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How-To Tutorials - Mobile

213 Articles
article-image-how-make-generic-typealiases-swift
Alexander Altman
16 Nov 2015
4 min read
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How to Make Generic typealiases in Swift

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

Packt
03 Nov 2015
10 min read
In this article written by Matthew Leibowitz, author of the book Xamarin Mobile Development for Android Cookbook, wants us to learn about the Android version that can be used as support for your project. (For more resources related to this topic, see here.) Supporting all Android versions As the Android operating system evolves, many new features are added and older devices are often left behind. How to do it... In order to add the new features of the later versions of Android to the older versions of Android, all we need to do is add a small package: An Android app has three platform versions to be set. The first is the API features that are available to code against. We set this to always be the latest in the Target Framework dropdown of the project options. The next version to set (via Minimum Android version) is the lowest version of the OS that the app can be installed on. When using the support libraries, we can usually target versions down to version 2.3. Lastly, the Target Android version dropdown specifies how the app should behave when installed on a later version of the OS. Typically, this should always be the latest so that the app will always function as the user expects. If we want to add support for the new UI paradigm that uses fragments and action bars, we need to install two of the Android support packages: Create or open a project in Xamarin Studio. Right-click on the project folder in the Solution Explorer list. Select Add and then Add Packages…. In the Add Packages dialog that is displayed, search for Xamarin.Android.Support. Select both Xamarin Support Library v4 and Xamarin Support Library v7 AppCompat. Click on Add Package. There are several support library packages, each adding other types of forward compatibility, but these two are the most commonly used. Once the packages are installed, our activities can inherit from the AppCompatActivity type instead of the usual Activity type: public class MyActivity : AppCompatActivity { } We specify that the activity theme be one of the AppCompat derivatives using the Theme property in the [Activity] attribute: [Activity(..., Theme = "@style/Theme.AppCompat", ...)] If we need to access the ActionBar instance, it is available via the SupportActionBar property on the activity: SupportActionBar.Title = "Xamarin Cookbook"; By simply using the action bar, all the options menu items are added as action items. However, all of them are added under the action bar overflow menu: The XML for action bar items is exactly the same as the options menu: <menu ... >   <item     android_id="@+id/action_refresh"     android_icon="@drawable/ic_action_refresh"     android_title="@string/action_refresh"/> </menu> To get the menu items out of the overflow and onto the actual action bar, we can customize the items to be displayed and how they are displayed: To add action items with images to the actual action bar as well as more complex items, all that is needed is an attribute in the XML, showAsAction: <menu ... >   <item ... app_showAsAction="ifRoom"/> </menu> Sometimes, we may wish to only display the icon initially and then, when the user taps the icon, expand the item to display the action view: <menu ... >   <item ... app_showAsAction="ifRoom|collapseActionView"/> </menu> If we wish to add custom views, such as a search box, to the action bar, we make use of the actionViewClass attribute: <menu ... >   <item ...   app_actionViewClass="android.support.v7.widget.SearchView"/> </menu> If the view is in a layout resource file, we use the actionLayout attribute: <menu ... >   <item ... app_actionLayout="@layout/action_rating"/> </menu> How it works... As Android is developed, new features are added and designs change. We want to always provide the latest features to our users, but some users either haven't upgraded or can't upgrade to the latest version of Android. Xamarin.Android provides three version numbers to specify which types can be used and how they can be used. The target framework version specifies what types are available for consumption as well as what toolset to use during compilation. This should be the latest as we always want to use the latest tools. However, this will make some types and members available to apps even if they aren't actually available on the Android version that the user is using. For example, it will make the ActionBar type available to apps running on Android version 2.3. If the user were to run the app, it would probably crash. In these instances, we can set the minimum Android version to be a version that supports these types and members. But, this will then reduce the number of devices that we can install our app on. This is why we use the support libraries; they allow the types to be used on most versions of Android. Setting the minimum Android version for an app will prevent the app from being installed on devices with earlier versions of the OS. The support libraries By including the Android Support Libraries in our app, we can make use of the new features but still support the old versions. Types from the Android Support Library are available to almost all versions of Android currently in use. The Android Support Libraries provide us with a type that we know we can use everywhere, and then that base type manages the features to ensure that they function as expected. For example, we can use the ActionBar type on most versions of Android because the support library made it available through the AppCompatActivity type. Because the AppCompatActivity type is an adaptive extension for the traditional Activity type, we have to use a different theme. This theme adjusts so that the new look and feel of the UI gets carried all the way back to the old Android versions. When using the AppCompatActivity type, the activity theme must be one of the AppCompat theme variations. There are a few differences in the use when using the support library. With native support for the action bar, the AppCompatActivity type has a property named ActionBar; however, in the support library, the property is named SupportActionBar. This is just a property name change but the functionality is the same. Sometimes ,features have to be added to the existing types that are not in the support libraries. In these cases, static methods are provided. The native support for custom views in menu items includes a method named SetActionView(): menuItem.SetActionView(someView); This method does not exist on the IMenuItem type for the older versions of Android, so we make use of the static method on the MenuItemCompat type: MenuItemCompat.SetActionView(menuItem, someView); The action bar While adding an action bar on older Android versions, it is important to inherit it from the AppCompatActivity type. This type includes all the logic required for including an action bar in the app. It also provides many different methods and properties for accessing and configuring the action bar. In newer versions of Android, all the features are included in the Activity type. Although the functionality is the same, we do have to access the various pieces using the support members when using the support libraries. An example would be to use the SupportActionBar property instead of the ActionBar property. If we use the ActionBar property, the app will crash on devices that don't natively support the ActionBar property. In order to render the action bar, the activity needs to use a theme that contains a style for the action bar or one that inherits from such a theme. For the older versions of Android, we can use the AppCompat themes, such as Theme.AppCompat. The toolbar With the release of Android version 5.0, Google introduced a new style of action bar. The new Toolbar type performs the same function as the action bar but can be placed anywhere on the screen. The action bar is always placed at the top of the screen, but a toolbar is not restricted to that location and can even be placed inside other layouts. To make use of the Toolbar type, we can either use the native type, or we can use the type found in the support libraries. Like any Android View, we can add the ToolBar type to the layout: <android.support.v7.widget.Toolbar   android_id="@+id/my_toolbar"   android_layout_width="match_parent"   android_layout_height="?attr/actionBarSize"   android_background="?attr/colorPrimary"   android_elevation="4dp"   android_theme="@style/ThemeOverlay.AppCompat.ActionBar"   app_popupTheme="@style/ThemeOverlay.AppCompat.Light"/> The difference is in how the activity is set up. First, as we are not going to use the default ActionBar property, we can use the Theme.AppCompat.NoActionBar theme. Then, we have to let the activity know which view is used as the Toolbar type: var toolbar = FindViewById<Toolbar>(Resource.Id.toolbar); SetSupportActionBar(toolbar); The action bar items Action item buttons are just traditional options menu items but are optionally always visible on the action bar. The underlying logic to handle item selections is the same as that for the traditional options menu. No change is required to be made to the existing code inside the OnOptionsItemSelected() method. The value of the showAsAction attribute can be ifRoom, never, or always. This value can optionally be combined, using a pipe, with withText and/or collapseActionView. There's more... Besides using the Android Support Libraries to handle different versions, there is another way to handle different versions at runtime. Android provides the version number of the current operating system through the Build.VERSION type. This type has a property, SdkInt, which we use to detect the current version. It represents the current API level of the version. Each version of Android has a series of updates and new features. For example, Android 4 has numerous updates since its initial release, new features being added each time. Sometimes, the support library cannot cover all the cases, and we have to write specific code for particular versions: int apiLevel = (int)Build.VERSION.SdkInt; if (Build.VERSION.SdkInt >= BuildVersionCodes.IceCreamSandwich) {   // Android version 4.0 and above } else {   // Android versions below version 4.0 } Although the preceding can be done, it introduces spaghetti code and should be avoided. In addition to different code, the app may behave differently on different versions, even if the support library could have handled it. We will now have to manage these differences ourselves each time a new version of Android is released. Summary In this article, we learned that as the technology grows, new features are added and released in Android and older devices are often left behind. Thus, using the given steps we can add the new features of the later versions of Android to the older versions of Android, all we need to do is add packages by following the simple steps given in here. Resources for Article: Further resources on this subject: Creating the POI ListView layout [article] Code Sharing Between iOS and Android [article] Heads up to MvvmCross [article]
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article-image-working-local-and-remote-data-sources
Packt
02 Nov 2015
9 min read
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Working With Local and Remote Data Sources

