CocoaTouch

Retrieving the currently being played music track

One question I keep hearing is “Can you find out what music track a user is listening to? as I want to use it for …”, where the reason usually revolves around posting it to a social network network site, or using it as IM status. Thankfully retrieving the currently being played music track is very easy thanks to the MediaPlayer Framework.

Each application has its own MPMusicPlayerController, but it also has access to the iPod’s MPMusicPlayerController, using the class method iPodMusicPlayer.


MPMusicPlayerController *iPodMusicPlayerController = [MPMusicPlayerController iPodMusicPlayer];

After you have got the iPod music player, you can then get the now playing item

MPMediaItem *nowPlayingItem = [iPodMusicPlayerController nowPlayingItem];

If the now playing item is nil, you know that the user is not playing a music track on their iPod.

Unlike many of the other APIs in iOS, you can’t access information such as the track name, via a simple string property. You have to use one of the following keys:

NSString *const MPMediaItemPropertyPersistentID;
NSString *const MPMediaItemPropertyMediaType;
NSString *const MPMediaItemPropertyTitle;
NSString *const MPMediaItemPropertyAlbumTitle;
NSString *const MPMediaItemPropertyArtist;
NSString *const MPMediaItemPropertyAlbumArtist;
NSString *const MPMediaItemPropertyGenre;
NSString *const MPMediaItemPropertyComposer;
NSString *const MPMediaItemPropertyPlaybackDuration;
NSString *const MPMediaItemPropertyAlbumTrackNumber;
NSString *const MPMediaItemPropertyAlbumTrackCount;
NSString *const MPMediaItemPropertyDiscNumber;
NSString *const MPMediaItemPropertyDiscCount;
NSString *const MPMediaItemPropertyArtwork;
NSString *const MPMediaItemPropertyLyrics;
NSString *const MPMediaItemPropertyIsCompilation;
NSString *const MPMediaItemPropertyReleaseDate;
NSString *const MPMediaItemPropertyBeatsPerMinute;
NSString *const MPMediaItemPropertyComments;
NSString *const MPMediaItemPropertyAssetURL;

And then query the Media Player Item, using the instance method valueForProperty:.

NSString *itemTitle = [nowPlayingItem valueForProperty:MPMediaItemPropertyTitle];

And thus you will end up with a code snippet like this:


MPMusicPlayerController *iPodMusicPlayerController = [MPMusicPlayerController iPodMusicPlayer];

MPMediaItem *nowPlayingItem = [iPodMusicPlayerController nowPlayingItem];

if(nowPlayingItem)
{
NSString *itemTitle = [nowPlayingItem valueForProperty:MPMediaItemPropertyTitle];
NSLog(@"User is playing the following song: %@",itemTitle);
}else {
NSLog(@"User is not playing a song");
}

As always this is just a small code snippet to get you started. There are situations for instance, where the user can have a now playing item that has no title (strange I know). So as always you will have to handle these edge cases appropriately.

MapKit

Location, Location, Location is all the rage at the moment. Where did someone last update their social network status ? Where is the nearest restaurant ? Where do I need to be in 5 mins ? the possibilities for location services are (nearly) endless. But what is a location ? well put simple it is just a co-ordinate value (longitude and latitude), and in the case of iPhone, it is in reference to the earth. But lets be honest, displaying -122.03, 37.33 in your sexy new iPhone application is not very exciting now is it ? That is were MKMapView comes in.

MKMapView allows you to display a Map on your iPhone’s screen. MKMapView is just a subclass of UIView so you can treat it like one. You can ether use it as a subview (such as on a profile page), or make it go full screen (using it with its own view controller) such as when you are viewing a map to get directions.

So like UIView, to create a MKMapView you need to initialise one with a frame:

MKMapView *mapView = [[MKMapView alloc] initWithFrame:CGRectMake(0,0,320,480)];

Unlike UIView, you will also want to become the delegate of MKMapView.


mapView.delegate = self;

The delegate methods for MKMapView include ones that inform you about when the map starts and finishes to load, in addition to if it fails to load at all. (These delegate methods are very similar to UIWebView if you have used that).


