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 Do I Implement Localization In IOS Apps?

We know that, all the apps in the Apple App Store are English-speaking, i.e. the menu, information, settings and everything else is in English. However, the apps become almost useless for the consumers from non native English speaking countries. Hence, it becomes essential for the developers to release apps with multiple language support. This is where internationalization and localization comes in handy which facilitates the iOS application developers to support numerous native languages that greatly increase the global user experience.

What Exactly Is Internationalization And Localization?

  • Internationalization and localization means adapting the software product to different languages, regional differences and technical requirements of a targeted market.
  • Internationalization is the process of designing a software application, so that it can be adapted to various languages and regions without engineering changes.
  • Localization is the process of accommodating internationalized software product for a specific region or language by adding locale-specific components and translating text.

Here Is An Example To Help You Grasp The Concept:

Let’s say there is an iPhone/iPad application made for Brazilian client and he needs to localize that product to Portuguese language so that every users of Brazil can use it.

Each and every application must contain some hardcoded strings. We need to pull all of these hardcoded strings into a separate file so that we can localize them.

To do this, create a “.strings” file in the Xcode to contain all of the strings that your project needs. Then the hardcoded strings should be replaced with a function call to look up the appropriate string from the “.strings” file based on the current language.

For example:

To create a “.string” file, follow below mentioned steps

  • Select the Project group in Xcode, and navigate to File >>New >>New File.
  • Choose iOS >>Resource >>Strings File, and click Next, as shown in the below snapshot.
  • Name the new file Localizable.strings, and then click Save.

Note that the “Localizable.strings” is the default filename; iOS looks for when dealing with localized text. If you rename the file, you’ll need to specify the name of the .strings file every time.

The format for the strings file is:

[sourcecode]"KEY" = "CONTENT";[/sourcecode]

For our ‘Account’ text add in:

[sourcecode]"TITLE" = "Account";[/sourcecode]

Now switch to “ViewController.m”, and find the “viewDidLoad” method. Now you can set the text as below:

[sourcecode]self.titleLabel.text = @"Account";[/sourcecode]

We want it to read from our “.strings” file. For this, you need to change the current line to use a macro called “NSLocalizedString” as shown below:

[sourcecode]self.titleLabel.text = NSLocalizedString(@"TITLE", nil);[/sourcecode]

Adding A Portuguese Localization

Steps to add a Portuguese localization are as follows:

  • You need to select “Localizable.strings”, and open the Info pane.
  • You can do this by selecting the 3rd tab in the top toolbar of the View section, and selecting the 1st tab in the top section, as shown in the below screenshot.

To add support for another language execute following steps:

  • You need to simply click on the ‘+’ (Plus) in that ‘Localization’ pane on the right of the view.
  • At first it will create localization for English.
  • If the “Localizable.Strings” deselect after your click then select the “Localizable.Strings” again. After the “Localizable.Strings” selected click the ‘+’ button once again and choose ‘Portuguese(pt)’ from the dropdown.

Now, Xcode has set up some directories containing a separate version of “Localizable.strings” for each language that you selected, behind the scenes. To view this for yourself, go to your project folder in Finder and open it. There you’ll get the following:

  • ‘en.lproj’ and ‘pt.lproj’ contain language-specific versions of files.
  • ‘en’ is the localization code for English, whereas ‘pt’ is for Portuguese.

To change the text for Portuguese, select ‘Localizable.strings (Portuguese)’ and change the text as follows:

[sourcecode]"TITLE" = "Conta";
“Back” = “Voltar”;
etc.
[/sourcecode]

It’s all about how to localize a string. But you also need to localize the UI, as the text length for a button may vary in different languages.

How To Adjust UI Elements:

Let’s discuss about how to localize the button text.

  • For Portuguese let’s say the button text is ‘MODIFICAR’.
  • The problem is that you need your button border to be relatively tight around the text. This isn’t a problem for title label because there is no constraint on its width, but here you’ll need to adjust the size of the button to make it look perfect.
  • If you simply change the text in “viewDidLoad” it will look odd, as the text of that button may or may not fit into it.

So you need to add localization to your “xib” and make the button bigger in Portuguese.

  • Go to “ViewController.xib” and in the info pane on the right of the view, click the ‘+’ button to add a Localization and choose Portuguese.
  • Note you may need to scroll down in the Info pane as it has some Interface Builder content in that side.
  • Now we have copy of “ViewController.xib” in our Portuguese folder (pt.lproj).
  • Select “ViewController.xib (Portuguese)”, and edit the button text in that version to say ‘MODIFICAR’.
  • It will resize the button by default.

