Articles Tagged 'Xcode'
After explaining how to locate our strings in Xcode , it is easy to see now how - by applying the same technique - to locate and view images / interfaces created with Interface Builder.
Locate graphics resources
The process, as mentioned, is the same, if we have an image already included in our resources, or they insert a new one, and we want to "locate" - that is, to manage two or more images based on the languages supported - just click the button Right image ( Adium.png in this example) and select Get Info:

Make File Localizable we click in the lower left.

We click on Add and insert Localization Italian :

In order to obtain:

esattamente come accadeva con il testo: Our image is moved (physically, one of the rare times when that happens nell'alberatura Xcode is reflected on the filesystem) under virtual folders English.lproj and Italian.lproj exactly as happened with the text:

contiene una stessa versione dell'immagine. At this point each of the folders English.lproj and Italian.lproj contains the same version of the image. This image is manipulated in Interface Builder, where we will see - by default - the English version.
At this point, just overwrite one (or both files Adium.png ) to obtain a location of images "flash".
Locate the files XIB
Even the interfaces built with Interface Builder can be located in their entirety, when it is deemed necessary. ) con interfaccia XIB , lo selezioniamo, scegliamo Get Info dal menu contestuale, rendiamo il file localizzabile, aggiungiamo la localizzazione in italiano: The procedure is identical to that performed with the graphical capabilities: add a ViewController (eg infoViewController ) XIB interface, we select it, choose Get Info from the contextual menu, give the file localizable, add the Italian localization:

Clicking Italiano or Italian will open Interface Builder! ) all'interno della classica cartella Classes . This time, the filesystem, you will notice that you have created two directories ( English.lproj and Italian.lproj ) within the classical Classes folder. Both will have their files infoViewController.xib . The comfort in this, clearly resolved in the code, and when we're going to instantiate our controller code we will have a "clean" like this:
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| [ InfoViewController alloc ] ; InfoViewController * info = [InfoViewController alloc]; info.view ] ; [Self.view addSubview: info.view]; |
As you can see there is no trace of any statement concerning the location, totally managed by the system. The two interfaces, of course, can be completely different, as are in effect as two separate XIB file.
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1. Strings on multiple lines
In Xcode, you can "break" a string across multiple lines by inserting at the end with a backslash "\". This feature can be useful when, for example, we want to insert the HTML text in a control UIWebView :
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Application Icon
57 × 57 pixel icon that will represent our application is "impaired" by the Apple iPhone automatically: you add a rounded edge, a bright and 3D effects. This setting can be changed by selecting the file [nome applicazione]-Info.plist and adding the property "Icon includes gloss and bevel effects Already":
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XCode is a very powerful development environment and reserves some surprises. It allows a function similar to "snippets" of the famous editor TextMate . In practice it is possible to insert blocks of code using the sequence ESC + a combination of one or more sequences of characters. e otterrete: For example, if you want to insert a block if try pressing ESC+if and you'll get:

. As shown in the figure, a menu appears (the same auto-completion) where you can choose between a simple block if or if/else . Clicking "send" you get:

Here are two links for the complete list of keyboard shortcuts:
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CGRectMake() is a function (actually an inline # define) used a lot especially when you create graphics objects from code or user interface. o UIImageView . CGRectMake() restituisce una struct (struttura di tipo) CGRect : Its use is therefore often associated initialization components of UIKit , but also to simple UIView or UIImageView . CGRectMake() returns a struct (structure type) CGRect :
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| struct {CGRect CGPoint origin; CGSize size; }; typedef struct CGRect CGRect; |
: Which in turn is composed of two different struct CGPoint and CGSize :
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| struct {CGPoint CGFloat x; CGFloat y; }; typedef struct CGPoint CGPoint;
/ * Sizes. * /
struct {CGSize CGFloat width; CGFloat height; }; typedef struct CGSize CGSize; |
. That, in turn, again, contain types CGFloat or type float . If we analyze the code of CGRectMake () are:
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| CG_INLINE CGRect CGRectMake (CGFloat x, y CGFloat, CGFloat width, height CGFloat) { CGRect rect; y; rect.origin.x = x, y = rect.origin.y; height; rect.size.width = width, height = rect.size.height; return rect; } |
It follows, therefore, that this piece of code:
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| [ UIButton buttonWithType : UIButtonTypeRoundedRect ] ; UIButton gbutton * = [UIButton buttonWithType: UIButtonTypeRoundedRect]; 12 , 409 , 100 , 40 ) ; gbutton.frame = CGRectMake (12, 409, 100, 40); @ "Press" forState : UIControlStateNormal ] ; [Gbutton setTitle: @ "Press" Forst: UIControlStateNormal]; gbutton ] ; [MainWindow addSubview: gbutton]; |
It could rightly be written as:
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| [ UIButton buttonWithType : UIButtonTypeRoundedRect ] ; UIButton gbutton * = [UIButton buttonWithType: UIButtonTypeRoundedRect]; CGRect ) { 12 , 409 , 100 , 40 } ; gbutton.frame = (CGRect) {12, 409, 100, 40}; @ "Press" forState : UIControlStateNormal ] ; [Gbutton setTitle: @ "Press" Forst: UIControlStateNormal]; gbutton ] ; [MainWindow addSubview: gbutton]; |
Just to speed things up 'the code is running ... 
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Xcode is a really good development environment, nice and full of details that make writing efficient code and pleasant. Among these is the ease of auto-complete when typing, especially when writing applications for Apple iPhone, where the frameworks are many and remember syntax and nomenclature company by a few.
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Using the Xcode Preferences you can set the behavior of the atmosphere during the debugging phase of an iPhone application. The default settings, in fact, are very uncomfortable when you try and try again an application, for example, after launching our application, you must manually open the Console window to see the output of various NSLog() . Xcode also lets the previous sessions in order to force us to clean the window by hand. Fortunately, you can solve the problem by acting on the Preferences:

As shown above, simply select an item from the menu on start to decide which debug window to open automatically at startup of our valid if (I & Debugger Console set but you can choose those that best suits you). On the right, then we find Auto Clear Debug Console, so you always start with a clean console.
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As mentioned FirstApp iPhone: Guess the number - Part 1 we see how to make an application for the Apple iPhone without using Interface Builder! Indeed, we will eliminate physical files created by Interface Builder, Xcode wizard. At the end of this post, then, we have an application identical in all respects, to that achieved in the first part, with the difference that we will achieve all our visual components, including the main Window, completely to code.
The application already made, if you just want to download, is available on my Google Code repository:
I would like to point out immediately as the ZIP of this example weighing less than the last time! 
We create the project
We start by creating our project SecondApp (to distinguish it from FirstApp), although this time choose Window-based Application:

Now let's delete everything related to Interface Builder. : eliminatelo anche dal file system, quindi selezionate Also Move to Trash . Delete the file MainWindow.xib , located in the folder Resources : also delete it from the file system, then select Also Move to Trash. nella casella Main nib file base name : Select then the file SecondoApp-info.plist and delete the reference to the MainWindow nib box Main base file name:

At this point we no longer have any Windows, at least through Interface Builder. , e modifichiamo la funzione main() in questo modo: So we open the file main.m , situated in Other Sources , and modify the function main() like this:
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| int argc, char * argv [ ] ) { int main (int argc, char * argv []) { pool = [ [ NSAutoreleasePool alloc ] init ] ; NSAutoreleasePool * pool = [[ NSAutoreleasePool alloc] init]; / / By removing the file. XIB we missed the point / / Delegate to the JPA, then pass it to "hand" UIApplicationMain ( argc, argv, nil , @ "SecondAppAppDelegate" ) ; int retVal = UIApplicationMain (argc, argv, nil, @ "SecondAppAppDelegate"); ; [Pool release]; return retVal; } |
Open SecondAppAppDelegate.me then create the main Window in code:
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| void ) applicationDidFinishLaunching : ( UIApplication * ) application { - (Void) applicationDidFinishLaunching: (UIApplication *) application {
/ / Get the screen size (320, 480) UIScreen mainScreen ] applicationFrame ] ; CGRect windowRect = [[UIScreen Mainscreen] applicationFrame]; / / Create a window - as we have done in Interface Builder bye bye [ [ UIWindow alloc ] initWithFrame : windowRect ] ; MainWindow UIWindow * = [[UIWindow alloc] initWithFrame: windowRect]; / / Set the background of the Window to yellow, to differentiate / / The previous application FirstApp [ UIColor yellowColor ] ] ; [MainWindow setBackgroundColor: [UIColor yellowColor]];
mainWindow ] ; [Self setWindow: mainWindow]; ; [Window makeKeyAndVisible];
; [MainWindow release]; } |
You can already test the application, if you get a yellow window you did everything right!
, necessario solo se si usa Interface Builder. In the file SecondAppAppDelegate.h we can eliminate IBOutlet , only needed if you use Interface Builder. Also add here that our global variables, the last time we had entered in the Controller. Then modify the file SecondAppAppDelegate.h :
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| # Import <UIKit/UIKit.h> NSObject <UIApplicationDelegate> { @ Interface SecondAppAppDelegate: NSObject {<UIApplicationDelegate> UIWindow * window; UITextField * number; UIButton * button; numeroACaso int; } nonatomic, retain ) UIWindow * window; @ Property (nonatomic, retain) UIWindow * window; void ) controllaNumero; - (Void) getNumber; @ End |
, in quanto non stiamo usando Interface Builder. Again we have prepared the method definition controllaNumero , like last time, but we have eliminated the indication IBAction , because you are not using Interface Builder.
We build the interface from code
It 'time to create code using all components of our interface. ed inseriamo il seguente codice: Let's go back to the file SecondAppAppDelegate.m , posizioniamoci before [mainWindow release] and insert the following code:
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| / / Create the title bar [ [ UINavigationBar alloc ] initWithFrame : CGRectMake ( 0.0 , 0.0 , 320.0 , 44.0 ) ] ; UINavigationBar myNavigationBar * = [[UINavigationBar alloc] initWithFrame: CGRectMake (0.0, 0.0, 320.0, 44.0)]; myNavigationBar.barStyle = UIBarStyleDefault; [ [ UINavigationItem alloc ] initWithTitle : @ "Indovina un numero" ] ; UINavigationItem navigationItem * = [[UINavigationItem alloc] initWithTitle: @ "Guess a number"]; navigationItem animated : NO ] ; [MyNavigationBar pushNavigationItem: navigationItem animated: NO]; myNavigationBar ] ; [Window addSubview: myNavigationBar];
/ / Create the label [ [ UILabel alloc ] initWithFrame : CGRectMake ( 10 , 50 , 300 , 80 ) ] ; UILabel myLabel * = [[UILabel alloc] initWithFrame: CGRectMake (10, 50, 300, 80)]; UIColor clearColor ] ; myLabel.backgroundColor = [UIColor clearColor]; ; myLabel.numberOfLines = 2; "iPhone ha pensato un numero da 1 a 10, prova ad indovinarlo?" ; myLabel.text = @ "iPhone has designed a number from 1 to 10, try to guess?" myLabel ] ; [Window addSubview: myLabel];
/ / Create text input UITextField alloc ] initWithFrame : CGRectMake ( 10 , 120 , 300 , 30 ) ] ; number = [[UITextField alloc] initWithFrame: CGRectMake (10, 120, 300, 30)]; numero.borderStyle = UITextBorderStyleRoundedRect; numero.textAlignment = UITextAlignmentCenter; numero.keyboardType = UIKeyboardTypeNumberPad; "Inserisci il numero" ; numero.placeholder = @ "Enter the number"; numero ] ; [Window addSubview: number];
/ / Create the button UIButton buttonWithType : UIButtonTypeRoundedRect ] ; button = [UIButton buttonWithType: UIButtonTypeRoundedRect]; 10 , 180 , 300 , 30 ) ; bottone.frame = CGRectMake (10, 180, 300, 30); @ "Premi qui" forState : UIControlStateNormal ] ; [Button setTitle: @ "Click Here" Forst: UIControlStateNormal]; self action : @selector ( controllaNumero ) forControlEvents : UIControlEventTouchUpInside ] ; [AddTarget button: self action: @ selector (getNumber) forControlEvents: UIControlEventTouchUpInside]; bottone ] ; [Window addSubview: button];