Packt
02 Nov 2015
9 min read
In this article by Jason Kneen, the author of the book Appcelerator Titanium Smartphone Application Development Cookbook - Second Edition, we'll cover the following recipes: Reading data from remote XML via HTTPClient Displaying data using a TableView Enhancing your TableViews with custom rows Filtering your TableView with the SearchBar control Speeding up your remote data access with Yahoo! YQL and JSON Creating a SQLite database Saving data locally using a SQLite database Retrieving data from a SQLite database Creating a "pull to refresh" mechanism in iOS (For more resources related to this topic, see here.) As you are a Titanium developer, fully understanding the methods available for you to read, parse, and save data is fundamental to the success of the apps you'll build. Titanium provides you with all the tools you need to make everything from simple XML or JSON calls over HTTP, to the implementation of local relational SQL databases. In this article, we'll cover not only the fundamental methods of implementing remote data access over HTTP, but also how to store and present that data effectively using TableViews, TableRows, and other customized user interfaces. Prerequisites You should have a basic understanding of both the XML and JSON data formats, which are widely used and standardized methods of transporting data across the Web. Additionally, you should understand what Structured Query Language (SQL) is and how to create basic SQL statements such as Create, Select, Delete, and Insert. There is a great beginners' introduction to SQL at http://sqlzoo.net if you need to refer to tutorials on how to run common types of database queries. Reading data from remote XML via HTTPClient The ability to consume and display feed data from the Internet, via RSS feeds or alternate APIs, is the cornerstone of many mobile applications. More importantly, many services that you may wish to integrate into your app will probably require you to do this at some point or the other, so it is vital to understand and be able to implement remote data feeds and XML. Our first recipe in this article introduces some new functionality within Titanium to help facilitate this need. Getting ready To prepare for this recipe, open Titanium Studio, log in and create a new mobile project. Select Classic and Default Project. Then, enter MyRecipes as the name of the app, and fill in the rest of the details with your own information, as you've done previously. How to do it... Now that our project shell is set up, let's get down to business! First, open your app.js file and replace its contents with the following: // this sets the background color of the master View (when there are no windows/tab groups on it) Ti.UI.setBackgroundColor('#000'); // create tab group var tabGroup = Ti.UI.createTabGroup(); var tab1 = Ti.UI.createTab({ icon:'cake.png', title:'Recipes', window:win1 }); var tab2 = Ti.UI.createTab({ icon:'heart.png', title:'Favorites', window:win2 }); // // add tabs // tabGroup.addTab(tab1); tabGroup.addTab(tab2); // open tab group tabGroup.open(); This will get a basic TabGroup in place, but we need two windows, so we create two more JavaScript files called recipes.js and favorites.js. We'll be creating a Window instance in each file to do this we created the window2.js and chartwin.js files. In recipes.js, insert the following code. Do the same with favorites.js, ensuring that you change the title of the Window to Favorites: //create an instance of a window module.exports = (function() { var win = Ti.UI.createWindow({ title : 'Recipes', backgroundColor : '#fff' }); return win; })(); Next, go back to app.js, and just after the place where TabGroup is defined, add this code: var win1 = require("recipes"); var win2 = require("favorites"); Open the recipes.js file. This is the file that'll hold our code for retrieving and displaying recipes from an RSS feed. Type in the following code at the top of your recipes.js file; this code will create an HTTPClient and read in the feed XML from the recipe's website: //declare the http client object var xhr = Ti.Network.createHTTPClient(); function refresh() { //this method will process the remote data xhr.onload = function() { console.log(this.responseText); }; //this method will fire if there's an error in accessing the //remote data xhr.onerror = function() { //log the error to our Titanium Studio console console.log(this.status + ' - ' + this.statusText); }; //open up the recipes xml feed xhr.open('GET', 'http://rss.allrecipes.com/daily.aspx?hubID=79'); //finally, execute the call to the remote feed xhr.send(); } refresh(); Try running the emulator now for either Android or iPhone. You should see two tabs appear on the screen, as shown in the following screenshot. After a few seconds, there should be a stack of XML data printed to your Appcelerator Studio console log. How it works… If you are already familiar with JavaScript for the Web, this should make a lot of sense to you. Here, we created an HTTPClient using the Ti.Network namespace, and opened a GET connection to the URL of the feed from the recipe's website using an object called xhr. By implementing the onload event listener, we can capture the XML data that has been retrieved by the xhr object. In the source code, you'll notice that we have used console.log() to echo information to the Titanium Studio screen, which is a great way of debugging and following events in our app. If your connection and GET request were successful, you should see a large XML string output in the Titanium Studio console log. The final part of the recipe is small but very important—calling the xhr object's send() method. This kicks off the GET request; without it, your app would never load any data. It is important to note that you'll not receive any errors or warnings if you forget to implement xhr.send(), so if your app is not receiving any data, this is the first place to check. If you are having trouble parsing your XML, always check whether it is valid first! Opening the XML feed in your browser will normally provide you with enough information to determine whether your feed is valid or has broken elements. Displaying data using a TableView TableViews are one of the most commonly used components in Titanium. Almost all of the native apps on your device utilize tables in some shape or form. They are used to display large lists of data in an effective manner, allowing for scrolling lists that can be customized visually, searched through, or drilled down to expose child views. Titanium makes it easy to implement TableViews in your application, so in this recipe, we'll implement a TableView and use our XML data feed from the previous recipe to populate it with a list of recipes. How to do it... Once we have connected our app to a data feed and we're retrieving XML data via the XHR object, we need to be able to manipulate that data and display it in a TableView component. Firstly, we will need to create an array object called data at the top of our refresh function in the recipes.js file; this array will hold all of the information for our TableView in a global context. Then, we need to disseminate the XML, read in the required elements, and populate our data array object, before we finally create a TableView and set the data to be our data array. Replace the refresh function with the following code: function refresh() { var data = []; //empty data array //declare the http client object var xhr = Ti.Network.createHTTPClient(); //create the table view var tblRecipes = Ti.UI.createTableView(); win.add(tblRecipes); //this method will process the remote data xhr.onload = function() { var xml = this.responseXML; //get the item nodelist from our response xml object var items = xml.documentElement.getElementsByTagName("item"); //loop each item in the xml for (var i = 0; i < items.length; i++) { //create a table row var row = Ti.UI.createTableViewRow({ title: items.item(i).getElementsByTagName("title").item(0).text }); //add the table row to our data[] object data.push(row); } //end for loop //finally, set the data property of the tableView to our //data[] object tblRecipes.data = data; }; //open up the recipes xml feed xhr.open('GET', 'http://rss.allrecipes.com/daily.aspx?hubID=79'); //finally, execute the call to the remote feed xhr.send(); } The following screenshot shows the TableView with the titles of our recipes from the XML feed: How it works... The first thing you'll notice is that we are taking the response data, extracting all the elements that match the name item, and assigning it to items. This gives us an array that we can use to loop through and assign each individual item to the data array object that we created earlier. From there, we create our TableView by implementing the Ti.UI.createTableView() function. You should notice almost immediately that many of our regular properties are also used by tables, including width, height, and positioning. In this case, we did not specify these values, which means that by default, the TableView will occupy the screen. A TableView has an extra, and important, property—data. The data property accepts an array of data, the values of which can either be used dynamically (as we have done here with the title property) or be assigned to the subcomponent children of a TableRow. As you begin to build more complex applications, you'll be fully understanding just how flexible table-based layouts can be. Summary In this article, we covered fundamental methods of implementing remote data access over HTTP. As you are a Titanium developer, we had also understand the available methods to build a successful app. More importantly, many services that you may wish to integrate into your app will probably require you to do this at some point or the other, so it is vital to understand and be able to implement remote data feeds and XML Resources for Article: Further resources on this subject: Mobile First Bootstrap [article] Anatomy of a Sprite Kit project [article] Designing Objects for 3D Printing [article]
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Packt
29 Oct 2015
14 min read
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Introducing TabLayout

Packt
29 Oct 2015
14 min read
 In this article by Antonio Pachón, author of the book, Mastering Android Application Development, we take a look on the TabLayout design library and the different activities you can do with it. The TabLayout design library allows us to have fixed or scrollable tabs with text, icons, or a customized view. You would remember from the first instance of customizing tabs in this book that it isn't very easy to do, and to change from scrolling to fixed tabs, we need different implementations. (For more resources related to this topic, see here.) We want to change the color and design of the tabs now to be fixed; for this, we need to first go to activity_main.xml and add TabLayout, removing the previous PagerTabStrip. Our view will look as follows: <?xml version="1.0" encoding="utf-8"?> <LinearLayout     android_layout_height="fill_parent"     android_layout_width="fill_parent"     android_orientation="vertical"     >       <android.support.design.widget.TabLayout         android_id="@+id/tab_layout"         android_layout_width="match_parent"         android_layout_height="50dp"/>       <android.support.v4.view.ViewPager           android_id="@+id/pager"         android_layout_width="match_parent"         android_layout_height="wrap_content">       </android.support.v4.view.ViewPager>   </LinearLayout> When we have this, we need to add tabs to TabLayout. There are two ways to do this; one is to create the tabs manually as follows: tabLayout.addTab(tabLayout.newTab().setText("Tab 1")); The second way, which is the one we'll use, is to set the view pager to TabLayout. In our example, MainActivity.java should look as follows: public class MainActivity extends ActionBarActivity {       @Override     protected void onCreate(Bundle savedInstanceState) {         super.onCreate(savedInstanceState);         setContentView(R.layout.activity_main);           MyPagerAdapter adapter = new         MyPagerAdapter(getSupportFragmentManager());         ViewPager viewPager = (ViewPager)         findViewById(R.id.pager);         viewPager.setAdapter(adapter);         TabLayout tabLayout = (TabLayout)         findViewById(R.id.tab_layout);         tabLayout.setupWithViewPager(viewPager);         }     @Override     protected void attachBaseContext(Context newBase) {         super.attachBaseContext(CalligraphyContextWrapper         .wrap(newBase));     } } If we don't specify any color, TabLayout will use the default color from the theme, and the position of the tabs will be fixed. Our new tab bar will look as follows: Toolbar, action bar, and app bar Before continuing to add motion and animation to our app, we need to clarify the concepts of toolbar, the action bar, the app bar, and AppBarLayout, which might cause a bit of confusion. The action bar and app bar are the same component; app bar is just a new name that has been acquired in material design. This is the opaque bar fixed at the top of our activity that usually shows the title of the app, navigation options, and the different actions. The icon is or isn't displayed depending on the theme. Since Android 3.0, the theme Holo or any of its descendants is used by default for the action bar. Moving onto the next concept, the toolbar; introduced in API 21, Andorid Lollipop, it is a generalization of the action bar that doesn't need to be fixed at the top of the activity. We can specify whether a toolbar is to act as the activity action bar with the setActionBar() method. This means that a toolbar can act as an action bar depending on what we want. If we create a toolbar and set it as an action bar, we must use a theme with the .NoActionBar option to avoid having a duplicated action bar. Otherwise, we would have the one that comes by default in a theme along with the toolbar that we have created as the action bar. A new element, called AppBarLayout, has been introduced in the design support library; it is LinearLayout intended to contain the toolbar to display animations based on scrolling events. We can specify the behavior while scrolling in the children with the app:layout_scrollFlag attribute. AppBarLayout is intended to be contained in CoordinatorLayout—the component introduced as well in the design support library—which we will describe in the following section. Adding motion with CoordinatorLayout CoordinatorLayout allows us to add motion to our app, connecting touch events and gestures with views. We can coordinate a scroll movement with the collapsing animation of a view, for instance. These gestures or touch events are handled by the Coordinator.Behaviour class; AppBarLayout already has this private class. If we want to use this motion with a custom view, we would have to create this behavior ourselves. CoordinatorLayout can be implemented at the top level of our app, so we can combine this with the application bar or any element inside our activity or fragment. It also can be implemented as a container to interact with its child views. Continuing with our app, we will show a full view of a job offer when we click on a card. This will be displayed in a new activity. This activity will contain a toolbar showing the title of the job offer and logo of the company. If the description is long, we will need to scroll down to read it, and at the same time, we want to collapse the logo at the top, as it is not relevant anymore. In the same way, while scrolling back up, we want it to expand it again. To control the collapsing of the toolbar we will need CollapsingToolbarLayout. The description will be contained in NestedScrollView, which is a scroll view from the android v4 support library. The reason to use NestedScrollView is that this class can propagate the scroll events to the toolbar, while ScrollView can't. Ensure that compile com.android.support:support-v4:22.2.0 is up to date. So, for now, we can just place an image from the drawable folder to implement the CoordinatorLayout functionality. Our offer detail view, activity_offer_detail.xml, will look as follows: <android.support.design.widget.CoordinatorLayout     android_layout_width="match_parent"     android_layout_height="match_parent">      <android.support.design.widget.AppBarLayout         android_id="@+id/appbar"         android_layout_height="256dp"         android_layout_width="match_parent">         <android.support.design.widget.CollapsingToolbarLayout             android_id="@+id/collapsingtoolbar"             android_layout_width="match_parent"             android_layout_height="match_parent"             app_layout_scrollFlags="scroll|exitUntilCollapsed">               <ImageView                 android_id="@+id/logo"                 android_layout_width="match_parent"                 android_layout_height="match_parent"                 android_scaleType="centerInside"                 android_src="@drawable/googlelogo"                 app_layout_collapseMode="parallax" />             <android.support.v7.widget.Toolbar                 android_id="@+id/toolbar"                 android:layout_height="?attr/actionBarSize"                 android_layout_width="match_parent"                 app_layout_collapseMode="pin"/>         </android.support.design.widget.CollapsingToolbarLayout>     </android.support.design.widget.AppBarLayout>     <android.support.v4.widget.NestedScrollView         android_layout_width="fill_parent"         android_layout_height="fill_parent"         android_paddingLeft="20dp"         android_paddingRight="20dp"         app_layout_behavior=         "@string/appbar_scrolling_view_behavior">              <TextView                 android_id="@+id/rowJobOfferDesc"                 android_layout_width="fill_parent"                 android_layout_height="fill_parent"                 android_text="Long scrollabe text"                   android_textColor="#999"                 android_textSize="18sp"                 />      </android.support.v4.widget.NestedScrollView>  </android.support.design.widget.CoordinatorLayout> As you can see here, the CollapsingToolbar layout reacts to the scroll flag and tells its children how to react. The toolbar is pinned at the top, always remaining visible, app:layout_collapseMode="pin" however the logo will disappear with a parallax effect app:layout_collapseMode="parallax". Don't forget to add to NestedScrollview to the app:layout_behavior="@string/appbar_scrolling_view_behavior" attribute and clean the project to generate this string resource internally. If you have problems, you can set the string directly by typing "android.support.design.widget.AppBarLayout$ScrollingViewBehavior", and this will help you to identify the issue. When we click on a job offer, we need to navigate to OfferDetailActivity and send information about the offer. As you probably know from the beginner level, to send information between activities we use intents. In these intents, we can put the data or serialized objects to be able to send an object of the JobOffer type we have to make the The JobOffer class implements Serialization. Once we have done this, we can detect the click on the element in JobOffersAdapter: public class MyViewHolder extends RecyclerView.ViewHolder implements View.OnClickListener, View.OnLongClickListener{     public TextView textViewName;     public TextView textViewDescription;       public MyViewHolder(View v){         super(v);         textViewName =         (TextView)v.findViewById(R.id.rowJobOfferTitle);         textViewDescription =         (TextView)v.findViewById(R.id.rowJobOfferDesc);         v.setOnClickListener(this);         v.setOnLongClickListener(this);     }     @Override     public void onClick(View view) {             Intent intent = new Intent(view.getContext(),             OfferDetailActivity.class);             JobOffer selectedJobOffer =             mOfferList.get(getPosition());             intent.putExtra("job_title",             selectedJobOffer.getTitle());             intent.putExtra("job_description",             selectedJobOffer.getDescription());             view.getContext().startActivity(intent);     } Once we start the activity, we need to retrieve the title and set it to the toolbar. Add a long text to the TextView description inside NestedScrollView to first test with dummy data. We want to be able to scroll to test the animation: public class OfferDetailActivity extends AppCompatActivity {     @Override     protected void onCreate(Bundle savedInstanceState) {         super.onCreate(savedInstanceState);         setContentView(R.layout.activity_offer_detail);         String job_title =         getIntent().getStringExtra("job_title");         CollapsingToolbarLayout collapsingToolbar =         (CollapsingToolbarLayout)         findViewById(R.id.collapsingtoolbar);         collapsingToolbar.setTitle(job_title);     } } Finally, ensure that your styles.xml file in the folder values uses a theme with no action bar by default: <resources>     <!-- Base application theme. -->     <style name="AppTheme"     parent="Theme.AppCompat.Light.NoActionBar">         <!-- Customize your theme here. -->     </style> </resources> We are now ready to test the behavior of the app. Launch it and scroll down. Take a look at how the image collapses and the toolbar is pinned at the top. It will look similar to this: We are missing an attribute to achieve a nice effect in the animation. Just collapsing the image doesn't collapse it enough; we need to make the image disappear in a smooth way and be replaced by the background color of the toolbar. Add the contentScrim attribute to CollapsingToolbarLayout, and this will fade in the image as is collapsing using the primary color of the theme, which is the same used by the toolbar at the moment: <android.support.design.widget.CollapsingToolbarLayout     android_id="@+id/collapsingtoolbar"     android_layout_width="match_parent"     android_layout_height="match_parent"     app_layout_scrollFlags="scroll|exitUntilCollapsed"     app_contentScrim="?attr/colorPrimary"> With this attribute, the app looks better when collapsed and expanded: We just need to style the app a bit more by changing colors and adding padding to the image; we can change the colors of the theme in styles.xml through the following code: <resources>      <!-- Base application theme. -->     <style name="AppTheme"     parent="Theme.AppCompat.Light.NoActionBar">         <item name="colorPrimary">#8bc34a</item>         <item name="colorPrimaryDark">#33691e</item>         <item name="colorAccent">#FF4081</item>     </style> </resources> Resize AppBarLayout to 190dp and add 50dp of paddingLeft and paddingRight to ImageView to achieve the following result: Summary In this article we learned what the TabLayout design library is and the different activities you can do with it. Resources for Article: Further resources on this subject: Using Resources[article] Prerequisites for a Map Application[article] Remote Desktop to Your Pi from Everywhere [article]
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28 Oct 2015
5 min read
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The Art of Android Development Using Android Studio

