Posts Tagged 'iPhone'


This is certainly conveniently timed; yesterday they decided they’d like player names to be tappable to bring up the player’s card everywhere they’re displayed in Atimi’s sports apps — and why look, today we have an example of just how to go about that!

SebastienThiebaud / STTweetLabel

A custom UILabel view controller for iOS with certain words tappable like Twitter (#Hashtag, @People and


h/t: iOS Dev Weekly!


MarkupLabel is simple HTML formatting in UILabel.

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Ever tried to write a UIGestureRecognizer? Kinda hard, wasn’t it? Well, check out CMUnistrokeGestureRecognizer:

How would you go about recognising a gesture like this star shape in an iOS app?


This was the problem posed to me recently while working on a project … Created by three clever chaps at the University of Washington back in 2007, the $1 Unistroke Recognizer was designed to recognise single path (unistroke) gestures, exactly what I was looking for. Not only that, but design goals for the technique make it an ideal candidate for use in mobile applications…

CMUnistrokeGestureRecognizer is my port of the $1 Unistroke Recognizer to iOS. I’m not the first to implement this recogniser in Objective-C but none of the existing implementations met my requirements. I wanted the $1 Unistroke Recognizer to be fully contained within a UIGestureRecognizer, with as simple an API as possible.
So the CMUnistrokeGestureRecognizer implements the $1 Unistroke Recognizer as a UIGestureRecognizer. It features:

  • Recognition of multiple gestures
  • Standard UIGestureRecognizer callback for success
  • Template paths defined by UIBezierPath objects
  • Optional callbacks for tracking path drawing and recognition failure
  • Configurable minimum recognition score threshold
  • Option to disable rotation normalisation
  • Option to enable the Protractor method for potentially faster recognition

Looks like just the thing for adding complex gesture support into your apps, doesn’t it now?

h/t: iOS Dev Weekly! (Yes, we just read the Dec. 14th issue. Getting back up to speed, slowly…)

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UI Screen Shooter

This is an interesting — and handy! use of UI Automation:

jonathanpenn / ui-screen-shooter

This is a set of scripts to demonstrate how to take screen shots for your iOS app for the App Store automatically using UI Automation. It shows how to take screen shots, extract them from the automation results and change the language in the simulator with shell scripts. This saves quite a bit of time since we need to generate screens for the 3.5″ display, the 4″ display, and both iPhone and iPad if your app is universal–not to mention that you have to do this for every localization you support in the store.

You can see the script run against one of my apps in this video

Some more handy UI Automation tips here.

h/t: iOSDevWeekly!


Automating iOS App Store screenshots

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Tips: Auto Layout

Had some … issues … getting iOS 6 auto layout to work quite the way you expect? Nope, you’re not alone.

Screen Shot 2012-11-29 at 6.49.38 PM.png

Here’s a couple posts with some helpful tips:

Auto Layout & Interface Builder Tutorial: Solving some common problems

IB has a few quirks (some would say large number of flaws) which can make it seem like black magic trying to bend it to your will…

Issues With Achieving Auto Layout Zen

I’ve had better luck trying to read women in my failed relationships than trying to debug why my constraints aren’t working out…

Tip: Manually Adding iOS 6 Auto Layout Constraints

Tip: Ambiguous Auto Layouts in iOS 6

If you haven’t really got into this auto layout thing yet, the best introductory tutorials are at, exactly where you would expect by now:

Beginning Auto Layout in iOS 6: Part 1/2 and Part 2/2

And finally, if you think this auto layout stuff sounds kinda nifty but are stuck targeting iOS 5, might want to take a gander at

RolandasRazma / RRAutoLayout

RRTestApp has constraints based layout and all constrains added in interface builder like you normally would do for iOS6, whats interesting is that it has deployment target iOS5. You can run same project on iOS6 and iOS5 and it should look and behave (when rotating) the same. Essentially its iOS6 AutoLayout) back port to iOS5…


iOS Autolayout: Fun Facts and Tips

iMartinKiss / KeepLayout: “Making Auto Layout easier to code.”

