Wednesday, April 27, 2011

Comparing Variables

I have seen quite a lot of people asking some basic questions about comparing integers, floats, strings, and so on. Many made mistakes in doing so. Such mistakes are:

float x = 0.1;

if (x==0.1) {

// do something

}

This won't work, because a float is what it is.. a number that "floats". A 0.1 is not precisely a 0.1.  In the case of above, x being set to 0.1, but it may hold a value of 0.1000000001 or -0.100000002341 and so on.

So the correct way to compare a float is to set a range.
float x = 0.1;

if ((x<=0.10005)&&(x>=0.00005)) {

// do something

}

There is another variable comparison mistakes that people often do, and asked why it does not work and that is comparing NSString.

NSString *myStr = @"My House";

if (result==myStr) {

// do something

}

This, too, will not work because an NSString is a pointer. A pointer is like an address to your home. Your house needs a renovation, but you are trying to renovate the address. Which is absurd.

There are often a simple function to compare string objects, an in XCode, it is called isEqualToString:

Thus, the correct way to do it is:
NSString *myStr = @"My House";

if ([result isEqualToString:myStr]) {

// do something

}

You can interchange result and myStr in that syntax, no problem. I hope this simple tutorial post helps noobies to understand the variables and how to compare them the correct way. As this tutorial is a simple one, there are no downloadable source codes.

Wednesday, March 9, 2011

How To Do: Slide to Unlock


This is a simple tutorial  to create "slide to unlock" feature.  As you may have guessed, we have to use UISlider. UISlider is an awesome object for many purposes - adjusting parameters of an object, or values of anything (size, amount, etc). But this time we will use it as a "Unlock Key". This type of control is useful when you have an app doing something and the user then puts the iPhone in his pocket while the app is still running. If we just use a normal UIButton to unlock, the user could accidentally touched it while the phone is in the pocket, and unlocked the screen of the app, accidentally. This is the same application as the normal iPhone lock feature.



Ok, all we need in the project is a UISlider, a UIImageView and a UILabel. In .h, we declared them as follows:

 IBOutlet UISlider *slideToUnlock;

IBOutlet UIButton *lockButton;

IBOutlet UILabel *myLabel;

IBOutlet UIImageView *Container;

The lockButton is just a control to enable you to enter the "Locked" status. Also we will be needing 3 methods to help us implementing the "Slide to Unlock" feature in our app.

 
-(IBAction)UnLockIt;

-(IBAction)LockIt;

-(IBAction)fadeLabel;

So, how do we go about implementing it. We need to think of the behaviour, of course. We want the user to slide the slider ball until the very end (right hand side), only then the screen be unlocked. Also, if the user slides half way or not until the very end, and let go (untouch) of the slider ball, we need to slide back the slider ball into initial position (value = 0, at the most left side).

Translating that behaviour into code means: Since the behaviour depends on untouch action, therefore we will use the "Touch Up Inside" delegate of the UISlider. So we will connect the "Touch Up Inside" method to the UnLockIt method.

Let's take a look inside the UnLockIt method - we need to check the value of slider (which equals to the location of the slider ball), and translate the behaviour we stated above into codes:
 
-(IBAction)UnLockIt {



if (!UNLOCKED) {



if (slideToUnlock.value ==1.0) {  // if user slide to the most right side, stop the operation 

// Put here what happens when it is unlocked



slideToUnlock.hidden = YES;

lockButton.hidden = NO;

Container.hidden = YES;

myLabel.hidden = YES;

UNLOCKED = YES;

} else { 

// user did not slide far enough, so return back to 0 position



[UIView beginAnimations: @"SlideCanceled" context: nil];

[UIView setAnimationDelegate: self];

[UIView setAnimationDuration: 0.35];

// use CurveEaseOut to create "spring" effect

[UIView setAnimationCurve: UIViewAnimationCurveEaseOut]; 

slideToUnlock.value = 0.0;



[UIView commitAnimations];



}

} 

}

You notice that we also declare a global variable of type BOOL to check the state of the lock. If the slider ball is at the most right, the value is 1.0 (this is the default max value of a UISlider, you can change in IB if you want), then execute the method to unlock it, in this example, just to hide the slider, label and so on and display the Lock button. If it is not reaching to the right side, then we use CoreAnimation to animate the auto sliding of the slider ball back to initial position of 0.0 (which is at the most left hand side).

