate object for the message controller is set to its MessageComposeDelegate property, instead of the common Delegate. This is because the MFMessageComposeViewController class directly inherits from the UINavigationController class, so the Delegate property accepts values of the type UINavigationControllerDelegate. There's more... The fact that the SDK provides the user interface to send text messages does not mean that it is customizable. Just like invoking the native messaging application, it is the user who will decide whether to send the message or discard it. In fact, after the controller is presented on the screen, any attempts to change the actual object or any of its properties will simply fail. Furthermore, the user can change or delete both the recipient and the message body. The real beneft though is that the messaging user interface is displayed within our application, instead of running separately. SMS only The MFMessageComposeViewController can only be used for sending Short Message Service (SMS) messages and not Multimedia Messaging Service (MMS).
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Packt
11 Oct 2011
10 min read
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iPhone Applications Tune-Up: Design for Performance

Packt
11 Oct 2011
10 min read
(For more resources on iPhone, see here.) The design phase of development is typically where we take into account any element of an application that may have a significant impact on the overall architecture of the final product. Project structuring, required functions, preferred features, hardware specifications, interoperability, and logical limitations are all factors that should be considered within this phase. Elements not regularly included during the design phase may include visuals, color schemes, intricate feature details, and other interchangeable aspects of the final product. When designing with performance in mind, you must take into account the desired characteristics and levels of performance you are looking to achieve in your application. Knowing precisely where your application's performance needs are and focusing greater attention in those areas is the basic premise of the performance-tuning concept. Identifying areas where performance tuning is necessary in many circumstances may be the most difficult part. Obvious areas like memory, database, and network communications may stand out and be somewhat simple to diagnose, however, less common user interface or architectural issues may require profiling and even user feedback for identification. For instance, a database-laden application would be expected to be as optimized as possible for efficient querying, while an application tailored towards video recording and playback may not necessarily require a focus on database efficiency. Similarly a project, which may end up with as little as a few thousand lines of source code may not require a great deal of project structuring and framework planning, while a much larger project will need more time dedicated to these areas. Overloading your application and testing for weaknesses by pushing it beyond its capabilities can prove to be extremely valuable. As an example, databases and table views can be loaded with overly large datasets to identify missing keys or object misuse. The design phase may help you identify potential bottlenecks giving you an opportunity to alter the layout and design of your project before any development has taken place and it becomes too cumbersome to resolve in the midst of coding. Bottlenecks that are unavoidable can be highlighted as areas in your application, which you may want to spend more time squeezing efficiency from. Bottlenecks, which are identified early, stand a good chance of being resolved much easier than waiting until after an applications project is secured and in motion. Preparing the project To take full advantage of Xcode means to understand in depth the philosophy behind the Xcode user interface. Becoming proficient with Xcode will have a great impact on your effectiveness as a developer. Like any tool, knowing its capabilities as well as its limitations allows you to make smarter decisions, quicker. A car is not designed from the interior to the exterior or from the roof to the tires; it is designed from the core outward. Any good vehicle gets its start from a well engineered, tested, and proven frame. The frame is the single key component to which all other components will be bolted and attached. A poor frame design will lead to various structural issues, which in turn lead to more granular problems as these components get further away from the frame. An application project is quite similar, without a solid frame to build an application upon; the quality of the final product will surely be affected. Source code, files, and other resources become cluttered, which has the potential to create similarly damaging granular issues later on in the development lifecycle. Just like one single automotive frame is not the answer for every vehicle on the road, developers are free to organize a project in the way that is most beneficial for the application as well as the workflow and preference of the developer. Although refactoring has come a long way and making organizational project changes during the development phase can be done, it is highly recommended that project decisions be made early on to limit problems and keep productivity as high as possible. A large portion of project management as far as iOS applications are concerned are handled by and through Xcode, Apple's standard integrated development environment. Xcode is an extremely powerful and feature rich integrated development environment with dozens of configuration options that directly affect an individual project. Xcode is not limited to iOS development and is quite capable of creating virtually any type of application including applications for OS X, command-line utilities, libraries, frameworks, plugins, kernel extensions, and more. Xcode is regularly used as a development environment for varying compiled languages as well as nearly all mainstream scripting languages. For those of you who keep regular tabs on Apple and Xcode, you are more than likely well aware of the release of Xcode 4 and may have actually followed it throughout the beta process as well. Xcode 4 is an entire rewrite of the popular development environment, making needed changes to a tool that was begging for upgrades. Xcode 4 follows the paradigm of single window applications, in