How Much, or How Little, I Use Interface Builder These Days

⌘⇧ – Command Shift series:

dkduck / FLKAutoLayout: “is a category on UIView which makes it easy to setup layout constraints in code.”

10 Things You Need To Know About Cocoa Autolayout

Auto Layout Performance on iOS

Optimising Autolayout

cloudkite/Masonry: “A light-weight layout framework which makes creating iOS AutoLayout NSLayoutConstraints in code chainable, quick and descriptive.”

Advanced Auto Layout Toolbox

iOS 7 Tutorial Series: Auto Layout in Xcode 5

SKCore – a Simplification Toolset (Core Graphics, Autolayout and More)

Use Auto-layout In Xcode 5 For Interfaces That Adapt To Different Screens/Orientations

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App Store Rankings

This looks like a nifty tool for your App Store SEO efforts:

App Store Rankings is the keyword based App Ranking Tracker

Are you still manually checking your app’s rankings? Are you searching every day to see how well your app ranks for your keywords? It’s time to upgrade to App Store Rankings and let us track all your keyword performance for you. Get accurate keyword results, historical data, alerts and more.

Keyword Based App Ranking Tracking

The majority of all app downloads happen when users search for apps. That’s why tracking your ranking and performance for all the keywords that matter to your app is very important. App Store Rankings automates this task, turning the pain of searching and tracking your rankings across dozens and hundreds of keywords into an easy task…


Yep, that’s a pretty darn convenient presentation, isn’t it now? Pricing seems reasonable, and there’s a single app free plan for a taster too.

Be sure to check out the App Store Rankings Blog as well, there’s some pretty interesting posts there. Particularly the one from October 28th. Modesty prevents us from explicitly (heh) describing why, but check it out for some fascinating quirks of app search that you weren’t aware of … at least, we very sincerely hope you weren’t aware of!

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NFC for iOS: FloJack

So you really wish your iOS device was NFC enabled? And don’t feel like waiting around for Apple to bother supporting it? Well, you might want to help nudge this Kickstarter project over the top:

Screen Shot 2012-11-25 at 9.39.55 AM.jpg

As we write they’re some $4K short of their $80K goal with 34 hours to go; the Flomio website is here where you can see the team includes the dude who wrote NFC Quick Actions for Android, and you can check out their SDK at flomio / flojack-ios; so it certainly looks like they’re serious here, and it would be nice to see their project succeed … if only to cut off another talking point from those cackling “ANDR0ID FTMFW!” fandroids. Cheap at the price, really.

h/t: [mobile developer:tips];!

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UIActivity Providers

So you’ve probably noted in iOS 6 that UIActivity and UIActivityViewController let us simply and prettily present various sharing-type options to the user, which is a nice step forward on the data sharing front but still requires each developer to integrate UIActivity code for the services they support. So wouldn’t it be convenient if someone maintained a list of those? Why, yes, yes it would…

UIActivity Providers for iOS6

A directory of all the iOS6 UIActivity providers in one place.

Make it easy for your users to share the amazing content in your app.

…and there we go then. Currently listed providers are

Google Chrome









plus the built in Facebook/Twitter, of course. Be sure to submit any other ones you know about!

h/t: iOSDevWeekly!


CocoaControls tagged UIActivity





A better UIActivity API

ZYActivity – An easier to inherit UIActivity


Customizable UIActivityController Replacement iOS UI Control That Works On iOS 5

WHMessageActivities: “UIActivity subclasses for direct customization of MessageUI controllers.”

ADN Activity Collection for iOS

MLCruxActivity for iOS

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Promo Code Management: Tokens

Now this looks like pretty much exactly what everyone who’s ever wrestled with iTunes Connect for promo codes has been praying for:

Screen Shot 2012-11-23 at 7.04.39 PM.png

That’s some massive sweetness right there, yep. Free for a single app, and $29 for unlimited apps; you know you want it!

h/t: Michael Tsai!

