- •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
688 CHAPTER 21: Application Localization
/* Used to ask the user's birth date */ "Birthday" = "Anniversaire";
The Localized String Macro
You won’t actually create the strings file by hand. Instead, you’ll embed each localizable text string in a special macro in your code. Once your source code is final and ready for localization, you’ll run a command-line program, named genstrings, which will search all your code files for occurrences of the macro, pulling out all the unique strings and embedding them in a localizable strings file.
Let’s see how the macro works. First, here’s a traditional string declaration:
NSString *myString = @"First Name";
To make this string localizable, do this instead:
NSString *myString = NSLocalizedString(@"First Name", @"Used to ask the user his/her first name");
The NSLocalizedString macro takes two parameters:
The first parameter is the string value in the base language. If there is no localization, the application will use this string.
The second parameter is used as a comment in the strings file.
NSLocalizedString looks in the application bundle inside the appropriate localization project for a strings file named localizable.strings. If it does not find the file, it returns its first parameter, and the string will appear in the development base language. Strings are typically displayed only in the base language during development, since the application will not yet be localized.
If NSLocalizedString finds the strings file, it searches the file for a line that matches the first parameter. In the preceding example, NSLocalizedString will search the strings file for the string "First Name". If it doesn’t find a match in the localization project that matches the user’s language settings, it will then look for a strings file in the base language and use the value there. If there is no strings file, it will just use the first parameter you passed to the NSLocalizedString macro.
Now that you have an idea of how the localization architecture and the strings file work, let’s take a look at localization in action.
Real-World iOS: Localizing Your Application
We’re going to create a small application that displays the user’s current locale. A locale (an instance of NSLocale) represents both the user’s language and region. It is used by the system to determine which language to use when interacting with the user, as well as how to display dates, currency, and time information, among other things. After we create the application, we will then localize it into other languages. You’ll learn how to localize nib files, strings files, images, and even your application’s display name.
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You can see what our application is going to look like in Figure 21–1. The name across the top comes from the user’s locale. The words down the left side of the view are static labels that are set in the nib file. The words down the right side are set programmatically using outlets. The flag image at the bottom of the screen is a static UIImageView.
Figure 21–1. The LocalizeMe application shown with two different language/region settings
Let’s hop right into it.
Setting Up LocalizeMe
Create a new project in Xcode using the Single View Application template, and call it
LocalizeMe.
If you look in the source code archive, within the 21 - LocalizeMe folder, you’ll see a folder named Images. Inside that folder, you’ll find a pair of folders, one named English and one named French, each containing a file named flag.png. One version of the flag is the US flag, and the other is the French flag.
Start by dragging the English language version of flag.png into the project navigator’s LocalizeMe folder. When prompted, add a copy of that file to the project. We’ll get to the French version of that file as we make our way through the chapter.
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Now let’s add some label outlets to the project. We need to create outlets to a total of six labels: one for the blue title across the top of the view, and five for the words down the right-hand side (see Figure 21–1). Select BIDViewController.h, and make the following changes:
#import <UIKit/UIKit.h>
@interface BIDViewController : UIViewController
@property (weak, nonatomic) IBOutlet UILabel *localeLabel; @property (weak, nonatomic) IBOutlet UILabel *label1; @property (weak, nonatomic) IBOutlet UILabel *label2; @property (weak, nonatomic) IBOutlet UILabel *label3; @property (weak, nonatomic) IBOutlet UILabel *label4; @property (weak, nonatomic) IBOutlet UILabel *label5;
@end
Now select the BIDViewController.xib file to edit the GUI in Interface Builder. Make sure the View window is visible, and then drag a Label from the library, dropping it at the top of the view, aligned with the top blue guideline. Resize the label so that it takes the entire width of the view, from blue guideline to blue guideline. With the label selected, open the attributes inspector. Look for the Font control, and click the small T icon it contains to bring up a small font-selection popup. Click System Bold to let this title label stand out a bit from the rest. Then use the attributes inspector to set the text alignment to centered, and set the text color to a bright blue. You can also use the font selector to make the font size larger if you wish. As long as Autoshrink is selected in the object attributes inspector, the text will be resized if it gets too long to fit.
With your label in place, control-drag from the File’s Owner icon to this new label, and select the localeLabel outlet.
