- •Contents at a Glance
- •About the Authors
- •About the Technical Reviewer
- •Acknowledgments
- •Preface
- •What This Book Is
- •What You Need
- •Developer Options
- •What You Need to Know
- •What’s Different About Coding for iOS?
- •Only One Active Application
- •Only One Window
- •Limited Access
- •Limited Response Time
- •Limited Screen Size
- •Limited System Resources
- •No Garbage Collection, but…
- •Some New Stuff
- •A Different Approach
- •What’s in This Book
- •What’s New in This Update?
- •Are You Ready?
- •Setting Up Your Project in Xcode
- •The Xcode Workspace Window
- •The Toolbar
- •The Navigator View
- •The Jump Bar
- •The Utility Pane
- •Interface Builder
- •New Compiler and Debugger
- •A Closer Look at Our Project
- •Introducing Xcode’s Interface Builder
- •What’s in the Nib File?
- •The Library
- •Adding a Label to the View
- •Changing Attributes
- •Some iPhone Polish—Finishing Touches
- •Bring It on Home
- •The Model-View-Controller Paradigm
- •Creating Our Project
- •Looking at the View Controller
- •Understanding Outlets and Actions
- •Outlets
- •Actions
- •Cleaning Up the View Controller
- •Designing the User Interface
- •Adding the Buttons and Action Method
- •Adding the Label and Outlet
- •Writing the Action Method
- •Trying It Out
- •Looking at the Application Delegate
- •Bring It on Home
- •A Screen Full of Controls
- •Active, Static, and Passive Controls
- •Creating the Application
- •Implementing the Image View and Text Fields
- •Adding the Image View
- •Resizing the Image View
- •Setting View Attributes
- •The Mode Attribute
- •Interaction Checkboxes
- •The Alpha Value
- •Background
- •Drawing Checkboxes
- •Stretching
- •Adding the Text Fields
- •Text Field Inspector Settings
- •Setting the Attributes for the Second Text Field
- •Creating and Connecting Outlets
- •Closing the Keyboard
- •Closing the Keyboard When Done Is Tapped
- •Touching the Background to Close the Keyboard
- •Adding the Slider and Label
- •Creating and Connecting the Actions and Outlets
- •Implementing the Action Method
- •Adding Two Labeled Switches
- •Connecting and Creating Outlets and Actions
- •Implementing the Switch Actions
- •Adding the Button
- •Connecting and Creating the Button Outlets and Actions
- •Implementing the Segmented Control Action
- •Implementing the Action Sheet and Alert
- •Conforming to the Action Sheet Delegate Method
- •Showing the Action Sheet
- •Spiffing Up the Button
- •Using the viewDidLoad Method
- •Control States
- •Stretchable Images
- •Crossing the Finish Line
- •The Mechanics of Autorotation
- •Points, Pixels, and the Retina Display
- •Autorotation Approaches
- •Handling Rotation Using Autosize Attributes
- •Configuring Supported Orientations
- •Specifying Rotation Support
- •Designing an Interface with Autosize Attributes
- •Using the Size Inspector’s Autosize Attributes
- •Setting the Buttons’ Autosize Attributes
- •Restructuring a View When Rotated
- •Creating and Connecting Outlets
- •Moving the Buttons on Rotation
- •Swapping Views
- •Designing the Two Views
- •Implementing the Swap
- •Changing Outlet Collections
- •Rotating Out of Here
- •Common Types of Multiview Apps
- •The Architecture of a Multiview Application
- •The Root Controller
- •Anatomy of a Content View
- •Building View Switcher
- •Creating Our View Controller and Nib Files
- •Modifying the App Delegate
- •Modifying BIDSwitchViewController.h
- •Adding a View Controller
- •Building a View with a Toolbar
- •Writing the Root View Controller
- •Implementing the Content Views
- •Animating the Transition
- •Switching Off
- •The Pickers Application
- •Delegates and Data Sources