which all development and testing is performed within the single Xcode 4 interface. Most notable is the integration of interface builder into the core Xcode 4 interface, which brings all of the functionality of these previously separate tools together, integrating them completely. Xcode's abilities far surpass the needs that developing an iOS application requires and it is again very important to understand the development environment in great detail in order to maximize its benefits. One particularly useful project configuration option is the ability to treat compiler warnings as errors. Warnings are the compilers way of telling the developer that something is happening that it may not understand or that it's just not bad enough to prevent an application from running, but still noteworthy to inform the developer. Good programming practice suggests, every developer strive to produce warning free code. Warning free code is simply healthy code and the practice of resolving warnings as early as possible is a habit that will ultimately help in producing code that performs well. Within the Build Settings for a specific target, we can enable the Treat Warnings as Errors option to nudge us in the proper direction for maintaining healthy code. Although this feature can have a slight impact on development and testing time, it comes highly recommended and should be considered for developers interested in high quality and well performing code. In addition to helping create higher quality code, it's a forced education that may be priceless for career programmers and weekend code warriors alike. It is shown in the following screenshot: Project organization Every feature, function, and activity that is performed within Xcode revolves around the project. Much like any other project concept we have been exposed to, Xcode uses projects to organize files, resources, and properties for the ultimate purpose of creating applications and products. For most intents and purposes, the default project settings of Xcode will be sufficient enough for the average developer to create a multitude of applications with relatively little issue. However, we are interested not in achieving averages but in tuning, optimizing, and grabbing every bit of performance possible. We're also interested in streamlining the development process as much as we can. This is precisely why a better than average understanding of the development environment we will be working in is critical. Obviously, the majority of an application project is going to be made up of its classes, libraries, and other source code specific components. Organization of source code is a core principle for any project that is more than a handful of classes and libraries. Once a project begins to mature into dozens or hundreds of files, the importance of well-organized code becomes more apparent. Inevitably, without some type of organizational form, source code, and general project resources become unruly and difficult to find. We've all experienced giant monolithic source code and project structures with resources wildly strewn about without order. Personally, I find this level of chaos revolting and believe order and organization to be a few of the many characteristics of quality. Project structure Xcode's project source code structure is an open canvas, one that doesn't force a developer to use any particular method for organizing code. Unlike various programming environments, Xcode provides the freedom for a developer to build in virtually any way they like. While this level of freedom allows a developer to use the project structure that best fits their style and experience, it leaves plenty of room for mess and confusion if not entirely setting them up for failure. The solution to this problem is to have a well organized and thought out plan of action for how a project and its resources will be laid out. Remember that not a single project structure will work, nor should it work for every proposed project, however, knowing what options are available and the positive and negative effects they might have is quite important. To understand the basic principles of how to organize an Xcode project, we must first understand how a default Xcode project is structured. Remember that not a single project structure will work, nor should it work for every proposed project, however, knowing what options are available and the positive and negative effects they might have is quite important. To understand the basic principles of how to organize an Xcode project, we must first understand how a default Xcode project is structured. Following is a screenshot of a new default Xcode project in which the structure in the left-panel appears to be well organized: Contrast the logical organization of the Xcode interface with the project's underlying file structure and the grouping principle becomes clearer. Xcode stores the logical reference of the project's underlying file structure and uses groups to help developers visualize order within the development environment. In other words, what you see within Xcode is not what is actually happening on disk. The structure within Xcode is comprised of references to the disks, files, and directories. This additional layer of abstraction allows developers to group or relocate project's resources within Xcode for easier management, but not effect the actual disk structure of the project as shown in the following screenshot: At first glance, the underlying structure looks rather clean and simplistic, but imagine this directory in a few days, weeks, or even months time with dozens of more classes and resources. Now, one might argue that as long as the logical representation of the project is clear and concise that the underlying file architecture is unimportant. While this might be true for smaller and less complicated application projects, as a project grows in size there are many factors to consider other than how data is represented within a development environment. Consider the impact that a flat storage architecture might have throughout the life of an Xcode project. The free naming of classes and other resources may be significantly limited as all files are stored within the same base folder. Additionally, browsing source code within a source code repository like GitHub and Google Code may become difficult and tedious. Choosing exactly how a project is laid out and how its components will be organized is akin to selecting the right vehicle frame for which our project will be based from.