Once, all the set up is done perfectly, delete the application from simulator/device and select Project>>Clean to get a fresh build and install. Then build and run your app.

How To Apply Localization For Images:

If you have text in your image you need to localize it.Follow the steps mentioned below.

  • Select the .jpg file and add localization for Portuguese.
  • Check out the project folder.
  • The ‘.jpg’ image file has been added to the English folder (en.lproj) and then copied to the Portuguse folder (pt.lproj).
  • To make a different image for the Portuguese version, you need to overwrite the image in the Portuguese folder.
  • Rebuild and get the final result!

Benefits:

It is better to have localization in your iOS apps to target the global users. The app will display the contents according to the visitor’s language.

  • Same information can be shared across the world.
  • Great user experience.

4 Simple Steps To Implement “Delayed Job” In Rails

Here in this article, I going to tell you the best way to implement “delayed job” in rails

“delayed_job” is a ruby gem used to execute tasks as a background process in Rails environment, increasing page rendering speed.

Delayed::Job (or DJ) allows you to move jobs into the background for asynchronous processing.

Why you need a background process and is it really that important!

Let’s consider a scenario where a mailing application needs to send emails to a huge list of recipients. In such cases it is obvious that the processing time is too long, annoying the users.

Here are some of key points to consider:

  • Incredibly quick & easy to get rolling
  • No addition to your “stack”, runs just fine with Active Record
  • Good choice for beginners while migrating code from foreground to the background

Hence, it’s only wise to move the long running tasks as a background process by using “delayed_job” gem.

Detailed steps to integrate delayed job in a Rails application

Step# 1

  • Add gem to the Gemfile
  • “delayed_job” supports multiple back-ends for storing the job queue
  • To use “delayed_job” with Active Record, use gem ‘delayed_job_active_record’
  • To use “delayed_job” with Mongoid, use gem ‘delayed_job_mongoid’

Example

/Gemfile.rb

  • gem ‘delayed_job_active_record’, ‘4.0.3’
  • Run “bundle install” to install the “delayed_job” gem

Step# 2

  • Generate the related file for the Job run
  • Generate related files required to run the background job by running the following command
    • rails g delayed_job:active_record

It adds following files to the application

  • A Script named “delayed_job” inside “/bin” folder to run the jobs which are in queue.
  • Migration file to create a table to store the job with other information such as priority, attempts, handler, last_error, run_at, locked_at, failed_at, locked_by, queue.

Run the migration file by using the following command

  • rails db:migrate

Set the queue_adapter in config/application.rb

  • config.active_job.queue_adapter = :delayed_job

If you are using the protected_attributes gem, it must appear before delayed_job in your gemfile. If your jobs are failing with:

  • Setup Delayed::Job config in an initializer (config/initializers/delayed_job_config.rb)
    • Delayed::Worker.destroy_failed_jobs = false
    • Delayed::Worker.sleep_delay = 60
    • Delayed::Worker.max_attempts = 3
    • Delayed::Worker.max_run_time = 5.minutes
    • Delayed::Worker.read_ahead = 10
    • Delayed::Worker.default_queue_name = ‘default’
    • Delayed::Worker.delay_jobs = !Rails.env.test?
    • Delayed::Worker.raise_signal_exceptions = :term
    • Delayed::Worker.logger = Logger.new(File.join(Rails.root, ‘log’, ‘delayed_job.log’))

Step# 3

  • Replace script/delayed_job with bin/delayed_job
  • Start up the jobs process

There are two ways to do this.

  • If application is in development mode, we would use the below rake task instead.
    • rake jobs:work
  • If application is in production mode, then it is preferred to use the “delayed_job” script. This demonizes the job process and allows multiple background processes to be spawned.

To use this, pursue the following steps

  • Add gem “daemons” to your Gemfile
  • Run bundle install
  • Make sure you’ve run rails generate delayed_job
  • If you want to just run all available jobs and exit you can use rake jobs:workoff
  • Work off queues by setting the QUEUE or QUEUES environment variable.
    • QUEUE=tracking rake jobs:work
    • QUEUES=mailers,tasks rake jobs:work

Step# 4

  • Add task to run in background
  • In Controller just call .delay.method(params) on any object and it will be processed in the background.