- (void)mapViewWillStartLoadingMap:(MKMapView *)mapView;
- (void)mapViewDidFinishLoadingMap:(MKMapView *)mapView;
- (void)mapViewDidFailLoadingMap:(MKMapView *)mapView withError:(NSError *)error;

In addition to the loading of the Map, the delegate also provides call backs for when the map’s region changes, it also provides callbacks regarding annotation information (more on that later).


- (void)mapView:(MKMapView *)mapView regionWillChangeAnimated:(BOOL)animated;
- (void)mapView:(MKMapView *)mapView regionDidChangeAnimated:(BOOL)animated;

After you have created a MKMapView, you will want to show a specific region on the map. The method to do this is:


- (void)setRegion:(MKCoordinateRegion)region animated:(BOOL)animated;

This introduces a new MapKit data type MKCoordinateRegion. This is the centre point (that you want to show) expressed as a co-ordinate, and then the distance (span) around this co-ordinate that you want to be shown. In essence the span is the zoom level. The bigger the span, the bigger the area that is displayed on the map.

To make a new region you will need to use:


MKCoordinateRegionMake(CLLocationCoordinate2D centerCoordinate, MKCoordinateSpan span);

And thus you will probably have some code that looks like this:


CLLocationCoordinate2D coordinate;
coordinate.latitude = -122.03;
coordinate.longitude = 37.33;

MKCoordinateSpan span = MKCoordinateSpanMake(0.003, 0.003);

[mapView setRegion:MKCoordinateRegionMake(coordinate, MKCoordinateSpanMake(0.003, 0.003)) animated:YES];

After you have focused in on a specific region of the map, you will more than likely want to annotate a given point. To do this you need to create an object that conforms to the (informal) MKAnnotation protocol, and in particular implements the CLLocationCoordinate2D coordinate property.

e.g.


@interface MCSMMapAnnotation : NSObject {

}

@property (nonatomic) CLLocationCoordinate2D coordinate;

@end

Then you just need to create an instance of this model object, and then add it to the map as an annotation:


MCSMMapAnnotation *annotation = [[MCSMMapAnnotation alloc] init];

CLLocationCoordinate2D annotationCoordinate;
coordinate.latitude = -122.03;
coordinate.longitude = 37.33;
annotation.coordinate = annotationCoordinate;
[self.mapView addAnnotation:annotation];


And that is it, nice and simple.

One more thing …

Before I mentioned that there are delegate methods regarding the annotations on the Map View. One that is particular useful is:

- (void)mapView:(MKMapView *)mapView didAddAnnotationViews:(NSArray *)annotationViews;

Why is it useful ? Well if you didn’t notice, doing the above means that the annotation(s) just appear on the screen and they do not drop on. So in this delegate method, you can move the annotations off screen and then put them back to where MapKit said they should be.


- (void)mapView:(MKMapView *)mapView didAddAnnotationViews:(NSArray *)annotationViews{

//The final (correct) position of the annotation
CGRect finalFrame;

//The position we will drop the annotation from
CGRect offScreenFrame;

for(UIView *annotationView in annotationViews) {

//MapKit has worked out the annotations final position so store it
finalFrame = annotationView.frame;

//We just want to move the annotation, so it is just above the top of the visible screen

offScreenFrame = CGRectMake(finalFrame.origin.x,(finalFrame.size.height *-1) , finalFrame.size.width, finalFrame.size.height);

//Set and therefore move the annotation to the off screen position
annotationView.frame = offScreenFrame;

//Set up an animation block to animate the drop
[UIView beginAnimations:@"AnimateAnnotation" context:NULL];
[UIView setAnimationDuration:1.0];

//Set the final frame, to be the frame that map kit originally calculated
annotationView.frame = finalFrame;
[UIView commitAnimations];
}

}

This is just a brief overview of what you can do with MapKit. The most obvious thing you can do, is to add more than one annotation to the map, and the above animation trick is designed to work with this. One feature you may want to do if your application heavily relies upon maps, is to create your own custom pins (that don’t even need to look like pins), to point out specific points on the map.

Simple UIView based Animations on the iPhone

Although for complex animation sequences on the iPhone you need to use either the OpenGL or Apple’s very own Core Animation Framework, a lot of simple animations can be achieved with the methods found in the UIView class. All these animations are actually built upon Core Animation, but they have been wrapped up for you to use with very little code.

