- •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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Figure 2–12. The Xcode navigator view showing the breakpoint navigator. The list of breakpoints is organized by file.
Log navigator: This navigator keeps a history of your recent build results and run logs (see Figure 2–13). Click a specific log, and the build command and any build issues are displayed in the edit pane.
Figure 2–13. The Xcode navigator view showing the log navigator. The log navigator displays a list of builds, with the details associated with a selected view displayed in the edit pane.
The Jump Bar
With a single click, the jump bar allows you to jump to a specific element in the hierarchy you are currently navigating. For example, Figure 2–14 shows a source file being edited in the edit pane. The jump bar is just above the source code. Here’s how it breaks down:
The funky looking icon at the left end of the jump bar is actually a popup menu that displays submenus listing recent files, unsaved files, counterparts, superclasses and subclasses, siblings, categories, includes, and files that include the current file.
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26CHAPTER 2: Appeasing the Tiki Gods
To the right of the über menu are left and right arrows that take you back to the previous file and return to the next file, respectively.
The jump bar includes a segmented popup that displays the files for the current project that can be displayed for the current editor. In Figure 2–14, we’re in the source code editor, so we see all the source files in our project. At the tail end of the jump bar is a popup that shows the methods and other symbols contained by the currently selected file. The jump bar in Figure 2–14 shows the file BIDAppDelegate.m, with a submenu listing the symbols defined in that file.
Figure 2–14. The Xcode editor pane showing the jump bar, with a source code file selected. The submenu shows the list of methods in the selected file.
The jump bar is incredibly powerful. Look for it as you make your way through the various interface elements that make up Xcode 4.
TIP: If you’re running Xcode under Lion (Mac OS X 10.7), there’s full support for full-screen mode. Just click the full-screen button in the upper right of the project window to try out
distraction-free, full-screen coding!
XCODE KEYBOARD SHORTCUTS
If you prefer navigating with keyboard shortcuts instead of mousing to on-screen controls, you’ll like what Xcode has to offer. Most actions that you will do regularly in Xcode have keyboard shortcuts assigned to them, such as B to build your application or N to create a new file.
You can change all of Xcode’s keyboard shortcuts, as well as assign shortcuts to commands that don’t already have one using Xcode’s preferences, under the Key Bindings tab.
A really handy keyboard shortcut is O, which is Xcode’s Open Quickly feature. After pressing it, start typing the name of a file, setting, or symbol, and Xcode will present you with a list of options. When you narrow down the list to the file you want, hitting return will open it in the editing pane, allowing you to switch files in just a few keystrokes.
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The Utility Pane
As we mentioned earlier, the second-to-last button on the right side of the Xcode toolbar opens and closes the utility pane. Like an inspector, the utility pane is context-sensitive, with contents that change depending on what is being displayed in the editor pane.
You’ll see examples throughout the book.
Interface Builder
Earlier versions of Xcode included an interface design tool called Interface Builder, which allowed you to build and customize your project’s user interface. One of the major changes introduced in Xcode 4 is the integration of Interface Builder into the workspace itself. Interface Builder is no longer a separate stand-alone application, which means you don’t need to jump back and forth between Xcode and Interface Builder as your code and interface evolve. Huzzah!
We’ll be working extensively with Xcode’s interface-building functionality throughout the book, digging into all its nooks and crannies. In fact, we’ll do our first bit of interface building a bit later in this chapter.
New Compiler and Debugger
One of the most important changes brought in by Xcode 4 lies under the hood: a brandnew compiler and low-level debugger. Both are significantly faster and smarter than their predecessors.
The new compiler, LLVM 3, generates code that is faster by far than that generated by GCC, which was the default compiler in previous versions of Xcode. In addition to creating faster code, LLVM also knows more about your code, so it can generate smarter, more precise error messages and warnings.
