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Learning the iOS 4 SDK for
JavaScript Programmers
Learning the iOS 4 SDK for
JavaScript Programmers

Danny Goodman

Beijing • Cambridge • Farnham • Köln • Sebastopol • Tokyo


Learning the iOS 4 SDK for JavaScript Programmers
by Danny Goodman

Copyright © 2011 Danny Goodman. All rights reserved.


Printed in the United States of America.

Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472.

O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions
are also available for most titles (http://my.safaribooksonline.com). For more information, contact our
corporate/institutional sales department: (800) 998-9938 or [email protected].

Editors: Andy Oram and Brian Jepson Indexer: Ellen Troutman Zaig
Production Editor: Holly Bauer Cover Designer: Karen Montgomery
Copyeditor: Amy Thomson Interior Designer: David Futato
Proofreader: Kiel Van Horn Illustrator: Robert Romano

Printing History:
December 2010: First Edition.

Nutshell Handbook, the Nutshell Handbook logo, and the O’Reilly logo are registered trademarks of
O’Reilly Media, Inc. Learning the iOS 4 SDK for JavaScript Programmers, the image of a King Charles
Spaniel, and related trade dress are trademarks of O’Reilly Media, Inc.
Many of the designations used by manufacturers and sellers to distinguish their products are claimed as
trademarks. Where those designations appear in this book, and O’Reilly Media, Inc. was aware of a
trademark claim, the designations have been printed in caps or initial caps.

While every precaution has been taken in the preparation of this book, the publisher and author assume
no responsibility for errors or omissions, or for damages resulting from the use of the information con-
tained herein.

ISBN: 978-1-449-38845-4

[LSI]

1291233444
Table of Contents

Preface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xi

1. Why Go Native? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Using an App Offline 2
More Access to the Hardware 3
More Access to the Software 4
What You Lose 6
Distribution 7
Apple iOS Developer Program 8
Content 8
Authoring Platform Choices 8
Taking the Plunge 9

2. Welcome to the iOS SDK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11


Hardware and OS Requirements 11
Installing the SDK 12
About iOS Developer Programs 12
Inside the SDK 14
Viewing Developer Documentation 15
Loading Code Samples 18
Setting the Project’s Base SDK 21
Trying the iOS Simulator 22
Coming Up... 24

3. Creating a Test Workbench . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25


Creating the Project in Xcode 26
Selecting a Project Type 26
Naming and Saving the New Project 29
Welcome to Your Project 29
Editing Your First Files 31
What the runMyCode: Method Does 34

v
Building the User Interface 35
Adding a Button to the View 38
Connecting the Button 42
Going for a Test Ride 46
Congratulations 49

4. Structural Overview of an iOS App . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51


Where It All Begins: APIs 51
APIs You Already Know 51
The Cocoa Touch APIs 52
Frameworks 53
Foundation Framework 54
UIKit Framework 54
CoreGraphics Framework 55
Adding Frameworks 55
Frameworks Set in Stone 56
Welcome to Class Files 57
The JavaScript Way 57
The Objective-C Way 58
Header File Details 61
Using Xcode to Create DGCar Class Files 65
Editing the @interface Section 68
Message Passing 70
Editing the @implementation Section 70
Integrating the DGCar Class into Workbench 75
Creating Object Instances 76
NSLog() and String Formats 77
Running the Code 78
What About Accessing Instance Variables? 79
Recap 81

5. App Execution Flow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83


Some C Language Roots in an iOS App 83
An Introduction to Delegates 85
How UIApplication Appoints Its Delegate 87
The App’s Info.plist File 87
Inside MainWindow.xib 88
iPhone App Development Design Patterns 92
The Model-View-Controller Design Pattern 92
Other Design Patterns 94
The Importance of Views 95
The App Window—UIWindow 96
Adding Another View to Workbench 97

vi | Table of Contents
Recap 106

6. Central Objective-C Concepts: Pointers, Data Types, and Memory Management . .


107
Pointers 108
Pointers and Memory 108
Pointers and Objective-C Variables 110
Pointer Notation 111
Determining Pointer Usage 113
Data Typing 115
Objective-C Data Types 116
Cocoa Touch Data Types 116
Objective-C Variable Declarations 118
Objective-C Method Declarations 118
The id Data Type 122
Converting Objective-C Data Types 123
Memory Management 125
Cleaning Up After Yourself 125
The Retain Count 127
Autorelease Pools 129
Observing Memory Usage 130
Recap 131