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Packt
04 Oct 2011
7 min read
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iPhone JavaScript: Web 2.0 Integration

Packt
04 Oct 2011
7 min read
  (For more resources on iPhone JavaScript, see here.) Introduction The mashup applications allow us to exchange data with other web applications or services. Web 2.0 applications provide this feature through different mechanisms. Currently, some of the most popular websites like YouTube, Flickr, and Twitter provide a way for exchanging data through their API's. From the point of view of the user interfaces, mashups allow us to build rich interfaces for our application. The first recipe for this article will cover embedding a standard RSS feed information. Later in our application we'll delve into YouTube, Facebook, Twitter, and Flickr and build some interesting mashup web applications for the iPhone. Embedding an RSS feed Our goal for this recipe will be to read an RSS feed and present the information provided n our application. In practice, we're going to use a feed offered by The New York Times newspaper, where each item provides a summary and a link to the original web page where the information resides. You could also choose another RSS feed for testing this recipe. The code for this recipe can be found at code/ch10/rss.html in the code bundle provided on the Packtpub site. Getting ready Make sure iWebKit is installed in your computer before continuing. How to do it... As you've learned in the previous recipes, you need to create an XHTML file with the required headers for loading the files provided by iWebKit: <link href="../iwebkit/css/style.css" rel="stylesheet" media="screen" type="text/css" /><scriptsrc="../iwebkit/javascript/functions.js" type="text/javascript"></script> The second step will be to build our simple user interface containing only a top bar and an unordered list with one item. The top bar is added with the following lines: <div id="topbar"> <div id="title">RSS feed</div></div> To add the unordered list , use the following code: <div id="content"> <ul class="pageitem"> <li class="textbox"> <p> <script src="http://rssxpress.ukoln.ac.uk/lite/ viewer/?rss=http://www.nytimes.com/services/xml/ rss/nyt/HomePage.xml" type="text/javascript"></script> </p> </li> </ul></div> Finally, you should add the code for closing the body and html tags and save the new file as rss.html. After loading your new application, you will see a screen, as shown in the screenshot: If you click on one of the items, Safari Mobile will open the web page for the article, as shown in the following screenshot: How it works... For avoiding complexity and keeping our recipe as simple as possible, we used a free web service provided by RSSxpress. This service is called RSSxpressLite and it works by returning a chunk of JavaScript code. This code inserts an HTML table, containing a summary and a link for each item provided by the referenced RSS feed. Thanks to this web service, we don't need to parse the response of the original feed; RSSxpressLite does the job for us. If the mentioned web service returns the code that we need, you should only write a small line of JavaScript code referring to the web service through its URL and pass as a parameter the RSS feed for displaying information. There's more... For learning more about RSSxpressLite, take a look at http://rssxpress.ukoln.ac.uk/lite/include/. Opening a YouTube video It is safe to say that everyone who uses the Internet knows of YouTube. It is one of the most popular websites in the world. Millions of people use YouTube to watch videos through an assortment of devices, such as PC's, tablets, and smartphones. Apple's devices are not an exception and of course we can watch YouTube videos on the iPhone and iPad. In this case, we're going to load a YouTube video when the user clicks on a specific button. The ink will open a new web page, which allows us to play it. The simple XHTML recipe can be found at code/ch10/youtube.html in the code bundle provided on the Packtpub site. Getting ready This recipe only requires the UiUIKit framework f or building the user interface for this application. You can use your favorite YouTube video for this recipe. By default, we're using a video provided by Apple introducing the new iPad 2 device. How to do it... Following the example from the previous recipe, create a new XHTML file called youtube.html and insert the standard headers for loading the UiUIKit framework. Then add the following CSS inside the <head> section to style the main button: <style type="text/css"> #btn { margin-right: 12px; }</style> Our graphical user interface will be completed by adding the following XHTML code: <div id="header"> <h1>YouTube video</h1></div><h1>Video</h1><p id="btn"> <a href="http://m.youtube.com/watch?v=Z_d6_gbb90I" class="button white">Watch</a></p> After loading the new application on your device, you will see a screen similar to the following screenshot: When the user clicks on our main button, Safari Mobile will go to the web page of the video at YouTube, as shown in the following screenshot: After clicking on the play button, the video will start playing. We can rotate our device for a better aspect ratio, as shown in the following screenshot: How it works... This recipe is pretty simple; we only need to create a link to the desired YouTube video. The most important thing to keep in mind is that we'll use a mobile-specific domain for loading