- •Setting Up the Tab Bar Framework
- •Creating the Files
- •Adding the Root View Controller
- •Creating TabBarController.xib
- •The Initial Test Run
- •Implementing the Date Picker
- •Implementing the Single-Component Picker
- •Declaring Outlets and Actions
- •Building the View
- •Implementing the Controller As a Data Source and Delegate
- •Implementing a Multicomponent Picker
- •Declaring Outlets and Actions
- •Building the View
- •Implementing the Controller
- •Implementing Dependent Components
- •Creating a Simple Game with a Custom Picker
- •Writing the Controller Header File
- •Building the View
- •Adding Image Resources
- •Implementing the Controller
- •The spin Method
- •The viewDidLoad Method
- •Final Details
- •Linking in the Audio Toolbox Framework
- •Final Spin
- •Table View Basics
- •Table Views and Table View Cells
- •Grouped and Plain Tables
- •Implementing a Simple Table
- •Designing the View
- •Writing the Controller
- •Adding an Image
- •Using Table View Cell Styles
- •Setting the Indent Level
- •Handling Row Selection
- •Changing the Font Size and Row Height
- •Customizing Table View Cells
- •Adding Subviews to the Table View Cell
- •Creating a UITableViewCell Subclass
- •Adding New Cells
- •Implementing the Controller’s Code
- •Loading a UITableViewCell from a Nib
- •Designing the Table View Cell in Interface Builder
- •Using the New Table View Cell
- •Grouped and Indexed Sections
- •Building the View
- •Importing the Data
- •Implementing the Controller
- •Adding an Index
- •Implementing a Search Bar
- •Rethinking the Design
- •A Deep Mutable Copy
- •Updating the Controller Header File
- •Modifying the View
- •Modifying the Controller Implementation
- •Copying Data from allNames
- •Implementing the Search
- •Changes to viewDidLoad
- •Changes to Data Source Methods
- •Adding a Table View Delegate Method
- •Adding Search Bar Delegate Methods
- •Adding a Magnifying Glass to the Index
- •Adding the Special Value to the Keys Array
- •Suppressing the Section Header
- •Telling the Table View What to Do
- •Putting It All on the Table
- •Navigation Controller Basics
- •Stacky Goodness
- •A Stack of Controllers
- •Nav, a Hierarchical Application in Six Parts
- •Meet the Subcontrollers
- •The Disclosure Button View
- •The Checklist View
- •The Rows Control View
- •The Movable Rows View
- •The Deletable Rows View
- •The Editable Detail View
- •The Nav Application’s Skeleton
- •Creating the Top-Level View Controller
- •Setting Up the Navigation Controller
- •Adding the Images to the Project
- •First Subcontroller: The Disclosure Button View
- •Creating the Detail View
- •Modifying the Disclosure Button Controller
- •Adding a Disclosure Button Controller Instance
- •Second Subcontroller: The Checklist
- •Creating the Checklist View
- •Adding a Checklist Controller Instance
- •Third Subcontroller: Controls on Table Rows
- •Creating the Row Controls View
- •Adding a Rows Control Controller Instance
- •Fourth Subcontroller: Movable Rows
- •Creating the Movable Row View
- •Adding a Move Me Controller Instance
- •Fifth Subcontroller: Deletable Rows
- •Creating the Deletable Rows View
- •Adding a Delete Me Controller Instance
- •Sixth Subcontroller: An Editable Detail Pane
- •Creating the Data Model Object
- •Creating the Detail View List Controller
- •Creating the Detail View Controller
- •Adding an Editable Detail View Controller Instance
- •But There’s One More Thing. . .
- •Breaking the Tape
- •Creating a Simple Storyboard
- •Dynamic Prototype Cells
- •Dynamic Table Content, Storyboard-Style
- •Editing Prototype Cells
- •Good Old Table View Data Source
- •Will It Load?