Note that I use the UIViewAnimationCurveEaseOut, this animation curve starts out very fast immediately and then slows down at the end. This is to make it similar to a spring reaction.

You also notice we added a label in there. Now, if you see the label in your iPhone, it fades out as you slide the slider towards the right side, we can accomplish this by tying the "Value Changed" delegate of the UISlider to the method fadeLabel as below:

 -(IBAction)fadeLabel {



myLabel.alpha = 1.0 - slideToUnlock.value;



}

This is simple really. Whenever we move the slider ball from left to right, the value of the slider (that we named slideToUnlock), will increase from 0 to 1.0. But we want to change the label's alpha (opacity) from 1.0 to 0.0, therefore a simple invert is done by taking the max value of slideToUnlock and subtracting it to its current value. A better code would be to use

 
myLabel.alpha = slideToUnlock.maximumValue - slideToUnlock.value;

especially if you changed the maximum value to other than 1.0.

That's done with the behaviour of the slider. Now, what's left is just to customize the UISlider with custom slider ball. I also put a UIImageView (Container) at the back to align it nicely with the slider ball. You could also use the container image as the Slider's minimum and maximum track images.

NOTE: Just a little note, the customizing of UISlider must be done at viewDidLoad, otherwise the slider won't be made custom for some reason.

So under viewDidLoad (or if you wish you can put it under applicationDidFinishLaunching), we put the customization code of the UISlider:
 

// I set the track images to be nothing (just a clear image)

UIImage *stetchLeftTrack= [[UIImage imageNamed:@"Nothing.png"]

stretchableImageWithLeftCapWidth:30.0 topCapHeight:0.0];

UIImage *stetchRightTrack= [[UIImage imageNamed:@"Nothing.png"]

stretchableImageWithLeftCapWidth:30.0 topCapHeight:0.0];



// this code to set the slider ball image

[slideToUnlock setThumbImage: [UIImage imageNamed:@"SlideToStop.png"] forState:UIControlStateNormal];

[slideToUnlock setMinimumTrackImage:stetchLeftTrack forState:UIControlStateNormal];

[slideToUnlock setMaximumTrackImage:stetchRightTrack forState:UIControlStateNormal];

That's about it. Enjoy.

Tuesday, February 22, 2011

Best way to use UIImageView (Memory Optimized)

We use UIImageView a lot in our apps, right? At the most, we use it for a nice view backgrounds or even as button images.

The easiest way to set an image to the UIImageView is to use the following code:

 myImage.image = [UIImage imageNamed:@"myImage.png"];

This works. The code is short and simple and used to be my favourite code to use. But no more. Let me tell you why. For this tutorial, we are going to make use the Instruments to help you understand why this method is not memory optimized.

This tutorial also kinda teach you to check your app's Allocations (of memory) and what you should expect an app to behave in the memory world.

1. Using imageNamed will prepare a cache (depending on the size of image) which will NEVER be flushed out of the memory unless you reach a memory warning of some level, but by then its too late and your app will crash. Even when you set myImage.image = nil, the image is STILL IN MEMORY.

2. If you are using Interface Builder, and setting the image in Image View Attributes, that is also equal to imageNamed method. The image will be cached immediately when the app is ran.

3. To illustrate this, I created 2 UIImageViews in a single View. Created the IBOutlets for them so that we can easily set the image to it by code. I also add a button on the main View, so that we can switch between the 2 sub UIImageViews.

4. To illustrate this issue, 2 projects have to be created. One project uses imageNamed as the image setter, and the other uses imageWithContentsOfFile, which is the better image setter.

5. The imageNamed Project:
a) The project is simple, so I won't be explaining any of the normal codes. In this project, upon loading, we set the first UIImageView *firstImage. Upon tapping the button, we will set firstImage to nil, and then show the second UIImageView *secondImage.

b) Lets take a look at the Instruments tool of XCOde. The one we are interested now is the one called "Allocations". Allocations is a very effective tool to check your code for unreleased objects that is eating the memory when it is not used. The basic principle in the coding is, you must release what you no longer use.

c) To run it, simply Build the Project first. And then go to, Menu Run -> Run with Performance Tool -> Allocations. For the imageNamed Project, the result of the evaluation is as in the video shown below.

d) What happens when we run it is the app will cache the firstImage image first, since we used imageNamed in the viewDidload. After that, when I press the button, we can see that the "Live Bytes" increase another 3MB+ because we are using imageNamed on the second image. Note that we also write a code to set firstImage.image = nil, but the Live Bytes, remained the same. And after that even we keep on toggling the images while setting the other image to nil, it does not clear the memory at all.

