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200910 - iPhone at OOPSLA
 

200910 - iPhone at OOPSLA

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iPhone is a new and widely extended platform to develop object-oriented applications. In 2008 Apple sold 13.7 millions of devices. In the same year the software development kit for iPhone was ...

iPhone is a new and widely extended platform to develop object-oriented applications. In 2008 Apple sold 13.7 millions of devices. In the same year the software development kit for iPhone was downloaded about 800,000 times (according with Apple records) and right now there are 50,000 iPhone Developers subscribed to the Official iPhone Developer Program.

http://www.oopsla.org/oopsla2009/program/tutorials/145-programming-with-iphone-sdk

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    200910 - iPhone at OOPSLA 200910 - iPhone at OOPSLA Presentation Transcript

    • Programming with iPhone SDK Javier González Sánchez Maria Elena Chávez Echeagaray Copyright is held by the author/owner(s). OOPSLA 2009, October 25–29, 2009, Orlando, Florida, USA.
    • Expectatives
    • Introduction 1.
    • What is iPhone ? Limited screen size. You have a 480 x 320 pixels screen. Light mobile. Height: 4.5 inches, Width: 2.4 inches, Depth 0.48 inches, Weight: 4.8 ounces. One application at a time. It only can handle one application running at a time. Only one window. iPhone applications only can have one window at a time. Five seconds limit. When the user hits the home button, your application will have 5 seconds to save data, close and give up its control. If it takes more than that, it will be terminated. 4
    • What is iPhone ? CPU. 412 | 600 MHz Memory administration. It has 128 | 256 MB of physical RAM and 8 | 32 GB of storage. File Management. It provides each application with a sandbox (2GB), where the application can read/write files, store documents, preferences and data. Different physical interface. iPhone do not have a physical keyboard and a mouse. Instead of that we have multitouch. Other features. iPhone includes Core Location, 3 megapixels built-in camera and photo library, a built-in accelerometer, proximity sensor, and ambient light sensor. And a Phone with WiFi Memory management without a “garbage collector”. 5
    • iPhone SDK 2.
    • Developer Connection 7
    • How does this works?   There is a free SDK that allow you to create your applications, and test them in a Simulator.   Ok!, so what?, Is this a business?   There is a Standard or the Enterprise version of the SDK. They cost $99 and $299 respectively.   Now you can upload your application to your iPhone or distribute them in Apples’ iPhone App Store.   They take care of the process, you then take care or your development. 8
    • Installation
    • iPhone SDK •  Sample code Documentation •  Reference libraries •  Coding how-to •  UIKit •  Foundation Frameworks •  OpenGL / Quartz / Core Graphics •  Media •  Xcode, Tools •  Interface Builder •  iPhone Simulator 10
    • Frameworks   Foundation Cocoa Touch   UIKit   OpenGL ES, Quartz, Media   OpenAL, Core Audio,   Core Animation   Core Location, Core Services   CFNetwork,   SQLite,   Security,   UNIX sockets Core OS   File system   Memory allocation 11
    • Tools We are going to be working with:   Xcode. Apple's Integrated Development Environment (IDE).   Interface Builder (IB). environment to facilitate the development of your GUI's and to give functionality to its components.   iPhone Simulator. It allows you to run your iPhone programs on your Mac. NOTE: the free SDK does not allow you to upload your applications to your iPhone (or iPod Touch) or distribute your software in Apples' iPhone App Store. In order to do this, you have to get the Standard ($99) or the Enterprise ($299) version of the SDK.   Instruments. environment It lets you analyze the performance of your iPhone applications while running in the simulator or on a device. 12
    • Xcode 13
    • Interface Builder Library View .xib file View Instance of UIView, this is the area the users interact Design area GUI elements with 14
    • Interface Builder   Interface Builder is the tool you use to assemble your application’s user interface visually.   You assemble your application’s window by dragging and dropping preconfigured components onto it.   The components include standard system controls such as switches, text fields, and buttons, and also custom views to represent the views your application provides.   After you’ve placed the components on the window’s surface, you can establish the relationships between those objects and your code. When your interface looks the way you want it, you save the contents to a nib file, which is a custom resource file format.   The nib files you create in Interface Builder contain all the information that the UI Kit needs to recreate the same objects in your application at runtime. Loading a nib file creates runtime versions of all the objects stored in the file, configuring them exactly as they were in Interface Builder. 15
    • Demo   Hello World
    • Model(delegate) + Controller + View View Include XIB files Model Controller Delegates 17
    • Objective-C 3.
