How to put custom Gradient backgrounds in IOS App

iOS_screenshot-196x300

Introduction:

It is essential to have a unique design for every iPhone application; in order to deliver the most intriguing and compelling interfaces, customization is necessary in every step. A great place to start is to implement your own background and use a clear table view background. Many iOS apps are now following this. Another way is to add a custom background colour. It is as easy as setting the cells background color property.

I tried both the above methods, and still not satisfied with it. There are numerous applications that have pretty similar interfaces. That’s why I thought about putting a gradient view as the background.

Core Graphics is a great resource that helped me in the right direction. It is supposed to customize the background of a cell, but I used it as a basis for my code to draw a gradient.

Here is an example of GradientView

GradientView.h

[sourcecode]#import <UIKit/UIKit.h>
@interface GradientView : UIView
{
}
@end[/sourcecode]

GradientView.m

[sourcecode]#import "GradientView.h"
#import <QuartzCore/QuartzCore.h>
@implementation GradientView
//
// layerClass
//
// returns a CAGradientLayer class as the default layer class for this view
//
+ (Class)layerClass
{
return [CAGradientLayer class];
}
//
// setupGradientLayer
//
// Construct the gradient for either construction method
//
– (void)setupGradientLayer
{
CAGradientLayer *gradientLayer = (CAGradientLayer *)self.layer;
gradientLayer.colors =
[NSArray arrayWithObjects:
(id)[UIColor colorWithRed:0.85 green:0.85 blue:0.85 alpha:0.8].CGColor,(id)[UIColor colorWithRed:1.0 green:1.0 blue:1.0 alpha:1].CGColor,
(id)[UIColor colorWithRed:1.0 green:1.0 blue:1.0 alpha:1].CGColor,(id)[UIColor colorWithRed:1.0 green:1.0 blue:1.0 alpha:1].CGColor,
nil];
self.backgroundColor = [UIColor clearColor];
}
//
// initWithFrame:
//
// Initialise the view.
//
– (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self)
{
CAGradientLayer *gradientLayer = (CAGradientLayer *)self.layer;
//gradientLayer.cornerRadius = 10;
gradientLayer.colors =
[NSArray arrayWithObjects:
(id)[UIColor colorWithRed:0.255/255.0 green:0.215/255.0 blue:0.0/255.0 alpha:0.5].CGColor,(id)[UIColor colorWithRed:1.0 green:1.0 blue:1.0 alpha:1].CGColor,
(id)[UIColor colorWithRed:1.0 green:1.0 blue:1.0 alpha:1].CGColor,(id)[UIColor colorWithRed:1.0 green:1.0 blue:1.0 alpha:1].CGColor,(id)[UIColor colorWithRed:1.0 green:1.0 blue:1.0 alpha:1].CGColor,
nil];
self.backgroundColor = [UIColor clearColor];
}
return self;
}
@end[/sourcecode]

Then u can use this class object in “cellForRowAtIndex” method of “UITableViewController” class as follows

[sourcecode]- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *CellIdentifier = @"Cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil) {
cell = [[UITableViewCell alloc]
initWithStyle:UITableViewCellStyleDefault         reuseIdentifier:CellIdentifier] ;            cell.accessoryType=UITableViewCellAccessoryDisclosureIndicator;
cell.selectionStyle = UITableViewCellSelectionStyleNone;
cell.backgroundView = [[[GradientView alloc] init] autorelease];
}
// Configure the cell.
cell.textLabel.text = [self.allFolder objectAtIndex:indexPath.row];
cell.textLabel.backgroundColor = [UIColor clearColor];
cell.imageView.image=[UIImage imageNamed:@"folder.png"];
return cell;
}[/sourcecode]

Conclusion:

Many times, we need to make the application stand out from the crowd. While redesigning, we need something that would make our list of contents distinct from all the other table views. Hence, implementing custom background tables in ‘UITableView’ will be a smart way to start.

How to configure Rails application with Puma and Ngnix on CentOS

Rails__new_0912

Puma is a multi-threaded high performance web server written in Ruby. Currently it is very popular in market as a ruby application server. We can use it for any kind of ruby web application that supports rack. Here, I have mentioned detailed steps to help you configure Rails application with Puma and Nginx on CentOS.