our video to mobile devices. The URL is simply http://m.youtube.com, instead of the regular URL http://www.youtube.com. Posting on your Facebook wall The application developed for this recipe shows how to authenticate with Facebook and how to write a post on your public wall. If everything is successful, an alert box is used to report it to the user. Although there are myriad complex applications with better functionalities that can be built for Facebook, we will focus on simple posting in this recipe. This application will only allow you to post on your wall. For this you need to hardcode your Facebook account for posting. This is to keep the recipe as simple as possible and to get a good understanding of all the complex processes involved in dealing with the OAuth protocol used by Facebook. However, thanks to this open protocol, it is easier to allow secure authentication of APIs from web applications. Also, this recipe requires using a real Internet domain and a server with public access. Thus, you cannot test this application on your local machine. Our application needs to use a server- side language for which we'll use PHP. Currently, it's very easy to find hosting services for PHP applications. You can also find very cheap services for hosting your PHP code. You can find the complete code for this recipe at code/ch10/facebook/ in the code bundle provided on the Packtpub site. Getting ready To bu ild the application for this recipe, you need to have a public server with an Internet domain linked to it. Also, you must install a web server with a PHP interpreter and have the UiUIKit framework ready to use. You need to install the cURL library, which allows PHP to connect and communicate to many different types of servers. Two interesting resources for this issue are: http://www.php.net/manual/en/book.curl.php http://www.php.net/manual/en/curl.setup.php  
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Packt
28 Jun 2011
9 min read
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iPhone: Issues Related to Calls, SMS, and Contacts

Packt
28 Jun 2011
9 min read
  iPhone JavaScript Cookbook Clear and practical recipes for building web applications using JavaScript and AJAX without having to learn Objective-C or Cocoa         Read more about this book       (For more resources related to this subject, see here.) At the time of publication, working with contacts requires us to develop native applications. But we can use JavaScript with the PhoneGap framework for building these kinds of applications for the iPhone. This is the main reason for applying this framework for the recipes included in this article. This article focuses on issues related to calls, SMS, and contacts. We'll learn how to handle contacts and how to send an SMS or place a phone call simply by interacting with the user interface. Calling a number In this recipe, you'll learn how to call a number when a user clicks on a button in the user interface. Specifically, we're going to build a simple list containing our contacts where each represents a person and their phone number. After clicking on one of these elements the dial screen will be opened and the user will only need to click on the green button for calling the specified number. We only need to build a simple XHTML file for this recipe. It can be found at code/ch08/call.html in the code bundle provided on the Packtpub site. Code files can be downloaded at the Packt website. Getting ready This recipe requires the use of the iWebKit framework. How to do it... Open your favorite text editor or IDE and create a new file called call.html. Add the standard XHTML headers and the required lines for invoking the JavaScript and CSS files provided by iWebKit: <link href="../iwebkit/css/style.css" rel="stylesheet media="screen" type="text/css" /> <script src="../iwebkit/javascript/functions.js" type="text/javascript"></script> Add the main HTML code for defining our user interface: <body class="list"> <div id="topbar"> <div id="title">Call</div> </div> <div id="content"> <ul> <li class="title">Contacts</li> <li><a class="noeffect" href="tel:555-666-777"> <span class="name">Aaron Stone</span></a></li> <li><a class="noeffect" href="tel:555-888-999"> <span class="name">Ben Jackson</span></a></li> <li><a class="noeffect" href="tel:555-222-333"> <span class="name">Bob McKenzie</span></a></li> <li><a class="noeffect" href="tel:555-444-666"> <span class="name">Luke Johnson</span></a></li> <li><a class="noeffect" href="tel:555-333-666"> <span class="name">Michael Sterling</span></a></li> </ul> </div> Now, save your new file and load it on your device. The following screenshot shows you the result of loading the file built for this recipe: How it works... The most important part of the code in this recipe is the anchor element inside each <li> tag. The href attribute of the anchor element is using a string, which represents a specific protocol followed by a number. In fact, tel identifies the protocol and the iPhone, understanding its meaning displays the dial screen allowing the user to call a number. On the other hand, the class noeffect was applied to each anchor for opening the dial screen in fullscreen mode. From a strict point of view, iWebkit is not a must for calling numbers. Safari Mobile indentifies the tel protocol by default. However, we used the mentioned framework because it helps us to easily construct a list with many items. What happens if you are using an iOS device other than the