apple

iPhone & iPad (iOS) Localizations and Regions

Posted in apple, iphone, mobile development, software on July 23rd, 2010 by Hamish Rickerby – View Comments

Recently I have been doing some localizations of an iOS app from English (US) to English (UK). The iPhone development guides from Apple describe how to support multiple languages (such as English, German, Japanese), but fail to describe how to support multiple variants of a single language. By this I mean support support for US English, English, NZ English, AU English. The word I needed to regionalize was Behavior (or Behaviour, depending where you come from).

In the Apple Developer Library, it explicitly states that for MacOS applications take both the Language and Regional preferences of the user into account, but only look at the preferred language on iOS – Support for Internationalization. This means that a single variant per language is supported.

However, these is a way around this. I’m not sure if this is a good thing to do, but it works for me and I haven’t noticed any ill side effects yet.

To support both US English and British English in your iOS application, create 2x Localization.strings files just as you would for multiple language. Put the US English translation file Localization.strings in a directory in your iPhone app called English.lproj (Apple defaults) and the British English translation in a directory named en_GB.lproj (just in case they decide to support regions in the future).

Then, you’ll need to create some code to manually set the preferred localization. In your main.m file (yup, main.m is being edited) alter it so it performs some logic similar to below.

int main(int argc, char *argv[]) {
	NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
	NSString *language = [[NSLocale preferredLanguages] objectAtIndex:0];
	NSString *locale = [[NSLocale currentLocale] objectForKey: NSLocaleCountryCode];
	if ([language isEqualToString:@"en"] && [locale isEqualToString:@"GB"]) {
		[[NSUserDefaults standardUserDefaults] setObject:[NSArray arrayWithObjects:@"en_GB", @"en", nil] forKey:@"AppleLanguages"];
	}
	int retVal = UIApplicationMain(argc, argv, nil, nil);
	[pool release];
	return retVal;
}

When the line

int retVal = UIApplicationMain(argc, argv, nil, nil);

gets executed, it seems to set up all the Localization bundles before calling the application:didFinishLaunchingWithOptions method on your app delegate, so putting Localization code in the app delegate is too late. So, what the code above does is retrieve the users current language and region, and compares those against pre-determined values – en for the language and gb for the region. If these match, then I force a new setting in the NSUserDefaults to overwrite the users preferred language. Then, when the UIApplicationManager function gets called, it appears to retrieve the users preferred language setting, and look up the Localization for that – which in my case I’ve forced to be en_GB.

One thing you need to be careful about is persistence of this NSUserDefault setting. It is saved once it’s set, and persists through multiple application executions. To get around this (lets say the user changes their region back to US), you need to remove the setting after the bundle initialization has taken place. In you app delegates application:didFinishLaunchingWithOptions method, just execute the following code.

[[NSUserDefaults standardUserDefaults] removeObjectForKey:@"AppleLanguages"];

This wipes out the NSUserDefault setting that the app made in the main.m file.

If anyone knows of issues with this approach (apart from being a dirty hack), or faults with my code please let me know in the comments below. I wish Apple supported different regions per language natively in iOS but they don’t. This is the only way I’ve found to do this, and continue to use localization functions such as NSLocalizedString.

Moving Van

Posted in apple, business, iphone, mobile development, software on March 4th, 2010 by Hamish Rickerby – View Comments

Yesterday when I came home Moving Van’s sales were up. I was a bit surprised as I hadn’t done any specific marketing for the app, and what was really odd is that they were only up for the UK. A little investigation and I discover that Moving Van has been featured as “New and Noteworthy” in the iTunes Store UK.

Moving Van in the iTunes Store

How frickin’ exciting!

Calculate age in objective-c

Posted in apple, iphone, mobile development, software on January 7th, 2010 by Hamish Rickerby – View Comments

For an iPhone application I’m developing for a client I need to capture the birthdate of a user, and then show their age on a profile screen. I went looking for a function to help with this simple and tedious task, but couldn’t find any example code that could be lifted to help me, so I rolled my own.  Here is what I made, steal as you see fit.