    • Objective-C   Is a simple computer language designed to enable sophisticated OO programming.   Extends the standard ANSI C language by providing syntax for defining classes, methods, and properties, as well as other constructs that promote dynamic extension of classes.   Based mostly on Smalltalk (class syntax and design), one of the first object-oriented programming languages.   Includes the traditional object-oriented concepts, such as encapsulation, inheritance, and polymorphism. 19
    • Files Extension Source Type .h Header files. Header files contain class, type, function, and constant declarations. .m Source files. This is the typical extension used for source files and can contain both Objective-C and C code. .mm Source files. A source file with this extension can contain C+ + code in addition to Objective-C and C code. This extension should be used only if you actually refer to C+ + classes or features from your Objective-C code. 20
    • #import   To include header files in your source code, you can use the standard #include, but….   Objective-C provides a better way #import. it makes sure that the same file is never included more than once.  #import  “MyAppDelegate.h”    #import  “MyViewController.h”    #import  <UIKit/UIKit.h>   21
    • Class   The specification of a class in Objective-C requires two distinct pieces: the interface (.h files) and the implementation (.m files).   The interface portion contains the class declaration and defines the instance variables and methods associated with the class. @interface    …    @end     The implementation portion contains the actual code for the methods of the class.  @implementation    …    @end   22
    • Class Class name @interface  MyClass  :  NSObject   Parent class {    int  count;    id  data;   Instance variables  NSString*  name;   }   -­‐  (id)initWithString:(NSString  *)aName;   methods +  (MyClass  *)createMyClassWithString:  (NSString  *)  aName;   @end   23
    • Class Class name @implementation  MyClass   -­‐  (id)initWithString:(NSString  *)  aName   {          if  (self  =  [super  init])  {                  count  =  0;                  data  =  nil;   methods                name  =  [aName  copy];                  return  self;          }   }   +  (MyClass  *)createMyClassWithString:  (NSString  *)  aName   {          return  [[[self  alloc]  initWithString:aName]  autorelease];   }   @end   24
    • Methods   A class in Objective-C can declare two types of methods:   Instance method is a method whose execution is scoped to a particular instance of the class. In other words, before you call an instance method, you must first create an instance of the class.   Class methods, by comparison, do not require you to create an instance. Method type identifier One or more signature keywords  -­‐(void)insertObject:(id)anObject  atIndex:(NSUInteger)index;   Return type Parameters with (type) and name 25
    • Methods So  the  declaration  of  the  method  insertObject  would  be:   -­‐(void)insertObject:(id)anObject  atIndex:(NSUInteger)index   Method type identifier, is (-) to instance methods, (+) to class methods. And  the  line  to  call  the  method  would  be:   [myArray  insertObject:anObj  atIndex:0];   26
    • Properties   They are simply a shorthand for defining methods (getters and setters) that access existing instance variables.   Properties do not create new instance variables in your class declaration.   Reduce the amount of redundant code you have to write. Because most accessor methods are implemented in similar ways   You specify the behavior you want using the property declaration and then synthesize actual getter and setter methods based on that declaration at compile time. 27
    • Properties In the interface we have: {   BOOL  flag;   NSString*  myObject;   UIView*  rootView;   }   @property  BOOL  flag;   @property  (copy)  NSString*  myObject;  //  Copy  the  object  during  assignement   @property  (readonly)  UIView*  rootView;  //  Create  only  a  getter  method.               …   And in the implementation side we have: @syntetize  flag;   @syntetize  myObject;   @syntetize  rootView;   …   myObject.flag  =  YES;   CGRect      viewFrame  =  myObject.rootView.frame;   28