All animations triggered by the UIView class happen within a animation block.

To start an animation block you use the UIView Class method:

+ (void)beginAnimations:(NSString *)animationID context:(void *)context;

The animation ID is used in delegate call backs for such things as the beginning and end of animation blocks. The context is an additional piece of information that can be passed through.

As both of these parameters are optional, you comenly see:

[UIView beginAnimations:@"" context:NULL];

To commit these animations, and therefore end the animation block, you need to use the UIView class method:

+ (void)commitAnimations

So what types of animations can you do ? well quite a few.

You can animate views by:

  • Changing their alpha
  • Changing there size
  • Changing there location

In a single animation block you can animate multiple views, and you are also able to nest animation blocks.

So lets do a common example. When a UITableViewCell is being edited you often want to make a UILabel’s (label) alpha change to 0 so it is hidden:

[UIView beginAnimations:@"" context:NULL];
[label setAlpha:(editing ? 0.0 : 1.0)];
[UIView commitAnimations];

For those new to C programming:

(editing ? 0.0 : 1.0)

Is equivlant to:

if(editing)
{
0.0;
}else{
1.0;
}

So for the second example we also have a UILabel (label), that we want to grow when the animation code is run. We also want this animation to last 2 seconds, so the user can admire our work. In addition to this, we want the animation to “ease in”. This is known as the animation curve. The animation curves that are available are

  • ease in (slow then fast)
  • ease out (fast then slow)
  • ease in and out (slow, fast, slow)
  • linear (constant speed)

We would do this animation using the following animation block:

[UIView beginAnimations:@"" context:NULL];

//The new frame size
[label setFrame: CGRectMake(0,0,320,100)];

//The animation duration
[UIView setAnimationDuration:2.0];

[UIView setAnimationDelay: UIViewAnimationCurveEaseIn];

[UIView commitAnimations];

This is just a brief overview of the animations you can do using the UIView class, but it should be enough to get you started. The UIView methods also include delegate call backs for when an animation starts and end. For more information see Apple’s Documentation.

If the UIView class does not have what you need, you will probably need to use the Core Animation framework. While using this framework is not trivial, it is not as hard as using OpenGL (which is used commonly for 3D games), and you can build some fantastic animations using it.

NSUserDefaults (Preferences)

Not everybody likes their applications to behave in the same way, and this is why the majority of Mac and iPhone applications have preferences. The default way to handle these preferences is using the class NSUserDefaults.

NSUserDefaults are stored on the file system as .plist, which is simply an XML document. The way you access NSUserDefaults programatically is very much like accessing an NSMutableDictionary, that is by using keys.

Setting User Defaults

NSUserDefaults can be a bool, float, integer or an object. So if you wanted to set the autosave option (which is a BOOL) for your application to be YES, you would write:

[[NSUserDefaults standardUserDefaults] setBool:YES forKey:@"AutoSave"];

Moreover if you wanted to set the person’s name to ObjColumnist you would write:

[[NSUserDefaults standardUserDefaults] setObject:@"ObjColumnist" forKey:@"PersonName"];

Reading User Defaults

Reading the user defaults is just as easy as setting them. If we wanted to retrieve the 2 values we stored above, you would simply write:

NSString *name = [ [NSUserDefaults standardUserDefaults] stringForKey:@"PersonName"];
BOOL autoSave = [ [NSUserDefaults standardUserDefaults] boolForKey:@"AutoSave"];

You should also notice that there is a convenience method for retrieving a string for a key, even though we set it as an object.

It is also important to be aware that if you attempt to retrieve a numeric value such as an integer, integerForKey: for a non existent key, you will get the value 0. This is obviously an issue if 0 would trigger a certain preference in you application.

Setting the default user defaults

So you can now set and read the user defaults, but how do you assign their default values ?

The answer is registerDefaults:

This method is usually called in the initialize (class) method of a given application’s AppController. The parameter for this method is an NSDictionary. The code below sets the default preference for the AutoSave option to YES, and the person’s name to @”unknown”.

