No touches on bottom of iPhone 5 screen

If you ever convert an old project to work with the iPhone 5 (or future larger devices), you may encounter a situation where everything displays correctly on-screen, but for some reason, you’re not getting any touches in the lower 88 pixels. (The extra height of the iPhone 5 screen in X-Code.)

If you’re using a MainWindow.xib file, this is most likely caused because you haven’t selected ‘Full Screen At Launch’ for the Window, so it uses your original size for the window (480×640). (Even though it uses your original size for the window, the larger views will ‘leak’ and the entire screen will be filled, but any input on the lower section will be masked, so you won’t get events there.)

Adding Push notifications to your iOS app

At some point you’ll probably want to add Push notifications to your iOS app, be it for app updates, messages, etc. It’s actually pretty easy to do.

Creating/Updating the App ID For Push Notification

First, go into the provisioning portal, and click on ‘App IDs’ on the left under ‘Identifiers’. On the upper right corner click on the ‘+’ sign to get to the ‘Registering an AppID’ screen, fill in the App Id Description and App ID Suffix, using an Explicit App ID. (The app ID cannot have a wildcard (*) in its Bundle ID.) Under App Services, make sure ‘Push Notifications’ is checked. Click Continue, and on the ‘Confirm your App ID’ screen, click on ‘Submit’. Your new App ID should now be shown in the App ID’s list.

Click on the new App ID in the list. The ‘Push Notifications’ line should be ‘Configurable’. Click ‘Edit’ to get to the ‘iOS App ID Settings’ screen. Scroll down to ‘Push Notifications’ and click ‘Create Certificate’ under the appropriate section.

You’ll now see the ‘About Creating a Certificate Signing Request (CSR)’ screen. It will tell you to launch Keychain Access under Applications/Utilities, and select Keychain Access->Certificate Assistant->Request a Certificate from a Certificate Authority. You then fill in your email address and create a name for your private key. In the Request is group, you select ‘Save to disk’ option, and click continue. You’ll be prompted for the location and name of your CertificateSigningRequest.

Once you’ve done as requested, hit ‘Continue’ on the ‘About Creating a Certificate Signing Request (CSR)’ screen, and you’ll be in the ‘Generate your certificate’ screen. Click on ‘Choose File’ and select the CertificateSigningRequest file you just created in Keychain Access and click Generate.

After up to a minute, you’ll get the message saying that your certificate is ready. Click on ‘Download’. When you’ve downloaded it, click ‘Continue’ and you’ll get back to the Configure App ID screen. Hit ‘Done’ at the bottom to save your new push notification settings.

Double click on the APNs SSL Certificate to install it into your keychain. Once its installed, export it as ‘PushCertificate.p12’. (No password.) We’ll need it later.

Creating/Updating a provisioning profile

You can’t use your wildcard provisioning profile for push notifications; you have to use one specifically for push notifications for the given App ID. Once again, go into your provisioning portal to start.

Once there, click on ‘Provisioning’ on the left hand side. If you have a provisioning profile with the same app ID as above, Edit/Modify it; if not, create a new profile with that app ID, calling it something like ‘MyApp Push’. Once you’re done, make sure to Download the new provioning profile and select it as the current development code signing identity. If you don’t do this, you’ll get “no valid ‘aps-environment’ entitlement string found for application” messages when you try to run it.

Registering for notifications

Now that you’ve got the correct provisioning profile installed and in use, you’ll need to add code to register your app for push notifications.

In your app delegate’s application:didFinishLaunching or application:didFinishLuanchingWithOptions code, add the following code:

   [[UIApplication sharedApplication] registerForRemoteNotificationTypes:
               UIRemoteNotificationTypeBadge |
               UIRemoteNotificationTypeAlert |
               UIRemoteNotificationTypeSound];

Remove any notification types you don’t want to receive.

You’ll also need to add Push Notification callback code in your app delegate:

#pragma mark = Push Notification code

- (void)application:(UIApplication *)app didRegisterForRemoteNotificationsWithDeviceToken:(NSData *)devToken {
   NSLog(@"did register, deviceToken: %d bytes, %@", devToken.length,devToken);

   // Add code here to send the device token to your server, probably converting to hex first
   [self sendDevToken:devToken toURL:@"http://www.example.com/register.php"];
}

- (void)application:(UIApplication *)app didFailToRegisterForRemoteNotificationsWithError:(NSError *)err {
   NSLog(@"Error in registration. Error: %@", err);

   // deal with the error here
}

- (void)application:(UIApplication *)application didReceiveRemoteNotification:(NSDictionary *)userInfo {
   NSLog(@"Got notification: %@",userInfo);
   
   // notify the user, etc about the notification just received
}

The easiest way to send a device token to your server to register your device is to convert the devToken to a hex string, and pass it as a parameter to a php script on a website. (ie http://www.example.com/register.php?key=) It would also be a good idea to spawn a thread to do this so you’re not blocking the user input while registering.