    • Properties Writability   Readwrite. You can read/write it. This is the default value.   Readonly. You can only read it. Setter semantics (mutually exclusive)   Assign. Specifies that the setter uses simple assignment. This is the default value.   Retain. Specifies that a pointer should be retained.   Copy. Specifies that a copy of the object should be used for assignment. Atomicity (multithreading)   Nonatomic. Specifies that accessor methods are not atomic.   The default value is atomic but there is no need to specify it. 29
    • Protocols and Delegates   Protocols are not classes themselves. They simply define an interface that other objects are responsible for implementing   A protocol declares methods that can be implemented by any class.   In iPhone OS, protocols are used frequently to implement delegate objects. A delegate object is an object that acts on behalf of, or in coordination with, another object.   The declaration of a protocol looks similar to that of a class interface, with the exceptions that protocols do not have a parent class and they do not define instance variables.   In the case of many delegate protocols, adopting a protocol is simply a matter of implementing the methods defined by that protocol. There are some protocols that require you to state explicitly that you support the protocol, and protocols can specify both required and optional methods. 30
    • Example: Fraction Fraction.h   Fraction.m   #import  <Foundation/NSObject.h>     #import  "Fraction.h"     #import  <stdio.h>       @interface  Fraction:  NSObject  {              int  numerator;             @implementation  Fraction        int  denominator;      }       @synthesize  numerator;   //Properties  instead  of  getters  and     @synthesize  denominator;   //setters   @property  (nonatomic)  int  numerator;   //  Output  Print   @property  (nonatomic)  int  denominator;   -­‐(void)  print  {             printf("%i/%i",  numerator,denominator);     }       //Output  print   @end     -­‐(void)  print;     @end     31
    • Example: Fraction main.m #import <stdio.h> #import "Fraction.h" int main( int argc, const char *argv[] ) { Fraction *frac = [[Fraction alloc] init]; frac.numerator = 1; frac.denominator=3; printf( "The fraction is: " ); [frac print]; printf( "n" ); [frac release] return 0; } 32
    • Strings   The NSString class provides an object wrapper.   Supports storing arbitrary-length strings, support for Unicode, printf-style formatting utilities, and more.   Shorthand notation for creating NSString objects from constant values. Precede a normal, double-quoted string with the @ symbol. NSString*    myString  =  @”Hello  Worldn";   NSString*    anotherString  =                  [NSString  stringWithFormat:@"%d  %s",  1,  @"String”];   33
    • Exercise   Fraction
    • Let us Code: Outlet and Actions 4.
    • What about main method ? int main(int argc, char *argv[]) { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; int retVal = UIApplicationMain(argc, argv, nil, nil); [pool release]; return retVal; } 36
    • Model(delegate) View Include XIB files Protocol implementation Model Controller Delegates UIApplicationDelegate UIAccelerometerDelegate UILocationManagerDelegate 37
    • UIApplicationDelegate #import <UIKit/UIKit.h> @class TutorialEvaluationViewController; @interface TutorialEvaluationAppDelegate : NSObject <UIApplicationDelegate> { UIWindow *window; TutorialEvaluationViewController *viewController; } @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet TutorialEvaluationViewController *viewController; @end 38
    • UIApplicationDelegate #import "TutorialEvaluationAppDelegate.h” #import "TutorialEvaluationViewController.h” @implementation TutorialEvaluationAppDelegate @synthesize window; @synthesize viewController; -  (void)applicationDidFinishLaunching:(UIApplication *) application { // Override point for customization after app launch [window addSubview:viewController.view]; [window makeKeyAndVisible]; } -  (void) dealloc { [viewController release]; [window release]; [super dealloc]; } @end 39
    • View (go back to IB) View Include XIB files IBOutlet IBAction Protocol implementation Model Controller Delegates UIApplicationDelegate UIAccelerometerDelegate UILocationManagerDelegate 40
    • Controller View Include XIB files IBOutlet IBAction Protocol implementation Model Controller Delegates UIApplicationDelegate UIAccelerometerDelegate UILocationManagerDelegate 41
    • Actions and Outlets   Outlet: is a pointer that points an object in the NIB file. •  Action: objects in the nib can trigger special methods in our controller. These special methods are known as action methods. 42