___________

6. So now lets look at the better image setter, called imageWithContentsOfFile Project:
a) It is the similar project, but instead of using imageNamed, we make use of the imageWithContentsOfFile setter.

b) A little note on using it, is that you need to append a suffix of "/" at the beginning of the filename otherwise the path is incorrect and the image couldn't be loaded properly. The code is as follows:

 NSString *fullpath = [[[NSBundle mainBundle] bundlePath] stringByAppendingString:@"/myImage.png"];
myImage.image = [UIImage imageWithContentsOfFile:fullpath];

c)Run it the same way you did with the imageNamed project. The result of the evaluation if as in the video shown below.


(sorry for bad quality of video but its only at the beginning)

d) In this project, we will see the Live Bytes will only contain the memory of 1 image. In this case the photo of the bulls is about 3.3MB in total. And the photo of the kid on a bike is about 4.4MB in total. And as we toggle between the 2 photos, we can see the Live Bytes remain to be at lowest total in comparison to the imageNamed project.

e) While imageContents are superb for memory management, loading images this way is a little bit slow. So if you are just using a small sized UIImageViews in a larger quantity, it is probably better to use imageNamed method.

ImageName Project:


ImageContents Project:

Monday, January 17, 2011

How to Integrate iAd for OS3.2+ and Admob as Backup


I am impressed with iAd revenue given by Apple. It really surprises me. So I end up putting iAds for most of my free apps. Though, I'd like the app to be downloaded by OS3.2 users as well (wider user base). So, upon searching, I found the tutorial from Ray Wenderlich. It totally works! If your app is ran on 3.2, it will not cause a crash using this way. iAd is simply not instantiated in OS3.2.



This post is not really a step by step tutorial for the codings, but more of an explanation of what needs to be done in order to have iAd integrated in your app, with Admob as backup ad in OS3.2 and when iAd fails. Please read this post carefully. With the downloadable full project source code sample, you should be able to figure this out easily.

1. To get the Admob SDK, you need to be registered to Admob and add a new Site/Apps. Key in your app URL, and soon the Admob Publisher Code will be given and you can then download the Admob SDK built specifically for your app (basically the SDK will be pre-filled with your publisher code).

2. All you need to do is then copy 2 folders - Admob and TouchJSON into your app folder in Finder. Then drag these 2 folders in your XCode Project group. Then you need to add 5 Frameworks to your project. They are MediaPlayer, CoreGraphics, AudioToolBox, MessageUI, and QuartzCore.

3. For iAd, you need to add and weaklink the iAd.framework. Click on Targets->"App name" and get the info of it. Then go to General tab and underneath there is a list of frameworks. On the right side, there is a column called "Type". Click on the value "Required" and change to "Weak".

4. Now for the required codes to declare Admob and iAd. In .h of your viewcontroller, declare as below (read the comments in code below for more details):
#import "AdMobDelegateProtocol.h"

@class AdMobView;



@interface iAdMobViewController : UIViewController <AdBannerViewDelegate, AdmobDelegate> {

id _myAD; // we are declaring as id because OS3.2 won't know the existance of ADBannerView

AdMobView *adMobAd;

NSTimer *admobTimer;

IBOutlet UIButton *exampleBtn; // just to simulate repositioning objects

}



@property (nonatomic, retain) NSTimer *admobTimer;

@property (nonatomic, retain) id myAD;

@property (nonatomic, retain)  UIButton *exampleBtn;



-(void)createAdBannerView; // method to create iAd banner view

-(void)callAdmob; //method to create Admob view



// methods to show or hide iAd view upon receiving ad or failing to receive ad.

-(IBAction)moveAdOut; 

-(IBAction)moveAdIn;



// methods to show or hide Admob view upon receiving ad or failing to receive ad.

-(IBAction)moveAdMobOut;

-(IBAction)moveAdMobIn;



end;

Then in .m file, we need to include a header file for Admob only.
#import "AdMobView.h"

Most of the code above is pretty straight forward. Though NSTimer deserves a little explanation. Admob works a little different than iAd. For iAd, once we create the BannerView, retained it, then iOS will continue to call for adverts from Apple server every 30seconds (edit: only test iAd in SDK 4.0 is called every 30sec, actual iAd refresh is called every 3 minutes). It is done automatically. But for Admob, the SDK does not call for new ads automatically. For Admob, the ad will be called once everytime we create/alloc an AdMobView. If you see in the AdMob delegates, there is one function called requestFreshAd, though this just refresh the ad inside the view with new one WITHOUT calling the didReceiveAd delegate!