iPhone? It is not possible to call numbers from an iPad or iPod touch as of now. The code developed for this recipe works differently in these devices. Instead of calling numbers, iPad and iPod touch will ask you if you want to save numbers in the address book. Sending an SMS to a number The previous recipe explained how you can call a number from your applications. This recipe will show you how to send an SMS to a selected number. For simplicity we're going to use the same approach. We'll develop a simple XHTML file displaying a list with different contacts. When the user clicks on one of the contacts the iPhone will display the screen for sending an SMS. Getting ready As in the previous recipe we will use the iWebKit framework. As both recipes are similar, we're going to use the same XHTML file developed for the previous recipe. How to do it... Open the call.html file and replace the content of the href attribute of each <li>item for a new string starting with sms: instead of tel. For example, the first item will be the following: <li> <a class="noeffect" href="sms:555-666-777"> <span class="name">Aaron Stone</span> </a> </li> Save the new content of the original file as a new file called sms.html, then you'll be ready for testing it on your iPhone. How it works... As you've learned in the previous recipe, Safari Mobile identifies the tel protocol for calling numbers. In the same way, sms is used for sending SMS's. Also for this recipe the iWebKit is used for building the user interface. Selecting contacts Thanks to this recipe we'll learn how to select a contact from the address book of the iPhone and to display its related information. Our goal is quite simple; when the user clicks on a button, a new screen will display all available contacts. After clicking on one of these elements, the complete name of the selected contact will be displayed in the main screen. Although this recipe is very simple, you can apply it for building complex applications that require dealing with contacts available through the address book of the iPhone. The complete code for this recipe can be reached at code/ch08/queryAddress in the code bundle provided on the Packtpub site. Getting ready For this recipe we'll use three different frameworks: PhoneGap, XUI, and UiUIKit. Before continuing, make sure you have these frameworks installed on your machine. Also, remember you'll need a Mac OS X computer with the iOS SDK and Xcode installed. How to do it... The first step is to create a new PhoneGap project through Xcode. After creating your new project, the next step will be to open the main index.html file for adding our own code for this recipe. First, you should add the following lines inside the head section of the mentioned HTML file: <script type="text/javascript" src="xui-2.0.0..min.js"></script> <link rel="stylesheet" href="uiuikit/stylesheets/iphone.css" /> <style type="text/css"> #mybtn { margin-right: 12px; } </style> The next step is to comment out the JavaScript function preventBehavior() and the line below this function. Then, we're going to add our JavaScript code: function searchContact() { navigator.contacts.chooseContact(onSucessContact); } function onSucessContact(contact) { var selectedContact = contact.name; x$('#ul_contacts').html( 'inner', "<li>" + selectedContact + "</li>"); } Finally, we'll modify the original body section adding the following lines of HTML code: <div id="header"> <h1>Contacts</h1> </div> <h1>Working with contacts</h1> <p id="p_btn"> <a href="#" id="mybtn" onclick="searchContact()" class="button white">Select</a> </p> <ul id='ul_contacts'></ul> Before continuing and after applying all changes inside the code, we need to copy some files to the www directory of our project. Specifically, we're going to copy the uiuikit directory and the xui-2.0.0.min.js file. Remember, these components belong to the UiUIKit and XUI framework respectively. Save your project and click on the Build and Run button of Xcode for testing your new application. After loading the application in the iPhone Simulator, you can see a screen similar to next screenshot: When the user clicks on the button Select, a list with all the available contacts will be displayed as shown in the following screenshot: After selecting one of the items showed in the list, our application will display the data for the selected contact: How it works... PhoneGap provides a JavaScript function for accessing the predefined screen of the iPhone for selecting contacts. The name of this function is ChooseContact() and it is invoked through the navigator.contacts predefined object. It encapsulates the access to the address book of the iPhone. As a parameter, this function requires a callback method that will be invoked when a contact is selected. In our case, we implemented a function called onSuccessContact(), which captures the complete name of the contact displaying the result in a simple list. onSuccesContact uses a parameter called contact, which represents an object containing the information related to the selected contact from the address book. The XUI framework allows us to add new items to our ul list by manipulating the DOM of the HTML page. On the other hand, the UiUIKit framework was used for building the user interface for our small application. We used a bit of CSS for centering our button. Actually, we modified the right margin of this widget. The CSS style for this appears before the JavaScript code, also inside the head section.