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User Support: Helpdesk, Neemware

You know, for how important everyone agrees that direct user support is for keeping users happy and avoiding one-star reviews, it’s kinda surprising a) how many of us actually implement it on a level somewhere between “an email link that almost nobody finds” and “nothing”; and b) how little there is available in the way of mobile-focused infrastructure for that kind of thing. Only thing we find in our archives is this three year old post which, well, still pretty much covers things as of last week, really.

But in the span of four days we got two, count em’, two, emails from people who want to do something for you about this lamentable lack! In alphabetical order, they are

Helpshift — “The first and only customer support help desk for native apps”

  • Engage users in-app with a native, familiar experience so they don’t stop using the app
  • Cut down on support time with a searchable FAQ that answers common questions
  • Privately resolve user issues to avoid negative app reviews and increase app ranking
  • Integrate a seamless UX built for mobile that you and your users will love


Intriguing, yes? They’re in invitation-only preview mode right now, and there doesn’t seem to be any information available on what the eventual cost of the service is planned to be, but we certainly encourage you keen early adopters out there to sign up and let us know how things go!

And in the other corner of this week’s new contenders, we have

Neemware – “In-App Marketing, Messaging, Cross-Promotion & Feedback for Mobile”

As the tag suggests, this one is more a platform for managing user engagement — or, put less diplomatically, a way to push out all the kinds of things that the APNS terms of service don’t allow:

  • Send rich in-app messages in real time
  • Target messages to users based on app usage
  • Send messages without app updates to store
  • Cross promote apps
  • Get in-app feedback
  • In-App reply to user feedback

They’re also in try it for free mode right now, and the planned pricing seems pretty reasonable too; so we even-handedly encourage you keen early adopters to check this one out as well and let us know how that works out for you!

And as always, Dear Readers, if you have any feedback on other solutions for the user support/engagement space that have worked out well for you, please share the enjoyment!


Apptentive looks worth checking out too.

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Now this is certainly a Herculean endeavour: Messr. Steffen Itterheim of Learn Game Development with Cocos2d renown is launching a subscription-based full-blown fork of cocos2d!


In case you’d missed it so far, cocos2d has had its vision … refined … after the Zynga acqhire:


Currently cocos2d is: A fast, easy to use, free, and community supported 2D game engine.

And we want to do is go redefine it as: A fast, easy to use, free, multi platform,/ and community supported 2D game framework.

By multi platform, we mean iOS and Android in the mobile space and Web Browsers:

• Write once, run it on the supported platforms. The common language is JavaScript

By framework, we mean:

• An integrated framework for building 2D games:

Game engine: cocos2d

Physics Engine: Chipmunk

World Editor: CocosBuilder

Well, that’s a thing there, isn’t it? Always nice to have a new cross-platform game option joining the plethora already available, but if you’re reading this, chances are you’re of the attitude that you want to craft an awesome iOS game first and foremost and spend time thinking about those other, lesser, platforms sometime between “much later” and “never”, amirite? Well, you’re who KoboldTouch is aimed at then:

… It’s going to be a framework to program iOS & Mac games in, where best practices evolve naturally, where Cocoa programmers feel right at home, where beginners are not left in a void * EXC_BAD_ACCESS … and where Cocos2D is still at the heart of it.

KoboldTouch takes control over Cocos2D, to allows users to implement best practices naturally. Cocos2D provides the view, KoboldTouch provides the controllers, models and the framework to write your code in.

The Goals for KoboldTouch

Take the good parts of Cocos2D, improve Kobold2D and fix what’s been criticized, build KoboldTouch as a Cocoa-esque game framework around Cocos2D views, add Lua scripting and ensure tight integration with Apple’s OS features.

Little by little I want to transform Cocos2D from the rendering engine that it is and embed it into KoboldTouch, the game development framework…

And that’s where the money comes in. KoboldTouch is going to be a $200/year subscription product. How many out there think this sounds like a good enough idea to pay for it? Well, if you’re thinking it might, head to the KoboldTouch product page and check out the video and all the other links there!

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