    • FooViewController.h #import <UIKit/UIKit.h> @interface FooViewController : UIViewController { IBOutlet UILabel *label; } @property (retain, nonatomic) UILabel *label; - (IBAction)buttonPressed:(id)sender; @end 43
    • FooViewController.m #import ”FooViewController.h" @implementation FooViewController @synthesize label; -(IBAction)buttonPressed:(did)sender{ label.text = [sender titleForState:UIControlStateNormal]; } -  (void)dealloc { [label release] [super dealloc]; } @end 44
    • Connecting   We need to connect the elements in the interface with its functionality, i.e., we have to connect our View with the File's Owner.   With this connection we are telling our controller that when our application starts it loads the TutorialEvaluationViewController.xib file into memory and get control of it. UI 45
    • Exercise
    • Solution IBOutlet UILabel *label; IBOutlet  UIImageView  *logo;   @property  (nonatomic,  retain)  UILabel  *label;   @property  (nonatomic,  retain)  UIImageView  *logo;   @synthesize  label;   @synthesize  logo;   -­‐(IBAction)pressButtonFlorida:(id)sender{      label.text  =  @"Welcome  to  Florida";      logo.image  =  [UIImage  imageNamed:@"MickeyMouse.gif"];   }   -­‐(IBAction)pressButtonArizona:(id)sender{      label.text  =  @"Greetings  from  Arizona";logo.image  =  [UIImage   imageNamed:@"ASU_logo.png"];   }  
    • Let us Code: Touch Events 5
    • Handling Touch Events All UIViewController inherit from UIResponder, and is able to handle touch Event. In order to do this we use these three methods. -­‐  (void)touchesBegan:(NSSet  *)touches  withEvent:(UIEvent  *)event;   -­‐  (void)touchesMoved:(NSSet  *)touches  withEvent:(UIEvent  *)event;   -­‐  (void)touchesEnded:(NSSet  *)touches  withEvent:(UIEvent  *)event;   49
    • Exercise
    • Solution -­‐(void)touchesBegan:(NSSet  *)touches  withEvent:(UIEvent  *)event{        touchLabel.text  =  @"began";        NSUInteger  numTaps  =  [[touches  anyObject]  tapCount];        if  (numTaps  ==  1)            [self.view  setBackgroundColor:  [UIColor  redColor]];        else  if  (numTaps  ==  2)            [self.view  setBackgroundColor:  [UIColor  blueColor]];        else  if  (numTaps  ==  3)            [self.view  setBackgroundColor:  [UIColor  yellowColor]];     }   -­‐(void)touchesMoved:(NSSet  *)touches  withEvent:(UIEvent  *)event{        CGPoint  point  =  [[touches  anyObject]  locationInView:self.view];        NSString  *touchesMessage  =  [[NSString  alloc]  initWithFormat:@"%f,  %f",                                                        point.x,  point.y];        touchLabel.text  =  touchesMessage;        [touchesMessage  release];   }   -­‐(void)touchesEnded:(NSSet  *)touches  withEvent:(UIEvent  *)event{        touchLabel.text  =  @"ended";   }  
    • Demo   Fireworks
    • Let us code: Autorotate and Accelerometer 6
    • AutoRotate The UIViewController class provides the infrastructure needed to rotate your interface and adjust the position of views automatically in response to orientation changes. -(BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation interfaceOrientation { return YES; //return (interfaceOrientation == UIInterfaceOrientationPortrait); } interfaceOrientation values:   UIInterfaceOrientationPortrait   UIInterfaceOrientationPortraitUpsideDown   UIInterfaceOrientationLandscapeLeft   UIInterfaceOrientationLandscapeRight 54
    • AutoRotate adjustments 55
    • Accelerometer Measure of Gravity acceleration: 0g 1g 2.3g 56
    • Reading the Accelerometer   UIAccelerometer object in UIKit allow you to access to the raw accelerometer data directly. This object reports the current accelerometer values.   To get an instance of this class, call the sharedAccelerometer method of UIAccelerometer class.   The updateInterval property define the reporting interval in seconds. -­‐(void)viewDidLoad  {      UIAccelerometer  *accelerometer  =  [UIAccelerometer  sharedAccelerometer];      accelerometer.delegate  =  self;      accelerometer.updateInterval  =    1.0/60;      [super  viewDidLoad];   }   57