Next, drag five more Labels from the library, and put them against the left margin using the blue guideline, one above the other (see Figure 21–1). Resize the labels so they go about halfway across the view, or a little less. Double-click the top one, and change it from Label to One. Repeat this procedure with the other four labels, changing the text to the numbers Two through Five.
Drag five more Labels from the library, this time placing them against the right margin. Change the text alignment using the object attributes inspector so that they are rightaligned, and increase the size of the label so that it stretches from the right blue guideline to about the middle of the view. Control-drag from File’s Owner to each of the five new labels, connecting each one to a different numbered label outlet. Now, doubleclick each one of the new labels, and delete its text. We will be setting these values programmatically.
Finally, drag an Image View from the library over to the bottom part of the view so it touches the bottom and left blue guidelines. In the attributes inspector, select flag.png for the view’s Image attribute, and resize the image to stretch from blue guideline to blue guideline. In the attributes inspector, change the Mode attribute from its current value to Aspect Fit. Not all flags have the same aspect ratio, and we want to make sure the localized versions of the image look right. Selecting this option will cause the image view
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to resize any other images put in this image view so they fit, but it will maintain the correct aspect ratio (ratio of height to width). Finally, make the flag bigger, until it hits the right-side blue guideline.
Save your nib. Then switch to BIDViewController.m, and insert the following code at the top of the file:
#import "BIDViewController.h"
@implementation BIDViewController
@synthesize localeLabel; @synthesize label1; @synthesize label2; @synthesize label3; @synthesize label4; @synthesize label5;
.
.
.
Now, provide the following implementation for the viewDidLoad method:
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
NSLocale *locale = [NSLocale currentLocale]; NSString *displayNameString = [locale
displayNameForKey:NSLocaleIdentifier value:[locale localeIdentifier]];
localeLabel.text = displayNameString;
label1.text = NSLocalizedString(@"One", @"The number 1"); label2.text = NSLocalizedString(@"Two", @"The number 2"); label3.text = NSLocalizedString(@"Three", @"The number 3"); label4.text = NSLocalizedString(@"Four", @"The number 4"); label5.text = NSLocalizedString(@"Five", @"The number 5");
}
Also, add the following code to the existing viewDidUnload method:
- (void)viewDidUnload
{
[super viewDidUnload];
//Release any retained subviews of the main view.
//e.g. self.myOutlet = nil;
self.localeLabel = nil; self.label1 = nil; self.label2 = nil; self.label3 = nil; self.label4 = nil; self.label5 = nil;
}
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The only item of note in this class is the viewDidLoad method. The first thing we do there is get an NSLocale instance that represents the user’s current locale, which can tell us both the user’s language and region preferences, as set in the iPhone’s Settings application.
NSLocale *locale = [NSLocale currentLocale];
The next line of code might need a bit of explanation. NSLocale works somewhat like a dictionary. It can give you a whole bunch of information about the current user’s preferences, including the name of the currency and the expected date format. You can find a complete list of the information that you can retrieve in the NSLocale API reference.
In this next line of code, we’re retrieving the locale identifier, which is the name of the language and/or region that this locale represents. We’re using a function called displayNameForKey:value:. The purpose of this method is to return the value of the item we’ve requested in a specific language.
The display name for the French language, for example, is Français in French, but French in English. This method gives you the ability to retrieve data about any locale so that it can be displayed appropriately to any users. In this case, we’re getting the display name for the locale in the language of that locale, which is why we pass [locale localeIdentifier] in the second argument. The localeIdentifier is a string in the format we used earlier to create our language projects. For an American English speaker, it would be en_US, and for a French speaker from France, it would be fr_FR.
NSString *displayNameString = [locale displayNameForKey:NSLocaleIdentifier value:[locale localeIdentifier]];
Once we have the display name, we use it to set the top label in the view.
localeLabel.text = displayNameString;
Next, we set the five other labels to the numbers one through five spelled out in our development base language. We also provide a comment telling what each word is. You can just pass an empty string if the words are obvious, as they are here, but any string you pass in the second argument will be turned into a comment in the strings file, so you can use this comment to communicate with the person doing your translations.
label1.text = NSLocalizedString(@"One", @"The number 1"); label2.text = NSLocalizedString(@"Two", @"The number 2"); label3.text = NSLocalizedString(@"Three", @"The number 3"); label4.text = NSLocalizedString(@"Four", @"The number 4"); label5.text = NSLocalizedString(@"Five", @"The number 5");
Let’s run our application now.
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