Your app should now be registering for notifications with Apple and registered their deviceToken on your server.

Server side registration

On your PHP server, you’ll want to receive the deviceToken and store it for later use. (When you want to notify the user of something.) We can start with something like this in our register.php file to make sure we’re getting registrations:

<?php

$key=$_GET["key"];

// We should store in db for later use, but we'll just log it for now.
$fp=fopen("register.log","a");
fwrite($fp,date("YmdHis")." $key\n");
fclose($fp);

?>

Run the app to verify registration

Now that you’ve set your app up to register, and your server set up to receive the registrations, try it out, and if all’s well, you should get an entry in a ‘register.log’ file. Make sure to accept push notifications!

Pushing notifications from your server

Now that we’re registered, we need to get our server to talk to apple’s server to send our registered devices push notifications. This is where the PushCertificate.p12 file we created early comes into play. On your linux php server, we need to create a cert/key file that’s used to communicate securely with the apple push server. Upload the PushCertificate.p12 file to your server and create the ck.pem file as follows:

$ openssl pkcs12 -clcerts -nokeys -out cert.pem -in PushCertificate.p12 
Enter Import Password:
MAC verified OK

$ openssl pkcs12 -nocerts -out key.pem -in PushCertificate.p12 
Enter Import Password:
MAC verified OK
Enter PEM pass phrase:
Verifying - Enter PEM pass phrase:

$ cat cert.pem key.pem > ck.pem

Make sure that you enter the same passphrase both times. (This will be used in the push code below.)

Now that we have a cert/key file, and a devToken, we can send our device a push notification with the following (replace with the passphrase you used above.):

<?php
$msg="<Your notification message>";
$pushToken= "<your captured hex push token>";
$pushToken=pack("H*",$pushToken);

send_apns($pushToken,$msg,1,'');

function send_apns($token,$message,$badge,$sound) {
   // Construct the notification payload
   $body = array();
   $body['aps'] = array('alert' => $message);
   if ($badge) $body['aps']['badge'] = $badge;
   if ($sound) $body['aps']['sound'] = $sound;

   $ctx = stream_context_create();
   stream_context_set_option($ctx, 'ssl', 'local_cert', 'ck.pem');
   stream_context_set_option ($ctx, 'ssl', 'passphrase', '<password>');
   $fp = stream_socket_client('ssl://gateway.sandbox.push.apple.com:2195', $err, $errstr, 60, STREAM_CLIENT_CONNECT, $ctx);
   // for production change the server to ssl://gateway.push.apple.com:2195
   if (!$fp) {
      print "Failed to connect $err $errstr\n";
      return -1;
   }

   $payload = json_encode($body);
   $msg = chr(0) . pack("n",32) . $token . pack("n",strlen($payload)) . $payload;
   fwrite($fp, $msg);
   fclose($fp);

   return 0;
}
?>

At this point you should hopefully have a push notification sent to your device. As noted in the code, change the server as appropriate if you’re in production.

What to do when creating a PDF crashes your iOS device.

If you create PDF’s using the iOS SDK, and UIKit as mentioned in my previous post, you may find that while the PDF’s generate perfectly on the simulator, they crash your app on a real device. The reason it works on the simulator and not on the iOS device, usually has something to do with how much memory each has. The simulator has as much as your development machine, while the iOS device has… well, considerably less.

If you find your app crashing, what I’ve found helps the most is slicing your large images into smaller images to remove the whitespace in your images. When you create a PDF using UIKit, each image is loaded into memory as RGBA to be pasted into the PDF. If you’re using the x4 method to get high resolution PDF’s, that means a full page ‘background’ would take up almost 8 MB. Much of this is waste, since you’re probably going to have quite a bit of whitespace.

Creating, printing and emailing high resolution PDF’s in iOS

Many kinds of business software require some form of PDF output. The easiest way in iOS to create PDF’s is using Interface Builder and the UIKit.

