- •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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CHAPTER 19: Whee! Gyro and Accelerometer! |
xAcceleration, self.currentPoint.y + yAcceleration);
That ends our calculations, so all that’s left is to update lastUpdateTime with the current time.
lastUpdateTime = [[NSDate alloc] init];
Before you build the app, add the Core Motion framework using the technique mentioned earlier. Once it’s added, go ahead and build and run the app.
NOTE: Unfortunately, Ball just will not do much on the simulator. If you want to experience Ball in all its gravity-obeying grooviness, you’ll need to join the for-pay iOS Developer Program and
install it on your own device.
If all went well, the application will launch, and you should be able to control the movement of the ball by tilting the phone. When the ball gets to an edge of the screen, it should stop. Tip the phone back the other way, and it should start rolling in the other direction. Whee!
Rolling On
Well, we’ve certainly had some fun in this chapter with physics and the amazing iOS accelerometer and gyro. We created a great April Fools’ prank, and you got to see the basics of using the accelerometer as a control device. The possibilities for applications using the accelerometer and gyro are nearly as endless as the universe. So now that you have the basics down, go create something cool and surprise us!
When you feel up to it, we’re going to get into using another bit of iOS hardware: the built-in camera.
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Chapter 20
The Camera and Photo
Library
By now, it should come as no surprise to you that the iPhone, iPad, and iPod touch have a built-in camera and a nifty application called Photos to help you manage all those awesome pictures and videos you’ve taken. What you may not know is that your programs can use the built-in camera to take pictures. Your applications can also allow the user to select from among the media already stored on the device. We’ll look at both of these abilities in this chapter.
Using the Image Picker and UIImagePickerController
Because of the way iOS applications are sandboxed, applications ordinarily can’t get to photographs or other data that live outside their own sandboxes. Fortunately, both the camera and the media library are made available to your application by way of an image picker.
As the name implies, an image picker is a mechanism that lets you select an image from a specified source. When this class first appeared in iOS, it was used only for images. Nowadays, you can use it to capture video as well.
Typically, an image picker will use a list of images and/or videos as its source (see the left side of Figure 20–1). You can, however, specify that the picker use the camera as its source (see the right side of Figure 20–1).
D.Mark et al., Beginning iOS 5 Development
©Dave Mark, Jack Nutting, Jeff LaMarche 2011
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CHAPTER 20: The Camera and Photo Library |
Figure 20–1. An image picker in action. Users are presented with a list of images (left), and then once an image is selected, they can move and scale the image (right).
The image picker interface is implemented by way of a modal controller class called UIImagePickerController. You create an instance of this class, specify a delegate (as if you didn’t see that coming), specify its image source and whether you want the user to pick an image or a video, and then launch it modally. The image picker will take control of the device to let the user select a picture or video from the existing media library, or to take a new picture or video with the camera. Once the user makes a selection, you can give the user an opportunity to do some basic editing, such as scaling or cropping an image or trimming away a bit of a video clip. All that behavior is implemented by the UIImagePickerController, so you really don’t need to do much heavy lifting here.
Assuming the user doesn’t press cancel, the image or video the user takes or selects from the library will be delivered to your delegate. Regardless of whether the user selects a media file or cancels, your delegate has the responsibility to dismiss the UIImagePickerController so that the user can return to your application.
Creating a UIImagePickerController is extremely straightforward. You just allocate and initialize an instance the way you would with most classes. There is one catch, however. Not every device that runs iOS has a camera. Older iPod touches were the first examples of this, and the first-generation iPad is the latest, but more such devices may roll off Apple’s assembly lines in the future. Before you create an instance of UIImagePickerController, you need to check to see whether the device your program is
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CHAPTER 20: The Camera and Photo Library |
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currently running on supports the image source you want to use. For example, before letting the user take a picture with the camera, you should make sure the program is running on a device that has a camera. You can check that by using a class method on
UIImagePickerController, like this:
if ([UIImagePickerController isSourceTypeAvailable: UIImagePickerControllerSourceTypeCamera]) {
In this example, we’re passing UIImagePickerControllerSourceTypeCamera to indicate that we want to let the user take a picture or shoot a video using the built-in camera. The method isSourceTypeAvailable: returns YES if the specified source is currently available. You can specify two other values in addition to
UIImagePickerControllerSourceTypeCamera:
UIImagePickerControllerSourceTypePhotoLibrary specifies that the user should pick an image or video from the existing media library. That image will be returned to your delegate.