Our goal in this project is to make iAd the master ad server, and admob the secondary ad filler. So, in OS4.0, we instantiate iAd once, so the iOS will continue to send ad requests every 30 seconds. So we set the iAd to show if the ad is received, and set to create and show Admob ad if iAd fails. This cycle will continue forever. So we will be having iAd and Admob continuously showing.

Though, in OS3.2, iAd NEVER gets instantiate. So the iAd didFailToReceiveAd delegate will never get called, and that means Admob ad will never be instantiated as well! So we need to trigger the creating of Admob ad calling manually. And that's where admobTimer comes in the picture.

Testing the project can be painstaking at times. Because since we make iAd the master, and iAd Test ads fillrate is like 99%, it will take a while for Admob Test ad to appear. During running the project in simulator, monitor it together with Console so that you can see the logs every 30 seconds. Test the app with iPad Simulator 3.2 too, and it should not crash, and you should only see Admob ads in the iPad Sim3.2.

There are a few more things that is important in setting up the Admob Delegate functions.

1. The Publisher ID delegate. Key in YOUR Publisher ID in that string placeholder. (in your .m file)
- (NSString *)publisherIdForAd:(AdMobView *)adView {

return @"your admob publisher id here";  

}

2. To get the test Ads for Admob, put this delegate:
- (NSArray *)testDevices {

return [NSArray arrayWithObjects:

ADMOB_SIMULATOR_ID,                             // Simulator

nil];

}

3. To get test ads in your devices, just add your 40digits device ID as NSString into the array in the above delegate function. If you have more devices, just continue to add them to the array.
- (NSArray *)testDevices {

return [NSArray arrayWithObjects:

ADMOB_SIMULATOR_ID,                             // Simulator

@"your 40digit device ID here"

nil];

}

4. To get test ads in iAd, you don't need to do anything in Simulator. Even if you haven't added a new version with iAd enabled in iTunesConnect, you can still receive test ads in the iAds in simulator or device.



Friday, November 12, 2010

Simple Game: Tap Ball (Catch The Ball)

It has been a looong time since I wrote any tutorials / sample codes. Recently a friend asked to create a simple base for a game where there is a character moving around randomly and upon tapping it, the character stops. So I created this tutorial for it.


Initially I just wanted to put a ball as the character, but end up with a weird creature image. It is just an image with a transparent background anyway.



If you are making a game instead of just animations, you should really consider using cocos2d. I have NEVER used cocos2d yet. I design my games from just using normal codings - coregraphics. If you plan to make graphic extensive game, then OpenGL is the only answer.

Ok, to create this simple game, we need to declare some objects and some methods. Obviously we need a UIImageView for the sprite. We also need a timer and a button.


IBOutlet UIImageView *Ball1;

NSTimer *mainTimer;

IBOutlet UIButton *startButton;


To animate objects smoothly in XCode, normally we use the UIView animation routine (that commitAnimations block of code). But the problem with this code is the object's property is set immediately to the final property set, even when the object is still animating. For example,
if we animate a UIImageView such as below:

myball.frame =  CGRectMake(0,0,50,50);

[UIView beginAnimations: @"MovingTheBall" context: nil]; 

[UIView setAnimationDelegate: self];

[UIView setAnimationDuration: 1.0];

[UIView setAnimationCurve: UIViewAnimationCurveEaseInOut];

myball.frame =  CGRectMake(100,100,50,50); <---

[UIView commitAnimations];

The moment the iOS runs the code up to the <-- arrow, myball already set to location (100,100) immediately even before it completes animating the movement. So this type of movement animation is useless for a game, because in a game you need to know exactly where the ball is at any instant. Thus we need to use NSTimer and move the UIImageView sprite step by step. And at each step, we will be able to check for collisions/touch location/and so on.

Next we define the methods needed for this project.