Packt
28 Oct 2015
5 min read
 In this article by Mike van Drongelen, the author of the book Android Studio Cookbook, you will see why Android Studio is the number one IDE to develop Android apps. It is available for free for anyone who wants to develop professional Android apps. Android Studio is not just a stable and fast IDE (based on Jetbrains IntelliJ IDEA), it also comes with cool stuff such as Gradle, better refactoring methods, and a much better layout editor to name just a few of them. If you have been using Eclipse before, then you're going to love this IDE. Android Studio tip Want to refactor your code? Use the shortcut CTRL + T (for Windows: Ctrl + Alt + Shift + T) to see what options you have. You can, for example, rename a class or method or extract code from a method. Any type of Android app can be developed using Android Studio. Think of apps for phones, phablets, tablets, TVs, cars, glasses, and other wearables such as watches. Or consider an app that uses a cloud-base backend such as Parse or App Engine, a watch face app, or even a complete media center solution for TV. So, what is in the book? The sky is the limit, and the book will help you make the right choices while developing your apps. For example, on smaller screens, provide smart navigation and use fragments to make apps look great on a tablet too. Or, see how content providers can help you to manage and persist data and how to share data among applications. The observer pattern that comes with content providers will save you a lot of time. Android Studio tip Do you often need to return to a particular place in your code? Create a bookmark with Cmd + F3 (for Windows: F11). To display a list of bookmarks to choose from, use the shortcut: Cmd + F3 (for Windows: Shift + F11). Material design The book will also elaborate on material design. Create cool apps using CardView and RecycleView widgets. Find out how to create special effects and how to perform great transitions. A chapter is dedicated to the investigation of the Camera2 API and how to capture and preview photos. In addition, you will learn how to apply filters and how to share the results on Facebook. The following image is an example of one of the results: Android Studio tip Are you looking for something? Press Shift two times and start typing what you're searching for. Or to display all recent files, use the Cmd + E shortcut (for Windows: Ctrl + E). Quality and performance You will learn about patterns and how support annotations can help you improve the quality of your code. Testing your app is just as important as developing one, and it will take your app to the next level. Aim for a five-star rating in the Google Play Store later. The book shows you how to do unit testing based on jUnit or Robolectric and how to use code analysis tools such as Android Lint. You will learn about memory optimization using the Android Device Monitor, detect issues and learn how to fix them as shown in the following screenshot: Android Studio tip You can easily extract code from a method that has become too large. Just mark the code that you want to move and use the shortcut Cmd + Alt + M (for Windows: Ctrl + Alt + M). Having a physical Android device to test your apps is strongly recommended, but with thousands of Android devices being available, testing on real devices could be pretty expensive. Genymotion is a real, fast, and easy-to-use emulator and comes with many real-world device configurations. Did all your unit tests succeed? There are no more OutOfMemoryExceptions any more? No memory leaks found? Then it is about time to distribute your app to your beta testers. The final chapters explain how to configure your app for a beta release by creating the build types and build flavours that you need. Finally, distribute your app to your beta testers using Google Play to learn from their feedback. Did you know? Android Marshmallow (Android 6.0) introduces runtime permissions, which will change the way users give permission for an app. The book The art of Android development using Android Studio contains around 30 real-world recipes, clarifying all topics being discussed. It is a great start for programmers that have been using Eclipse for Android development before but is also suitable for new Android developers that know about the Java Syntax already. Summary The book nicely explains all the things you need to know to find your way in Android Studio and how to create high-quality and great looking apps. Resources for Article: Further resources on this subject: Introducing an Android platform [article] Testing with the Android SDK [article] Android Virtual Device Manager [article]
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08 Oct 2015
19 min read
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Creating a City Information App with Customized Table Views

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

Packt
06 Oct 2015
6 min read
In this article written by Mathieu Nayrolles, author of the book Xamarin Studio for Android Programming: A C# Cookbook, wants us to learn of how to play sound and how to play a movie by using an user-interactive—press on button in a programmative way. (For more resources related to this topic, see here.) Playing sound There are an infinite number of occasions in which you want your applications to play sound. In this section, we will learn how to play a song from our application in a user-interactive—press on a button—or programmative way. Getting ready For using this you need to create a project on your own: How to do it… Add the following using parameter to your MainActivity.cs file. using Android.Media; Create a class variable named _myPlayer of the MediaPlayer class: MediaPlayer _myPlayer; Create a subfolder named raw under Resources. Place the sound you wish to play inside the newly created folder. We will use the Mario theme, free of rights for non-commercial use, downloaded from http://mp3skull.com. Add the following lines at the end of the OnCreate() method of your MainActivity. _myPlayer = MediaPlayer.Create (this, Resource.Raw.mario); Button button = FindViewById<Button> (Resource.Id.myButton); button.Click += delegate { _myPlayer.Start(); }; In the preceding code sample, the first line creates an instance of the MediaPlayer using the this statement as Context and Resource.Raw.mario as the file to play with this MediaPlayer. The rest of the code is trivial, we just acquired a reference to the button and create a behavior for the OnClick() event of the button. In this event, we call the Start() method of the _myPlayer() variable. Run your application and press on the button as shown on the following screenshot: You should hear the Mario theme playing right after you pressed the button, even if you are running the application on the emulator. How it works... Playing sound (and video) is an activity handled by the Media Player class of the Android platform. This class involves some serious implementations and a multitude of states in the same way as activities. However, as an Android Applications Developer and not as an Android Platform Developer we only require a little background on this. The Android multimedia framework includes—thought the Media Player class—a support for playing a very large variety of media such MP3 from the filesystem or from the Internet. Also, you can only play a song on the current sound device which could be the phone speakers, headset or even a Bluetooth enabled speaker. In other words, even if there are many sound outputs available on the phone, the current default settled by the user is the one where your sound will be played. Finally, you cannot play a sound during a call. There's more... Playing sound which is not stored locally Obviously, you may want to play sounds that are not stored locally—in the raw folder—but anywhere else on the phone, like SDcard or so. To do it, you have to use the following code sample: Uri myUri = new Uri ("uriString"); _myPlayer = new MediaPlayer(); _myPlayer.SetAudioStreamType (AudioManager.UseDefaultStreamType); _myPlayer.SetDataSource(myUri); _myPlayer.Prepare(); The first line defines a Uri for the targeting file to play. The three following lines set the StreamType, the Uri prepares the MediaPlayer. The Prepare() is a method which prepares the player for playback in a synchrone manner. Meaning that this instruction blocks the program until the player is ready to play, until the player has loaded the file. You could also call the PrepareAsync() which returns immediately and performs the loading in an asynchronous way. Playing online sound Using a code very similar to the one required to play sounds stored somewhere on the phone, we could play sound from the Internet. Basically, we just have to replace the Uri parameter by some HTTP address just like the following: String url = "http://myWebsite/mario.mp3"; _myPlayer = new MediaPlayer(); _myPlayer.SetAudioStreamType (AudioManager.UseDefaultStreamType); _myPlayer.SetDataSource(url); _myPlayer.Prepare(); Also, you must request the permission to access the Internet with your application. This is done in the manifest by adding an <uses-permission> tag for your application as shown by the following code sample: <application android_icon="@drawable/Icon" android_label="Splash"> <uses-permission android_name="android.permission.INTERNET" /> </application> See Also See also the next recipe for playing video. Playing a movie As a final recipe in this article, we will see how to play a movie with your Android application. Playing video, unlike playing audio, involves some special views for displaying it to the users. Getting ready For the last time, we will reuse the same project, and more specifically, we will play a Mario video under the button for playing the Mario theme seen in the previous recipe. How to do it... Add the following code to your Main.axml under Layout file: <VideoView android_id="@+id/myVideoView" android_layout_width="fill_parent" android_layout_height="fill_parent"> </VideoView> As a result, the content of your Main.axml file should look like the following screenshot: Add the following code to the MainActivity.cs file in the OnCreate() method: var videoView = FindViewById<VideoView> (Resource.Id.SampleVideoView); var uri = Android.Net.Uri.Parse ("url of your video"); videoView.SetVideoURI (uri); Finally, invoke the videoView.Start() method. Note that playing Internet based video, even short one, will take a very long time as the video need to be fully loaded while using this technique. How it works... Playing video should involve some special view to display it to users. This special view is named the VideoView tag and should be used as same as simple TextView tag. <VideoView android_id="@+id/myVideoView" android_layout_width="fill_parent" android_layout_height="fill_parent"> </VideoView> As you can see in the preceding code sample, you can apply the same parameters to VideoView tag as TextView tag such as layout based options. The VideoView tag, like the MediaPlayer for audio, have a method to set the video URI named SetVideoURI and another one to start the video named Start();. Summary In this article, we've learned how to play a sound clip as well as video on the Android application which we've developed. Resources for Article: Further resources on this subject: Heads up to MvvmCross [article] XamChat – a Cross-platform App [article] Gesture [article]
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06 Oct 2015
7 min read
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Creating Instagram Clone Layout using Ionic framework

