- •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
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[array addObject:field1.text]; [array addObject:field2.text]; [array addObject:field3.text]; [array addObject:field4.text];
[array writeToFile:[self dataFilePath] atomically:YES];
}
This method is pretty simple. We create a mutable array, add the text from each of the four fields to the array, and then write the contents of that array out to a plist file. That’s all there is to saving our data using property lists.
That wasn’t too bad, was it? When our main view is finished loading, we look for a plist file. If it exists, we copy data from it into our text fields. Next, we register to be notified when the application becomes inactive (either by being quit or pushed to the background). When that happens, we gather the values from our four text fields, stick them in a mutable array, and write that mutable array to a property list.
Why don’t you compile and run the application? It should build and then launch in the simulator. Once it comes up, you should be able to type into any of the four text fields. When you’ve typed something in them, press the home button (the circular button with the rounded square in it at the bottom of the simulator window). It’s very important that you press the home button. If you just exit the simulator, that’s the equivalent of forcibly quitting your application. In that case, you will never receive the notification that the application is terminating, and your data will not be saved.
NOTE: Starting in iOS 4, pressing the home button doesn’t typically quit the app—at least not at first. The app is put into a background state, ready to be instantly reactivated in case the user switches back to it. We’ll dig into the details of these states and their implications for running and quitting apps in Chapter 15. In the meantime, if you want to verify that the data really was
saved, you can quit the iPhone simulator entirely, and then restart your app from Xcode. Quitting the simulator is basically the equivalent of rebooting an iPhone, so when it starts up again, your
app will have a fresh relaunch experience.
Property list serialization is pretty cool and easy to use. However, it’s a little limiting, since only a small selection of objects can be stored in property lists. Let’s look at a somewhat more robust approach.
Archiving Model Objects
In the last part of Chapter 9, when we built the Presidents data model object, you saw an example of the process of loading archived data using NSCoder. In the Cocoa world, the term archiving refers to another form of serialization, but it’s a more generic type that any object can implement. Any model object specifically written to hold data should support archiving. The technique of archiving model objects lets you easily write complex objects to a file and then read them back in.
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As long as every property you implement in your class is either a scalar, like int or float, or an instance of a class that conforms to the NSCoding protocol, you can archive your objects completely. Since most Foundation and Cocoa Touch classes capable of storing data do conform to NSCoding (though there are a few noteworthy exceptions, such as UIImage), archiving is actually relatively easy to implement for most classes.
Although not strictly required to make archiving work, another protocol should be implemented along with NSCoding: the NSCopying protocol, which is a protocol that allows your object to be copied. Being able to copy an object gives you a lot more flexibility when using data model objects. For example, in the Presidents application in Chapter 9, instead of that complex code we wrote to store changes the user made so we could handle both the Cancel and Save buttons, we could have made a copy of the president object and stored the changes in that copy. If the user tapped Save, we would just copy the changed version over to replace the original version.
Conforming to NSCoding
The NSCoding protocol declares two methods, which are both required. One encodes your object into an archive; the other one creates a new object by decoding an archive. Both methods are passed an instance of NSCoder, which you work with in very much the same way as NSUserDefaults, introduced in the previous chapter. You can encode and decode both objects and native datatypes like int and float values using key-value coding.