- (NSInteger)age:(NSDate *)dateOfBirth {
  NSCalendar *calendar = [NSCalendar currentCalendar];
  unsigned unitFlags = NSYearCalendarUnit | NSMonthCalendarUnit | NSDayCalendarUnit;
  NSDateComponents *dateComponentsNow = [calendar components:unitFlags fromDate:[NSDate date]];
  NSDateComponents *dateComponentsBirth = [calendar components:unitFlags fromDate:dateOfBirth];

  if (([dateComponentsNow month] < [dateComponentsBirth month]) ||
      (([dateComponentsNow month] == [dateComponentsBirth month]) && ([dateComponentsNow day] < [dateComponentsBirth day]))) {
    return [dateComponentsNow year] - [dateComponentsBirth year] - 1;
  } else {
    return [dateComponentsNow year] - [dateComponentsBirth year];
  }
}

iPhone Camera Overlays + iphonearkit

Posted in apple, augmented reality, iphone, mobile development on September 20th, 2009 by Hamish Rickerby – View Comments

Today I have been hacking away on the iphonearkit source available at github and have incorporated the ARGeoViewController as an overlay over a ImagePickerController with the camera as the source (which was introduced with iPhone OS 3.1).  Results below.

ARGeoViewController as the overlay on a ImagePickerController on iPhone

ARGeoViewController as the overlay on a ImagePickerController on iPhone

I want to tidy up some of the code before I check it back into my clone of the source, but this is a really good basis for some smart location and direction aware augmented reality apps on iPhone.  Wonder what the iphonearkit license is – it’s unclear…

— EDIT —

Bugger.  It appears that zac has implemented similar functionality to me already :-(  Bloody github and it’s slow (never!) updates to fork queues and network graphs.  Oh well, maybe I won’t bother tidying my code.

Passenger (Ruby on Rails) + PHP on OSX

Posted in apple, internet, ruby, software, web on August 15th, 2009 by Hamish Rickerby – View Comments

I’ve spent the last hour or so trying various things out to get passenger and PHP to play nicely together on my mac under OS X (Leopard) and apache2.

The situation I was finding was that PHP apps would run, but only if you explicitly call the script (ie index.php) rather than just the directory. If you called the directory, passenger would take over and give me a rails routing error.

The issue was to do with the passenger vhosts configuration. On my machine I have an number of ruby on rails apps configured with the passenger preferences pane (creating vhost entries within /private/etc/apache2/passenger_pane_vhosts/. I have enabled user_dirs, so that the users of my machine’s pages (and other apps) are served from their ~username/Sites directory.

My users configuration info for apache is installed in /private/etc/apache2/users/, and the instructions to load the configuration from that directory is stored within /private/etc/apache2/extra/httpd-userdir.conf (content below).

# Settings for user home directories
#
# Required module: mod_userdir
#
# UserDir: The name of the directory that is appended onto a user's home
# directory if a ~user request is received.  Note that you must also set
# the default access control for these directories, as in the example below.
#
UserDir Sites
#
# Users might not be in /Users/*/Sites, so use user-specific config files.
#
Include /private/etc/apache2/users/*.conf

To get everything working together nicely, I merely wrapped this inside a vhosts configuration directive, and gave it a ServerName of localhost – so that this vhost would be the one that responds to requests for localhost, rather than some random passenger vhost assuming it was the boss of everything. New /private/etc/apache2/extra/httpd-userdir.conf below.

<VirtualHost *:80>
  ServerName localhost
  UserDir Sites
  Include /private/etc/apache2/users/*.conf
</VirtualHost>

Thanks to this, all of my rails apps are served under passenger, and I can have static HTML, PHP and camping apps (previously configured – nothing to do with the above) all served from within my ~username/Sites directory.

Hope this helps someone.

USSD Codes on iPhone

Posted in apple, iphone, mobile development, telecommunications on July 31st, 2009 by Hamish Rickerby – View Comments

makeuseof.com have recently posted about 11 cool iPhone keypad codes – these are special codes (known as USSD codes) that send messages via the signalling channel direct to the core of a mobile operators network. These codes are nothing new, they have been around for years and years. They are also not generally universal (there are some standard, but they provide relatively boring functionality). Different networks can enable different functionality on different codes.

The codes can do boring things like retrieve your divert status from the network, return your IMEI or perhaps ICCID, but they can also interact with specialised applications driven via USSD Gateways to return useful information and execute transactions. These are applications that are sent specific codes by an operators core network, perform some processing on the data received, and return a response. Things that are non-standard that are enabled by USSD Gateways are services such as USSD-based prepay balance retrieval, USSD-topup, or interactions with NGIN features to alter a network based service.