Packt
06 Oct 2015
7 min read
In this article by Zainul Setyo Pamungkas, author of the book PhoneGap 4 Mobile Application Development Cookbook, we will see how Ionic framework is one of the most popular HTML5 framework for hybrid application development. Ionic framework provides native such as the UI component that user can use and customize. (For more resources related to this topic, see here.) In this article, we will create a clone of Instagram mobile app layout: First, we need to create new Ionic tabs application project named ionSnap: ionic start ionSnap tabs Change directory to ionSnap: cd ionSnap Then add device platforms to the project: ionic platform add ios ionic platform add android Let's change the tab name. Open www/templates/tabs.html and edit each title attribute of ion-tab: <ion-tabs class="tabs-icon-top tabs-color-active-positive"> <ion-tab title="Timeline" icon-off="ion-ios-pulse" icon-on="ion-ios-pulse-strong" href="#/tab/dash"> <ion-nav-view name="tab-dash"></ion-nav-view> </ion-tab> <ion-tab title="Explore" icon-off="ion-ios-search" icon-on="ion-ios-search" href="#/tab/chats"> <ion-nav-view name="tab-chats"></ion-nav-view> </ion-tab> <ion-tab title="Profile" icon-off="ion-ios-person-outline" icon-on="ion-person" href="#/tab/account"> <ion-nav-view name="tab-account"></ion-nav-view> </ion-tab> </ion-tabs> We have to clean our application to start a new tab based application. Open www/templates/tab-dash.html and clean the content so we have following code: <ion-view view-title="Timeline"> <ion-content class="padding"> </ion-content> </ion-view> Open www/templates/tab-chats.html and clean it up: <ion-view view-title="Explore"> <ion-content> </ion-content> </ion-view> Open www/templates/tab-account.html and clean it up: <ion-view view-title="Profile"> <ion-content> </ion-content> </ion-view> Open www/js/controllers.js and delete methods inside controllers so we have following code: angular.module('starter.controllers', []) .controller('DashCtrl', function($scope) {}) .controller('ChatsCtrl', function($scope, Chats) { }) .controller('ChatDetailCtrl', function($scope, $stateParams, Chats) { }) .controller('AccountCtrl', function($scope) { }); We have clean up our tabs application. If we run our application, we will have view like this: The next steps, we will create layout for timeline view. Each post of timeline will be displaying username, image, Like button, and Comment button. Open www/template/tab-dash.html and add following div list: <ion-view view-title="Timelines"> <ion-content class="has-header"> <div class="list card"> <div class="item item-avatar"> <img src="http://placehold.it/50x50"> <h2>Some title</h2> <p>November 05, 1955</p> </div> <div class="item item-body"> <img class="full-image" src="http://placehold.it/500x500"> <p> <a href="#" class="subdued">1 Like</a> <a href="#" class="subdued">5 Comments</a> </p> </div> <div class="item tabs tabs-secondary tabs-icon-left"> <a class="tab-item" href="#"> <i class="icon ion-heart"></i> Like </a> <a class="tab-item" href="#"> <i class="icon ion-chatbox"></i> Comment </a> <a class="tab-item" href="#"> <i class="icon ion-share"></i> Share </a> </div> </div> </ion-content> </ion-view> Our timeline view will be like this: Then, we will create explore page to display photos in a grid view. First we need to add some styles on our www/css/styles.css: .profile ul { list-style-type: none; } .imageholder { width: 100%; height: auto; display: block; margin-left: auto; margin-right: auto; } .profile li img { float: left; border: 5px solid #fff; width: 30%; height: 10%; -webkit-transition: box-shadow 0.5s ease; -moz-transition: box-shadow 0.5s ease; -o-transition: box-shadow 0.5s ease; -ms-transition: box-shadow 0.5s ease; transition: box-shadow 0.5s ease; } .profile li img:hover { -webkit-box-shadow: 0px 0px 7px rgba(255, 255, 255, 0.9); box-shadow: 0px 0px 7px rgba(255, 255, 255, 0.9); } Then we just put list with image item like so: <ion-view view-title="Explore"> <ion-content> <ul class="profile" style="margin-left:5%;"> <li class="profile"> <a href="#"><img src="http://placehold.it/50x50"></a> </li> <li class="profile" style="list-style-type: none;"> <a href="#"><img src="http://placehold.it/50x50"></a> </li> <li class="profile" style="list-style-type: none;"> <a href="#"><img src="http://placehold.it/50x50"></a> </li> <li class="profile" style="list-style-type: none;"> <a href="#"><img src="http://placehold.it/50x50"></a> </li> <li class="profile" style="list-style-type: none;"> <a href="#"><img src="http://placehold.it/50x50"></a> </li> <li class="profile" style="list-style-type: none;"> <a href="#"><img src="http://placehold.it/50x50"></a> </li> </ul> </ion-content> </ion-view> Now, our explore page will look like this: For the last, we will create our profile page. The profile page consists of two parts. The first one is profile header, which shows user information such as username, profile picture, and number of post. The second part is a grid list of picture uploaded by user. It's similar to grid view on explore page. To add profile header, open www/css/style.css and add following styles bellow existing style: .text-white{ color:#fff; } .profile-pic { width: 30%; height: auto; display: block; margin-top: -50%; margin-left: auto; margin-right: auto; margin-bottom: 20%; border-radius: 4em 4em 4em / 4em 4em; } Open www/templates/tab-account.html and then add following code inside ion-content: <ion-content> <div class="user-profile" style="width:100%;heigh:auto;background-color:#fff;float:left;"> <img src="img/cover.jpg"> <div class="avatar"> <img src="img/ionic.png" class="profile-pic"> <ul> <li> <p class="text-white text-center" style="margin-top:-15%;margin-bottom:10%;display:block;">@ionsnap, 6 Pictures</p> </li> </ul> </div> </div> … The second part of profile page is the grid list of user images. Let's add some pictures under profile header and before the close of ion-content tag: <ul class="profile" style="margin-left:5%;"> <li class="profile"> <a href="#"><img src="http://placehold.it/100x100"></a> </li> <li class="profile" style="list-style-type: none;"> <a href="#"><img src="http://placehold.it/100x100"></a> </li> <li class="profile" style="list-style-type: none;"> <a href="#"><img src="http://placehold.it/100x100"></a> </li> <li class="profile" style="list-style-type: none;"> <a href="#"><img src="http://placehold.it/100x100"></a> </li> <li class="profile" style="list-style-type: none;"> <a href="#"><img src="http://placehold.it/100x100"></a> </li> <li class="profile" style="list-style-type: none;"> <a href="#"><img src="http://placehold.it/100x100"></a> </li> </ul> </ion-content> Our profile page will now look like this: Summary In this article we have seen steps to create Instagram clone with an Ionic framework with the help of an example. If you are a developer who wants to get started with mobile application development using PhoneGap, then this article is for you. Basic understanding of web technologies such as HTML, CSS and JavaScript is a must. Resources for Article: Further resources on this subject: The Camera API [article] Working with the sharing plugin [article] Building the Middle-Tier [article]
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Packt
01 Oct 2015
9 min read
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Apps for Different Platforms