Generate a PDF using UIKit

First, create a blank new empty user interface file in XCode. I’ll assume you called it PDFView.xib. Make whichever view controller will be generating the PDF the owner.

Add the main pdf view, and make it 612×792, which Apple says is the standard size for a full 8.5×11 sheet of paper. (You’ll need it a standard size if you want to print, since AirPrint doesn’t allow you to shrink larger pdf’s to fit, instead cropping off the sides that are too big or printing the page tiled across multiple pages.) Assign the main view to an UIView IBOutlet in your owner view controller; I’ll assume its called PDFView1.

In the main pdf view, lay out all your UI elements as UIViews (to group), UIImageViews, and UILabels. You can add other UI elements if you want, but most standard documents can be created with only those two.

You can add more views to the file if you want to add more pages to your PDF.

When you want to create your PDF, you would do something like this:

- (NSData*)generatePDF {
   NSMutableData * pdfData=[NSMutableData data];

   [[NSBundle mainBundle] loadNibNamed:@"PDFView" owner:self options:nil];

   // by default, the UIKit will create a 612x792 page size (8.5 x 11 inches)
   // if you pass in CGRectZero for the size
   UIGraphicsBeginPDFContextToData(pdfData, CGRectZero,nil);
   CGContextRef pdfContext=UIGraphicsGetCurrentContext();

   // repeat the code between the lines for each pdf page you want to output
   // ======================================================================
   UIGraphicsBeginPDFPage();

   // add code to update the UI elements in the first page here
	
   // use the currently being outputed view's layer here	
   [self.PDFView1.layer renderInContext:pdfContext];

   // end repeat code
   // ======================================================================

   // finally end the PDF context.
   UIGraphicsEndPDFContext();

   // and return the PDF data.
   return pdfData;
}

Pretty simple eh?

Saving/Printing/Emailing the PDF.

Once you’ve generated the PDF, its easy to save/print/email.

Saving is just a matter of writing it to a file:

- (BOOL)savePDF:(NSData*)pdf toFile:(NSString*)filePath {
   if(![data writeToFile:filePath atomically:NO]){
      NSLog(@"Failed to pdf to file '%@'", filePath);
      return NO;
   }
   return YES;
}

Printing is not much harder. We simply grab the shared print controller, set up the orientation, job name, etc, set the printer’s printingItem to our PDF data, and present the printer controller to the user, which lets them choose which printer to use. iOS takes care of the rest.

- (void)printPDF:(NSData*)pdfData {
   UIPrintInteractionController *printer=[UIPrintInteractionController sharedPrintController];
   UIPrintInfo *info = [UIPrintInfo printInfo];
   info.orientation = UIPrintInfoOrientationPortrait;
   info.outputType = UIPrintInfoOutputGeneral;
   info.jobName=@"CadabraCorp.pdf";
   info.duplex=UIPrintInfoDuplexLongEdge;
   printer.printInfo = info;
   printer.showsPageRange=YES;
   printer.printingItem=pdfData;
		
   UIPrintInteractionCompletionHandler completionHandler =
      ^(UIPrintInteractionController *pic, BOOL completed, NSError *error) {
         if (!completed && error)
         NSLog(@"FAILED! error = %@",[error localizedDescription]);
      };
   [printer presentAnimated:YES completionHandler:completionHandler];
}

Emailing is similarly simple. We just create a new MFMailComposeViewController, add the data as a pdf attachment, and present it to the user to fill in email address, etc. (We could put in defaults before we present it, but I leave that to your imagination.):

- (void)emailPDF:(NSData*)pdfData {
   MFMailComposeViewController *picker = [[MFMailComposeViewController alloc] init];

   picker.mailComposeDelegate = self;
   [picker setSubject:@"Sending PDF"];
   [picker addAttachmentData:pdfData mimeType:@"application/pdf" 
                    fileName:[NSString stringWithFormat:@"CadabraCorp.pdf"]];
   [picker setMessageBody:@"Here's the PDF you wanted." isHTML:YES];

   [self presentModalViewController:picker animated:YES];
   [picker release];
}

#pragma mark = MFMailComposeViewControllerDelegate function

- (void)mailComposeController:(MFMailComposeViewController*)controller 
          didFinishWithResult:(MFMailComposeResult)result error:(NSError*)error {
   [self dismissModalViewControllerAnimated:YES];
   if (result==MessageComposeResultSent) {
      NSLog(@"PDF sent");
   } else {
      NSLog(@"PDF send error %@",error);
   }
}

Why does it look so pixelated?