- •Static Cells
- •Going Static
- •So Long, Good Old Table View Data Source
- •You Say Segue, I Say Segue
- •Creating Segue Navigator
- •Filling the Blank Slate
- •First Transition
- •A Slightly More Useful Task List
- •Viewing Task Details
- •Make More Segues, Please
- •Passing a Task from the List
- •Handling Task Details
- •Passing Back Details
- •Making the List Receive the Details
- •If Only We Could End with a Smooth Transition
- •Split Views and Popovers
- •Creating a SplitView Project
- •The Storyboard Defines the Structure
- •The Code Defines the Functionality
- •The App Delegate
- •The Master View Controller
- •The Detail View Controller
- •Here Come the Presidents
- •Creating Your Own Popover
- •iPad Wrap-Up
- •Getting to Know Your Settings Bundle
- •The AppSettings Application
- •Creating the Project
- •Working with the Settings Bundle
- •Adding a Settings Bundle to Our Project
- •Setting Up the Property List
- •Adding a Text Field Setting
- •Adding an Application Icon
- •Adding a Secure Text Field Setting
- •Adding a Multivalue Field
- •Adding a Toggle Switch Setting
- •Adding the Slider Setting
- •Adding Icons to the Settings Bundle
- •Adding a Child Settings View
- •Reading Settings in Our Application
- •Retrieving User Settings
- •Creating the Main View
- •Updating the Main View Controller
- •Registering Default Values
- •Changing Defaults from Our Application
- •Keeping It Real
- •Beam Me Up, Scotty
- •Your Application’s Sandbox
- •Getting the Documents Directory
- •Getting the tmp Directory
- •File-Saving Strategies
- •Single-File Persistence
- •Multiple-File Persistence
- •Using Property Lists
- •Property List Serialization
- •The First Version of the Persistence Application
- •Creating the Persistence Project
- •Designing the Persistence Application View
- •Editing the Persistence Classes
- •Archiving Model Objects
- •Conforming to NSCoding
- •Implementing NSCopying
- •Archiving and Unarchiving Data Objects
- •The Archiving Application
- •Implementing the BIDFourLines Class
- •Implementing the BIDViewController Class
- •Using iOS’s Embedded SQLite3
- •Creating or Opening the Database
- •Using Bind Variables
- •The SQLite3 Application
- •Linking to the SQLite3 Library
- •Modifying the Persistence View Controller
- •Using Core Data
- •Entities and Managed Objects
- •Key-Value Coding
- •Putting It All in Context
- •Creating New Managed Objects
- •Retrieving Managed Objects
- •The Core Data Application
- •Designing the Data Model
- •Creating the Persistence View and Controller
- •Persistence Rewarded
- •Managing Document Storage with UIDocument
- •Building TinyPix
- •Creating BIDTinyPixDocument
- •Code Master
- •Initial Storyboarding
- •Creating BIDTinyPixView
- •Storyboard Detailing
- •Adding iCloud Support
- •Creating a Provisioning Profile
- •Enabling iCloud Entitlements
- •How to Query
- •Save Where?
- •Storing Preferences on iCloud
- •What We Didn’t Cover
- •Grand Central Dispatch
- •Introducing SlowWorker
- •Threading Basics
- •Units of Work
- •GCD: Low-Level Queueing
- •Becoming a Blockhead
- •Improving SlowWorker
- •Don’t Forget That Main Thread
- •Giving Some Feedback
- •Concurrent Blocks
- •Background Processing
- •Application Life Cycle
- •State-Change Notifications
- •Creating State Lab
- •Exploring Execution States
- •Making Use of Execution State Changes
- •Handling the Inactive State
- •Handling the Background State
- •Removing Resources When Entering the Background
- •Saving State When Entering the Background
- •A Brief Journey to Yesteryear
- •Back to the Background
- •Requesting More Backgrounding Time
- •Grand Central Dispatch, Over and Out
- •Two Views of a Graphical World
- •The Quartz 2D Approach to Drawing
- •Quartz 2D’s Graphics Contexts
- •The Coordinate System
- •Specifying Colors
- •A Bit of Color Theory for Your iOS Device’s Display
- •Other Color Models
- •Color Convenience Methods
- •Drawing Images in Context
- •Drawing Shapes: Polygons, Lines, and Curves
- •The QuartzFun Application
- •Setting Up the QuartzFun Application
- •Creating a Random Color
- •Defining Application Constants
- •Implementing the QuartzFunView Skeleton
- •Creating and Connecting Outlets and Actions
- •Implementing the Action Methods
- •Adding Quartz 2D Drawing Code
- •Drawing the Line
- •Drawing the Rectangle and Ellipse
- •Drawing the Image
- •Optimizing the QuartzFun Application
- •The GLFun Application
- •Setting Up the GLFun Application
- •Creating BIDGLFunView
- •Updating BIDViewController
- •Updating the Nib
- •Finishing GLFun
- •Drawing to a Close
- •Multitouch Terminology
- •The Responder Chain
- •Responding to Events
- •Forwarding an Event: Keeping the Responder Chain Alive
- •The Multitouch Architecture
- •The Four Touch Notification Methods
- •The TouchExplorer Application
- •The Swipes Application
- •Automatic Gesture Recognition
- •Implementing Multiple Swipes
- •Detecting Multiple Taps
- •Detecting Pinches
- •Defining Custom Gestures
- •The CheckPlease Application
- •The CheckPlease Touch Methods
- •Garçon? Check, Please!