Packt
01 Oct 2015
9 min read
In this article by Hoc Phan, the author of the book Ionic Cookbook, we will cover tasks related to building and publishing apps, such as: Building and publishing an app for iOS Building and publishing an app for Android Using PhoneGap Build for cross–platform (For more resources related to this topic, see here.) Introduction In the past, it used to be very cumbersome to build and successfully publish an app. However, there are many documentations and unofficial instructions on the Internet today that can pretty much address any problem you may run into. In addition, Ionic also comes with its own CLI to assist in this process. This article will guide you through the app building and publishing steps at a high level. You will learn how to: Build iOS and Android app via Ionic CLI Publish iOS app using Xcode via iTunes Connect Build Windows Phone app using PhoneGap Build The purpose of this article is to provide ideas on what to look for and some "gotchas". Apple, Google, and Microsoft are constantly updating their platforms and processes so the steps may not look exactly the same over time. Building and publishing an app for iOS Publishing on App Store could be a frustrating process if you are not well prepared upfront. In this section, you will walk through the steps to properly configure everything in Apple Developer Center, iTunes Connect and local Xcode Project. Getting ready You must register for Apple Developer Program in order to access https://developer.apple.com and https://itunesconnect.apple.com because those websites will require an approved account. In addition, the instructions given next use the latest version of these components: Mac OS X Yosemite 10.10.4 Xcode 6.4 Ionic CLI 1.6.4 Cordova 5.1.1 How to do it Here are the instructions: Make sure you are in the app folder and build for the iOS platform. $ ionic build ios Go to the ios folder under platforms/ to open the .xcodeproj file in Xcode. Go through the General tab to make sure you have correct information for everything, especially Bundle Identifier and Version. Change and save as needed. Visit Apple Developer website and click on Certificates, Identifiers & Profiles. For iOS apps, you just have to go through the steps in the website to fill out necessary information. The important part you need to do correctly here is to go to Identifiers | App IDs because it must match your Bundle Identifier in Xcode. Visit iTunes Connect and click on the My Apps button. Select the Plus (+) icon to click on New iOS App. Fill out the form and make sure to select the right Bundle Identifier of your app. There are several additional steps to provide information about the app such as screenshots, icons, addresses, and so on. If you just want to test the app, you could just provide some place holder information initially and come back to edit later. That's it for preparing your Developer and iTunes Connect account. Now open Xcode and select iOS Device as the archive target. Otherwise, the archive feature will not turn on. You will need to archive your app before you can submit it to the App Store. Navigate to Product | Archive in the top menu. After the archive process completed, click on Submit to App Store to finish the publishing process. At first, the app could take an hour to appear in iTunes Connect. However, subsequent submission will go faster. You should look for the app in the Prerelease tab in iTunes Connect. iTunes Connect has very nice integration with TestFlight to test your app. You can switch on and off this feature. Note that for each publish, you have to change the version number in Xcode so that it won't conflict with existing version in iTunes Connect. For publishing, select Submit for Beta App Review. You may want to go through other tabs such as Pricing and In-App Purchases to configure your own requirements. How it works Obviously this section does not cover every bit of details in the publishing process. In general, you just need to make sure your app is tested thoroughly, locally in a physical device (either via USB or TestFlight) before submitting to the App Store. If for some reason the Archive feature doesn't build, you could manually go to your local Xcode folder to delete that specific temporary archived app to clear cache: ~/Library/Developer/Xcode/Archives See also TestFlight is a separate subject by itself. The benefit of TestFlight is that you don't need your app to be approved by Apple in order to install the app on a physical device for testing and development. You can find out more information about TestFlight here: https://developer.apple.com/library/prerelease/ios/documentation/LanguagesUtilities/Conceptual/iTunesConnect_Guide/Chapters/BetaTestingTheApp.html Building and publishing an app for Android Building and publishing an Android app is a little more straightforward than iOS because you just interface with the command line to build the .apk file and upload to Google Play's Developer Console. Ionic Framework documentation also has a great instruction page for this: http://ionicframework.com/docs/guide/publishing.html. Getting ready The requirement is to have your Google Developer account ready and login to https://play.google.com/apps/publish. Your local environment should also have the right SDK as well as keytool, jarsigner, and zipalign command line for that specific version. How to do it Here are the instructions: Go to your app folder and build for Android using this command: $ ionic build --release android You will see the android-release-unsigned.apk file in the apk folder under /platforms/android/build/outputs. Go to that folder in the Terminal. If this is the first time you create this app, you must have a keystore file. This file is used to identify your app for publishing. If you lose it, you cannot update your app later on. To create a keystore, type the following command in the command line and make sure it's the same keytool version of the SDK: $ keytool -genkey -v -keystore my-release-key.keystore -alias alias_name -keyalg RSA -keysize 2048 -validity 10000 Once you fill out the information in the command line, make a copy of this file somewhere safe because you will need it later. The next step is to use that file to sign your app so it will create a new .apk file that Google Play allow users to install: $ jarsigner -verbose -sigalg SHA1withRSA -digestalg SHA1 -keystore my-release-key.keystore HelloWorld-release-unsigned.apk alias_name To prepare for final .apk before upload, you must package it using zipalign: $ zipalign -v 4 HelloWorld-release-unsigned.apk HelloWorld.apk Log in to Google Developer Console and click on Add new application. Fill out as much information as possible for your app using the left menu. Now you are ready to upload your .apk file. First is to perform a beta testing. Once you are completed with beta testing, you can follow Developer Console instructions to push the app to Production. How it works This section does not cover other Android marketplaces such as Amazon Appstore because each of them has different processes. However, the common idea is that you need to completely build the unsigned version of the apk folder, sign it using existing or new keystore file, and finally zipalign to prepare for upload. Using PhoneGap Build for cross-platform Adobe PhoneGap Build is a very useful product that provides build-as-a-service in the cloud. If you have trouble building the app locally in your computer, you could upload the entire Ionic project to PhoneGap Build and it will build the app for Apple, Android, and Windows Phone automatically. Getting ready Go to https://build.phonegap.com and register for a free account. You will be able to build one private app for free. For additional private apps, there is monthly fee associated with the account. How to do it Here are the instructions: Zip your entire /www folder and replace cordova.js to phonegap.js in index.html as described in http://docs.build.phonegap.com/en_US/introduction_getting_started.md.html#Getting%20Started%20with%20Build. You may have to edit config.xml to ensure all plugins are included. Detailed changes are at PhoneGap documentation: http://docs.build.phonegap.com/en_US/configuring_plugins.md.html#Plugins. Select Upload a .zip file under private tab. Upload the .zip file of the www folder. Make sure to upload appropriate key for each platform. For Windows Phone, upload publisher ID file. After that, you just build the app and download the completed build file for each platform. How it works In a nutshell, PhoneGap Build is a convenience way when you are only familiar with one platform during development process but you want your app to be built quickly for other platforms. Under the hood, PhoneGap Build has its own environment to automate the process for each user. However, the user still has to own the responsibility of providing key file for signing the app. PhoneGap Build just helps attach the key to your app. See also The common issue people usually face with when using PhoneGap Build is failure to build. You may want to refer to their documentation for troubleshooting: http://docs.build.phonegap.com/en_US/support_failed-builds.md.html#Failed%20Builds Summary This article provided you with general information about tasks related to building and publishing apps for Android, for iOS and for cross-platform using PhoneGap, wherein you came to know how to publish an app in various places such as App Store and Google Play. Resources for Article: Further resources on this subject: Our App and Tool Stack[article] Directives and Services of Ionic[article] AngularJS Project [article]
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23 Sep 2015
5 min read
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Learning Node.js for Mobile Application Development

Packt
23 Sep 2015
5 min read
  In Learning Node.js for Mobile Application Development by Christopher Svanefalk and Stefan Buttigieg, the overarching goal of this article is to give you the tools and know-how to install Node.js on multiple OS platforms and how to verify the installation. After reading this article you will know how to install, configure and use the fundamental software components. You will also have a good understanding of why these tools are appropriate for developing modern applications. (For more resources related to this topic, see here.) Why Node.js? Modern apps have several requirements which cannot be provided by the app itself, such as central data storage, communication routing, and user management. In order to provide such services, apps rely on an external software component known as a backend. The backend we will use for this is Node.js, a powerful but strange beast in its category. Node.js is known for being both reliable and highly performing. Node.js comes with its own package management system, NPM (Node Package Manager), through which you can easily install, remove and manage packages for your project. What this article covers? This article covers the installation of Node.js on multiple OS platforms and how to verify the installation. The installation Node.js is delivered as a set of JavaScript libraries, executing on a C/C++ runtime that is built around the Google V8 JavaScript Engine. The two come bundled together for most major operating systems, and we will look at the specifics of installing it. Google V8 JavaScript Engine is the same JavaScript engine that is used in the Chrome browser, built for speed and efficiency. Windows For Windows, there is a dedicated MSI wizard that can be used to install Node.js, which can be downloaded from the project's official website. To do so, go to the main page, navigate to Downloads, and then select Windows Installer. After it is downloaded, run MSI, follow the steps given to select the installation options, and conclude the install. Keep in mind that you will need to restart your system in order to make the changes effective. Linux Most major Linux distributions provide convenient installs of Node.js through their own package management systems. However, it is important to keep in mind that for many of them, NPM will not come bundled with the main Node.js package. Rather, it will be provided as a separate package. We will show how to install both in the following section. Ubuntu/Debian Open a terminal and issue sudo apt-get update to make sure that you have the latest package listings. After this, issue apt-get install nodejsnpm in order to install both Node.js and NPM in one swoop. Fedora/RHEL/CentOS On Fedora 18 or later, open a terminal and issue sudo yum install nodejsnpm. The system will perform the full setup for you. If you are running RHEL or CentOS, you will need to enable the optional EPEL repository. This can be done in conjunction with the install process, so that you do not need to do it again while upgrading, by issuing the sudo yum install nodejsnpm --enablerepo=epel command. Verifying your installation Now that we have finished the install, let's do a sanity check and make sure that everything works as expected. To do so, we can use the Node.js shell, which is an interactive runtime environment that is used to execute JavaScript code. To open it, first open a terminal, and then issue the following on it: node This will start the interpreter, which will appear as a shell, with the input line starting with the > sign. Once you are in it, type the following: console.log(“Hello world!); Then, press Enter. The Hello world! phrase will appear on the next line. Congratulations, your system is now set up to run Node.js! Mac OS X For Mac OS X, you can find a ready-to-install PKG file by going to www.nodejs.org, navigating to Downloads, and selecting the Mac OS X Installer option. Otherwise, you can click on Install, and your package file will automatically be downloaded as shown in the followin screenshot: Once you have downloaded the file, run it and follow the instructions on the screen. It is recommended that you keep all the offered default settings, unless there are compelling reasons for you to change something with regard to your specific machine. Verifying your installation for Mac OS X After the install finishes, open a terminal and start the Node.js shell by issuing the following command: node This will start the interactive node shell where you can execute JavaScript code. To make sure that everything works, try issuing the following command to the interpreter: console.log(“hello world!”); After pressing Enter, the Hello world! phrase will appear on your screen. Congratulations, Node.js is all set up and good to go! Who this article is written for Intended for web developers of all levels of expertise who want to deep dive into cross-platform mobile application development without going through the pains of understanding the languages and native frameworks which form an integral part of developing for different mobile platforms. This article will provide the readers with the necessary basic idea to develop mobile applications with near-native functionality and help them understand the process to develop a successful cross-platform mobile application. Summary In this article, we learned the different techniques that can be used to install Node.js across different platforms. Read Learning Node.js for Mobile Application Development to dive into cross-platform mobile application development. The following are some other related titles: Node.js Design Patterns Web Development with MongoDB and Node.js Deploying Node.js Node Security Resources for Article: Further resources on this subject: Welcome to JavaScript in the full stack[article] Introduction and Composition[article] Deployment and Maintenance [article]
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Packt
16 Sep 2015
10 min read
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Prerequisites for a Map Application