Steps to install Puma:

We can install puma via RubyGems.

1. Append the below line to your Gemfile, if you have Rails 3.0 or above:

[sourcecode]gem ‘puma’, ‘~> 2.0′[/sourcecode]

2. Then we have to issue the below command to install puma

[sourcecode]# bundle install[/sourcecode]

3. Now you can run your application with puma using the below command

[sourcecode]# RAILS_ENV=production bundle exec puma -e production –b unix:///var/run/my_app.sock[/sourcecode]

You should see the following outcomes:

[sourcecode]Puma 2.0.1 starting…
* Min threads: 0, max threads: 16
* Environment: production
* Listening on unix:///var/run/my_app.sock
Use Ctrl-C to stop[/sourcecode]

4. Press Ctrl-C and stop the process for now. We will start the server again after installation and configuration of ‘Ngnix’.

Steps to Install Ngnix:

1. To install Nginx on CentOS type below commands

[sourcecode]# wget http://nginx.org/packages/centos/6/noarch/RPMS/nginx-release-centos-6-0.el6.ngx.noarch.rpm
# rpm -ivh nginx-release-centos-6-0.el6.ngx.noarch.rpm
# yum install nginx[/sourcecode]

Configuring Ngnix:

1. First we have to create a virtual host file

[sourcecode]#vi /etc/nginx/conf.d/my-NewProject.conf[/sourcecode]

2. Now add the below line to your config file (Change fields as your requirement)

[sourcecode]upstream my_app
{
server unix:///var/run/my_app.sock;
}
server {
listen 80
server_name www.example.com; # change to match your URL
root /var/www/html/my_app/public; # I assume your app is located at this location
location / {
proxy_pass http://my_app; # match the name of upstream directive which is defined above
proxy_set_header Host $host;
proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
}
}[/sourcecode]

3.Then we have to restart the Ngnix

[sourcecode]#service nginx restart[/sourcecode]

4.After restarting the Ngnix we need to again start puma

[sourcecode]# cd /var/www/html/my_app/
# RAILS_ENV=production bundle exec puma -e production -b unix:///var/run/my_app.sock
Puma 2.0.1 starting…
* Min threads: 0, max threads 16
* Environment: production
* Listening on unix:///var/run/my_app.sock
Use Ctrl-C to stop</pre>
<pre>[/sourcecode]

Now you will be able to browse your application.

Type the Server Name you mentioned on your virtual host configuration.

For example: http://www.example.com

How to run Puma as a demon:

1. If you want to run puma as a foreground process (daemon) then start puma with –d option with the following command

[sourcecode]# RAILS_ENV=production bundle exec puma -e production -d -b unix:///var/run/my_app.sock[/sourcecode]

2.To verify whether puma is running or not we have to issue the below command

[sourcecode]# ps aux | grep puma
root  19119 13.1  1.3  43276 27792 ?   Sl   21:02   0:01 ruby /usr/local/rvm/gems/ruby-1.9.3-p0@tapas1/bin/puma -e production -d -b unix:///var/run/my_app.sock[/sourcecode]

Finally-steps to stop and restart our puma server

‘pumactl’ is a command line that helps to stop and restart the application server. It takes parameter from the file where we store the puma process state.

1.Currently we have to kill the running process of puma by issuing following command.

[sourcecode]pkill –f puma[/sourcecode]

2. You can again verify the process is running or not by issuing the following command:

[sourcecode]# ps aux | grep puma[/sourcecode]

3.Then start the puma with –S option

[sourcecode]RAILS_ENV=production bundle exec puma -e production -d -b unix:///var/run/my_app.sock -S /var/run/my_app.state –control ‘unix:///var/run/my_app_ctl.sock'[/sourcecode]

4.Now puma would generate the file /var/run/my_app.state like below content:

[sourcecode]pid: 20937
config: !ruby/object:Puma::Configuration
options:
:min_threads: 0
:max_threads: 16
:quiet: true
:debug: false
:binds:- unix:///var/run/my_app.sock
:workers: 0
:daemon: true
:worker_directory: /var/www/html/my_app/
:environment: production
:state: /var/run/my_app.state
:control_url: unix:///var/run/my_app_ctl.sock
:control_auth_token: c0c3983017b972da3318a33349e8ee
[/sourcecode]