7. C Language Fundamentals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133


Variable Names 133
Variable Scope 136
Instance Variables 137
Local Variables 137
Local Variables in Control Structure Blocks 138
Static Local Variables 140
Global Variables 140
Constant Values 141
Functions 142
C Structures 148
C Arrays 151
Enumerated Types 152
Operators 153
Program Flow Constructions 153
Boolean Values 154
Math Object Equivalents in C 155
Inserting Comments 157
Recap 157

Table of Contents | vii


8. Objective-C/Cocoa Touch Fundamentals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
More About Classes 159
Temporary Objects 160
Subclassing Framework Classes 161
Defining Your Own Custom Subclasses 162
Adding to a Class Without Subclassing—Categories 166
Real Classes in Real Action 168
TheElements Overview 168
TheElements Class File Structure 171
Class Properties 175
Specifying Properties in the Header File 176
Synthesizing Properties in the Implementation File 178
Using Properties 178
Properties in Framework Classes 180
About NSString 181
Creating an NSString 182
JavaScript String Method Equivalents in Objective-C 185
NSMutableString 189
About NSArray 190
Creating an NSArray 192
Retrieving Array Elements 193
JavaScript Array Method Equivalents in Objective-C 193
NSMutableArray 194
About NSDictionary 195
Creating an NSDictionary 195
Retrieving Dictionary Entries 197
NSMutableDictionary 198
Arrays and Dictionaries in Action 199
Recap 202

9. Common JavaScript Tasks in Cocoa Touch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203


Formatting Numbers for Display 203
Preformatted Number Styles 204
Rounding Numbers for Display 206
Creating a Date Object 207
Adding a UIDatePicker to Workbench 207
Understanding NSDate 210
Creating a Date Object for a Specific Date 211
Extracting Components from an NSDate Object 213
Creating NSDate Objects from Strings 214
Converting an NSDate to a String 217
Calculating Dates 219
10 Days in the Future 219

viii | Table of Contents


Days Between Dates 220
Comparing Dates 221
Downloading Remote Files Asynchronously 222
Example Project 223
Creating the Request 224
Initializing the NSMutableData Object 225
Delegate Methods 226
Downloading Only When Needed 228
Accounting for Fast App Switching 231
Reading and Writing Local Files 233
iOS App Directories 233
Obtaining Directory Paths 235
Obtaining Paths to Files Delivered with Your App 236
Writing Files to Disk 236
Reading Files from Disk 238
Writing and Reading Property List Files 239
Performing File Management Tasks 240
Sorting Arrays 241
Sorting with a Selector 241
Sorting with a Function 243
Sorting Arrays of Dictionaries with NSSortDescriptor 245
Capturing User-Entered Text 246
The Code Portion 247
The Interface Builder Portion 250
Validating Text Entry with Regular Expressions 251
Modifying the Code 253
Modifying the User Interface 255
Using Regular Expressions for Text Search and Replace 255
Dragging a View Around the Screen 258
The Code Portion 259
The Interface Builder Portion 264
Recap 265

