Wednesday, 27 November 2013


Inspiring Steve Job quotes that will make you want to change "The World"



 



Let’s go invent tomorrow instead of worrying about what happened yesterday.



 



 



 



Creativity is just connecting things. When you ask creative people how they did something, they feel a little guilty because they didn’t really do it, they just saw something. It seemed obvious to them after a while. 



 



 



 



If you really look closely, most overnight successes took a long time. 



 



 



But innovation comes from people meeting up in the hallways or calling each other at 10:30 at night with a new idea, or because they realized something that shoots holes in how we’ve been thinking about a problem. 



 



 



We’re here to put a dent in the universe. Otherwise why else even be here? 



 



 Deciding what not to do is as important as deciding what to do.



 



 



I’m convinced that about half of what separates the successful entrepreneurs from the non-successful ones is pure perseverance.



 



 



Your time is limited, so don’t waste it living someone else’s life. Don’t be trapped by dogma — which is living with the results of other people’s thinking. Don’t let the noise of others’ opinions drown out your own inner voice. And most important, have the courage to follow your heart and intuition. They somehow already know what you truly want to become. Everything else is secondary. 



 



 Sometimes life is going to hit you in the head with a brick. Don’t lose faith.



 



The heaviness of being successful was replaced by the lightness of being a beginner again — less sure about everything. It freed me to enter one of the most creative periods of my life.



 



 You’ve baked a really lovely cake, but then you’ve used dog shit for frosting.



 



 



If you don’t love something, you’re not going to go the extra mile, work the extra weekend, challenge the status quo as much.



 



 



Details matter, it’s worth waiting to get it right. 



 



 



That’s been one of my mantras — focus and simplicity. Simple can be harder than complex. You have to work hard to get your thinking clean to make it simple. But it’s worth it in the end because once you get there, you can move mountains. 



 



 



 



No one wants to die. Even people who want to go to heaven don’t want to die to get there. And yet death is the destination we all share. No one has ever escaped it. And that is as it should be, because Death is very likely the single best invention of Life. It is Life’s change agent. It clears out the old to make way for the new. Right now the new is you, but someday not too long from now, you will gradually become the old and be cleared away. Sorry to be so dramatic, but it is quite true. 



 



 

Monday, 25 November 2013






Block??

Blocks are “anonymous functions” and can be defined inline.
Blocks capture read-only copies (unless defined with __block, more on that later) of local variables, similar to “closures” in other languages.

Block variable

• To define a block variable, the ^ operator is used.
• BOOL ( ^isInputEven)(int) = ^(int input) {
if(input % 2 == 0) return YES;
else
return NO;

check image**


• Call to a block is similar to c function call int x = -101;
NSLog(@"%d %@ number", x, isInputEven(x) ? @"is an even" : @"is not an even");
Output is:
-101 is not an even number

Blocks and variable scope

float price = 1.99;
float (^finalPrice)(int) = ^(int quantity) {
// Notice local variable price is accessible in the block
return quantity * price; };
• thecodeinthebodyreferencesthevariable ‘price’ which is defined outside the block.


• The output for the log statement is: Ordering 10 units, final price is: $19.90
• Now change the price and run the program price = .99;
NSLog(@"Ordering %d units, final price is: $%2.2f", orderQuantity, finalPrice(orderQuantity));

• The output for the block, with the price variable updated is:
Ordering 10 units, final price is: $19.90

Using ___block Storage Modifier

• To allow a variable defined outside a block to be mutable, apply the ___block storage type modifier:
___block float price = 1.99;
float (^finalPrice)(int) = ^(int quantity) {
return quantity * price; };
int orderQuantity = 10; price = .99;

• The output for the block, with the price variable updated is:
• With block storage modifier – Ordering 10 units, final price is: $9.90


Passing block as parameter

• Since blocks are “variables” you can pass blocks to methods and functions.
• -(NSArray*)each:(void(^)(id))block;
• - (NSArray *)each:(void (^)(id object))block {
for(id mObject in self) block(mObject); return self;
}




int main (int argc, const char * argv[]) {
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
NSArray *array = [NSArray arrayWithObjects:@"Number one", @"Number two", nil];
[array each:^(id object) { NSLog(object);
}];

More details :Apple Docs

Sunday, 24 November 2013

Hi..

If you need any particular topic tutorial please mention those topics as a comment to this post.
So i can add that one also.

And the next tutorial's am going to submit is


"Earn money from your ios App's" 


Hopefully i will post it today night itself...


There are mainly 2 types
1. Using iOS In App Purchase
2.Using Google AdMobs

Monday, 2 September 2013

Game Kit Authentication


  • Documentation

Read Me About GKAuthentication
=================================================================
GKAuthentication is a sample application that shows how to correctly 
perform GameKit Authentication. This code is completely copy and paste-able.


IMPORTANT: When adding support for Game Center to an application, it is not
enough to simply add the necessary code to your application.  You also
need to configure your app in iTunes Connect to match your desired
configuration.  

=================================================================
BUILD REQUIREMENTS:

This project was built with Xcode 3.2.4 and iOS SDK 4.2

=================================================================
RUNTIME REQUIREMENTS:

The project requires iOS 4.2 and a GameCenter account to run.

=================================================================
PACKAGING LIST:
- ReadMe.txt -- This file.
- GKAuthentication.xcodeproj --  Xcode project for this sample. 
- Resources -- The project nib, images, and so on.
- Classes/GKAuthenticationAppDelegate.h -- Declaration of the best 
    practices
- Classes/GKAuthenticationAppDelegate.m -- Contains the best practices of 
    adding authentication to a project. 
- main.m -- The main function of this sample.