5.Now, you can restart and stop your application with ‘pumactl’ using the file /var/run/my_app.state

a) To restart puma server issue the following command

[sourcecode]bundle exec pumactl -S /var/run/my_app.state restart[/sourcecode]

b) To stop the puma server issue the following command

[sourcecode]bundle exec pumactl -S /var/run/my_app.state stop[/sourcecode]

Following the above mentioned steps would result you with a clean configuration of Rails application with ‘Puma’ and ‘Nginx’.

Recommended Reading: New features of Rails4

Guide To Display Images In Grid View On IPhone

In some iOS apps, displaying images in a single view would make the UI lose its uniformity. It would be difficult to manage images of different resolution and impossible to keep track of thousand of images without using Grid View in iPhone.

This is just like a “Grid View” application. Here we will explore how to display images, programmatically in “Grid view” on an iPhone.

Here We Go…

Step 1:

  • Open Xcode
  • Create a View base applicationGridview-123
  • Give the application name “ImageGrid”.

Step 2:

The directory structure is automatically created by the Xcode which also adds up essential frameworks to it. Now, explore the directory structure to check out the contents of the directory.

Step 3:

Here you need to add one ‘NSObject’ class to the project.

  • Select  project -> New File -> Cocoa Touch -> Objective-C class
  • Give the class name “Images”.

Step 4:

Then add an image to the project and give the image name “icon.png”.

Step 5:

  • Open “ImageGridViewController” file and add ‘UITableViewDelegate’ and ‘UITableViewDataSource’
  • Define ‘UITableView’ and ‘NSMutableArray’ classes as well as the buttonPressed: method
  • Import the ‘Image.h’ class and make the following changes.

[sourcecode]#import &lt;UIKit/UIKit.h&gt;
#import "Image.h"
@interface ImageGridViewController:UIViewController &lt;UITableViewDelegate, UITableViewDataSource&gt; {
IBOutlet UITableView *tableView;
NSMutableArray&nbsp; *sections;
}
@property (nonatomic, retain) UITableView *tableView;
@property (nonatomic, retain) NSMutableArray *sections;
-(IBAction)buttonPressed:(id)sender;
@end[/sourcecode]

Step 6:

  • Double click the ‘ImageGridViewController.xib’ file and open it in the Interface Builder.
  • First drag the ‘TableView’ from the library and place it in the view window.
  • Select ‘tableview’ from the view window and bring up connection inspector and connect ‘dataSource’ to the ‘File’s Owner’ and delegate to the ‘File’s Owner’ icon.
  • Now save the .xib file and go back to Xcode.

Step 7:

In the ‘ImageGridViewController.m’ file, make the following changes:

[sourcecode]#import "ImageGridViewController.h"
#import "Item.h" @implementation ImageGridViewController
@synthesize tableView,sections;

-(void)loadView{

[super loadView];
sections = [[NSMutableArray alloc] init];

for(int s=0;s&lt;1;s++) { // 4 sections
NSMutableArray *section = [[NSMutableArray alloc] init];

for(int i=0;i&lt;12;i++) {// 12 items in each section
Image *item = [[ Image alloc] init];
item.link=@"New Screen";
item.title=[NSString stringWithFormat:@"Item %d", i];
item.image=@"icon2.png";

[section addObject:item];
}
[sections addObject:section];
}
}

– (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView {
return [sections count];
}

– (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
return 1;
}

– (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath*)indexPath {
NSMutableArray *sectionItems = [sections objectAtIndex:indexPath.section];
int numRows = [sectionItems count]/4;
return numRows * 80.0;
}

-(NSString *)tableView:(UITableView *)tableView titleForHeaderInSection:(NSInteger)section {

NSString *sectionTitle = [NSString stringWithFormat:@"Section&nbsp; %d", section];
return sectionTitle;
}

– (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {

static&nbsp;&nbsp; &nbsp;NSString *hlCellID = @"hlCellID";