Example:

UsersController before adding to background job

[code language=”html”]
class UsersController < ApplicationController
def send_email
User.find_each(is_subscribed: true) do |user|
NewsMailer.newsletter_mail(user).deliver
flash[:notice] = "Mail delivered"
redirect_to root_path
end
end
end
[/code]

 
UsersController after adding to background job

[code language=”html”]
class UsersController < ApplicationController
def send_email
User.find_each(is_subscribed: true) do |user|
# add .delay method to add it to background process. In case of mail sending remove the .deliver method to make it work.
NewsMailer.delay.newsletter_mail(user)
flash[:notice] = "Mail delivered"
redirect_to root_path
end
end
end
[/code]

Advantages of implementing above steps:

  • No more waiting for a response, after clicking a link to do a big stuff.
  • Just call .delay.method(params) on any object and it processes in the background.
  • Job objects are serialized to yaml and stored in the delayed_jobs table, so they can be restored by the job runner later.
  • It automatically retries on failure. If a method throws an exception it’s caught and the method reruns later. The method retries up to 25 times at increasingly longer intervals until it passes.
  • “delayed_job” gem maintains log by creating a log file “/log/delayed_job.log”

I am sure this article will give you a clear idea about the way to implement “delayed job” in rails. You can share your thoughts with comments if I have missed anything or if you want to know more.

Do you work on or use Ruby on Rails? Let’s Discuss!

Example of Webview Layouts and How to use in Android

clip_image002-176x300

What is WebView class?

The WebView class is a subclass of “android.view” class that facilitates to fetch external URL running in web server and display it in device’s screen. It is specifically useful for displaying dynamic contents from the web server application. However, it will show only the contents, not the features of a fully html based web browser functionality.

In the WebView app, we implemented following steps to display the web content on device and also enabling the app to upload file to the web page contents:

  1. Verify the availability of device’s network connection
  2. Add progress bar logic for on click event of hyper-link in web page
  3. Add ability to upload file from local file storage on device through webview.

The only Requirement is…

External website URL should have UI contents compatible with the android device’s screen resolution.

Example of xml for activity

[sourcecode]
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
>

android:id="@+id/webview1"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
/>

[/sourcecode]

Example of Main Activity class

[sourcecode]1.MainClass.java
=======================
package com.webviewdemo;
import java.security.KeyManagementException;
import java.security.NoSuchAlgorithmException;
import java.security.SecureRandom;
import javax.net.ssl.HttpsURLConnection;
import javax.net.ssl.SSLContext;
import javax.net.ssl.TrustManager;
import android.app.Activity;
import android.app.AlertDialog;
import android.app.ProgressDialog;
import android.content.Context;
import android.content.DialogInterface;
import android.content.Intent;
import android.graphics.Bitmap;
import android.net.ConnectivityManager;
import android.net.Uri;
import android.net.http.SslError;
import android.os.Bundle;
import android.view.KeyEvent;
import android.view.View;
import android.view.Window;
import android.webkit.SslErrorHandler;
import android.webkit.ValueCallback;
import android.webkit.WebChromeClient;
import android.webkit.WebSettings;
import android.webkit.WebView;
import android.webkit.WebViewClient;
import android.widget.ProgressBar;
import android.widget.Toast;
public class MainClass extends Activity {

