Archived Apps in XCode and where they are

Archived Apps in XCode are a great way to submit new versions to iTunes Connect because they are automatically grouped, tagged and re-signed in the process – you don’t need to manually find the compiled App, zip it & upload with the Application Loader.

If you start at a new Mac without data migration, you can simply copy the folder with all archived App versions to your new users library.

You can find it here:

/Users/<USERNAME>/Library/Application Support/Developer/Shared/Archived Applications


Or, if you develop at different Macs, symlink that folder to your Dropbox to have them accessible everywhere :-)

Time-based Kill-Switch for iOS Apps

If you want to set your App to stop working at a specific date, you are thinking about a time-based Kill-Switch.

You will want to do something like that if you worry about illegal copies of your Apps, you have sent out for testing purpose.

Realizing such switch is very easy, here’s an example:

	NSDate *killDate = [NSDate dateWithTimeIntervalSinceNow:0];
	int killDateTs = [killDate timeIntervalSince1970];
	if ( killDateTs > 1280624461 ) { // 2010-08-01
		exit(0);
	}


Replace the timestamp with your own expire time and your App will stop working at that day.

How to create an .ipa for your App

Apple delivers Apps via iTunes using .ipa files. If you want to deliver some Apps to your testers, you can either sync your App to their device or send them an .ipa too.

An .ipa is nothing more than a simple ZIP archive you can create yourself in three easy steps.


Step 1

  • Create a folder called “Payload
  • and put your App into it


Step 2

  • Copy your big PNG or JPEG Icon (the 512×512 pixels one) into the same folder where Payload folder resides in and
  • rename the icon to “iTunesArtwork” (yes, no extension)

This step is optional. If you don’t care about an icon in iTunes, ignore it.


Step 3

Compress both, the Payload folder and the iTunesArtwork file into one ZIP archive


Rename the .zip extension into .ipa and voila, you got your ipa for distribution to your testers!

Your testers can double-click the .ipa and sync it to their devices via iTunes.


Btw. ipa stands for iPhone/iPod Touch Application



UIScrollView and lazy loading

If you have encountered memory problems loading too many images into your UIScrollView, lazy loading them is your answer.
Lazy loading describes an easy technique to load only what should be shown, no more.

Lazy loading of images in a UIScrollView is critical because of the iPhone/iPads/iPods low physical memory.

Doing it on the other hand is very easy if you follow these four steps:

1. Listen for scrollViewDidScroll on your delegate, like this:

-(void)scrollViewDidScroll:(UIScrollView *)myScrollView {
}


2. Calculate the current page using the known size of your images:

	/**
	 *	calculate the current page that is shown
	 *	you can also use myScrollview.frame.size.height if your image is the exact size of your scrollview
	 */
	int currentPage = (myScrollView.contentOffset.y / currentImageSize.height);


3. Look if the image already exists, if not, add it:

	// display the image and maybe +/-1 for a smoother scrolling
	// but be sure to check if the image already exists, you can do this very easily using tags
	if ( [myScrollView viewWithTag:(currentPage +1)] ) {
		return;
	}
	else {
		// view is missing, create it and set its tag to currentPage+1
	}


4. And don’t forget to clean your memory:

	/**
	 *	using your paging numbers as tag, you can also clean the UIScrollView
	 *	from no longer needed views to get your memory back
	 *	remove all image views except -1 and +1 of the currently drawn page
	 */
	for ( int i = 0; i < currentPages; i++ ) {
		if ( (i < (currentPage-1) || i > (currentPage+1)) && [myScrollView viewWithTag:(i+1)] ) {
			[[myScrollView viewWithTag:(i+1)] removeFromSuperview];
		}
	}


= And the final combination of all steps:

-(void)scrollViewDidScroll:(UIScrollView *)myScrollView {
	/**
	 *	calculate the current page that is shown
	 *	you can also use myScrollview.frame.size.height if your image is the exact size of your scrollview
	 */
	int currentPage = (myScrollView.contentOffset.y / currentImageSize.height);

	// display the image and maybe +/-1 for a smoother scrolling
	// but be sure to check if the image already exists, you can do this very easily using tags
	if ( [myScrollView viewWithTag:(currentPage +1)] ) {
		return;
	}
	else {
		// view is missing, create it and set its tag to currentPage+1
	}

	/**
	 *	using your paging numbers as tag, you can also clean the UIScrollView
	 *	from no longer needed views to get your memory back
	 *	remove all image views except -1 and +1 of the currently drawn page
	 */
	for ( int i = 0; i < currentPages; i++ ) {
		if ( (i < (currentPage-1) || i > (currentPage+1)) && [myScrollView viewWithTag:(i+1)] ) {
			[[myScrollView viewWithTag:(i+1)] removeFromSuperview];
		}
	}
}

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