UITableViewCell *hlcell = [tableView dequeueReusableCellWithIdentifier:hlCellID];
if(hlcell == nil) {
hlcell = [[[UITableViewCell alloc]
initWithStyle:UITableViewCellStyleDefault reuseIdentifier:hlCellID] autorelease];
hlcell.accessoryType = UITableViewCellAccessoryNone;
hlcell.selectionStyle = UITableViewCellSelectionStyleNone;
}

int section = indexPath.section;
NSMutableArray *sectionItems = [sections objectAtIndex:section];

int n = [sectionItems count];
int i=0,i1=0;

while(i&lt;n){
int yy = 4 +i1*74;
int j=0;
for(j=0; j&lt;4;j++){

if (i&gt;=n) break;
Image *item = [sectionItems objectAtIndex:i];
CGRect rect&nbsp; = CGRectMake(18+80*j, yy, 40, 40);
UIButton *buttonImage=[[UIButton alloc] initWithFrame:rect];
[buttonImage setFrame:rect];
UIImage *buttonImageNormal=[UIImage imageNamed:item.image];
[buttonImage setBackgroundImage:buttonImageNormal forState:UIControlStateNormal];
[buttonImage setContentMode:UIViewContentModeCenter];
NSString *tagValue = [NSString stringWithFormat:@"%d%d", indexPath.section+1, i];
buttonImage.tag = [tagValue intValue];
//NSLog(@tag….%d", button.tag);
[buttonImage addTarget:self
action:@selector(buttonPressed:)forControlEvents:UIControlEventTouchUpInside];
hlcell.contentView addSubview:buttonImage];
[buttonImage release];

UILabel *label = [[[UILabel alloc]initWithFrame:CGRectMake((80*j)-4, &nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;yy+44, 80, 12)] autorelease];
label.text = item.title;
label.textColor = [UIColor blackColor];
label.backgroundColor = [UIColor clearColor];
label.textAlignment = UITextAlignmentCenter;
label.font = [UIFont fontWithName:@"ArialMT" size:12];
[hlcell.contentView addSubview:label];
i++;
}
i1 = i1+1;
}
return hlcell;
}
-(IBAction)buttonPressed:(id)sender {
int tagId = [sender tag];
int divNum = 0;
if(tagId&lt;100)
divNum=10;
else
divNum=100;
int section = [sender tag]/divNum;
section -=1;// we had incremented at tag assigning time
int itemId = [sender tag]%divNum;
NSLog(@"…section = %d, item = %d", section, itemId);
NSMutableArray*sectionItems = [sections objectAtIndex:section];
Image&nbsp;&nbsp; &nbsp;*item&nbsp;&nbsp; &nbsp;=&nbsp;&nbsp; &nbsp;[sectionItems objectAtIndex:itemId];
NSLog(@"Image selected…..%@, %@", item.title, item.link);

}

-(void)viewDidLoad{
[super viewDidLoad];
}

-(void)didReceiveMemoryWarning{
[super didReceiveMemoryWarning];
}

-(void)viewDidUnload{
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}

-(void)dealloc{
[super dealloc];
}
@end[/sourcecode]

Step 8:

Open the ‘Image.h’ file and make the following changes:

[sourcecode]#import &lt;Foundation/Foundation.h&gt;
@interface Image:NSObject{
NSString*title;
NSString*link;
NSString*image;
}
@property(nonatomic, copy)NSString*title;
@property(nonatomic, copy)NSString*link;
@property(nonatomic, copy)NSString*image;
@end[/sourcecode]

Step 9:

Make the changes in the ‘Item.m’ file:

[sourcecode]#import "Image.h"
@implementation Item
@synthesize title, link, image;
@end[/sourcecode]

Step 10:

Now save it and compile it in the Simulator.

It would be smart to use Grid View to display a number of images in a single view because it enables to manage multiple images efficiently. Users are also facilitated to keep track of their images. It becomes eye soothing and looks great on the iPhone mobile devices.

Keep visiting regularly to Andolasoft blog to know our upcoming article about the process to show your android Smartphone captured images dynamically in “Grid View” Layout.