A. Getting the Most from Xcode Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267

B. Common Beginner Xcode Compiler Errors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 277

Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 281

Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285

Table of Contents | ix
Preface

You don’t have to be an Apple fanboy or fangirl to give Apple Inc. credit for redefining
mobile gadgetry and its surrounding industries. First the company used the iPod to
reshape the music industry and strongly influence how we acquire and consume tunes.
Just count the number of people wearing iPod-connected earbuds in a subway car.
Then the iPhone rewrote the cellular telephone industry manual, while opening the
world’s eyes to the potential of being connected to the Internet nearly everywhere, all
the time. It’s happening again with the iPad, where electronic publishing is evolving
right before our eyes.
Although the iPhone was an early success with just the workable but limited set of
Apple-supplied applications that came with the phone, programmers couldn’t wait to
get their hands on the platform. The first word that Apple let drop about third-party
developers, however, landed with a bit of a thud: they were graciously allowed to create
web apps. Sure, the iPhone’s WebKit-based browser let creative HTML, CSS, and
JavaScript programmers create far more than dull web pages, but the apps still faced
frustrating limits compared to Apple’s native apps.
It took some additional months, but Apple eventually released a genuine software
development kit (SDK) to allow third-party programmers to create native applications
for what was then called the iPhone OS. Part of Apple’s task was also creating the App
Store to distribute apps—yet another industry-transforming effort. Many existing Mac
OS X developers rejoiced because the iPhone OS was derived from Mac OS X. The
iPhone SDK was based on the same Xcode tools that Mac developers had been using
for some time. The language of choice was Objective-C.
As a happy iPhone early adopter, I eagerly awaited the iPhone SDK. Unfortunately,
despite my years of being a dedicated Mac user since 1984 and a scripter since 1987
and the HyperCard days, I had never done any Mac OS X programming. I didn’t know
much about C and next to nothing about Objective-C. Still, I thought perhaps my years
of experience in JavaScript would be of some help. After all, at one time I even learned
enough Java to write a small browser applet to demonstrate how JavaScript code in a
web page can communicate with the applet. At least I knew what a compiler did.

xi
When the iPhone SDK landed on my Mac, I was simply overwhelmed. The old meta-
phor of trying to sip from a firehose definitely applied. The more I read Apple’s early
developer documentation, the more I felt as though I had to know a lot more than I
knew just to understand the “getting started” texts. With JavaScript having been the
most recent language acquisition for me (albeit back in late 1995), I looked for anything
I could borrow from that experience to apply to iPhone app development. I’d see
occasional glimmers, but I was basically flying blind, not knowing what I had to discard
and what I could keep.
The SDK was evolving during that time as well. I’d read a tutorial here and there, but
I wasn’t making much headway at first. Some tools, especially Interface Builder, felt
incomplete to me. Frankly, I had a couple of false starts where I walked away until a
future SDK version appeared. Finally, I reached a point that was “put up or shut up.”
After sticking with it and reading many of the documents many times, I was, indeed,
getting tastes from the firehose. Working on iPhone development as a part-time effort
over a three-month period, I managed to go from the starting line to submitting my
first app to the App Store in January 2009.
Since then I’ve been monitoring the developer communities on both the native app and
web app sides. I’ve even sat in online courses for web app developers to see what they’re
saying in the chat room. A lot of web app developers seem to look enviously to native
iPhone and iPad development. I suspect many have gone through the same false starts
that I did. And yet I know from my own experience that it is possible to make the
transition from web app to native app developer if you know how to channel your
JavaScript knowledge into what is now known as the iOS SDK environment.

What You Need to Start


I have written this book specifically for the web developer who is comfortable in the
JavaScript language. Even if you use a bit of JavaScript to glue together apps from third-
party JavaScript libraries and frameworks, you should be ready for this book. Unlike
most entry-level iOS programming books, this one assumes that you have not neces-
sarily worked in a compiled language before. You probably have little or no experience
with C or Objective-C. But you do know what a string and an array are because you
use them in your JavaScript work. I will be introducing you to the way Objective-C
works by comparing and contrasting what you use in JavaScript. It’s the kind of hand-
holding that I wish I had when I started learning iPhone app development.
You will get more from this book if you are the adventurous type. By adventurous, I
mean that you will follow the instructions throughout to try things for yourself. Along
the way I will help you build an app called Workbench, where you will be able to play
and learn by experimenting with little pieces of code here and there. Creating projects,
editing files, and building apps is the only way to really get to know the SDK.

xii | Preface
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