UIImagePickerControllerSourceTypeSavedPhotosAlbum specifies that the user will select the image from the library of existing photographs, but that the selection will be limited to the most recent camera roll.
This option will run on a device without a camera, but does not do anything useful.
After making sure that the device your program is running on supports the image source you want to use, launching the image picker is relatively easy:
UIImagePickerController *picker = [[UIImagePickerController alloc] init]; picker.delegate = self;
picker.sourceType = UIImagePickerControllerSourceTypeCamera; [self presentModalViewController:picker animated:YES];
After we’ve created and configured the UIImagePickerController, we use a method that our class inherited from UIView called presentModalViewController:animated: to present the image picker to the user.
TIP: The presentModalViewController:animated: method is not limited to just presenting image pickers. You can present any view controller to the user, modally, by calling
this method on the view controller for a currently visible view.
Implementing the Image Picker Controller Delegate
The object that you want to be notified when the user has finished using the image picker interface needs to conform to the UIImagePickerControllerDelegate protocol. This protocol defines two methods: imagePickerController:didFinishPickingMediaWithInfo: and imagePickerControllerDidCancel:.
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CHAPTER 20: The Camera and Photo Library |
The imagePickerController:didFinishPickingMediaWithInfo: method is called when the user has successfully taken a photo or video, or selected an item from the media library. The first argument is a pointer to the UIImagePickerController that you created earlier. The second argument is an NSDictionary instance that will contain the chosen photo or the URL of the chosen video, as well as optional editing information if you enabled editing and the user actually did some editing. That dictionary will also contain the original, unedited image stored under the key UIImagePickerControllerOriginalImage. Here’s an example of a delegate method that retrieves the original image:
-(void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info {
UIImage *selectedImage = [info objectForKey:UIImagePickerControllerEditedImage]; UIImage *originalImage = [info objectForKey:UIImagePickerControllerOriginalImage];
// do something with selectedImage and originalImage
[picker dismissModalViewControllerAnimated:YES];
}
The editingInfo dictionary will also tell you which portion of the entire image was chosen during editing by way of an NSValue object stored under the key
UIImagePickerControllerCropRect. You can convert this string into a CGRect like so:
NSValue *cropValue = [editingInfo objectForKey:UIImagePickerControllerCropRect]; CGRect cropRect = [cropValue CGRectValue];
After this conversion, cropRect will specify the portion of the original image that was selected during the editing process. If you do not need this information, you can just ignore it.
CAUTION: If the image returned to your delegate comes from the camera, that image will not be
stored in the photo library. It is your application’s responsibility to save the image, if necessary.
The other delegate method, imagePickerControllerDidCancel:, is called if the user decides to cancel the process without capturing or selecting any media. When the image picker calls this delegate method, it’s just notifying you that the user is finished with the picker and didn’t choose anything.
Both of the methods in the UIImagePickerControllerDelegate protocol are marked as optional, but they really aren’t, and here is why: modal views like the image picker must be told to dismiss themselves. As a result, even if you don’t need to take any application-specific actions when the user cancels an image picker, you still need to dismiss the picker. At a bare minimum, your imagePickerControllerDidCancel: method will need to look like this in order for your program to function correctly:
-(void)imagePickerControllerDidCancel:(UIImagePickerController *)picker {
[picker dismissModalViewControllerAnimated:YES];
}
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