Category Archives: Apple

Locate real Watch Icons AssetS

It’s sometime confusing for new developers (or rather new Watch iOS developers) to find exactly where to set the Watch Icons. Well… it’s actually pretty simple.

It may be a bit unclear, because if you use a standard XCode template App, you may find two Assets.xcassets. The first would be under the WatchKit App and the second one under the Watch Kit Extension, usually where you insert your code logic.

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iOS app submission and beta review process TIMES

  • UPDATE JULY 2019

TestFlight review times:

  • First upload build: takes 36h average.
  • Updates: take from 6h to 20h average for Build.

Weekends are off.

Submissions for mobile apps for iOS are subject to approval by Apple’s App Review team, as outlined in the SDK agreement, for basic reliability testing and other analysis, before being published on the App Store.

Applications may still be distributed ad hoc if they are rejected, by the author manually submitting a request to Apple to license the application to individual iPhones, although Apple may withdraw the ability for authors to do this at a later date.

Buddybuild vs Xcode Server best Continuous Integration system. Current pick, security, risks, maintenance

I am currently setting up a Continuous Integration system for a complex iOS project. Ultimately, I came down to these two options, as I want to stay in Apple’s realm.

This is no easy fly question, I have read a lot about the matter, but the evil is on the details, I want to waive all the pros and cons before moving forward and start a complex implementation.

Continue reading Buddybuild vs Xcode Server best Continuous Integration system. Current pick, security, risks, maintenance

All the iOS conferences in one place.

Conferences.digital is the best way to watch the latest and greatest videos from your favourite developer conferences for free on your Mac. Either search specifically for conferences, talks, speakers or topics or simply browse through the catalog – you can add talks to your watchlist to save for later, favourite or continue watching where you left off.

As soon as new conferences/talks have been added it will be announced on twitter.

Download the latest release here.

What’s new in Swift 5.0

A new version of the Swift programming language is coming: Swift 5.0. It’s slated to be released early 2019, with a fair number of changes. How does this Swift update affect practical iOS development? And who’s making these changes anyway?

In this article, we’ll walk through some of the proposed and accepted changes for Swift 5.0. We’ll also discuss how the process of making changes to the Swift language works, and why that’s relevant for iOS developers.

Version 5 of Apple’s Swift language used for iOS and MacOS application development will arrive in 2019 with ABI (application binary interface) stability in the standard Swift library a primary focus.

ABI stability is half of what is needed to support binary frameworks. The other half, module stability, will be a “stretch goal” for Swift 5 and may not make it into the release, Apple’s roadmap notes.

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iPhone Device & Screen Sizes and Resolutions +Xr

To get the screen dimensions (in points) of the current device:

Objective-C: 
CGRect screenBounds = [[UIScreen mainScreen] bounds]; 
// Macros: 
#define screen_width [ [ UIScreen mainScreen ] bounds ].size.width #define screen_height [ [ UIScreen mainScreen ] bounds ].size.height 
Swift: 
let screenBounds = UIScreen.main.bounds 
let screen_width = screenBounds.width 
let screen_height = screenBounds.height 

To get the screen scale:

Objective-C: 
CGFloat screenScale = [[UIScreen mainScreen] scale]; Swift: let screenScale = UIScreen.main.scale

Non-retina devices have a scale of 1.0. Retina devices have a scale of 2.0 or 3.0.

Some dimensions common to all screen sizes:

Status Bar
20 pts
Navigation Bar44 pts
Nav Bar/Toolbar Icon20 x 20 pts (transparent PNG)
Tab Bar49 pts
Tab Bar Icon30 x 30 pts (transparent PNGs)

Points vs. Pixels

Apple introduced retina displays starting with the iPhone 4. You don’t have to modify your code to support high-res displays; the iOS coordinate system uses points rather than pixels, so the dimensions and position in points of all UI elements remains the same across all devices.

iOS supports high resolution displays via the scale property on UIScreen, UIView, UIImage, and CALayer classes. If you load an image from a file whose name includes the @2x modifier, its scale property is set to 2.0. Similarly an image with a @3x modifier has a scale of 3.0. Otherwise the scale defaults to 1.0.

Retina Graphics

To support high-resolution graphics on devices with retina displays, you need @2x and @3x sized images:

@1x:
button.png
60 x 20
@2x:
button@2x.png
120 x 40
@3x:
button@3x.png
180 x 60

To refer to an image in your code (or in Interface Builder), just use the filename of the standard sized image. iOS will automatically detect and use the @2x or @3x version if the device supports it:

Objective-C: 
<br>imageView.image = [UIImage imageNamed: @"button.png"]; Swift: imageView.image = UIImage(named: @"button.png")