You’re just 2 steps away from implementing ‘Backbone’ in Rails 3

backbone1-300x300-123

Before illustrating steps to implement ‘Backbone.js’, let me explain what ‘Backbone.js’ really is. It is a convenient way to organize client side ‘JavaScript’ code into MVC pattern of Rails server applications. Just like in Rails, It has ‘Models’ to represent data, ‘Views’ to render it and ‘Controllers’ to coordinate between the two. It also has an object called “collection” which manages a list of models. Backbone was also designed with Rails backend in mind, and is easier to connect to a server application using JSON in order to transfer data back and forth.

Why need to implement ‘Backone.js’ into Rails applications:

  • The major advantage of “Backbone.js” is that it’s simple, lightweight, and provides structure to organize large JavaScript projects.
  • “Backbone.js” helps to reduce the load of server for code that really doesn’t need to be executed server-side.
  • Flexible with regards to data persistence.
  • Easier integration with RESTful interfaces.
  • “Backbone.js” gives structure to web applications by providing models with key-value binding and custom events, collections with a rich API of enumerable functions, views with declarative event handling, and connects it all to your existing API over a RESTful JSON interface.

Architecture of “Backbone.js”

Integration

Step#1

  • In rails 3.x

In Gemfile add below line

[sourcecode]gem ‘rails-backbone'[/sourcecode]

Run “bundle install”

Then install “Backbone.js” in the app by running the following command

[sourcecode]rails g backbone:install[/sourcecode]

This creates the following Directory structure under app/assets/javascripts/backbone.

[sourcecode]backbone/
routers/  (maps HTML routes to actions)
models/  (maintains state)
templates/ (presents clientside views)
views/ (presents model data in the DOM)[/sourcecode]

To setup initial requirements and name spacing, it also creates a coffee script file as app_name.js.coffee.

[sourcecode]app/assets/javascript/backbone/app_name.js.coffee[/sourcecode]

Step#2

It also provides 3 simple generators which only create client side JavaScript code

Create a backbone model and collection inside app/assets/javascripts/backbone/models to be used to communicate with rails backend.

[sourcecode]rails g backbone:model model_name field_name:datatype[/sourcecode]

Create a backbone router with corresponding views and templates for the actions.

[sourcecode]rails g backbone:router[/sourcecode]

For Scaffolding

[sourcecode]rails g backbone:scaffold[/sourcecode]

Example

Create a new rails application called Demo

[sourcecode]rails new Demo[/sourcecode]

Edit, /Gemfile.rb

[sourcecode]gem ‘rails-backbone'[/sourcecode]

Install the gem and generate scaffolding by running following commands

[sourcecode]bundle install
rails g backbone:install
rails g scaffold Job title:string description:string
rake db:migrate
rails g backbone:scaffold Job title:string description:string[/sourcecode]

Edit the jobs index view (app/views/jobs/index.html.erb)

[sourcecode]<div id="jobs"></div>
<script type="text/javascript">
$(function() {
// Demo is the app name
window.router = new Demo.Routers.JobsRouter({jobs: <%= @jobs.to_json.html_safe -%>});
Backbone.history.start();
});

</script>[/sourcecode]

Now start the server

[sourcecode]rails s[/sourcecode]

Then browse “localhost:3000/jobs” and now you will get a fully functioning single page crud app for Job model.

Benefits of implementing backbone on Rails application:

  • ‘Backbone’ speeds up loading of WebPages.
  • Backbone implementation is comparatively easier for the developers working on JavaScript applications.
  • It uses minimal set of data-structuring (Models and Collections) and user interface (Views and URLs).
  • It also facilitates in improving and maintaining the application structure.

How To Draw Smooth Lines In IOS Apps?

One of the most common issues in drawing apps is that the polylines appears jagged when drawn quickly. Such flaws create unfavorable impact on the application as well developers. Apps developed for IPhone, which is one of the premium devices in the world; must encompass all the development aspects, may it be a major bug as in Apple Map or as simple as jagged polylines in drawing apps.