-(IBAction)startMove;

-(void)moveBall;

-(BOOL)Intersecting:(CGPoint)loctouch:(UIImageView *)enemyimg;

Then we need a few "Game Variables"
CGPoint Destination; // to be assigned with new destination of the sprite

CGFloat xamt, yamt; // x and y steps to move 

CGFloat speed = 50; // speed 

We need a method to trigger the ball movement when we tap on the button. startMove is the method:
-(IBAction)startMove {

startButton.hidden = YES; // we don't want user to instantiate another timer, so hide the button after it has been tapped.

// assign a random location within the view of size 320x480.

Destination = CGPointMake(arc4random() % 320, arc4random() % 480); 

// calculate steps based on speed specified and distance between the current location of the sprite and the new destination

xamt = ((Destination.x - Ball1.center.x) / speed);

yamt = ((Destination.y - Ball1.center.y) / speed);

// ask timer to execute moveBall repeatedly each 0.2 seconds. Execute the timer. 

mainTimer = [NSTimer scheduledTimerWithTimeInterval:(0.02) target:self selector:@selector(moveBall) userInfo:nil repeats: YES];

} 

Link this method to the Start button. When a user tap the start button, the button will dissappear, a new location destination for the sprite is given, the steps to take all the way to the new destination are calculated and then the move timer is fired up every 0.02 seconds. (the repeats: YES part tells the iOS to repeat calling the method moveBall forever).

Let's take a look at moveBall method (read the comments inside the function):

-(void)moveBall {

 // xdist and ydist is to check the current distance of the sprite to the destination point.

        // we are only interested in the distance so direction (-ve or +ve) does not matter, hence

        // we use fabs() function

 CGFloat xdist = fabs(Destination.x-Ball1.center.x); // fabs gives always +ve value

 CGFloat ydist = fabs(Destination.y-Ball1.center.y);

 

        // Normally, to compare 2 points, we can use CGPointEqualToPoint, but that requires an

        // exact match of points. In our case, since our steps are in CGFloat, each steps make the

        // location to be a non round number, but our destination is always a round number. So

        // we cannot use CGPointEqualToPoint. Instead we just check for the distance, if it is close

        // enough to the destination, then it is time to give it a new destination.

 if ((xdist<5)&&(ydist<5)) {

  Destination = CGPointMake(arc4random() % 320, arc4random() % 480);

  xamt = ((Destination.x - Ball1.center.x) / speed);

  yamt = ((Destination.y - Ball1.center.y) / speed);

 } else {

  //continue to move it if distance is still far

  Ball1.center = CGPointMake(Ball1.center.x+xamt, Ball1.center.y+yamt);

 }

}



Now, we need to check when user touch the screen, and if user does touch it, check whether the touch intersect with the sprite or not, if it touched, then stop animation and show startButton.

To detect touches, use one of the Touches delegate functions:


- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {

 UITouch *touch = [[event allTouches] anyObject];

 CGPoint location = [touch locationInView:self.view];

 // if user touched ball, stop timer

 if ([self Intersecting:location :Ball1]) {

  [mainTimer invalidate];

  mainTimer = nil;

  startButton.hidden = NO;

 }

} 




As you can see, we use another custom method called Intersecting. This is my custom method that I create to check for UIImageView intersection with a point. Sorry for the names of variables, I just copied it right out of my new game. This is a function that returns a BOOLEAN result. If the ImageView and the point intersects, it will return YES, if not, NO. And yes, you can also use CGRectContainsPoint which does the same thing. :P


-(BOOL)Intersecting:(CGPoint)loctouch:(UIImageView *)enemyimg {
 CGFloat x1 = loctouch.x;

 CGFloat y1 = loctouch.y;

 

 CGFloat x2 = enemyimg.frame.origin.x;

 CGFloat y2 = enemyimg.frame.origin.y;

 CGFloat w2 = enemyimg.frame.size.width;

 CGFloat h2 = enemyimg.frame.size.height;

 

 if ((x1>x2)&&(x1<x2+w2)&&(y1>y2)&&(y1<y2+h2))

  return YES;

 else

  return NO;

 
}


So the TouchesBegan delegate just to get the point of touch, and the check that point whether it intersects with the current location of the sprite. If it intersects, then we just stop the sprite from moving (Invalidate the timer, which will stop it), and show the startButton.

That's all folks.

Wednesday, July 7, 2010

Populating iPhone Simulators With Photos

If you develop apps, most probably you will want a user to load up his/her own photo into the app. You can test the UIImagePickerController function by testing loading a photo from either the "Saved Photos" folder or "Photo Library" folder inside the Photos App. But often, after a new installation, both folders are empty.