- •The Location Manager
- •Setting the Desired Accuracy
- •Setting the Distance Filter
- •Starting the Location Manager
- •Using the Location Manager Wisely
- •The Location Manager Delegate
- •Getting Location Updates
- •Getting Latitude and Longitude Using CLLocation
- •Error Notifications
- •Trying Out Core Location
- •Updating Location Manager
- •Determining Distance Traveled
- •Wherever You Go, There You Are
- •Accelerometer Physics
- •Don’t Forget Rotation
- •Core Motion and the Motion Manager
- •Event-Based Motion
- •Proactive Motion Access
- •Accelerometer Results
- •Detecting Shakes
- •Baked-In Shaking
- •Shake and Break
- •Accelerometer As Directional Controller
- •Rolling Marbles
- •Writing the Ball View
- •Calculating Ball Movement
- •Rolling On
- •Using the Image Picker and UIImagePickerController
- •Implementing the Image Picker Controller Delegate
- •Road Testing the Camera and Library
- •Designing the Interface
- •Implementing the Camera View Controller
- •It’s a Snap!
- •Localization Architecture
- •Strings Files
- •What’s in a Strings File?
- •The Localized String Macro
- •Real-World iOS: Localizing Your Application
- •Setting Up LocalizeMe
- •Trying Out LocalizeMe
- •Localizing the Nib
- •Localizing an Image
- •Generating and Localizing a Strings File
- •Localizing the App Display Name
- •Auf Wiedersehen
- •Apple’s Documentation
- •Mailing Lists
- •Discussion Forums
- •Web Sites
- •Blogs
- •Conferences
- •Follow the Authors
- •Farewell
- •Index
CHAPTER 12: Application Settings and User Defaults |
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You’ve now seen all the different types of preference fields that you can use in a settings bundle plist file. To save yourself some typing, you can grab More.plist out of the 12 - AppSettings folder in the project archive that accompanies this book, and drag it into that Settings.bundle window we left open earlier.
TIP: When you create your own child settings views, the easiest way is to make a copy of
Root.plist and give it a new name. Then delete all of the existing preference specifiers except the
first one, and add whatever preference specifiers you need for that new file.
We’re finished with our settings bundle. Feel free to compile, run, and test the Settings application. You should be able to reach the child view and set values for all the other fields. Go ahead and play with it, and make changes to the property list if you want.
TIP: We’ve covered almost every configuration option available (at least at the time of this writing). You can find the full documentation of the settings property list format in the document
called Settings Application Schema Reference in the iOS Dev Center. You can get that document, along with a ton of other useful reference documents, from this page:
http://developer.apple.com/library/ios/navigation/.
Before continuing, copy the rabbit.png and turtle.png icons from the 12 - AppSettings folder in the project archive into your project’s AppSettings folder. We’ll use them in our application to show the value of the current settings.
You might have noticed that the two icons you just added are exactly the same ones you added to your settings bundle earlier, and you might be wondering why. Remember that iOS applications can’t read files out of other applications’ sandboxes. The settings bundle doesn’t become part of our application’s sandbox; it becomes part of the Settings application’s sandbox. Since we also want to use those icons in our application, we need to add them separately to our AppSettings folder so they are copied into our application’s sandbox as well.