Drawing lines are one of the most common features in iOS apps. It can be used for numerous purposes such as putting a signature in PDFs and images, drawing line graphs, preparing presentations with sketches and many more. Most of the iOS applications generate jaggy lines when drawn quickly. On the other hand, smooth lines facilitate uses with the convenience to draw quickly and without affecting the practicality of the application.

Below are the steps to follow how to draw smooth lines in iOS apps.

1. Add UIImage View

First of all we need to add UIImageView to a UIView.

[sourcecode]SmoothLineViewController.h:
@property (nonatomic, readwrite, retain) IBOutlet UIImageView *imageView;
Then we’ll @synthesize this property in SmoothLineViewController.m:
@synthesize imageView=imageView_;
[/sourcecode]

Finally, we’ll use the Interface Builder to add the UIImageView component to SmoothLineViewControllerr.xib

2. Handling Touches

Now we are ready to write code for handle touches and draw polylines. We’ll need to declare the following member variables in the header:

[sourcecode]CGPoint previousPoint;
NSMutableArray *drawnPoints;
UIImage *cleanImage;
add the method to the class:
/** This method draws a line to an image and returns the resulting image */
– (UIImage *)drawLineFromPoint:(CGPoint)from_Point toPoint:(CGPoint)to_Point image:(UIImage *)image
{
CGSize sizeOf_Screen = self.view.frame.size;
UIGraphicsBeginImageContext(sizeOf_Screen);
CGContextRef current_Context = UIGraphicsGetCurrentContext();
[image drawInRect:CGRectMake(0, 0, sizeOf_Screen.width, sizeOf_Screen.height)];

CGContextSetLineCap(current_Context, kCGLineCapRound);
CGContextSetLineWidth(current_Context, 1.0);
CGContextSetRGBStrokeColor(current_Context, 1, 0, 0, 1);
CGContextBeginPath(current_Context);
CGContextMoveToPoint(current_Context, from_Point.x, from_Point.y);
CGContextAddLineToPoint(current_Context, to_Point.x, to_Point.y);
CGContextStrokePath(current_Context);

UIImage *rect = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return rect;
}
drawLineFromPoint:to_Point:image is a simple utility method that draws a line over a UIImage and returns the resulting UIImage.
Now UIResponder‘s touch handling methods will be overridden:
– (void)touchesBegan:(NSSet *)_touches withEvent:(UIEvent *)_event
{
// retrieve the touch point
UITouch *_touch = [_touches anyObject];
CGPoint current_Point = [_touch locationInView:self.view];

// Its record the touch points to use as input to our line smoothing algorithm
drawn_Points = [[NSMutableArray arrayWithObject:[NSValue valueWithCGPoint:current_Point]] retain];

previous_Point = current_Point;

// we need to save the unmodified image to replace the jagged polylines with the smooth polylines
clean_Image = [imageView_.image retain];
}

– (void)touchesMoved:(NSSet *)_touches withEvent:(UIEvent *)_event
{

UITouch *_touch = [_touches anyObject];
CGPoint current_Point = [_touch locationInView:self.view];

[drawnPoints addObject:[NSValue valueWithCGPoint:current_Point]];

imageView_.image = [self drawLineFromPoint:previous_Point toPoint:current_Point image:imageView_.image];

previous_Point = current_Point;
}
[/sourcecode]

3. Simply Polyline

We need to find a similar polyline, but with fewer vertices. This is necessary because we cannot interpolate between vertices to generate a nice smooth polyline if they are placed too close to each other. I use the “Ramer–Douglas–Peucker” algorithm for this. Alternatively, Lang’s simplification algorithm or any other polyline simplification algorithms would work.
We’ll begin by adding the following utility method:

[sourcecode]/** Draws a path to an image and returns the resulting image */
– (UIImage *)drawPathWithPoints:(NSArray *)points image:(UIImage *)image
{
CGSize screenSize = self.view.frame.size;
UIGraphicsBeginImageContext(screenSize);
CGContextRef currentContext = UIGraphicsGetCurrentContext();
[image drawInRect:CGRectMake(0, 0, screenSize.width, screenSize.height)];

