Animate an AdWhirlView from the Bottom of the Screen

If you are using AdWhirl and want the ad to slide in from the bottom of the screen when your View loads, use this snippet:

- (void)viewDidLoad
    [super viewDidLoad];
    AdWhirlView *adWhirlView = [AdWhirlView requestAdWhirlViewWithDelegate:self];
    adWhirlView.delegate = self;
    adWhirlView.frame = CGRectMake(0, 430+kAdWhirlViewHeight, kAdWhirlViewWidth, kAdWhirlViewHeight);
    [self.parentViewController.view insertSubview:adWhirlView belowSubview:self.view];

    [UIView beginAnimations:@"AdWhirlIn" context:nil];
    [UIView setAnimationDuration:.5];
    [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
    adWhirlView.frame = CGRectMake(0, 430, kAdWhirlViewWidth, kAdWhirlViewHeight);
    [UIView commitAnimations];

Adding Done and Cancel buttons to an iOS number pad

There are some cases when you may want to have a "Done" or "Cancel" button on an iOs number pad when editing a text field. This doesn't come by default, but is easy to add. See the example snippets below, or check out the code on github.

Sample Usage:

//In the view controller that's going ot use the component, put this in the header after the class being extended.

// Then instantiate your toolbar component where it's needed
DoneCancelNumberPadToolbar *toolbar = [[DoneCancelNumberPadToolbar alloc] initWithTextField:textField];
toolbar.delegate = self;
textField.inputAccessoryView = toolbar;

// Finally, implement the following two delegate methods

#pragma mark - DoneCancelNumberpadToolbar delegate
-(void)doneCancelNumberPadToolbarDelegate:(DoneCancelNumberPadToolbar *)controller didClickDone:(UITextField *)textField
    NSLog(@&quot;%@&quot;, textField.text);

-(void)doneCancelNumberPadToolbarDelegate:(DoneCancelNumberPadToolbar *)controller didClickCancel:(UITextField *)textField
    NSLog(@&quot;Canceled: %@&quot;, [textField description]);


#import <UIKit/UIKit.h>

@class DoneCancelNumberPadToolbar;

@protocol DoneCancelNumberPadToolbarDelegate <NSObject>

-(void)doneCancelNumberPadToolbarDelegate:(DoneCancelNumberPadToolbar *)controller didClickDone:(UITextField *)textField;
-(void)doneCancelNumberPadToolbarDelegate:(DoneCancelNumberPadToolbar *)controller didClickCancel:(UITextField *)textField;


@interface DoneCancelNumberPadToolbar : UIToolbar
    UITextField* textField;


#import &quot;DoneCancelNumberPadToolbar.h&quot;

@implementation DoneCancelNumberPadToolbar

@synthesize delegate;

- (id) initWithTextField:(UITextField *)aTextField
    self = [super initWithFrame:CGRectMake(0, 0, 320, 50)];
    if (self) {
        textField = aTextField;
        self.barStyle = UIBarStyleBlackTranslucent;
        self.items = [NSArray arrayWithObjects:
                      [[UIBarButtonItem alloc]initWithTitle:@&quot;Cancel&quot;
                      [[UIBarButtonItem alloc]initWithBarButtonSystemItem:UIBarButtonSystemItemFlexibleSpace
                                                                   target:nil action:nil],
                      [[UIBarButtonItem alloc]initWithTitle:@&quot;Done&quot;
        [self sizeToFit];

    return self;

    [textField resignFirstResponder];
    textField.text = @&quot;&quot;;
    [self.delegate doneCancelNumberPadToolbarDelegate:self didClickCancel:textField];

    [textField resignFirstResponder];
    [self.delegate doneCancelNumberPadToolbarDelegate:self didClickDone:textField];

@property (nonatomic, weak) id <DoneCancelNumberPadToolbarDelegate> delegate;

- (id) initWithTextField:(UITextField *)textField;


Special thanks to [akozl ik]( el_buttons_to_an_ios_number/c5v4rpt) for the help with delegates.

iOS Game Engines

After playing Rovio's new Amazing Alex game for a while, and seeing this article on BGR this morning, it made me remember some old success stories that I had read about, and I got to thinking about what it would take to develop a game for iOS. More just to see what options were out there than anything else; I know nothing about game programming. Side note: Amazing Alex is great. If you have ever played the incredible machine, you'll feel right at home.

One success story I remember is Ethan Nicholas and iShoot, which made him over $800k. Check out how he did it, and how to get started with iOS here: iPhone developer in eight easy steps. If he can do it... why not? But, I digress. ManiacDev has great lists of both Open Source and Commercial graphic engines for iOS. As far as free goes, cocos2d and sparrow both jumped out at me. Sparrow seemed like the fastest ramp-up time and after a quick look at it's api, felt familiar. Without diving too much into the examples, it seems to follow similar patterns to some of the python/js UI frameworks I've used. Unfortunately, the forum seems pretty sparse. Cocos2d, while looking like a steeper learning curve, seems a little more mature and a much more engaged community. It's forum has 85% more posts than sparrow, which coming from a busy php/python community, I like to see. As for commercial engines, after reading about how Infinity Blade was Epic's most profitable game ever, and seeing that a license would only be $99, the Unreal Development Kit For iOS is totally the way I would go.

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