Reading Settings in Our Application
We’ve now solved half of our problem. The user can get to our preferences, but how do we get to them? As it turns out, that’s the easy part.
Retrieving User Settings
We’ll take advantage of a class called NSUserDefaults to read in the user’s settings. NSUserDefaults is implemented as a singleton, which means there is only one instance of NSUserDefaults running in your application. To get access to that one instance, we call the class method standardUserDefaults, like so:
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
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CHAPTER 12: Application Settings and User Defaults |
Once we have a pointer to the standard user defaults, we use it just like an NSDictionary. To get a value from it, we can call objectForKey:, which will return an Objective-C object, such as an NSString, NSDate, or NSNumber. If we want to retrieve the value as a scalar—like an int, float, or BOOL—we can use another method, such as intForKey:, floatForKey:, or boolForKey:.
When you were creating the property list for this application, you added an array of PreferenceSpecifiers. Some of those specifiers were used to create groups. Others created interface objects that the user used to set the settings. Those are the specifiers we are really interested in, because they hold the real data. Every specifier that was tied to a user setting has a Key named Key. Take a minute to go back and check. For example, the Key for our slider has a value of warpfactor. The Key for our Password field is password. We’ll use those keys to retrieve the user settings.
So that we have a place to display the settings, let’s quickly set up our main view with a bunch of labels. Before going over to Interface Builder, let’s create outlets for all the labels we’ll need. Single-click BIDMainViewController.h, and make the following changes:
#import "BIDFlipsideViewController.h"
#define kUsernameKey |
@"username" |
#define kPasswordKey |
@"password" |
#define kProtocolKey |
@"protocol" |
#define kWarpDriveKey |
@"warp" |
#define kWarpFactorKey |
@"warpFactor" |
#define kFavoriteTeaKey |
@"favoriteTea" |
#define kFavoriteCandyKey |
@"favoriteCandy" |
#define kFavoriteGameKey |
@"favoriteGame" |
#define kFavoriteExcuseKey |
@"favoriteExcuse" |
#define kFavoriteSinKey |
@"favoriteSin" |
@interface BIDMainViewController : UIViewController <BIDFlipsideViewControllerDelegate>
@property (weak, nonatomic) IBOutlet UILabel *usernameLabel; @property (weak, nonatomic) IBOutlet UILabel *passwordLabel; @property (weak, nonatomic) IBOutlet UILabel *protocolLabel; @property (weak, nonatomic) IBOutlet UILabel *warpDriveLabel; @property (weak, nonatomic) IBOutlet UILabel *warpFactorLabel; @property (weak, nonatomic) IBOutlet UILabel *favoriteTeaLabel; @property (weak, nonatomic) IBOutlet UILabel *favoriteCandyLabel; @property (weak, nonatomic) IBOutlet UILabel *favoriteGameLabel; @property (weak, nonatomic) IBOutlet UILabel *favoriteExcuseLabel; @property (weak, nonatomic) IBOutlet UILabel *favoriteSinLabel;
- (void)refreshFields;
@end
There’s nothing new here. We declare a bunch of constants. These are the key values that we used in our plist file for the different preference fields. Then we declare ten outlets, all of them labels, and create properties for each of them. Finally, we declare a method that will read settings out of the user defaults and push those values into the
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various labels. We put this functionality in its own method, because we need to do this same task in more than one place.
Save your changes. Now that we have our outlets declared, let’s head over to the storyboard file to create the GUI.
Creating the Main View
Select MainStoryboard.storyboard to edit it in Interface Builder. When it comes up, you’ll see the main view on the left and the flipside view on the right, connected by a segue. Notice that the background of the main view is dark gray. Let’s change it to white.
Single-click the View belonging to the Main View Controller, and bring up the attributes inspector. Use the color well labeled Background to change the background to white. Note that the color well also functions as a popup menu. If you prefer, use that menu to select White Color.
Put the layout area’s dock in list mode by clicking the small triangle icon, if it’s not already in that mode. In the dock, in the Main View Controller Scene, expand Main View Controller, and then within that, expand View. This reveals an item called Button (see Figure 12–29).