NSMutableDictionary *defaults=[NSMutableDictionary dictionary];

[defaults setObject:[NSNumber numberWithBool:YES] forKey:@"AutoSave"];
[defaults setObject:@"unknown" forKey:@"PersonName"];

[[NSUserDefaults standardUserDefaults] registerDefaults: defaults];

One thing that Cocoa does for you automatically without needing any extra code, is that it only saves to the .plist the values that are different to the defaults values, that were registered using registerDefaults: . This means that if the user does not change any of their default preference settings, there will no be a preference file created.

Note: The code above just stores the preference for the AutoSave option, you still have to create the code to manage the saving of data yourself.

Helper Objects (Delegate and DataSource)

Helper Objects are used throughout Cocoa and CocoaTouch, and usually take the form of a delegate or dataSource. They are commonly used to add functionality to an existing class without having to subclass it.

In software engineering, the delegation pattern is a technique where an object outwardly expresses certain behaviour but in reality delegates responsibility for implementing that behavior to an associated object in an Inversion of Responsibility. The delegation pattern is the fundamental abstraction that underpins composition (also referred to as aggregation), mixins and aspects.

http://en.wikipedia.org/wiki/Delegation_pattern

The most common use of helper objects in iPhone development is when using UITableViews. When you instantiate a UITableViewController this class is automatically assigned to be the delegate and dataSource of the table view it holds.


self.tableView.delegate=self;
self.tableView.dataSource=self;

The UITableView then calls the appropriate delegate method when it needs information, such as:


- (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath

This ask the delegate, what is the height for the row at a given index path, so in your UITableViewController (the delegate) you would write the following, if you wanted the row to be 44 pixels high (the default).


- (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath{

return 44;
}

Writing your own delegate.

Most delegates are declared as a protocol, so the compiler knows that the delegate implements the required methods.

Example:

You have created a subclass of UITextView (e.g. OBCTextView), that you use in your application to enter both Tweets and SMS. You want to use the same class for both, BUT tweets have a character limit of 140 and SMS have a character limit of 160 (we will pretend that we are still in the 90s).

So we need to create a delegate that asks for the character limit.

- (NSInteger) charachterLimitForTextView: (OBCTextView *)textView;

As mentioned before this should be declared as a protocol

@protocol OBCTextViewDelegate

- (NSInteger) charachterLimitForTextView: (OBCTextView *)textView;

@end

The OBCTextView would call this method like so:

-(void)askDelegateForCharachterLimit{

NSInterger charachterLimit = [delegate charachterLimitForTextView:self];

//Do something with character limit

}

In our SMS view controller we would declare that we implement the delegate protocol.

@interface OBCSMSViewController : UIViewController < OBCTextViewDelegate > {

}

@end

And then in the implementation file you would implement the following method

- (NSInteger) charchterLimitForTextView: (OBCTextView *)textView{
return 160;
}

This method is required for OBCTextView to work so we should also add the key word @required to the protocol


@protocol OBCTextViewDelegate

@required
- (NSInteger)charchterLimitForTextView:(OBCTextView *)textView;

@end

Optional methods

In your delegate, you may also want to implement optional methods. So for this example we will ask for the text color. You can specify that a method is optional using @optional.

@protocol OBCTextViewDelegate

@required
- (NSInteger)charachterLimitForTextView:(OBCTextView *)textView;

@optional
- (UIColor *)textViewColorForTextView:(OBCTextView *)textView;

@end

As it is optional the delegate class (helper object), does not have to implement it. If it does not implement it, and we attempt to call it, the application will crash. So how do we know if we should call the method or not ? The answer is respondsToSelector.

respondsToSelector allows you to ask an object at run time, if it implements a given selector. So for our example:

-(void)getTextColor{
if( [delegate respondsToSelector: @selector(textViewColorForTextView:)] ){
UIColor *textColor = [delegate textViewColorForTextView:self];
//Do something with the text color

}

}

if your class wants to return a textview color, then you simply implement the method.

- (NSInteger)textViewColorForTextView:(OBCTextView *)textView{
return [UIColor redColor];
}

So that finishes off this post on helper objects, and how you can create your own. As always this example was a simple one to make it easy to follow. You could probably implement the above using setter methods.