I looked into USSD codes on the iPhone a while back, not to be used by users typing them in, but more to be used by applications querying information from the network via them. The reason why I wanted to programatically access them? To look at what’s possible for network operators or enterprises to release as iPhone based network service management applications.

Sadly, Apple have disable the use of USSD codes from within the (legitimate) iPhone sandbox available to developers (via the open URL methods, passing in a tel://xxxxxx URL). This means that there won’t be any applications from your operators that will make it easy to retrieve and change network settings that can be released thru the app store – at least not until Apple change their mind about interactions with USSD codes. Which is a pity – there are lots of useful services that would be useful to expose simple interfaces for usage for to the operators end users. USSD is an efficient, fast way to configure the network, using capabilities that most operators already have.

iTunes Connect now has keywords

Posted in apple, iphone, mobile development on July 29th, 2009 by Hamish Rickerby – View Comments

Apple have added an extra attribute to applications on iTunes store – keywords.

You can configure your keywords with the “Edit Information” link against the application. SendIt4.me (iTMS) has already been updated :-)

Be careful though. It appears you can only update your keywords ONCE per application update – so make sure you choose the right ones the first time around – otherwise you’ll have to go through the painful approvals process to get it corrected.

The keywords should help with searching for your application within the store. Fingers crossed.

— EDIT —

You can also only have up to 100 characters for the keywords. Don’t get caught out! If you submit with more than 100, it tells you too late – you’ll have to resubmit your app to fix it.

My first iPhone app approved – finally

Posted in apple, iphone, mobile development on May 11th, 2009 by Hamish Rickerby – View Comments

Send real postcards to your family and friends with SendIt4.me, now available as an iPhone client. The application is 100% free and each postcard you send will cost $2USD. The postcards can be sent anywhere in the world, and postage time is dependent on your international and local mail services (they are posted from the US, so if you live there you should get it quicker).

Download now!

sendit4me

Sidenote: I submitted this application initially to Apple on the 18th Jan 2009. It was finally approved tonight. There was only 1 “Please wait” mail, and one “We need some help testing it” mail – too long in my opinion.

cocos2d-iphone blocking touch events

Posted in apple, iphone, mobile development on February 1st, 2009 by Hamish Rickerby – View Comments

The game development is going well so far.  From yesterday when I knew NOTHING about game development I’ve managed to figure out how to use sprites, labels, timed actions, sequenced actions, scenes and layers with cocos2d-iphone.

I did hit a strange error though.  On the simulator the touch events were working correctly – screens transitioning, sprite/label touches generating events and triggering animation and so on.  On the actual device the story was quite different.  My menu items were triggering correctly, but no subsequent touch events were doing anything on the phone.  When the application exited (home button) all the touch events were then passed through as I could see them all fly up the screen in the console.

A long search in google yielded the following page:  http://groups.google.com/group/cocos2d-iphone-discuss/browse_thread/thread/8aae440d81721ff4

I don’t know what causes the actual issue, but the fix is to alter the Director.m’s main method – adding the following code fixed the issue right up.


while (CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, YES) ==  kCFRunLoopRunHandledSource) {}; 

The odd thing is (and let me know if I’m wrong here) that that code doesn’t actually do anything.  It performs a test, but changes nothing.  I don’t get why this fix works.

?

error on line 1987

Posted in apple, iphone, mobile development on January 31st, 2009 by Hamish Rickerby – View Comments

I am having a bit of a play with the cocos2d game engine for iPhone and encountered a very strange error in the console – I don’t believe it’s at all related to the game engine itself, so it’s just coincidence that I was trying something new out.

error while killing target (killing anyway): warning: error on line 1987 of “/SourceCache/gdb/gdb-962/src/gdb/macosx/macosx-nat-inferior.c” in function “macosx_kill_inferior_safe”: (os/kern) failure (0x5x)

I figured out that it had to do with definition of a selector… Naughty code below.

MenuItem *start = [MenuItemFont itemFromString:@"Start Game"
                                        target:self
                                      selector:@selector(startGame)];

The problem is that the method name inside @selector() MUST have a colon on the back of it.

Good code

MenuItem *start = [MenuItemFont itemFromString:@"Start Game"
                                        target:self
                                      selector:@selector(startGame:)];

Hope that’s useful to someone.