Packt
16 Sep 2015
10 min read
In this article by Raj Amal, author of the book Learning Android Google Maps, we will cover the following topics: Generating an SHA1 fingerprint in the Windows, Linux, and Mac OS X Registering our application in the Google Developer Console Configuring Google Play services with our application Adding permissions and defining an API key Generating the SHA1 fingerprint Let's learn about generating the SHA1 fingerprint in different platforms one by one. Windows The keytool usually comes with the JDK package. We use the keytool to generate the SHA1 fingerprint. Navigate to the bin directory in your default JDK installation location, which is what you configured in the JAVA_HOME variable, for example, C:Program FilesJavajdk 1.7.0_71. Then, navigate to File | Open command prompt. Now, the command prompt window will open. Enter the following command, and then hit the Enter key: keytool -list -v -keystore "%USERPROFILE%.androiddebug.keystore" - alias androiddebugkey -storepass android -keypass android You will see output similar to what is shown here: Valid from: Sun Nov 02 16:49:26 IST 2014 until: Tue Oct 25 16:49:26 IST 2044 Certificate fingerprints: MD5: 55:66:D0:61:60:4D:66:B3:69:39:23:DB:84:15:AE:17 SHA1: C9:44:2E:76:C4:C2:B7:64:79:78:46:FD:9A:83:B7:90:6D:75:94:33 In the preceding output, note down the SHA1 value that is required to register our application with the Google Developer Console: The preceding screenshot is representative of the typical output screen that is shown when the preceding command is executed. Linux We are going to obtain the SHA1 fingerprint from the debug.keystore file, which is present in the .android folder in your home directory. If you install Java directly from PPA, open the terminal and enter the following command: keytool -list -v -keystore ~/.android/debug.keystore -alias androiddebugkey - storepass android -keypass android This will return an output similar to the one we've obtained in Windows. Note down the SHA1 fingerprint, which we will use later. If you've installed Java manually, you'll need to run a keytool from the keytool location. You can export the Java JDK path as follows: export JAVA_HOME={PATH to JDK} After exporting the path, run the keytool as follows: $JAVA_HOME/bin/keytool -list -v -keystore ~/.android/debug.keystore - alias androiddebugkey -storepass android -keypass android The output of the preceding command is shown as follows: Mac OS X Generating the SHA1 fingerprint in Mac OS X is similar to you what you performed in Linux. Open the terminal and enter the command. It will show output similar to what we obtained in Linux. Note down the SHA1 fingerprint, which we will use later: keytool -list -v -keystore ~/.android/debug.keystore -alias androiddebugkey - storepass android -keypass android Registering your application to the Google Developer Console This is one of the most important steps in our process. Our application will not function without obtaining an API key from the Google Developer Console. Follow these steps one by one to obtain the API key: Open the Google Developer Console by visiting https://console.developers.google.com and click on the CREATE PROJECT button. A new dialog box appears. Give your project a name and a unique project ID. Then, click on Create: As soon as your project is created, you will be redirected to the Project dashboard. On the left-hand side, under the APIs & auth section, select APIs: Then, scroll down and enable Google Maps Android API v2: Next, under the same APIs & auth section, select Credentials. Select Create new Key under the Public API access, and then select Android key in the following dialog: In the next window, enter the SHA1 fingerprint we noted in our previous section followed by a semicolon and the package name of the Android application we wish to register. For example, my SHA1 fingerprint value is C9:44:2E:76:C4:C2:B7:64:79:78:46:FD:9A:83:B7:90:6D:75:94:33, and the package name of the app I wish to create is com.raj.map; so, I need to enter the following: C9:44:2E:76:C4:C2:B7:64:79:78:46:FD:9A:83:B7:90:6D:75:94:33;com.raj.map You need to enter the value shown in the following screen: Finally, click on Create. Now our Android application will be registered with the Google Developer Console and it will a display a screen similar to the following one: Note down the API key from the screen, which will be similar to this: AIzaSyAdJdnEG5vfo925VV2T9sNrPQ_rGgIGnEU Configuring Google Play services Google Play services includes the classes required for our map application. So, it is required to be set up properly. It differs for Eclipse with the ADT plugin and Gradle-based Android Studio. Let's see how to configure Google Play services for both separately; It is relatively simple. Android Studio Configuring Google Play Services with Android Studio is very simple. You need to add a line of code to your build.gradle file, which contains the Gradle build script required to build our project. There are two build.gradle files. You must add the code to the inner app's build.gradle file. The following screenshot shows the structure of the project: The code should be added to the second Gradle build file, which contains our app module's configuration. Add the following code to the dependencies section in the Gradle build file: compile 'com.google.android.gms:play-services:7.5.0 The structure should be similar to the following code: dependencies { compile 'com.google.android.gms:play-services:7.5.0' compile 'com.android.support:appcompat-v7:21.0.3' } The 7.5.0 in the code is the version number of Google Play services. Change the version number according to your current version. The current version can be found from the values.xml file present in the res/values directory of the Google Play services library project. The newest version of Google Play services can found at https://developers.google.com/android/guides/setup. That's it. Now resync your project. You can sync by navigating to Tools | Android | Sync Project with Gradle Files. Now, Google Play services will be integrated with your project. Eclipse Let's take a look at how to configure Google Play services in Eclipse with the ADT plugin. First, we need to import Google Play services into Workspace. Navigate to File | Import and the following window will appear: In the preceding screenshot, navigate to Android | Existing Android Code Into Workspace. Then click on Next. In the next window, browse the sdk/extras/google/google_play_services/libproject/google-play-services_lib directory root directory as shown in the following screenshot: Finally, click on Finish. Now, google-play-services_lib will be added to your Workspace. Next, let's take a look at how to configure Google Play services with our application project. Select your project, right-click on it, and select Properties. In the Library section, click on Add and choose google-play-services_lib. Then, click on OK. Now, google-play-services_lib will be added as a library to our application project as shown in the following screenshot: In the next section, we will see how to configure the API key and add permissions that will help us to deploy our application. Adding permissions and defining the API key The permissions and API key must be defined in the AndroidManifest.xml file, which provides essential information about applications in the operating system. The OpenGL ES version must be specified in the manifest file, which is required to render the map and also the Google Play services version. Adding permissions Three permissions are required for our map application to work properly. The permissions should be added inside the <manifest> element. The four permissions are as follows: INTERNET ACCESS_NETWORK_STATE WRITE_EXTERNAL_STORAGE READ_GSERVICES Let's take a look at what these permissions are for. INTERNET This permission is required for our application to gain access to the Internet. Since Google Maps mainly works on real-time Internet access, the Internet it is essential. ACCESS_NETWORK_STATE This permission gives information about a network and whether we are connected to a particular network or not. WRITE_EXTERNAL_STORAGE This permission is required to write data to an external storage. In our application, it is required to cache map data to the external storage. READ_GSERVICES This permission allows you to read Google services. The permissions are added to AndroidManifest.xml as follows: <uses-permission android_name="android.permission.INTERNET"/> <uses-permission android_name="android.permission.ACCESS_NETWORK_STATE"/> <uses-permission android_name="android.permission.WRITE_EXTERNAL_STORAGE"/> <uses-permission android_name="com.google.android.providers.gsf.permission.READ_GSERVICES" /> There are some more permissions that are currently not required. Specifying the Google Play services version The Google Play services version must be specified in the manifest file for the functioning of maps. It must be within the <application> element. Add the following code to AndroidManifest.xml: <meta-data android_name="com.google.android.gms.version" android_value="@integer/google_play_services_version" />   Specifying the OpenGL ES version 2 Android Google maps uses OpenGL to render a map. Google maps will not work on devices that do not support version 2 of OpenGL. Hence, it is necessary to specify the version in the manifest file. It must be added within the <manifest> element, similar to permissions. Add the following code to AndroidManifest.xml: <uses-feature android_glEsVersion="0x00020000" android_required="true"/> The preceding code specifies that version 2 of OpenGL is required for the functioning of our application. Defining the API key The Google maps API key is required to provide authorization to the Google maps service. It must be specified within the <application> element. Add the following code to AndroidManifest.xml: <meta-data android_name="com.google.android.maps.v2.API_KEY" android_value="API_KEY"/> The API_KEY value must be replaced with the API key we noted earlier from the Google Developer Console. The complete AndroidManifest structure after adding permissions, specifying OpenGL, the Google Play services version, and defining the API key is as follows: <?xml version="1.0" encoding="utf-8"?> <manifest package="com.raj.sampleapplication" android_versionCode="1" android_versionName="1.0" > <uses-feature android_glEsVersion="0x00020000" android_required="true"/> <uses-permission android_name="android.permission.INTERNET"/> <uses-permission android_name="android.permission.ACCESS_NETWORK_STATE"/> <uses-permission android_name="android.permission.WRITE_EXTERNAL_STORAGE"/> <uses-permission android_name="com.google.android.providers.gsf.permission.READ_GSERVICES" /> <application> <meta-data android_name="com.google.android.gms.version" android_value="@integer/google_play_services_version" /> <meta-data android_name="com.google.android.maps.v2.API_KEY" android_value="AIzaSyBVMWTLk4uKcXSHBJTzrxsrPNSjfL18lk0"/> </application> </manifest>   Summary In this article, we learned how to generate the SHA1 fingerprint in different platforms, registering our application in the Google Developer Console, and generating an API key. We also configured Google Play services in Android Studio and Eclipse and added permissions and other data in a manifest file that are essential to create a map application. Resources for Article: Further resources on this subject: Testing with the Android SDK [article] Signing an application in Android using Maven [article] Code Sharing Between iOS and Android [article]
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08 Sep 2015
15 min read
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Application Development Workflow