To save the photos to Saved Photos album, you can just drag any images onto the iPhone simulator whereby it will opened automatically with Safari. Then you can click and hold on the image and an ActionSheet will slide up and you can save it. Images saved in this way are copied to the Saved Photos album. How about Photos Library folder? See below:

There are 2 ways:

1. To populate the folder Saved Photos: Copy and paste photos to this folder (if not exist, create it by yourself):

[USER]/Library/Application Support/iPhone Simulator/User/Media/DCIM/100Apple/...

2. To populate the folder Photo Library (if not exist, create it by yourself):

[USER]/Library/Application Support/iPhone Simulator/User/Media/Photos/...

Developers On MacBook Beware.

This post is not really a coding tutorial. Instead I will be sharing on how things get pretty gooey if you use a Macbook to develop iPhone apps on. You probably can guess what is the problem, yep, the DVD drive gave away its life too soon.

iPhone SDK 4 is out and Apple makes it a requirement to produce apps/updates compiled with SDK 4. It requires Snow Leopard, but my Macbook was running Leopard still! So I went to an Apple Premium Reseller and bought the Snow Leopard installer DVD. Excited, rushed home and slipped the disc inside the Macbook and it spinned for a while and spit it back out. It kept doing that forever. So it is positive, the drive is malfunctioning.

So I thought.. Great.. what now?

After hours of searching, I finally came across an answer via google - to make a clone of the DVD into a Thumbdrive! Yep. But how to do that if the Macbook DVD drive cannot read the Installer DVD? You are out of luck really. Except if you have another computer, which I have -  another desktop PC running Windows XP. Now if you have another Mac with good disc drive, it would be easy to just fire up the Airport and install remotely. But if you just have a PC, it is going to be a little bit difficult.

Now, if you put the Installer DVD into a Windows PC, the boot sector of that disc is going to hide everything else, except the Windows related programs - which are utility to Remote Install. You can do this if you have a WiFi (ie Airport). My PC only have a bluetooth, so that option is out of the window.
I also do not have a Firewire cable, which is another option to use to do Remote Install.

So, what I did was googled a Free Iso Creator software, downloaded it and generate a disc image of the Installer DVD on my PC's hard disk. The name has *.iso extension on it. rename that to *.dmg (which will be recognized by Mac OS). The size is 7.45GB. For some reason, my so called 8GB Sandisk Cruzer USB drive was a rip off. It is not really 8GB, it is 8million bytes, which is 7.40GB. So, I cannot copy this 7.45GB image file onto my USB. Crap!

Then WinRAR springs to mind. Downloaded the trial version and start to archiving the 7.45GB file into 5 pcs of ~ 1.3GB files. Then transfer them bit by bit to my Mac. Once all the 5 pieces of 1.3GB files are in my Macbook, I need to stitch them up back together.. so I downloaded UnRarX (a cool free extractor for Mac) and start combining back those files into 1 big 7.45GB installer image file.

Next, what I did was open up Disk Utility in my Macbook, plug in my "8GB" thumbdrive and do a Restore using the image file that was retrieved earlier. Remember to format the thumbdrive and partition it as GUID Apple format, which will make it bootable.

Once done, Mac OS immediately recognizes it and mount a virtual drive. Double click it and you will see the installer icon and voila! I could finally install Snow Leopard and SDK 4 on my Mac.

Hope this post would help someone in similar situation as mine. Wasted a whole 2 days just to do this. But glad that I found a way. I really don't want to spend hundreds of dollars to swap the drive or to buy external drive. Pheww...

Friday, May 14, 2010

Hacking "More..." Tableview of a TabBar Template Based App

Ok, its been a while since I wrote any tutorials, so I thought I'd write about a basic Tab Bar based template customization.

As most of newbies in iPhone App development, I too started with the basic template of Tab Bar App. It is a great foundation to create a utility like app because you do not have to care (much) about how to switch views within the app using a tab bar. But, this also means you are stuck with the layout pretty much forever.

** NO SOURCE CODE FOR THIS TUTORIAL **

After a while, my app that was using this Tab Bar template (iTronixPal - Electronics Box), has grown to be a rather extensive app with many tools which are useful for electronics enthusiasts. So in each update I felt compelled to improve upon the graphics, and just to make it better and better, as a gesture of thanks to those who bought it.