A method to encode an object might look like this:
- (void)encodeWithCoder:(NSCoder *)encoder { [encoder encodeObject:foo forKey:kFooKey]; [encoder encodeObject:bar forKey:kBarKey]; [encoder encodeInt:someInt forKey:kSomeIntKey];
[encoder encodeFloat:someFloat forKey:kSomeFloatKey]
}
To support archiving in our object, we need to encode each of our instance variables into encoder using the appropriate encoding method. We need to implement a method that initializes an object from an NSCoder, allowing us to restore an object that was previously archived. If you are subclassing a class that also conforms to NSCoding, you need to make sure you call encodeWithCoder: on your superclass, meaning your method would look like this instead:
- (void)encodeWithCoder:(NSCoder *)encoder { [super encodeWithCoder:encoder];
[encoder encodeObject:foo forKey:kFooKey]; [encoder encodeObject:bar forKey:kBarKey]; [encoder encodeInt:someInt forKey:kSomeIntKey];
[encoder encodeFloat:someFloat forKey:kSomeFloatKey]
}
Implementing the initWithCoder: method is slightly more complex than implementing encodeWithcoder:. If you are subclassing NSObject directly, or subclassing some other
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class that doesn’t conform to NSCoding, your method would look something like the following:
- (id)initWithCoder:(NSCoder *)decoder { if (self = [super init]) {
foo = [decoder decodeObjectForKey:kFooKey]; bar = [decoder decodeObjectForKey:kBarKey];
someInt = [decoder decodeIntForKey:kSomeIntKey]; someFloat = [decoder decodeFloatForKey:kAgeKey];
}
return self;
}
The method initializes an object instance using [super init]. If that’s successful, it sets its properties by decoding values from the passed-in instance of NSCoder. When implementing NSCoding for a class with a superclass that also conforms to NSCoding, the initWithCoder: method needs to look slightly different. Instead of calling init on super, it needs to call initWithCoder:, like so:
- (id)initWithCoder:(NSCoder *)decoder {
if (self = [super initWithCoder:decoder]) {
foo = [decoder decodeObjectForKey:kFooKey]; bar = [decoder decodeObjectForKey:kBarKey];
someInt = [decoder decodeIntForKey:kSomeIntKey]; someFloat = [decoder decodeFloatForKey:kAgeKey];
}
return self;
}
And that’s basically it. As long as you implement these two methods to encode and decode all of your object’s properties, your object is archivable and can be written to and read from archives.
Implementing NSCopying
As we mentioned earlier, conforming to NSCopying is a very good idea for any data model objects. NSCopying has one method, called copyWithZone:, which allows objects to be copied. Implementing NSCopying is similar to implementing initWithCoder:. You just need to create a new instance of the same class, and then set all of that new instance’s properties to the same values as this object’s properties. Here’s what a copyWithZone: method might look like:
- (id)copyWithZone:(NSZone *)zone {
MyClass *copy = [[[self class] allocWithZone:zone] init]; copy.foo = [self.foo copyWithZone:zone];
copy.bar = [self.bar copyWithZone:zone]; copy.someInt = self.someInt; copy.someFloat = self.someFloat;
return copy;
}
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NOTE: Don’t worry too much about the NSZone parameter. This pointer is to a struct that is used by the system to manage memory. Only in rare circumstances did developers ever need to worry about zones or create their own, and nowadays, it’s almost unheard of to have multiple zones. Calling copy on an object is the same as calling copyWithZone: using the default zone,
which is almost always what you want.
Archiving and Unarchiving Data Objects
Creating an archive from an object or objects that conforms to NSCoding is relatively easy. First, we create an instance of NSMutableData to hold the encoded data, and then we create an NSKeyedArchiver instance to archive objects into that NSMutableData instance:
NSMutableData *data = [[NSMutableData alloc] init]; NSKeyedArchiver *archiver = [[NSKeyedArchiver alloc]
initForWritingWithMutableData:data];
After creating both of those, we then use key-value coding to archive any objects we wish to include in the archive, like this:
[archiver encodeObject:myObject forKey:@"keyValueString"];
Once we’ve encoded all the objects we want to include, we just tell the archiver we’re finished, and write the NSMutableData instance to the file system:
[archiver finishEncoding];
BOOL success = [data writeToFile:@"/path/to/archive" atomically:YES];
If anything went wrong while writing the file, success will be set to NO. If success is YES, the data was successfully written to the specified file. Any objects created from this archive will be exact copies of the objects that were last written into the file.
To reconstitute objects from the archive, we go through a similar process. We create an NSData instance from the archive file and create an NSKeyedUnarchiver to decode the data:
NSData *data = [[NSData alloc] initWithContentsOfFile:path]; NSKeyedUnarchiver *unarchiver = [[NSKeyedUnarchiver alloc]
initForReadingWithData:data];
After that, we read our objects from the unarchiver using the same key that we used to archive the object:
self.object = [unarchiver decodeObjectForKey:@"keyValueString"];
Finally, we tell the archiver we are finished:
[unarchiver finishDecoding];
If you’re feeling a little overwhelmed by archiving, don’t worry. It’s actually fairly straightforward. We’re going to retrofit our Persistence application to use archiving, so you’ll get to see it in action. Once you’ve done it a few times, archiving will become
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