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Packt
23 Jun 2011
14 min read
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iPhone JavaScript: Installing Frameworks

Packt
23 Jun 2011
14 min read
  iPhone JavaScript Cookbook Clear and practical recipes for building web applications using JavaScript and AJAX without having to learn Objective-C or Cocoa         Read more about this book       (For more resources related to this subject, see here.) Introduction Many web applications implement common features independent of the final purpose for which they have been designed. Functionalities and features such as authentication, forms validation, retrieving records from a database, caching, logging, and pagination are very common in modern web applications. As a developer, surely you have implemented one or more of these features in your applications more than once. Good developers and software engineers insist on concepts, such as modularity, reusability, and encapsulation; as a consequence you can find a lot of books, papers, and articles talking about how to design your software using these techniques. In fact, modern and popular methodologies, such as Extreme Programming, Scrum, and Test-driven Development are based on those principles. Although this approach sounds very appealing in theory, it might be complicated to carry it out in practice. Developing any kind of software from scratch for running in any platform is undoubtedly a hard task. Complexity grows up when the target platform, operating system, or machine has its own specific rules and mechanisms. Some tools can make our job less complicated but only one kind of them is definitely a safe bet. It is here when we meet frameworks, a set of proven code that offers common functionality and standard structures for software development. This code makes our life much easier without reinventing the wheel and gives a skeleton to our applications, making sure that we're doing things correctly. In addition, frameworks avoid starting from scratch once more. From a technical point of view, most frameworks are a set of libraries implementing functions, classes, and methods. Using frameworks, we can save time and money, writing less code due to its code skeleton, and features implemented on it. Usually, frameworks force us to follow standards and they offer well-proven code avoiding common mistakes for beginners. Tasks such as testing, maintenance, and deployment are easier to do using frameworks due to the tools and mechanisms included. On the other hand, the learning curve could be a big and difficult drawback for beginners. Through this article, we'll learn how to install the main frameworks for JavaScript, HTML, and CSS development for iPhone. All of them offer a base to develop applications with a consistent and native look and feel using different methods. While some of them are focused on the user interface, others allow using AJAX in an efficient and easy way. Even some frameworks allow building native applications from the original code of the web application. We have the chance to choose which is better to fulfill our requirements; it is even possible to use more than one of these solutions for the same application. For our recipes, we'll use the following frameworks: iUI: This is focused on the look and feel of iPhone and consists of CSS files, images, and a small JavaScript library. Its objective is to get a web application running on the device with a consistent interface such as a native application. This framework establishes a correspondence between HTML tags and conventions used for developing native applications. UiUIKit: Using a set of CSS and image files, it provides a coherent system for building web applications with a graphic interface such as native iPhone applications. The features offered for this framework are very similar to iUI. XUI: This is a pure JavaScript library specific for mobile development. It has been designed to be faster and lighter than other similar libraries, such as jQuery, MooTools, and prototype. iWebKit: This is developed specifically for Apple's devices and is compatible with CSS3 standard; it helps to write web applications or websites with minimum HTML knowledge. Its modular design supports plugins for adding new features and we can build and use the themes for UI customization. WebApp.Net: This framework comes loaded with JavaScript, CSS, and image files for developing web application for mobile devices that uses WebKit engine in its web browsers. Besides building interfaces, this framework includes functionality to use AJAX in an easy and efficient way. PhoneGap: This is designed to minimize efforts for developing native mobile applications for different operating systems, platforms, and devices. It is based on the WORE (Write once, run anywhere) principle and it allows conversion from a web application into a native application. It supports many platforms and operating systems, such as iOS, Android, webOS, Symbian, and BlackBerry OS. Apple Dashcode: Formally, this is a software development tool for Mac OS X included in Leopard and Snow Leopard versions, and focused on widget development for these operating systems. However, the last versions allow you to write web applications for iPhone and other iOS devices offering a graphic interface builder. Installing the iUI framework This recipe shows how to download and install the iUI framework on different operating systems. Particularly, we'll cover Microsoft Windows, Mac OS X, and GNU/Linux. Getting