For the longest time it seemed that releasing an update to an iOS app was a random whack-a-mole process that I’d invariably get wrong in some way. It was maddening, especially since iTunes Connect has only recently become a decent web application. By switching to Jenkins for continuous integration of my iOS app builds I’ve greatly improved my process, but things didn’t really improve until I created a checklist for keeping track of my releases.
Since I’ve been asked many times about this very topic recently – both at work and on Twitter – I thought I’d write a post about how I bring some sanity to my release process so my app updates are timely and predictable.
Continue reading “My App Store release checklist”
I’ve recently released version 1.2 of Docset Viewer, which fixes a number of bugs people experienced with the previous version. If you had problems with the previous release, please give this one a try.
One of the improvements I’ve added is the ability to customize whether or not you would like to back up your Docsets (which can get quite large) into iCloud. To keep with the instructional nature of this site, I’ll show you how you can do that in your own apps.
Continue reading “Docset Viewer v1.2 and how to customize iCloud backups”
As I’ve shown in my previous post announcing Docset Viewer, I want this series of posts to be more than me talking about my new app. In keeping with the instructional nature of my site, I’m going to show you a few things that I did in my new app Docset Viewer and how I put it together. This time around I’m going to show how I use
NSURLConnection for downloading large files, and even resuming them.
In Docset Viewer I’ve added the ability to download docsets directly from Atom feeds, either from custom URLs or from a pre-configured list of Apple’s available docsets. Since you may not be consistently connected to the Internet, it’s important to be able to download documentation packages incrementally, especially since they can be anywhere from 300MB to 500MB. Continue reading “Docset Viewer: Resuming large downloads with NSURLConnection”
Over the years my blog has transformed from the usual “Wordy geek ranting about first-world problems” content toward more educational and informative posts on what I do for a living: developing awesome iOS applications. I don’t usually talk about the actual applications I’m writing though, since most of my work is on other people’s apps (and I’m not allowed to spill the beans on anything fun). I still consider myself an “Indie” developer though, and just like many other developers out there, I like to solve the problems that I myself face on a daily basis.
In this case what started with me complaining on Twitter turned into a new app due to the resounding and immediate “Me too!” responses I got from some of my followers. And with that I decided to create Docset Viewer.
Continue reading “Announcing Docset Viewer v1.1 for iPad and iPhone”
For anyone who’s developed exclusively with UIViews on iOS may take the title of this post a bit oddly. “WHAT?!” they might say, “Are you insane? Core Graphics is not only a C-only API, but has confusing function names, and needs way more code to do the same thing I can do in less code in UIView”. Yes, they might be right, but there’s a reason why Core Graphics exists. It’s FAST!
But using Core Graphics doesn’t mean that your code has to be confusing, or that you have to compromise flexibility for performance. You can have your cake and eat it too (aka you can have high-performing code that is easy to read). Read on to see what I mean.
Continue reading “Core Graphics isn’t scary, honest!”
As developers we spend most of our lives dealing with broken and barely-functional software: our own software. We do our best to make the applications we develop somewhat less broken and try to add features to make it functional. And once we finally get our software working bug-free and functioning stably, what do we do? Do we bask in the joy of a stable app and spend countless hours enjoying that moment? No, we move on to v1.1 or v2.0, adding more features and consequently more bugs. It’s kind of sad if you think about it.
Since much of our lives are spent with applications in various states of brokenness, understanding how to debug our software and catch those exceptions that arise is vital to getting our applications to a stable state so we can release, consequently moving on to create a whole new set of bugs that need to be fixed.
Here are some basic tips and tricks to make your life easier dealing with Xcode 4, and tracking down those places where your code runs off into the bushes.
Continue reading “Back To Basics: Simple debugging tips in Xcode”
One of the things I like most about Apple’s iOS SDK is the consistent and easy-to-use API they provide. Across all their different frameworks there’s a pattern at work that makes using their classes easy to understand. This is due in part to the simplicity for configuring those objects. In most cases you don’t need to call cryptic methods to setup or teardown classes. If you want to change a label’s font, you just set a property. If you want to add a new set of tabs to a UITabBarController, you simply have to assign an array of view controllers to the “viewControllers” property and away you go.
Continue reading “Back to Basics: Using KVO”
Following up on my previous post in this series, I’m going to continue talking about beginner topics that I and many other developers take for granted. So for this entry in my “Back To Basics” series I’d like to talk about UITableViews, and how to simply and easily construct one without convoluted or confusing code.
This topic in particular is something I’ve struggled over in the past and never managed to find a clear example for how to get started. Certainly there’s a lot of examples to show how to construct a table view, how to create a datasource for it, and the basics for how to construct cells. But hardly anyone tells you how to easily and conveniently construct a menu of options without going down a maze of twisty passages.
So today I’ll show you how you can use simple “typedef” structures to describe and control a simple menu of options.
These days I’ve been working on some fairly advanced iOS development techniques on my various projects: I’ve taught myself (badly) about Core Audio, I’m learning OpenGL, I’m developing a series of applications using Core Data, asynchronous parsing of JSON from a streaming HTTP connection, etc. It’s extremely fun and easy once you understand the basics.
What I tend to forget however is that you have to crawl before you can walk, and many people still struggle with some of the simpler techniques that I’ve learned that may not be so obvious, even when reading books or tutorials on Objective-C programming.
Since my previous series of articles on Core Animation (Part 1, Part 2, Part 3, Part 4) were so well received, I thought I’d do another series of articles titled “Back To Basics”.
So without further ado, I give you the first part in my series: Positioning UIViews.
This is the fourth in a series of posts I’m writing on animating iOS interfaces using Core Animation. In the first post I created a planetary orbit demo using nested CALayer objects. The second post showed how to dress up a UI by animating an image. The third post shows how you can trigger animations in response to button actions.
This post will show how you can create the beginnings of a full game using Core Animation combined with CAShapeLayer and UIBezierPath objects.
Read on to see more