CGContextSetLineCap(currentContext, kCGLineCapRound);
CGContextSetLineWidth(currentContext, 1.0);
CGContextSetRGBStrokeColor(currentContext, 0, 0, 1, 1);
CGContextBeginPath(currentContext);

int count = [points count];
CGPoint point = [[points objectAtIndex:0] CGPointValue];
CGContextMoveToPoint(currentContext, point.x, point.y);
for(int i = 1; i &lt; count; i++) {
point = [[points objectAtIndex:i] CGPointValue];
CGContextAddLineToPoint(currentContext, point.x, point.y);
}
CGContextStrokePath(currentContext);

UIImage *ret = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return ret;
}
[/sourcecode]

drawPathWithPoints:image is similar to our line drawing method above, except it draws a polyline, given an array of vertices.
We’ll also add an Objective-C implementation of Wikipedia’s pseudo code for the Ramer–Douglas–Peucker algorithm:

[sourcecode]- (NSArray *)douglasPeucker:(NSArray *)points epsilon:(float)epsilon
{
int count = [points count];
if(count &lt; 3) {
return points;
}

//Find the point with the maximum distance
float dmax = 0;
int index = 0;
for(int i = 1; i &lt; count – 1; i++) {
CGPoint point = [[points objectAtIndex:i] CGPointValue];
CGPoint lineA = [[points objectAtIndex:0] CGPointValue];
CGPoint lineB = [[points objectAtIndex:count – 1] CGPointValue];
float d = [self perpendicularDistance:point lineA:lineA lineB:lineB];
if(d &gt; dmax) {
index = i;
dmax = d;
}
}

//If max distance is greater than epsilon, recursively simplify
NSArray *resultList;
if(dmax &gt; epsilon) {
NSArray *recResults1 = [self douglasPeucker:[points subarrayWithRange:NSMakeRange(0, index + 1)] epsilon:epsilon];

NSArray *recResults2 = [self douglasPeucker:[points subarrayWithRange:NSMakeRange(index, count – index)] epsilon:epsilon];

NSMutableArray *tmpList = [NSMutableArray arrayWithArray:recResults1];
[tmpList removeLastObject];
[tmpList addObjectsFromArray:recResults2];
resultList = tmpList;
} else {
resultList = [NSArray arrayWithObjects:[points objectAtIndex:0],
[points objectAtIndex:count – 1],nil];
}

return resultList;
}

– (float)perpendicularDistance:(CGPoint)point lineA:(CGPoint)lineA lineB:(CGPoint)lineB
{
CGPoint v1 = CGPointMake(lineB.x – lineA.x, lineB.y – lineA.y);
CGPoint v2 = CGPointMake(point.x – lineA.x, point.y – lineA.y);
float lenV1 = sqrt(v1.x * v1.x + v1.y * v1.y);
float lenV2 = sqrt(v2.x * v2.x + v2.y * v2.y);
float angle = acos((v1.x * v2.x + v1.y * v2.y) / (lenV1 * lenV2));
return sin(angle) * lenV2;
}
[/sourcecode]

CGPoint v1 = CGPointMake(lineB.x – lineA.x, lineB.y – lineA.y);
If you have difficulty for understanding the code above, refer to Wikipedia’s explanation and pseudo code of the algorithm. Now we’ll also override UIResponder‘stouchesEnded:withEvent method to add post-processing instructions for our polyline:

[sourcecode]- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
NSArray *generalizedPoints = [self douglasPeucker:drawnPoints epsilon:2];
imageView_.image = [self drawPathWithPoints:generalizedPoints image:cleanImage];
[drawnPoints release];
[cleanImage release];
}
[/sourcecode]

The method computes a simplified polyline, using our recorded touch points, drawn Points, as the input to Ramer–Douglas–Peucker algorithm, and replaces the jaggy polyline with the simplified polyline.

Also Read; How To Use Service Oriented Architecture In IOS Swift

If you try running the app now, you would see your polylines being replaced by more jaggy polylines. That’s expected.