ready The first step is to install and get ready; some tools need to be downloaded and decompressed. As computer users, we know how to decompress files using software such as WinZip, Ark, or the built-in utility on Mac OS X. You will surely have installed a web browser on your computer. If you are a Linux or Mac developer, you already know how to use curl or wget. These tools are very useful for quick download and you only need to use the command line through applications such as GNOME Terminal, Konsole, iTerm, or Terminal. iUI is an open source project, so you can download the code for free. The open source project releases some stable versions packed and ready to download, but it is also possible to download a development version. This one could be suitable if you prefer working with the latest changes made by the official developers contributing to the project. Due to this, developers are using Mercurial version control and thus we'll need to install a client for it to get access to this code. How to do it... iUI is an open source project so you can download the code for free. Open your favorite web browser and enter this URL: http://code.google.com/p/iui/downloads/list In that web page, you'll see a list with files that refer to different release versions of this framework. Clicking on the link corresponding to the latest release's drives takes you to a new web page that shows you a new link for the file. Click on it for instant downloading. (Move the mouse over the image to enlarge it.) If you are a GNU/Linux user or a Mac developer you will be used to command line. Open your terminal application and launch this command from your desired directory: $ wget http://iui.googlecode.com/files/iui-0.31.tar.gz Once you have downloaded the tarball file, it's time to extract its content to a specific folder on our computer. WinZip and WinRAR are the most popular tools to do this task on Windows. Linux distributions, by default, install similar tools such as File Roller and Ark. Double-clicking from the download window of the Safari browser will extract the files directly to your default folder on your Mac, which is usually called Downloads. For command-line enthusiasts, execute the following command: $ tar -zxvf iui-0.31.tar.gz How it works... After decompressing the downloaded file, you'll find a folder with different subfolders and files. The most important is a subfolder called iui that contains CSS, images, and JavaScript files for building our web applications for iPhone. We need to copy this subfolder to our working folder where other application files reside. Sharing this framework across different web applications is possible; you only need to put the iUI at a place where these applications have permissions to access. Usually, this place is a folder under the DocumentRoot of your web server. If you're planning to write a high load application, it would be a good idea to use a cloud or CDN (Content Delivery Network) service such as Amazon Simple Storage Services (Amazon S3) for hosting and serving static HTML, CSS, JavaScript, and image files. Installing the iUI framework is a straightforward process. You simply download and decompress one file, and then copy one folder into an other, which has permission to be accessed by the web server. Apache is one of the most used and extended web servers in the world. Other popular options are Internet Information Server (IIS), lighttpd, and nginx. Apache web server is installed by default on Mac OS X; most of the operating systems based on Linux and UNIX offer binary packages for easy installation and you can find binary files for installing on Windows as well. IIS was designed for Windows operating systems, meanwhile, lighttpd and nginx are winning popularity and are used on UNIX systems as Linux's distros, FreeBSD, and OpenBSD. Ubuntu Linux uses /var/www/ directory as the main DocumentRoot for Apache. So, in order to share iUI framework across applications, you can copy the folder to the other folder by executing this command: $ cp -r iui-0.31/ui /var/www/iui If you are a Mac user, your target directory will be /Library/WebServer/Documents/iui. There's more... Inside the samples subfolder, you'll find some files showing capabilities of this framework, including HTML and PHP files. Some examples need a web server with PHP support but you can test others using Safari web browser or an other WebKit's browser such as Safari or Google Chrome. Open index.html with a web browser and use it as your starting point. If you prefer to use the latest version in development from the version control, you'll need to install a Mercurial client. Most of the GNU/Linux distribution such as Fedora, Debian, and Ubuntu includes binary packages ready to install them. Usually, the name of the binary package is mercurial. The following command will install the client on Ubuntu Linux: $ sudo apt-get install mercurial Mercurial is an open source project and offers a binary file ready to install for Mac OS X and Windows systems. If you're using one of these, go to the following page and download the specific file for your operating system and version: http://mercurial.selenic.com/downloads/ After downloading, you can install the client using the regular process for your operating system. Mac users will find a ZIP file containing a binary package. For Windows, the distributed file is a MSI (Microsoft Installer), ready for self-installation after clicking on it. Despite that the client of this version control was developed for the command line, we