Packt
08 Sep 2015
15 min read
 In this article by Ivan Turkovic, author of the book PhoneGap Essentials, you will learn some of the basics on how to work with the PhoneGap application development and how to start building the application. We will go over some useful steps and tips to get the most out of your PhoneGap application. In this article, you will learn the following topics: An introduction to a development workflow Best practices Testing (For more resources related to this topic, see here.) An introduction to a development workflow PhoneGap solves a great problem of developing mobile applications for multiple platforms at the same time, but still it is pretty much open about how you want to approach the creation of an application. You do not have any predefined frameworks that come out of-the-box by default. It just allows you to use the standard web technologies such as the HTML5, CSS3, and JavaScript languages for hybrid mobile application development. The applications are executed in wrappers that are custom-built to work on every platform and the underlying web view behaves in the same way on all the platforms. For accessing device APIs, it relies on the standard API bindings to access every device's sensors or the other features. The developers who start using PhoneGap usually come from different backgrounds, as shown in the following list: Mobile developers who want to expand the functionality of their application on other platforms but do not want to learn a new language for each platform Web developers who want to port their existing desktop web application to a mobile application; if they are using a responsive design, it is quite simple to do this Experienced mobile developers who want to use both the native and web components in their application, so that the web components can communicate with the internal native application code as well The PhoneGap project itself is pretty simple. By default, it can open an index.html page and load the initial CSS file, JavaScript, and other resources needed to run it. Besides the user's resources, it needs to refer the cordova.js file, which provides the API bindings for all the plugins. From here onwards, you can take different steps but usually the process falls in two main workflows: web development workflow and native platform development. Web project development A web project development workflow can be used when you want to create a PhoneGap application that runs on many mobile operating systems with as little as possible changes to a specific one. So there is a single codebase that is working along with all the different devices. It has become possible with the latest versions since the introduction of the command-line interface (CLI). This automates the tedious work involved in a lot of the functionalities while taking care of each platform, such as building the app, copying the web assets in the correct location for every supported platform, adding platform-specific changes, and finally running build scripts to generate binaries. This process can be automated even more with build system automating tasks such as Gulp or Grunt. You can run these tasks before running PhoneGap commands. This way you can optimize the assets before they are used. Also you can run JSLint automatically for any change or doing automatic builds for every platform that is available. Native platform development A native platform development workflow can be imagined as a focus on building an application for a single platform and the need to change the lower-level platform details. The benefit of using this approach is that it gives you more flexibility and you can mix the native code with a WebView code and impose communication between them. This is appropriate for those functionalities that contain a section of the features that are not hard to reproduce with web views only; for example, a video app where you can do the video editing in the native code and all the social features and interaction can be done with web views. Even if you want to start with this approach, it is better to start the new project as a web project development workflow and then continue to separate the code for your specific needs. One thing to keep in mind is that, to develop with this approach, it is better to develop the application in more advanced IDE environments, which you would usually use for building native applications. Best practices                            The running of hybrid mobile applications requires some sacrifices in terms of performance and functionality; so it is good to go over some useful tips for new PhoneGap developers. Use local assets for the UI As mobile devices are limited by the connection speeds and mobile data plans are not generous with the bandwidth, you need to prepare all the UI components in the application before deploying to the app store. Nobody will want to use an application that takes a few seconds to load the server-rendered UI when the same thing could be done on the client. For example, the Google Fonts or other non-UI assets that are usually loaded from the server for the web applications are good enough as for the development process, but for the production; you need to store all the assets in the application's container and not download them during its run process. You do not want the application to wait while an important part is being loaded. The best advice on the UI that I can give you is to adopt the Single Page Application (SPA) design; it is a client-side application that is run from one request from a web page. Initial loading means taking care of loading all the assets that are required for the application in order to function, and any further updates are done via AJAX (such as loading data). When you use SPA, not only do you minimize the amount of interaction with the server, you also organize your application in a more efficient manner. One of the benefits is that the application doesn't need to wait for every deviceready event for each additional page that it loads from the start. Network access for data As you have seen in the previous section, there are many limitations that mobile applications face with the network connection—from mobile data plans to the network latency. So you do not want it to rely on the crucial elements, unless real-time communication is required for the application. Try to keep the network access only to access crucial data and everything else that is used frequently can be packed into assets. If the received data does not change often, it is advisable to cache it for offline use. There are many ways to achieve this, such as localStorage, sessionStorage, WebSQL, or a file. When loading data, try to load only the data you need at that moment. If you have a comment section, it will make sense if you load all thousand comments; the first twenty comments should be enough to start with. Non-blocking UI When you are loading additional data to show in the application, don't try to pause the application until you receive all the data that you need. You can add some animation or a spinner to show the progress. Do not let the user stare at the same screen when he presses the button. Try to disable the actions once they are in motion in order to prevent sending the same action multiple times. CSS animations As most of the modern mobile platforms now support CSS3 with a more or less consistent feature set, it is better to make the animations and transitions with CSS rather than with the plain JavaScript DOM manipulation, which was done before CSS3. CSS3 is much faster as the browser engine supports the hardware acceleration of CSS animations and is more fluid than the JavaScript animations. CSS3 supports translations and full keyframe animations as well, so you can be really creative in making your application more interactive. Click events You should avoid click events at any cost and use only touch events. They work in the same way as they do in the desktop browser. They take a longer time to process as the mobile browser engine needs to process the touch or touchhold events before firing a click event. This usually takes 300 ms, which is more than enough to give an additional impression of slow responses. So try to start using touchstart or touchend events. There is a solution for this called FastClick.js. It is a simple, easy-to-use library for eliminating the 300 ms delay between a physical tap and the firing of a click event on mobile browsers. Performance The performance that we get on the desktops isn't reflected in mobile devices. Most of the developers assume that the performance doesn't change a lot, especially as most of them test the applications on the latest mobile devices and a vast majority of the users use mobile devices that are 2-3 years old. You have to keep in mind that even the latest mobile devices have a slower CPU, less RAM, and a weaker GPU. Recently, mobile devices are catching up in the sheer numbers of these components but, in reality, they are slower and the maximum performance is limited due to the battery life that prevents it from using the maximum performance for a prolonged time. Optimize the image assets We are not limited any more by the app size that we need to deploy. However, you need to optimize the assets, especially images, as they take a large part of the assets, and make them appropriate for the device. You should prepare images in the right size; do not add the biggest size of the image that you have and force the mobile device to scale the image in HTML. Choosing the right image size is not an easy task if you are developing an application that should support a wide array of screens, especially for Android that has a very fragmented market with different screen sizes. The scaled images might have additional artifacts on the screen and they might not look so crisp. You will be hogging additional memory just for an image that could leave a smaller memory footprint. You should remember that mobile devices still have limited resources and the battery doesn't last forever. If you are going to use PhoneGap Build, you will need to make sure you do not exceed the limit as the service still has a limited size. Offline status As we all know, the network access is slow and limited, but the network coverage is not perfect so it is quite possible that your application will be working in the offline mode even in the usual locations. Bad reception can be caused by being inside a building with thick walls or in the basement. Some weather conditions can affect the reception too. The application should be able to handle this situation and respond to it properly, such as by limiting the parts of the application that require a network connection or caching data and syncing it when you are online once again. This is one of the aspects that developers usually forget to test in the offline mode to see how the app behaves under certain conditions. You should have a plugin available in order to detect the current state and the events when it passes between these two modes. Load only what you need There are a lot of developers that do this, including myself. We need some part of the library or a widget from a framework, which we don't need for anything other than this, and yet we are a bit lazy about loading a specific element and the full framework. This can load an immense amount of resources that we will never need but they will still run in the background. It might also be the root cause of some of the problems as some libraries do not mix well and we can spend hours trying to solve this problem. Transparency You should try to use as little as possible of the elements that have transparent parts as they are quite processor-intensive because you need to update screen on every change behind them. The same things apply to the other visual elements that are processor-intensive such as shadows or gradients. The great thing is that all the major platforms have moved away from flashy graphical elements and started using the flat UI design. JSHint If you use JSHint throughout the development, it will save you a lot of time when developing things in JavaScript. It is a static code analysis tool for checking whether the JavaScript source code complies with the coding rules. It will detect all the common mistakes done with JavaScript, as JavaScript is not a compiled language and you can't see the error until you run the code. At the same time, JSHint can be a very restrictive and demanding tool. Many beginners in JavaScript, PhoneGap, or mobile programming could be overwhelmed with the number of errors or bad practices that JSHint will point out. Testing The testing of applications is an important aspect of build applications, and mobile applications are no exception. With a slight difference for most of the development that doesn't require native device APIs, you can use the platform simulators and see the results. However, if you are using the native device APIs that are not supported through simulators, then you need to have a real device in order to run a test on it. It is not unusual to use desktop browsers resized to mobile device screen resolution to emulate their screen while you are developing the application just to test the UI screens, since it is much faster and easier than building and running the application on a simulator or real device for every small change. There is a great plugin for the Google Chrome browser called Apache Ripple. It can be run without any additional tools. The Apache Ripple simulator runs as a web app in the Google Chrome browser. In Cordova, it can be used to simulate your app on a number of iOS and Android devices and it provides basic support for the core Cordova plugins such as Geolocation and Device Orientation. You can run the application in a real device browser or use the PhoneGap developer app. This simplifies the workflow as you can test the application on your mobile device without the need to re-sign, recompile, or reinstall your application to test the code. The only disadvantage is that with simulators, you cannot access the device APIs that aren't available in the regular web browsers. The PhoneGap developer app allows you to access device APIs as long as you are using one of the supplied APIs. It is good if you remember to always test the application on real devices at least before deploying to the app store. Computers have almost unlimited resources as compared to mobile devices, so the application that runs flawlessly on the computer might fail on mobile devices due to low memory. As simulators are faster than the real device, you might get the impression that it will work on every device equally fast, but it won't—especially with older devices. So, if you have an older device, it is better to test the response on it. Another reason to use the mobile device instead of the simulator is that it is hard to get a good usability experience from clicking on the interface on the computer screen without your fingers interfering and blocking the view on the device. Even though it is rare that you would get some bugs with the plain PhoneGap that was introduced with the new version, it might still happen. If you use the UI framework, it is good if you try it on the different versions of the operating systems as they might not work flawlessly on each of them. Even though hybrid mobile application development has been available for some time, it is still evolving, and as yet there are no default UI frameworks to use. Even the PhoneGap itself is still evolving. As with the UI, the same thing applies to the different plugins. Some of the features might get deprecated or might not be supported, so it is good if you implement alternatives or give feedback to the users about why this will not work. From experience, the average PhoneGap application will use at least ten plugins or different libraries for the final deployment. Every additional plugin or library installed can cause conflicts with another one. Summary In this article, we learned more advanced topics that any PhoneGap developer should get into more detail once he/she has mastered the essential topics. Resources for Article: Further resources on this subject: Building the Middle-Tier[article] Working with the sharing plugin[article] Getting Ready to Launch Your PhoneGap App in the Real World [article]
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Packt
04 Sep 2015
7 min read
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Introduction to WatchKit

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

Packt
25 Aug 2015
11 min read
In this article by Andrey Kovalenko author of the book PhoneGap by Example we implemented several unit and integration tests with the Jasmine tool for our application. We used the headless browser PhantomJS, and we measured performance with Appium. All this is great and helps us automate the testing approach to find bugs in the early stages of application development. Once we finish creating our application and test it, we can think of delivering our application to other people. We can distribute the application in several different ways. Once we finish these tasks, we will be ready to do a full cycle of the application creation and distribution processes. We already know how to set up development environments to develop for iOS and Android. We will reuse these skills in this article as well to prepare our builds for distribution. This article read as a step-by-step tutorial for the setup of different tools. (For more resources related to this topic, see here.) We already know how to build our application using IDE (Xcode or Android Studio). However, now, we will explore how to build the application for different platforms using the PhoneGap Build service. PhoneGap Build helps us stay away from different SDKs. It works for us by compiling in the cloud. First of all, we should register on https://build.phonegap.com. It is pretty straightforward. Once we register, we can log in, and under the apps menu section, we will see something like this:   We entered a link to our git repository with source files or upload the zip archive with the same source code. However, there is a specific requirement for the structure of the folders for upload. We should take only the www directory of the Cordova/PhoneGap application, add config.xml inside it, and compress this folder. Let's look at this approach using an example of the Crazy Bubbles application. PhoneGap config.xml In the root folder of the game, we will place the following config.xml file: <?xml version="1.0" encoding="UTF-8" ?> <widget id = "com.cybind.crazybubbles" versionCode = "10" version = "1.0.0" > <name>Crazy Bubbles</name> <description> Nice PhoneGap game </description> <author href="https://build.phonegap.com" email="support@phonegap.com"> Andrew Kovalenko </author> <gap:plugin name="com.phonegap.plugin.statusbar" /> </widget> This configuration file specifies the main setup for the PhoneGap Build application. The setup is made up of these elements: widget is a root element of our XML file based on the W3C specification, with the following attributes: id: This is the application name in the reverse-domain style version: This is the version of the application in numbers format versionCode: This is optional and used only for Android name of the application description of the application name of the author with website link and e-mail List of plugins if required by the application We can use this XML file or enter the same information using a web interface. When we go to Settings | Configuration, we will see something like the following screenshot: PhoneGap plugins As you can see, we included one plugin in config.xml: <gap:plugin name="com.phonegap.plugin.statusbar" /> There are several attributes that the gap:plugin tag has. They are as follows: name: This is required, plugin ID in the reverse-domain format version: This is optional, plugin version source: This is optional, can be pgb, npm, or plugins.cordova.io. The default is pgb params: This is optional, configuration for plugin if needed We included the StatusBar plugin, which doesn't require JavaScript code. However, there are some other plugins that need JavaScript in the index.html file. So, we should not forget to add the code. Initial upload and build Once we finish the configuration steps and create a Zip archive of the www folder, we can upload it. Then, we will see the following screen:   Here, we can see generic information about the application, where we can enable remote debugging with Weinre. Weinre is a remote web inspector. It allows access to the DOM and JavaScript. Now, we can click on the Ready to build button, and it will trigger the build for us. Here, you can see that the iOS build has failed. Let's click on the application title and figure out what is going on. Once the application properties page loads, we will see the following screenshot: When we click on the Error button, we will see the reason why it failed:   So, we need to provide a signing key. Basically, you need a provisioning profile and certificate needed to build the application. We already downloaded the provisioning profile from the Apple Development portal, but we should export the certificate from the Keychain Access. We are going to open it, find our certificate in the list, and export it:   When we export it, we will be asked for the destination to store the .p12 file:   Add a password to protect the file:   Once we save the file, we can go back to the PhoneGap Build portal and create a signing key:   Just click on the No key selected button in the dropdown and upload the exported certificate and provisioning profile for the application. Once the upload is finished, the build will be triggered:   Now, we will get a successful result and can see all the build platforms:   Now, we can download the application for both iOS and Android and install it on the device. Alternatively, we can install the application by scanning the QR code on the application main page. We can do this with any mobile QR scanner application on our device. It will return a direct link for the build download for a specific platform. Once it is downloaded, we can install it and see it running on our device. Congratulations! We just successfully created the build with the PhoneGap Build service! Now, let's take a closer look at the versioning approach for the application. Beta release of the iOS application For the beta release of our application, we will use the TestFlight service from the Apple. As a developer, we need to be a member of the iOS Developer program. As a tester, we will need to install the application for beta testing and the TestFlight application from the App Store. After that, the tester can leave feedback about the application. First of all, let's go to https://itunesconnect.apple.com and login there. After that, we can go to the My Apps section and click on the plus sign in the top-left corner. We will get a popup with a request to enter some main information about the application. Let's add the information about our application so that it looks like this:   All the fields in the preceding screenshot are well known and do not require additional explanation. Once we click on the Create button, the application is created, and we can see the Versions tab of the application. Now, we need to build and upload our application. We can do this in two ways: Using Xcode Using Application Loader However, before submitting to beta testing, we need to generate a provisioning profile for distribution. Let's do it on the Developer portal. Generate a distribution provisioning profile Go to the Provisioning Profiles, and perform the following steps: Click on + to add a new provisioning profile and go to Distribution | App Store as presented in the following screenshot: Then, select the application ID. In my case, it is Travelly: After that, select the certificates to include in the provisioning profile. The certificate should be for distribution as well: Finally, generate the provisioning profile, set a name for the file, and download it: Now, we can build and upload our application to iTunes Connect. Upload to iTunes Connect with Xcode Let's open the Travelly application in Xcode. Go to cordova/platforms/ios and open Travelly.xcodeproj. After that, we have to select iOS Device to run our application. In this case, we will see the Archive option available. It would not be available if the emulator option is selected. Now, we can initiate archiving by going to Product | Archive:   Once the build is completed, we will see the list of archives:   Now, click on the Submit to App Store… button. It will ask us to select a development team if we have several teams:   At this stage, Xcode is looking for the provisioning profile we generated earlier. We would be notified if there is no distribution provisioning profile for our application. Once we click on Choose, we are redirected to the screen with binary and provisioning information:   When we click on the Submit button, Xcode starts to upload the application to iTunes Connect: Congratulations! We have successfully uploaded our build with Xcode: Upload to iTunes Connect with Application Loader Before the reviewing process of build upload with Application Loader, we need to install the tool first. Let's go to iTunes Connect | Resources and Help | App Preparation and Delivery and click on the Application Loader link. It will propose the installation file for download. We will download and install it. After that, we can review the upload process. Uploading with Application Loader is a little different than with XCode. We will follow the initial steps until we get the following screen:   In this case, on the screen, we will click on the Export button, where we can save the .ipa file. However, before that, we have to select the export method:   We are interested in distribution to the App Store, so we selected the first option. We need to save the generated file somewhere to the filesystem. Now, we will launch Application Loader and log in using our Apple Developer account:   After that, we will select Deliver Your App and pick the generated file:   In the following screenshot, we can see the application's generic information: name, version, and so on:   When we click on the Next button, we will trigger upload to iTunes Connect, which is successfully executed: During the process, the package will be uploaded to the iTunes Store, as shown here: Once the application is added, it will show you the following screenshot: Now, if we go to iTunes Connect | My Apps | Travelly | Prerelease | Builds, we will see our two uploaded builds:   As you can see, they are both inactive. We need to send our application to internal and external testers. Invite internal and external testers Let's work with version 0.0.2 of the application. First of all, we need to turn on the check box to the right of the TestFlight Beta Testing label. There are two types of testers we can invite: Internal testers are iTunes Connect users. It is possible to invite up to 25 internal testers. External testers are independent users who can install the application using the TestFlight mobile tool. To invite internal testers, let's go to the Internal Testers tab, add the e-mail of the desired tester, place the check mark, and click on the Invite button:   The user will receive an e-mail with the following content:   Users can click on the link and follow the instructions to install the application. To allow testing for external users, we will go to the External Testers tab. Before becoming available for external testing, the application should be reviewed. For the review, some generic information is needed. We need to add: Instructions for the testers on what to test Description of the application Feedback information Once this information is entered, we can click on the Next button and answer questions about cryptography usage in the application:   We do not use cryptography, so we select No and click on Submit. Now, our application is waiting for review approval:   Now, there is a button available to add external testers:   We can invite up to 1000 external testers. After the tester accepts the invite on their device, the invite will be linked to their current Apple ID. Once the application review is finished, it will become available for external testers. Summary In this article of the book, you learned how to release the PhoneGap application with the PhoneGap Build service. Also, we released the application through TestFlight for beta testing. Now, we will be able to develop different types of Cordova/PhoneGap applications, test them. I think it is pretty awesome, don't you? Resources for Article: Further resources on this subject: Geolocation – using PhoneGap features to improve an app's functionality, write once use everywhere[article] Getting Ready to Launch Your PhoneGap App in the Real World[article] Using Location Data with PhoneGap [article]
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Packt
25 Aug 2015
9 min read
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And now for something extra