; [MyLabel release]; ; [NavigationItem release]; ; [MyNavigationBar release]; |
della scorsa volta, subito dopo il [mainWindow release]; inseriamo: Since the ' applicationDidFinishLaunching corresponds to viewDidLoad as last time, just after the [mainWindow release]; insert:
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| + arc4random ( ) % 10 ; numeroACaso arc4random = 1 + () 10%; |
Now we can do is implement the method controllaNumero , which will be identical (apart from the prototype) to that used last time:
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| void ) controllaNumero { - (Void) {getNumber "Premuto bottone di controlla numero" ) ; NSLog (@ "Pressed button control number"); [ numero.text integerValue ] ; numeroInserito = int [numero.text integerValue]; message; NSString * message; "Il numero inserito è %d" , numeroInserito ) ; NSLog (@ "The number entered is% d", numeroInserito); numeroInserito <numeroACaso ) { if (numeroInserito <numeroACaso) { "Troppo basso..." ; message = @ "Too low ..."; ( numeroInserito> numeroACaso ) { } Else if (numeroInserito> numeroACaso) { "Troppo alto..." ; message = @ "Too high ..."; ( numeroInserito == numeroACaso ) { } Else if (numeroInserito numeroACaso ==) { "Bravo hai indovinato" ; message = @ "Bravo, you guessed it"; + arc4random ( ) % 10 ; numeroACaso arc4random = 1 + () 10%; "Numero pensato %d" , numeroACaso ) ; NSLog (@ "Number% d thought," numeroACaso); } [ [ UIAlertView alloc ] UIAlertView alertMessaggio * = [[UIAlertView alloc] "Responso" initWithTitle: @ "Response" message: message delegate: nil "OK" cancelButtonTitle: @ "OK" ] ; otherButtonTitles: nil]; ; [AlertMessaggio show]; ; [AlertMessaggio release]; "" ; numero.text @ = ""; } |
We're done!
Conclusions and considerations
, proprio perchè volevo lasciarlo il più semplice e snello possibile e, anche, per dimostrare che non sono elementi sempre necessari. This example does not make direct use of a UIView or UIViewController , just because I wanted to leave it as simple and streamlined as possible and, also, to show that the elements are not always necessary. However insert objects directly in the window can have some sense in this example and other sporadic contexts. portano comunque benefici in tantissimi altri casi, ein alcuni sono praticamente indispensabili; come avremo modo di vedere in futuro. The use of UIView and UIViewController bring benefits in many other cases, however, some are virtually indispensable ein, as we will see in the future.
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XCode is a very powerful and versatile and provides the programmer with many useful features and simple to use. When writing complex code, or at least articulated, it becomes important to organize your code so you do not waste time searching functions spread in long lines of code. After commenting, the first and most important thing to do, the environment XCode provides guidelines (nice) to improve the usability and legginilità within the development. One of these is the directive #pragma mark that becomes very useful in organizing groups of the code and methods.
In the picture below you can see the code part of my project PragmaTest :

The top dropdown menu allows you to list all the methods of our class. Now if we insert our method over the directive #pragma mark which has a syntax:
We get:

The first #pragma mark with a hyphen (-) inserts a separator line. The second is a text (label) to taste. You can add the following statement where you want, organizing the code as you see fit. You can enter more pragmatic lines, type:
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| # Pragma mark - # Pragma mark / ** # Pragma mark * Using the pragma # Pragma mark * on several lines of code # Pragma mark * / void ) mioMetodo { } - (Void) {} myMethod |
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Only to registered developers have already released a new version of the SDK for Apple iPhone, so it's time to install the 3.0 SDK, thus updating the entire development environment XCode to version 3.1.3. If you have already upgraded you will have noticed that creating a new project seem to be missing the old SDK 2.2.1 (including other).

In fact it's all here on our machine, you can just perform a simple procedure to restore magically all our previous SDK, so try out our application for the Apple iPhone is the SDK 3.0 that with previous versions 2.2.1 and lower. Select the project, open the context menu and select Get Info:

In the window that opens, first in the General tab, select the lower Base SDK for All Configurations and restored SDK 2.2.1 (or whatever).

Without that, magically, the menu will redisplay all the XCode SDK 3.0 including

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