Figure 12–29. In the dock, locate the Main View Controller Scene and expand Main View Controller, and then expand View and find the Button item.
TIP: Got a complex Interface Builder list mode hierarchy that you want to open, all at once?
Instead of expanding each of the items individually, you can expand the entire hierarchy by
holding down the option key and clicking any of the list’s disclosure triangles.
The Button, situated at the lower-right corner of the view, contains an icon that’s mostly white, and is therefore hard to see against the white background. We’re going to change this icon so it will look good on a white background. With the Button selected, bring up the attributes inspector. Change the button’s Type from Info Light to Info Dark.
Now we’re going to add a bunch of labels to the View so it looks like the one shown in Figure 12–30. We’ll need a grand total of 20 labels. Half of them will be static labels that are right-aligned and bold; the other half will be used to display the actual values retrieved from the user defaults and will have outlets pointing to them.
Use Figure 12–30 as your guide to build this view. You don’t need to match the appearance exactly, but you must have one label on the view for each of the outlets we
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434 CHAPTER 12: Application Settings and User Defaults
declared. Go ahead and design the view. You don’t need our help for this. When you’re finished and have it looking the way you like, come back, and we’ll continue. Just so you know, all our labels used 15-point System Font (or System Font Bold), but feel free to go wild with your own design.
Figure 12–30. The View window in Interface Builder showing the 20 labels we added
The next thing we need to do is control-drag from the Main View Controller icon (which represents File’s Owner in the storyboard) to each of the labels intended to display a settings value. You will control-drag a total of ten times, setting each label to a different outlet. Once you have all ten outlets connected to labels, save your changes.
Updating the Main View Controller
In Xcode, select BIDMainViewController.m, and add the following code at the beginning of the file:
#import "BIDMainViewController.h"
@implementation BIDMainViewController
@synthesize usernameLabel; @synthesize passwordLabel; @synthesize protocolLabel; @synthesize warpDriveLabel; @synthesize warpFactorLabel; @synthesize favoriteTeaLabel; @synthesize favoriteCandyLabel; @synthesize favoriteGameLabel;
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@synthesize favoriteExcuseLabel; @synthesize favoriteSinLabel;
- (void)refreshFields {
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults]; usernameLabel.text = [defaults objectForKey:kUsernameKey]; passwordLabel.text = [defaults objectForKey:kPasswordKey]; protocolLabel.text = [defaults objectForKey:kProtocolKey]; warpDriveLabel.text = [defaults boolForKey:kWarpDriveKey]
? @"Engaged" : @"Disabled"; warpFactorLabel.text = [[defaults objectForKey:kWarpFactorKey]
stringValue];
favoriteTeaLabel.text = [defaults objectForKey:kFavoriteTeaKey]; favoriteCandyLabel.text = [defaults objectForKey:kFavoriteCandyKey]; favoriteGameLabel.text = [defaults objectForKey:kFavoriteGameKey]; favoriteExcuseLabel.text = [defaults objectForKey:kFavoriteExcuseKey]; favoriteSinLabel.text = [defaults objectForKey:kFavoriteSinKey];
}
.
.
.
- (void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated];
[self refreshFields];
}
.
.
.
Also, let’s be good memory citizens by inserting the following code into the existing viewDidUnload method:
- (void)viewDidUnload { [super viewDidUnload];
//Release any retained subviews of the main view.
//e.g. self.myOutlet = nil;
self.usernameLabel = nil; self.passwordLabel = nil; self.protocolLabel = nil; self.warpDriveLabel = nil; self.warpFactorLabel = nil; self.favoriteTeaLabel = nil; self.favoriteCandyLabel = nil; self.favoriteGameLabel = nil; self.favoriteExcuseLabel = nil; self.favoriteSinLabel = nil;
}
When the user is finished using the flipside view where some preferences can be changed, our controller will be notified of the fact. When that happens, we need to make sure our labels are updated to show any changes. Add the following line of code to the existing flipsideViewControllerDidFinish: method:
- (void)flipsideViewControllerDidFinish: (BIDFlipsideViewController *)controller {
[self refreshFields];
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