LLVM can also offer more precise code completion, and it can make educated guesses as to the actual intent of a piece of code when it produces a warning, offering a popup menu of likely fixes. This makes errors like misspelled symbol names, mismatched parentheses, and missing semicolons a breeze to find and fix.
LLVM brings to the table a sophisticated static analyzer that can scan your code for a wide variety of potential problems, including problems with Objective-C memory management. In fact, LLVM is so smart about this that it can handle most memory management tasks for you, as long as you abide by a few simple rules when writing your code. We’ll look at the wonderful new ARC feature, which we mentioned earlier, starting in the next chapter.
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A Closer Look at Our Project
Now that we’ve explored the Xcode workspace window, let’s take a look at the files that make up our new Hello World project. Switch to the project navigator by clicking the leftmost of the seven navigator icons on the left side of your workspace (as discussed in the “The Navigator View” section earlier in the chapter) or by pressing 1.
TIP: The seven navigator configurations can be accessed using the keyboard shortcuts 1 to
7. The numbers correspond to the icons starting on the left, so 1 is the project navigator,
2 is the symbol navigator, and so on up to 7, which takes you to the log navigator.
The first item in the project navigator list bears the same name as your project—in this case, Hello World. This item represents your entire project, and it’s also where projectspecific configuration can be done. If you single-click it, you’ll be able to edit a number of project configuration settings in Xcode’s editor. You don’t need to worry about those project-specific settings now, however. At the moment, the defaults will work fine.
Flip back to Figure 2–7. Notice that the disclosure triangle to the left of Hello World is open, showing a number of subfolders (which are called groups in Xcode):
Hello World: The first folder, which is always named after your project, is where you will spend the bulk of your time. This is where most of the code that you write will generally go, as will the files that make up your application’s user interface. You are free to create subfolders under the Hello World folder to help organize your code, and you’re even allowed to use other groups if you prefer a different organizational approach. While we won’t touch most of the files in this folder until next chapter, there is one file we will explore when we make use of Interface Builder in the next section:
BIDViewController.xib contains the user interface elements specific to your project’s main view controller.
Supporting Files: This folder contains source code files and resources that aren’t Objective-C classes but that are necessary to your project. Typically, you won’t spend a lot of time in the Other Sources folder.
When you create a new iPhone application project, this folder contains four files:
Hello_World-Info.plist is a property list that contains information about the application. We’ll look briefly at this file in the “Some iPhone Polish—Finishing Touches” section later in this chapter.
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InfoPlist.strings is a text file that contains human-readable strings that may be referenced in the info property list. Unlike the info property list itself, this file can be localized, allowing you to include multiple language translations in your application (a topic we’ll cover in Chapter 21).
main.m contains your application’s main() method. You normally won’t need to edit or change this file. In fact, if you don’t know what you’re doing, it’s really a good idea not to touch it.
Hello_World_Prefix.pch is a list of header files from external frameworks that are used by your project (the extension .pch stands for precompiled header). The headers referenced in this file are typically ones that aren’t part of your project and aren’t likely to change very often. Xcode will precompile these headers and then continue to use that precompiled version in future builds, which will reduce the amount of time it takes to compile your project whenever you select Build or Run. It will be a while before you need to worry about this file, because the most commonly used header files are already included for you.
Frameworks: This folder is a special kind of library that can contain code as well as resources, such as image and sound files. Any framework or library that you add to this folder will be linked into your application, and your code will be able to use any objects, functions, and resources contained in that framework or library. The most commonly needed frameworks and libraries are linked into your project by default, so most of the time, you will not need to add anything to this folder. If you do need less commonly used libraries and frameworks, it’s easy to add them to the Frameworks folder. We’ll show you how to add frameworks in Chapter 7.
Products: This folder contains the application that this project produces when it is built. If you expand Products, you’ll see an item called Hello World.app, which is the application that this particular project creates. Hello World.app is this project’s only product. Because we have never built it, Hello World.app is red, which is Xcode’s way of telling you that a file reference points to something that is not there.
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