Unfortunately, using the standard way of creating PDF’s with UIKit results in a bit of a problem… By default, UIKit uses 72dpi, and that leaves quite a bit of it looking pixelated. The only solution I’ve found is to make the View’s larger (I usually do 4x larger to make the math easy) and then shrink it when generating the PDF. This results in a higher resolution PDF that is still a full page and prints properly at 100%.

First, resize each UI element by multiplying its x/y/width/height by 4. Any fonts should have their point sizes multiplied by 4 as well. You may have to create new images for the UIImageView’s you use.

Next, modify the creation of the output PDF to scale the layer’s:

- (NSData*)generatePDF {
   NSMutableData * pdfData=[NSMutableData data];

   [[NSBundle mainBundle] loadNibNamed:@"PDFView" owner:self options:nil];

   // by default, the UIKit will create a 612x792 page size (8.5 x 11 inches)
   // if you pass in CGRectZero for the size
   UIGraphicsBeginPDFContextToData(pdfData, CGRectZero,nil);
   CGContextRef pdfContext=UIGraphicsGetCurrentContext();

   // repeat the code between the lines for each pdf page you want to output
   // ======================================================================
   UIGraphicsBeginPDFPage();

   // add code to update the UI elements in the first page here
	
   CGContextSaveGState(pdfContext);
   CGContextConcatCTM(pdfContext,CGAffineTransformMakeScale(.25, .25));

   // use the currently being outputed view's layer here	
   [self.PDFView1.layer renderInContext:pdfContext];

   CGContextRestoreGState(pdfContext);

   // end repeat code
   // ======================================================================

   // finally end the PDF context.
   UIGraphicsEndPDFContext();

   // and return the PDF data.
   return pdfData;
}

That’s it! The end result is PDF’s of exactly the same size (8.5×11) but with higher resolution text and images.

Grabbing a web file’s last modified date

If you rely on updating files stored on a server, you want a way to find out when a file has been updated on that server, so you can download the latest version.

The easiest way I’ve found is using NSURLConnection’s sendSynchronousRequest:returningResponse:error method, but using a HEAD http method instead of GET. Here’s a simple example:

+ (NSDate*)getFileDate:(NSString*)httpFilePath {
    NSURL *url=[NSURL URLWithString:httpFilePath];
    NSMutableURLRequest *request = [NSMutableURLRequest requestWithURL:url];
    
    [request setHTTPMethod:@"HEAD"];
    NSHTTPURLResponse *response;
    [NSURLConnection sendSynchronousRequest:request returningResponse:&response error:NULL];
    if (response==nil) return nil;
	
    NSDate *lastModifiedDate=nil;
    NSString *lastModified=[[response allHeaderFields] objectForKey:@"Last-Modified"];
    @try {
        NSDateFormatter *df = [[[NSDateFormatter alloc] init] autorelease];
        df.dateFormat = @"EEE',' dd MMM yyyy HH':'mm':'ss 'GMT'";
        df.timeZone = [NSTimeZone timeZoneWithAbbreviation:@"GMT"];
        lastModifiedDate = [df dateFromString:lastModified];
    }
    @catch (NSException * e) {
        NSLog(@"Error formatting Last-Modified date: %@ (%@)", lastModified, [e description]);
    }
    return lastModifiedDate;
}

For completeness sake, to grab a file, we’d use code like this:

+ (NSData*)getFileData:(NSString*)httpFilePath {
    NSURL *url=[NSURL URLWithString:httpFilePath];
    NSMutableURLRequest *request = [NSMutableURLRequest requestWithURL:url];
    
    [request setHTTPMethod:@"GET"];
    NSHTTPURLResponse *response;
    NSData *result=[NSURLConnection sendSynchronousRequest:request returningResponse:&response error:NULL];
    if (response==nil || response.statusCode>400) return nil;

    return result;
}

You can do something similar asynchronously, but its a bit more complicated.

Fixing blurry UIButton’s.

Once in a while you’ll notice that your UIButton images on your iOS device and simulator seem a bit blurry, while in XCode they seem fine. One possible reason is that your png images are an odd width and/or height. This seems to be because iOS tries to center the image in your UIButton, and since half of an even number is not an integer, it has to antialias everything to fit nicely.

The fix is simple: Add an extra pixel to the width and/or height to make it an even number.