Then came the boring More... table view. Seriously? Have u looked at it? White background, black text, no shadows, no eye candy whatsoever. Blerghh.....!!

So I did a search on the Apple Docs, and found a lil something about the moreNavigationController.
Read through it, and found that you can access it as a view. Bada-bing! Once you can access a view, you can basically do anything to the view. And in particular of interest, add a subview.

So, I created a transparent image background for the tableview in More tab. I have lots of tabs, therefore my image is rather long, but the width is fixed to 320pixels. Such as below:


I arranged the icons nicely in my graphics software (I use GIMP) based on a screen capture of the original More table view. Remember to set the background to transparent. That is Alpha channel = 0.0 in the graphics software.

Then, I just add this image to the More.. tableview view by using the following codes in AppDelegate.m file inside the applicationDidFinishLaunching method. Such as below:

  //create a uiimageview object;
UIImageView *tmp = [[UIImageView alloc]  initWithImage:[UIImage imageNamed:@"MoreBg.png"]];
 //add the uiimageview as a subview of moreNavigationController
 [tabBarController.moreNavigationController.topViewController.view addSubview:tmp];

//send the imageview to back (though i think it is not sent to back)

 [tabBarController.moreNavigationController.topViewController.view sendSubviewToBack:tmp];

The code should be self explanatory. Next, you need to open the TabBarController in your Window.xib file (in interface builder), and add some spaces in the beginning of the title for each tabs (so that it does not overlap with your icons). Or if you want to customize all the titles as images , then just delete all the titles).

Here is how mine looks like (below). I even changed the background color of the More navigation controller view to gray.


Hope this helps for anyone who is looking for an easy way to do this.

This tutorial does not accompany a downloadable sample code since it is pretty simple.

Thursday, March 4, 2010

How To Use UIImagePickerController In Landscape App




My app just got rejected for displaying UIImagePickerController in the landscape mode. As Apple doc stated, UIImagePickerController (will be refered as UIIPC from now on) only works in portrait mode. For SDK 3.0+, this is no problem since i think it will auto display in portrait mode (correct me if im wrong). But for me, who is using 2.2.1 still, becomes a problem. I know there are quite a few posts about this issue with solutions but I tried all those and proves to be either "not working" or "too difficult to implement.". Especially those that suggest to apply transform to all the views object.



The problem is that the UIIPC launched in landscape mode causes the thumbnails to be stretched in devices, and appears funny in simulator. Such as below:


After few hours of banging my head on my MacBook, I came up with a simple hack that I think works ok. Here's one way how to solve this problem - very easy way without needing to apply transform to all of your objects and views. This is a sample app i created. From launch, the app starts from landscape.  

Now when I press a button to load a photo (calling UIIPC - either savedphotosalbum/photolib), the app display a "transition view" that halts the operation until the user rotates the device. Put a message/text on it to ask the user to rotate the device to proceed. At the time of this view displaying, also set a GLOBAL BOOL FLAG, (named WANTSPORTRAIT for me), to YES. (initially set to NO)

Then, when the user rotates it, detect the orientation (by the delegate function of  - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation). In this delegate function, detect the flag and if it is set, call the UIIPC and return UIInterfaceOrientationPortrait. Voila, now your UIIPC is in Portrait.

The next thing to do is to handle the selected image/photo. Once the image/photo is selected, the appropriate delegate function will be called (for 4.0, it is - - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info. In this function set WANTSPORTRAIT to NO and again, display the transition view with a message asking the user to rotate to landscape. (You can customize these messages, and even easily apply simple transform on them to make it appear nice). 

And when the user rotates it again back to landscape, the delegate detects it and return the orientation back to landscape. The project sample probably is not perfect (eg if user rotates the other way or etc, you need to modify it to handle all of orientation)

This method is accepted by Apple Reviewer. 2 of my apps are using this method and appears to be accepted by users.

Friday, December 18, 2009

Simple Ball Animation

It has been a while since I last wrote any tutorial, so here is one more. This tutorial is inspired by a noobie's post in the iphonedevsdk.com forum. I know how hard it can be to start learning to code in XCode, especially if you are new to Obj-C and also new to Mac (like I was 2 months ago). Most of tutorials that exist in the web few months ago (that I could google anyway), are mostly too simple, like a Hello World app. That just not good enough. Sometimes, a bit more variety of the Hello World app could help much more to noobies, right? So that is why I created this tutorial blog - to help noobies get further from just displaying Hello World in their app. =p




Enough ramblings, lets get started. Here is how the app will look like. Immediately upon startup, you will see a small ball moving around randomly.