can find some GUI tools online such as TortoiseHG for Windows. These tools are intuitive and user-friendly, allowing an interactive use between the user and the source files hosted in the version control system. TortoiseHG can be downloaded from the same web page as the Mercurial client. Finally, we'll download the version development of the iUI framework executing the following command: $ hg clone https://iui.googlecode.com/hg/ iui The new iui folder includes all files of the iUI framework. We should copy this folder to our DocumentRoot. If you want to know more about this framework, point your browser at the official wiki project: http://code.google.com/p/iui/w/list Also, taking a look at the complete code of the project may be interesting for advanced developers or just for people wanting to learn more about internal details: http://code.google.com/p/iui/source/browse Installing the UiUIKit framework UiUIKit is the short name of the Universal iPhone UI Kit framework. The development of this framework is carried out through an open source project hosted in Google Code and is distributed under the GNU Public License v3. Let's see how to install it on different operating systems. Getting ready As the main project file is distributed as a ZIP file, we'll need to use one tool for decompressing these kind of files. Most of the modern operating systems include tools for this process. As seen in the previous recipe, we can use wget or curl programs for downloading the files. If you are planning to read the source code or you'd like to use the current development version of the framework, you'll need a Subversion client as the UiUIKit project is working with this open source version control. How to do it... Open your web browser and type the following URL: http://code.google.com/p/iphone-universal/downloads/list After downloading, click on the link for the latest version from the main list, for instance, the link called UiUIKit-2.1.zip. The next page will show you a different link for this file that represents the version 2.1 of the UiUIKit framework. Click on the link and the file will start downloading immediately. Mac users will see how the Safari browser shows a window with the content of the compressed file, which is a folder called UiUIKit, which is stored in the default folder for downloads. Command line's fans can use these simple commands from their favorite terminal tool: $ cd ~$ curl -O http://iphone-universal.googlecode.com/files/UiUIKit-2.1.zip After downloading, don't forget to decompress the file on your web-specific directory. The commands given next execute this action on Linux and Mac OS X systems: $ cd /var/www/$ unzip ~/UiUIKit-2.1.zip How it works... The main folder of the UiUIKit framework contains two subfolders called images and stylesheets. The first one includes many images used to get a native look for web applications on the iPhone. The other one offers a CSS file called iphone.css. We only need the images subfolder with its graphic files and the CSS file. In order to use this framework in our projects, we need to allow our HTML files access to the images and the CSS file of the framework. These files should be in a folder with permissions for the web server. For example, we'll have a directory structure for our new web application for iPhone as follows: myapp/ index.html images/ actionButtons.png apple-touch-icon.png backButton.png toolButton.png whiteButton.png first.html second.html stylesheets/ iphone.css Remember that this framework doesn't include HTML files; we only need a bunch of the graphic files and one stylesheet file. The HTML files showed in the previous example will be our own files created for the web application. We'll also find a lot of examples on different HTML files located in the root directory, outside the mentioned subfolders. These files are not required for development but they can be very useful to show how to use some features and functionalities. There's more... For an initial contact with the capabilities of the framework it would be interesting to take a look at the examples included in the main directory of the framework. We can load the index.html in our browser. This file is an index to the different examples and offers a native interface for the iPhone. Safari could be used but is better to access from a real iPhone device. Subversion is a well-proven version control used by many developers, companies, and, of course, open source projects. UiUIKit is an example of these projects using this popular version control. So, to access the latest version in development, we'll need a client to download it. Popular Linux distributions, including Ubuntu and Debian have binary packages ready to install. For instance, the following command is enough to install it on Ubuntu Linux: $ sudo apt-get install subversion The last versions of Mac OS X, including Leopard and Snow Leopard, includes a Subversion client ready to use. For Windows, you can download Slik SVN available for 32-bit and 64-bits platforms; installation programs can be downloaded from: http://www.sliksvn.com/en/download. When you are sure that your client is running, you could execute it for getting the latest development version of the UiUIKit framework. Mac and Linux users will execute the following command: $ svn checkout http://iphone-universal.googlecode.com/svn/trunk/ UiUIKit All information related to the UiUIKit framework project could be found at: http://code.google.com/p/iphone-universal/
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