Storing/Accessing files in your app folder for private or public use.

When you do any kind of file processing in iOS, you probably want to store the original file and/or the new file somewhere.

Public or Private?

You can store files in your apps ‘sandbox’ either for private use, where only your app can access it, or public use, where iTunes can see the files and will let you add/remove files.

For public use, we grab the NSDocumentDirectory path:

	NSArray *publicPaths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
	NSString *publicDocumentsPath = [publicPaths objectAtIndex:0];

(You’ll also have to add a property called ‘Application supports iTunes file sharing’, set to TRUE in your Custom iOS Target Properties section to get this working.)

For private use, we grab the NSLibraryDirectory path:

    NSArray *privatePaths = NSSearchPathForDirectoriesInDomains(NSLibraryDirectory, NSUserDomainMask, YES);
    NSString *privateDocumentsPath = [privatePaths objectAtIndex:0];

Getting a directories contents

Once you’ve got the appropriate path, its easy to iterate through the contents at that location returned by contentsOfDirectoryAtPath:error:

    NSArray *files=[[NSFileManager defaultManager] contentsOfDirectoryAtPath:path error:NULL];
    for (NSString *file in files) {
        NSString *filePath=[path stringByAppendingPathComponent:file];
        NSLog(@"Path for file '%@' at '%@'",file,filePath);
    }

Reading, Writing, and ArithmeticDeleting

You can see if a file/directory exists at a given path with fileExistsAtPath:isDirectory:

    BOOL isDir;
    if ([[NSFileManager defaultManager] fileExistsAtPath:filePath isDirectory:&isDir]) {
        NSLog(@"File '%@' exists as %@",filePath,isDir?@"Directory":"File");
    }

You can read a file

    NSData *data;
    if ((data=[[NSFileManager defaultManager] contentsAtPath:filePath])==nil) {
        NSLog(@"Couldn't get contents of file at '%@',filePath);
    }

You can create a directory with createDirectoryAtPath:withIntermediateDirectories:attributes:error:, which optionally creates any necessary intermediate directories for you:

    if ([[NSFileManager defaultManager] createDirectoryAtPath:folderPath
                                  withIntermediateDirectories:YES
                                                   attributes:nil error:NULL]==NO) {
        NSLog(@"Error creating folder '%@'\n",folderPath);
        return NO;
    }

You can write to a file with createFileAtPath:contents:attributes:

    NSData *data=...; // data you want to write to the file
    if ([[NSFileManager defaultManager] createFileAtPath:filePath contents:data attributes:nil]==NO) {
        NSLog(@"Error writing file.");
    }

You rename/move files and directories with moveItemAtPath:toPath:error:

    if ([[NSFileManager defaultManager] moveItemAtPath:oldFile toPath:newFile error:NULL]==NO) {
        NSLog(@"Error moving file from '%@' to '%@'\n",oldFile,newFile);
    }

You delete a file/directory with removeItemAtPath:error:

    if ([[NSFileManager defaultManager] removeItemAtPath:filePath error:NULL]==NO) {
        NSLog(@"Error deleting '%@'\n",filePath);
        return NO;
    }

Caveat

There are many other functions in the NSFileManager class that you can use.

For simplicity sake, I’ve used NULL’s for all the errors. In actual code you should handle errors appropriately.

Keeping your splash screen on-screen longer

Depending on how big your app is, your splashscreen may come and go before the user has a change to see it in all its splashy goodness.  Here’s a simple way to keep it on-screen a bit longer, even if you have tab controllers, navigation controllers, etc on your initial screen.

Just before your [self.window makeKeyAndVisible] call in your app delegate’s didFinishLaunchingWithOptions function, add the following code (changing the Default.png filename to your app’s splash screen png):

    UIImageView *ssIV = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"Default.png"]];
    ssIV.userInteractionEnabled = YES;
    [self.navController.view addSubview:ssIV];
    [ssIV release];
    [self performSelector:@selector(removeSplashScreen:) withObject:ssIV afterDelay:5.0];

Also add the removeSplashScreen: selector to remove it after the 5 second delay:


- (void)removeSplashScreen:(UIImageView *)ssIV {
    [ssIV removeFromSuperview];
}

The code is pretty basic, but what you’re essentially doing is creating a UIImageView and covering your original UI with it, making sure that it doesn’t let any touches go through to the original UI.  After the 5 second delay, it removes the view, and your original UI appears.