Let's plan our code according to what we want to do with the app.

1. We want a ball - so we need a UIImageView AND a ball image.
2. We want it to move around  - so we need to figure out how the ball is going to move, and to which location. This will involve a little Maths.

First, lets declare the ball in the header file:


 UIImageView *myball; // ball declaration
...
@property (nonatomic, retain) IBOutlet UIImageView *myball; // ball declaration


Secondly, let's declare a method to move the ball.


 -(void)movetheball;


Now we have these two things set up, we can now able to reference the ball so that we can change its coordinate, via the method.

Before we go on to write the code in the main file (.m file), it is better we connect the ball (ie, myball) to the corresponding UIImageView in Interface Builder. Im assuming you already know how to do that, so just connect it to the File's Owner and you select the myball label appeared in the list.

Once it is connected, you can add a ball image to your resource folder. This image can be any name, but preferably of type PNG. Adding the image to your project is very easy - you just drag the image from Finder into the XCode left pane under "Resources" folder. A confirmation box will pop up and you just click Add. Once you added the image to your project, you need to display it in the UIImageView that you just placed in IB. So, in IB, select the UIImageView and goto the first tab (with a slider icon on it), and select your image from the drop down list of Image. That's all for setting up the interface side!

Now, we come to writing the code. Open up .m file of the project, and synthesize the ball, by typing:

 @synthesize myball;


Then, we need a global variable to store the coordinates of the ball, as follows (put this under @synthesize is good).

 int ballx, bally;


Note: Something about the iPhone screen/display: In portrait mode, its size is 320pixel wide and 480pixel high. A coordinate of 0,0 is at the top left hand corner (origin).

Now, in this app, we will make the ball start moving immediately after the app is loaded, so we make use the viewdidload method. Write the code as below:


 // Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
 
 ballx = arc4random() % 320; // this will create a random number from 0-320
 bally = arc4random() % 480; // this will create a random number from 0-480
        [self movetheball];
 [super viewDidLoad];
}


What the code above is doing is:
1. set x-coordinate to be a random position between 0 and 319 horizontally.
2. set y-coordinate to be a random position between 0 and 479 vertically.
3. call the movetheball method (custom method that we need to write).

Next, lets write the movetheball custom method. This method needs to do:
1. Take the UIImageView myball,
2. do animation movement on it within 1 second period.

I comment the method's code for the description.

 -(void)movetheball {
        // tell the app we are making animation. The name MovingTheBallAround is arbitrary.
 [UIView beginAnimations: @"MovingTheBallAround" context: nil]; 
        // set the delegate to self - otherwise the delegate method wont be called!
 [UIView setAnimationDelegate: self]; 
        // this line set the animation length in seconds.
 [UIView setAnimationDuration: 1.0];
        // this line specify the type of animation. EaseInOut, EaseIn, EaseOut and Linear are the options.
        // try to change it and see the effect.
 [UIView setAnimationCurve: UIViewAnimationCurveEaseInOut];
 
        // just before calling commitAnimations below, you write the code to make the changes of the
        // imageview and XCode will do the rest. It is that simple.
        // In this case, we are setting coordinates of the image to ballx and bally.
 myball.frame =  CGRectMake(ballx, bally,myball.frame.size.width,myball.frame.size.height);
 
 [UIView commitAnimations]; 
}

Next, since we want the ball to move forever, we need to move the ball again after it has finished the movement/translation. So, how do we know when the ball has finished moving? Here comes the animationdidStop DELEGATE method. Delegate method is something like a public method for a certain actions - in this case for the animation action. Whenever any animation stop, this method will be called. All you need to do is handle the messages the app sent to it.

So in the delegate method, we need to re-set the ball coordinate to another random value and then, call the movetheball method again to animate it to a new position.


 - (void)animationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(SEL)aSelector {
 if (finished) {
  // set new coordinate for ballx and bally
  ballx = arc4random() % 320; // this will create a random number from 0-320
  bally = arc4random() % 480; // this will create a random number from 0-480
   // then recall the move ball method
  [self movetheball];
 }
}

Do note that delegate methods' name are pretty much fixed. You must write the name as it is, in this case animationDidStop. Do not spell it wrongly (which is a common mistake among new coders).

Play around with the values and see what happens.