=================================================================
Copyright (C) 2011 Apple Inc. All rights reserved.



  • Design






  • Code

GKAuthenticationAppDelegate.h

Copyright (C) 2011 Apple Inc. All Rights Reserved.

 */

#import <UIKit/UIKit.h>
#import <GameKit/GameKit.h>

// Preferred method for testing for Game Center 
BOOL isGameCenterAvailable();


@class MainViewController;

@interface GKAuthenticationAppDelegate : NSObject <UIApplicationDelegate> {
    UIWindow *window;
    UIViewController *mainViewController;
}

@property (nonatomic, retain) IBOutlet UIWindow *window;
@property (nonatomic, retain) IBOutlet UIViewController *mainViewController;

// currentPlayerID is the value of the playerID last time GameKit authenticated.
@property (retain,readwrite) NSString * currentPlayerID;

// isGameCenterAuthenticationComplete is set after authentication, and authenticateWithCompletionHandler's completionHandler block has been run. It is unset when the applicaiton is backgrounded. 
@property (readwrite, getter=isGameCenterAuthenticationComplete) BOOL gameCenterAuthenticationComplete;

@end


----------------------------------------------------------------

GKAuthenticationAppDelegate.m


#include <sys/types.h>
#include <sys/sysctl.h>

#import "GKAuthenticationAppDelegate.h"


@implementation GKAuthenticationAppDelegate


@synthesize window;
@synthesize mainViewController;


#pragma mark -
#pragma mark Game Center Support

@synthesize currentPlayerID, 
            gameCenterAuthenticationComplete;



#pragma mark -
#pragma mark Game Center Support

// Check for the availability of Game Center API. 
BOOL isGameCenterAPIAvailable()
{
    // Check for presence of GKLocalPlayer API.
    Class gcClass = (NSClassFromString(@"GKLocalPlayer"));
    
    // The device must be running running iOS 4.1 or later.
    NSString *reqSysVer = @"4.1";
    NSString *currSysVer = [[UIDevice currentDevice] systemVersion];
    BOOL osVersionSupported = ([currSysVer compare:reqSysVer options:NSNumericSearch] != NSOrderedAscending);
    
    return (gcClass && osVersionSupported); 
}

#pragma mark -
#pragma mark Application lifecycle

- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions  
{        
    // Override point for customization after application launch.  

    // Add the main view controller's view to the window and display.
    [self.window addSubview:mainViewController.view];
    [self.window makeKeyAndVisible];
    
    self.gameCenterAuthenticationComplete = NO;
    
    if (!isGameCenterAPIAvailable()) {
        // Game Center is not available. 
        self.gameCenterAuthenticationComplete = NO;
    } else {
        
        GKLocalPlayer *localPlayer = [GKLocalPlayer localPlayer];
        
        /*
         The authenticateWithCompletionHandler method is like all completion handler methods and runs a block
         of code after completing its task. The difference with this method is that it does not release the 
         completion handler after calling it. Whenever your application returns to the foreground after 
         running in the background, Game Kit re-authenticates the user and calls the retained completion 
         handler. This means the authenticateWithCompletionHandler: method only needs to be called once each 
         time your application is launched. This is the reason the sample authenticates in the application 
         delegate's application:didFinishLaunchingWithOptions: method instead of in the view controller's 
         viewDidLoad method.
         
         Remember this call returns immediately, before the user is authenticated. This is because it uses 
         Grand Central Dispatch to call the block asynchronously once authentication completes.
         */
        [[GKLocalPlayer localPlayer] authenticateWithCompletionHandler:^(NSError *error) {
            // If there is an error, do not assume local player is not authenticated. 
            if (localPlayer.isAuthenticated) {
                
                // Enable Game Center Functionality 
                self.gameCenterAuthenticationComplete = YES;

                if (! self.currentPlayerID || ! [self.currentPlayerID isEqualToString:localPlayer.playerID]) {

                    // Current playerID has changed. Create/Load a game state around the new user. 
                    self.currentPlayerID = localPlayer.playerID;
                    
                    // Load game instance for new current player, if none exists create a new.
                }
            } else {     
                // No user is logged into Game Center, run without Game Center support or user interface. 
                self.gameCenterAuthenticationComplete = NO;
            }
        }];
    }    
    
    // The user is not authenticated until the Completion Handler block is called. 
    return YES;
}

    

- (void)applicationDidEnterBackground:(UIApplication *)application  
{
    /*
     Invalidate Game Center GKAuthentication and save game state, so the game doesn't start until the GKAuthentication 
     Completion Handler is run. This prevents a new user from using the old users game state.
     */
    self.gameCenterAuthenticationComplete = NO;
}


/*
- (void)applicationWillEnterForeground:(UIApplication *)application  
{
    // Do not call authenticateWithCompletionHandler again here.Once you have set the CompletionHandler in the 
    // original call in application:didFinishLaunchingWithOptions, it will dispatch the block next time the 
    // application enters foreground. 
}
*/



#pragma mark -
#pragma mark Memory management

- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application  
{
    /*
     Free up as much memory as possible by purging cached data objects that can be recreated (or reloaded from disk) later.
     */
}


- (void)dealloc 
{
    [currentPlayerID release];
    [mainViewController release];
    [window release];
    [super dealloc];
}

@end

----------------------------------------------------------------


Sunday, 1 September 2013

CoreData with Storyboard Tutorial Part 1

CoreData with Storyboard Tutorial Part 1

CoreData with Storyboard Tutorial Part 2


CoreData with Storyboard Tutorial Part 3

CoreData with Storyboard Tutorial Part 4