Packt
25 Aug 2015
9 min read
 In this article by Paul F. Johnson, author of the book Cross-platform UI Development with Xamarin.Forms, we'll look at how to add a custom renderer for Windows Phone in particular. (For more resources related to this topic, see here.) This article doesn't depend on anything because there is no requirement to have a Xamarin subscription; the Xamarin Forms library is available for free via NuGet. All you require is Visual Studio 2013 (or higher) running on Windows 8 (or higher—this is needed for the Windows Phone 8 emulator). Let's make a start Before we can create a custom renderer, we have to create something to render. In this case, we need to create a Xamarin Forms application. For this, create a new project in Visual Studio, as shown in the following screenshot: Selecting the OK button creates the project. Once the project is created, you will see the following screenshot on the right-hand side: In the preceding screenshot, there are four projects created: Portable (also known as the PCL—portable class library) Droid (Android 4.0.3 or higher) iOS (iOS 7 or higher) Windows Phone (8 or higher). By default, it is 8.0, but it can be set to 8.1 If we expand the WinPhone profile and examine References, we will see the following screenshot: Here, you can see that Xamarin.Forms is already installed. You can also see the link to the PCL at the bottom. Creating a button Buttons are available natively in Xamarin Forms. You can perform some very basic operations on a button (such as assign text, a Click event, and so on). When built, the platform will render their own version of Button. This is how the code looks: var button = new Button { Text = "Hello" }; button.Click += delegate {…}; For our purposes, we don't want a dull standard button, but we want a button that looks similar to the following image: We may also want to do something really different by having a button with both text and an image, where the image and text positions can look similar to the following image on either side: Creating the custom button The first part to creating the button is to create an empty class that inherits Button, as shown in the following code: using Xamarin.Forms; namespace CustomRenderer { public class NewButton : Button { public NewButton() { } } } As NewButton inherits Button, it will have all the properties and events that a standard Button has. Therefore, we can use the following code: var btnLogin = new NewButton() { Text = "Login", }; btnLogin.Clicked += delegate { if (!string.IsNullOrEmpty(txtUsername.Text) && !string.IsNullOrEmpty(txtPassword.Text)) LoginUser(txtUsername.Text, txtPassword.Text); }; However, the difference here is that as we will use something that inherits a class, we can use the default renderer or define our own renderer. The custom renderer To start with, we need to tell the platform that we will use a custom renderer as follows: [assembly: ExportRenderer(typeof(NewButton), typeof(NewButtonRenderer))] namespace WinPhone { class NewButtonRenderer : ButtonRenderer We start by saying that we will use a renderer on the NewButton object from the PCL with the NewButtonRenderer class. The class itself has to inherit ButtonRenderer that contains the code we need to create the renderer. The next part is to override OnElementChanged. This method is triggered when an element from within the object being worked on changes. Considerations for Windows Phone A prime consideration on Windows Phone is that the ViewRenderer base is actually a Canvas that has the control (in this case, a button) on it as a child. This is an advantage for us. If we clear the child from the canvas, the canvas can be manipulated, and the button can be added back. It is important to remember that we are dealing with two distinct entities, and each has its own properties. For example, the white rectangle that surrounds a Windows Phone button is part of the control, whereas the color and styling are part of the canvas, as shown in the following code: protected override void OnElementChanged(ElementChangedEventArgs<Xamarin.Forms.Button> e) { base.OnElementChanged(e); if (Control != null) { // clear the children of the canvas. We are not deleting the button. Children.Clear(); // create the new background var border = new Border { CornerRadius = new System.Windows.CornerRadius(10), Background = new SolidColorBrush(System.Windows.Media.Color.FromArgb(255, 130, 186, 132)), BorderBrush = new SolidColorBrush(System.Windows.Media.Color.FromArgb(255,45,176,51)), BorderThickness = new System.Windows.Thickness(0.8), Child = Control // this adds the control back to the border }; Control.Foreground = new SolidColorBrush(Colors.White); // make the text white Control.BorderThickness = new System.Windows.Thickness(0); // remove the button border that is always there Children.Add(border); // add the border to the canvas. Remember, this also contains the Control } } When compiled, the UI will give you a button, as shown in the following image: I'm sure you'll agree; it's much nicer than the standard Windows Phone button. The sound of music An image button is also fairly simple to create. Again, create a new Xamarin.Forms project in Visual Studio. Once created, as we did before, create a new empty class that inherits Button. Why is it empty? Unfortunately, it's not that simple to pass additional properties with a custom renderer, so to ensure an easier life, the class just inherits the base class, and anything else that is needed to go to the renderer is accessed through the pointer to app. Setting up the PCL code In the PCL, we will have the following code: App.text = "This is a cow"; App.filename = "cow.png"; App.onTheLeft = true; var btnComposite = new NewCompositeButton(){ }; Text, filename, and onTheLeft are defined in the App class and are accessed from the PCL using CompositeUI.App.filename (CompositeUI is the namespace I've used). The PCL is now set up, so the renderer is needed. The Windows Phone renderer As before, we need to tell the platform that we will use our own renderer and override the default OnElementChanged event, as shown in the following code: [assembly: ExportRenderer(typeof(NewCompositeButton), typeof(NewCompositeButtonRenderer))] namespace WinPhone { class NewCompositeButtonRenderer :ButtonRenderer { protected override void OnElementChanged(ElementChangedEventArgs<Xamarin.Forms.Button> e) { base.OnElementChanged(e); As with the first example, we will deal with a base class that is a Canvas with a single child. This child needs to be removed from the canvas before it can be manipulated as follows: Children.Clear(); Our next problem is that we have an image and text. Accessing the image It is recommended that images are kept either in the Assets directory in the project or in the dedicated Images directory. For my example, my image is in assets. To create the image, we need to create a bitmap image, set the source, and finally assign it to an image (for good measure, a small amount of padding is also added) as follows: var bitmap = new BitmapImage(); bitmap.SetSource(App.GetResourceStream(new Uri(@"Assets/"+CompositeUI.App.filename, UriKind.Relative)).Stream); var image = new System.Windows.Controls.Image { Source = bitmap, Margin = new System.Windows.Thickness(8,0,8,0) }; Adding the image to the button We now have a problem. If we add the image directly to the canvas, we can't specify whether it is on the left-hand side or on the right-hand side of the text. Moreover, how do you add the image to the canvas? Yes, you can use the child property, but this still leads to the issue of position. Thankfully, Windows Phone provides a StackPanel class. If you think of a stack panel as a set of ladders, you will quickly understand how it works. A ladder can be vertical or horizontal. If it's vertical, each object is directly before or after each other. If it is horizontal, each object is either at the left-hand side or the right-hand side of each other. With the Orientation property of a StackPanel class, we can create a horizontal or vertical ladder for whatever we need. In the case of the button, we want the Panel to be horizontal, as shown in the following code: var panel = new StackPanel { Orientation = Orientation.Horizontal, }; Then, we can set the text for the button and any other attributes: Control.Foreground = new SolidColorBrush(Colors.White); Control.BorderThickness = new System.Windows.Thickness(0); Control.Content = CompositeUI.App.text; Note that there isn't a Text property for the button on Windows Phone. Its equivalent is Content. Our next step is to decide which side the image goes on and add it to the panel, as shown in the following code: if (CompositeUI.App.onTheLeft) { panel.Children.Add(image); panel.Children.Add(Control); } else { panel.Children.Add(Control); panel.Children.Add(image); } We can now create the border and add the panel as the child: var border = new Border { CornerRadius = new System.Windows.CornerRadius(10), Background = new SolidColorBrush(System.Windows.Media.Color.FromArgb(255, 130, 186, 132)), BorderBrush = new SolidColorBrush(System.Windows.Media.Color.FromArgb(255, 45, 176, 51)), BorderThickness = new System.Windows.Thickness(0.8), Child = panel }; Lastly, add the border to the canvas: Children.Add(border); We now have a button with an image and text on it, as shown in the following image: This rendering technique can also be applied to Lists and anywhere else required. It's not difficult; it's just not as obvious as it really should be. Summary Creating styled buttons is certainly for the platform to work on, but the basics are there in the PCL. The code is not difficult to understand, and once you've used it a few times, you'll find that the styling buttons to create attractive user interfaces is not such as big effort. Xamarin Forms will always help you create your UI, but at the end of the day, it's only you who can make it stand out. Resources for Article: Further resources on this subject: Configuring Your Operating System[article] Heads up to MvvmCross[article] Code Sharing Between iOS and Android [article]
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