4. Smooth Polyline

Now that we have a simplified polyline, we are ready to interpolate the points between the vertices for a nice smooth curve. Add the following method to the class:

[sourcecode]- (NSArray *)catmullRomSpline:(NSArray *)points segments:(int)segments
{
int count = [points count];
if(count &lt; 4) {
return points;
}

float b[segments][4];
{
// precompute interpolation parameters
float t = 0.0f;
float dt = 1.0f/(float)segments;
for (int i = 0; i &lt; segments; i++, t+=dt) {
float tt = t*t;
float ttt = tt * t;
b[i][0] = 0.5f * (-ttt + 2.0f*tt – t);
b[i][1] = 0.5f * (3.0f*ttt -5.0f*tt +2.0f);
b[i][2] = 0.5f * (-3.0f*ttt + 4.0f*tt + t);
b[i][3] = 0.5f * (ttt – tt);
}
}

NSMutableArray *resultArray = [NSMutableArray array];

{
int i = 0; // first control point
[resultArray addObject:[points objectAtIndex:0]];
for (int j = 1; j &lt; segments; j++) {
CGPoint pointI = [[points objectAtIndex:i] CGPointValue];
CGPoint pointIp1 = [[points objectAtIndex:(i + 1)] CGPointValue];
CGPoint pointIp2 = [[points objectAtIndex:(i + 2)] CGPointValue];
float px = (b[j][0]+b[j][1])*pointI.x + b[j][2]*pointIp1.x + b[j][3]*pointIp2.x;
float py = (b[j][0]+b[j][1])*pointI.y + b[j][2]*pointIp1.y + b[j][3]*pointIp2.y;
[resultArray addObject:[NSValue valueWithCGPoint:CGPointMake(px, py)]];
}
}

for (int i = 1; i &lt; count-2; i++) {
// the first interpolated point is always the original control point
[resultArray addObject:[points objectAtIndex:i]];
for (int j = 1; j &lt; segments; j++) {
CGPoint pointIm1 = [[points objectAtIndex:(i – 1)] CGPointValue];
CGPoint pointI = [[points objectAtIndex:i] CGPointValue];
CGPoint pointIp1 = [[points objectAtIndex:(i + 1)] CGPointValue];
CGPoint pointIp2 = [[points objectAtIndex:(i + 2)] CGPointValue];
float px = b[j][0]*pointIm1.x + b[j][1]*pointI.x + b[j][2]*pointIp1.x + b[j][3]*pointIp2.x;
float py = b[j][0]*pointIm1.y + b[j][1]*pointI.y + b[j][2]*pointIp1.y + b[j][3]*pointIp2.y;
[resultArray addObject:[NSValue valueWithCGPoint:CGPointMake(px, py)]];
}
}

{
int i = count-2; // second to last control point
[resultArray addObject:[points objectAtIndex:i]];
for (int j = 1; j &lt; segments; j++) {
CGPoint pointIm1 = [[points objectAtIndex:(i – 1)] CGPointValue];
CGPoint pointI = [[points objectAtIndex:i] CGPointValue];
CGPoint pointIp1 = [[points objectAtIndex:(i + 1)] CGPointValue];
float px = b[j][0]*pointIm1.x + b[j][1]*pointI.x + (b[j][2]+b[j][3])*pointIp1.x;
float py = b[j][0]*pointIm1.y + b[j][1]*pointI.y + (b[j][2]+b[j][3])*pointIp1.y;
[resultArray addObject:[NSValue valueWithCGPoint:CGPointMake(px, py)]];
}
}
// the very last interpolated point is the last control point
[resultArray addObject:[points objectAtIndex:(count – 1)]];

return resultArray;
}
[/sourcecode]

All credits go to supersg559 for the implementation Catmull-Rom Spline algorithm above. I merely modified it to use NSArrays instead of C-arrays. A good explanation of the algorithm can be found on “The Code Project”.
Finally, modify touchesEnded:withEvent: to use this algorithm:

[sourcecode]- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
NSArray *generalizedPoints = [self douglasPeucker:drawnPoints epsilon:2];
NSArray *splinePoints = [self catmullRomSpline:generalizedPoints segments:4];
imageView_.image = [self drawPathWithPoints:splinePoints image:cleanImage];
[drawnPoints release];
[cleanImage release];
}
[/sourcecode]

That’s it. You’re done!

It would facilitate them to put fine-looking signatures, draw beautiful sketches and make impressive presentations.

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