    • Reading the Accelerometer   A delegate (UIAccelerometerDelegate) will receive acceleration events. @interface  FooViewController:  UIViewController  <UIAccelerometerDelegate>     Use accelerometer:didAccelerate: method to process accelerometer data. -­‐(void)accelerometer:(UIAccelerometer  *)accelerometer  didAccelerate:  (UIAcceleration  *)acceleration  {              NSString  *s  =  [[NSString  alloc]  initWithFormat:@"%f,  %f,  %f",        acceleration.x,  acceleration.y,  acceleration.z];    accLabel.text  =  s;      [s  release];   } 58
    • Exercise
    • Demo  Rolling ball
    • Core Location 7
    • Core Location The Core Location framework monitors signals coming from cell phone towers and Wi-Fi hotspots and uses them to triangulate the user's current position. 62
    • Getting the User's Current Location   Create an instance of CLLocationManager class. It  is  necessary  to  include  the  CoreLocation.framework   #import  <CoreLocation/CoreLocation.h>   @interface  FooViewController:  UIViewController<CLLocationManagerDelegate>       To begin receiving notifications, assign a delegate and call the startUpdatingLocation method. -­‐(void)viewDidLoad  {      CLLocationManager  *locationManager=  [[CLLocationManager  alloc]  init];      [locationManager  startUpdatingLocation];locationManager.delegate  =  self;      locationManager.distanceFilter  =  kCLDistanceFilterNone;            locationManager.desiredAccuracy  =  kCLLocationAccuracyBest;   }   63
    • Using the Core Location   We need implement this: -­‐  (void)locationManager:(CLLocationManager  *)manager  didUpdateToLocation: (CLLocation  *)newLocation  fromLocation:(CLLocation  *)oldLocation  {      NSString  *latitudeString  =  [[NSString  alloc]  initWithFormat:@"%g°",          newLocation.coordinate.latitude];      latitudeLabel.text  =  latitudeString;      [latitudeString  release];    NSString  *longitudeString  =  [[NSString  alloc]  initWithFormat:@"%g°",          newLocation.coordinate.longitude];      longitudeLabel.text  =  longitudeString;      [longitudeString  release];   }   64
    • Exercise
    • Demo   Where I am?
    • Quartz 8
    • Coding a new view #import  <UIKit/UIKit.h>   @interface  myView  :  UIView  {        CGPoint  myPoint;            int  x;        int  y;   }   @property  CGPoint  myPoint;   @property  int  x;   @property  int  y;   -­‐(void)draw;   @end   68
    • Coding a new view @implementation  myView   @synthesize  myPoint;   @synthesize  x;   @synthesize  y;   -­‐(id)initWithCoder:(NSCoder  *)coder  {        if  (self  =  [super  initWithCoder:coder])  {              x=self.bounds.size.width  /  2;              y=self.bounds.size.height  /  2;        }        return  self;   }   -­‐(void)touchesBegan:(NSSet  *)touches  withEvent:(UIEvent  *)event{        UITouch  *t  =  [touches  anyObject];        CGPoint  point  =  [t  locationInView:t.view];        x  =  point.x;        y  =  point.y;        [self  setNeedsDisplay];   }   69
    • Coding a new view -­‐  (void)draw{   CGContextRef  context  =  UIGraphicsGetCurrentContext();   CGContextSetFillColorWithColor(context,  [UIColor  colorWithRed:1.0f        green:0.0f  blue:0.0f  alpha:1.0f].CGColor);           CGRect  patito  =  CGRectMake  (x,y,10,10);CGContextAddEllipseInRect (context,  patito);   CGContextDrawPath(context,  kCGPathFillStroke);   }   -­‐  (void)drawRect:(CGRect)rect  {    [self  draw];   }   70
    • Connecting the view 71
    • Exercise
    • openGL | ES 9
    • openGL | ES 74
    • Demo
    • Plist file 3.3
    • plist file <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>CFBundleDevelopmentRegion</key> <string>en</string> <key>CFBundleDisplayName</key> <string>${PRODUCT_NAME}</string> <key>CFBundleExecutable</key> <string>${EXECUTABLE_NAME}</string> <key>CFBundleIconFile</key> <string>Icon.png</string> <key>CFBundleIdentifier</key> <string>com.yourcompany.${PRODUCT_NAME:identifier}</string> 77
    • plist file <key>CFBundleInfoDictionaryVersion</key> <string>6.0</string> <key>CFBundleName</key> <string>${PRODUCT_NAME}</string> <key>CFBundlePackageType</key> <string>APPL</string> <key>CFBundleSignature</key> <string>????</string> <key>CFBundleVersion</key> <string>1.0</string> <key>UIStatusBarHidden</key> <true/> <key>NSMainNibFile</key> <string>MainWindow</string> </dict> </plist> 78
    • Exercises and References 6
    • iPhone Dev Center http://developer.apple.com/iphone 80
    • Instructors Javier González Sánchez Tecnológico de Monterrey, campus Guadalajara javiergs@itesm.mx .com/in/javiergs Maria Elena Chávez Echeagaray Tecnológico de Monterrey, campus Guadalajara mechavez@itesm.mx .com/in/mechavez 81