WebView webview;
ProgressDialog  progressBar;
ProgressBar progressBar1;
MainClass _activity;
AlertDialog alertDialog;
boolean loadingFinished = true;
boolean redirect = false;
private ValueCallback mUploadMessage;
private final static int FILECHOOSER_RESULTCODE = 1;
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
progressBar = null;
this.getWindow().requestFeature(Window.FEATURE_PROGRESS);
_activity = this;
setContentView(R.layout.main );
webview = (WebView) findViewById( R.id.webview1 );
WebSettings settings = webview.getSettings();
settings.setJavaScriptEnabled(true);
settings.setSupportZoom(true);
settings.setBuiltInZoomControls(true);
settings.setCacheMode(WebSettings.LOAD_NO_CACHE);
webview.setScrollBarStyle(WebView.SCROLLBARS_OUTSIDE_OVERLAY);
webview.setWebChromeClient(new WebChromeClient()
{
//The undocumented magic method override
//Eclipse will swear at you if you try to put @Override here
public void openFileChooser(ValueCallback uploadMsg) {
mUploadMessage = uploadMsg;
Intent i = new Intent(Intent.ACTION_GET_CONTENT);
i.addCategory(Intent.CATEGORY_OPENABLE);
i.setType("image/*");
MainClass.this.startActivityForResult(Intent.createChooser(i,"File Chooser"), FILECHOOSER_RESULTCODE);
}
});
if(checkInternetConnection(_activity)==true){
if(savedInstanceState==null)
webview.loadUrl("https://www.andolasoft.com/");
else
webview.loadUrl("https://www.andolasoft.com/");
alertDialog = new AlertDialog.Builder(this).create();
progressBar = ProgressDialog.show(MainClass.this, "Please wait…", "Loading…");
webview.setWebViewClient(new WebViewClient() {
@Override
public boolean shouldOverrideUrlLoading(WebView view, String urlNewString) {
if (!loadingFinished) {
redirect = true;
}
loadingFinished = false;
webview.loadUrl(urlNewString);
return true;
}
public void onReceivedSslError (WebView view, SslErrorHandler handler, SslError error) {
handler.proceed() ;
}
@Override
public void onPageFinished(WebView view, String url) {
if(!redirect){
loadingFinished = true;
}
if(loadingFinished && !redirect){
//HIDE LOADING IT HAS FINISHED
if (progressBar != null && progressBar.isShowing()) {
progressBar.hide();
}
} else{
redirect = false;
}
}
@Override
public void onPageStarted(WebView view, String url, Bitmap favicon) {
super.onPageStarted(view, url, favicon);
loadingFinished = false;
progressBar.show();
}});
}
else{
AlertDialog.Builder builder = new AlertDialog.Builder(_activity);
builder.setMessage("Please check your network connection.")
.setCancelable(false)
.setPositiveButton("OK", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int id) {
Intent intent = new Intent(Intent.ACTION_MAIN);
intent.addCategory(Intent.CATEGORY_HOME);
intent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK);
startActivity(intent);
finish();
}
});

AlertDialog alert = builder.create();
alert.show();
}
}

public static boolean checkInternetConnection(Activity _activity) {
ConnectivityManager conMgr = (ConnectivityManager) _activity.getSystemService(Context.CONNECTIVITY_SERVICE);
if (conMgr.getActiveNetworkInfo() != null
&& conMgr.getActiveNetworkInfo().isAvailable()
&& conMgr.getActiveNetworkInfo().isConnected())
return true;
else
return false;
}
@Override
protected void onActivityResult(int requestCode, int resultCode,
Intent intent) {
if (requestCode == FILECHOOSER_RESULTCODE) {
if (null == mUploadMessage)
return;
Uri result = intent == null || resultCode != RESULT_OK ? null
: intent.getData();
mUploadMessage.onReceiveValue(result);
mUploadMessage = null;

}
}
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
if (keyCode == KeyEvent.KEYCODE_BACK){
if(webview.canGoBack()){
webview.goBack();
return true;
}
}
return super.onKeyDown(keyCode, event);
}
}
[/sourcecode]

Example of User’s permission mentioned in androidmanifest.xml

[sourcecode]

[/sourcecode]

WebView is really helpful in creating quick Mobile UI without using complex Views/Layouts of Android. A HTML developer can easily build a web page with dynamic contents using CSS/HTML tags. Generally, we can run everything on WebView i.e., in android browser we can run jQuery, Flash enabled app while replicating the web based platform to mobile based smaller screen.

Benefits:

WebView are useful in following cases:

  • Since the web contents are dynamically updated at server side, the android app will display the updated contents just by fetching from site through WebView.
  • Web apps can be easily integrated to native application through WebView controls.

How do I check if a file exists in AWS S3 bucket using Rails3

Amazon_S3_Online_Service-123

Introduction

Amazon S3 provides a simple web services interface that can be used to store and retrieve any amount of data, at any time, from anywhere on the web. While uploading a file to S3 we need to check whether the file exists to avoid any data duplication.

Steps to check the presence of a file

Step#1

Add the below in your gem file,

[sourcecode]gem ‘aws-s3′[/sourcecode]

Then run the bundle,

[sourcecode]bundle install[/sourcecode]

Step#2

Modify your model as,

[sourcecode]require ‘aws/s3’

def  is_file_exist?
AWS::S3::Base.establish_connection!( :access_key_id => ‘S3_KEY’, :secret_access_key => ‘S3_SECRET’)
return AWS::S3::S3Object.exists? attachment_id, “<YOUR_BUCKET_NAME>”
end[/sourcecode]

It is preferred to have the s3 credentials on the config folder and use it from the config file.

Step#3

Now modify your controller where you want to check the existence of the file,

[sourcecode]current_user.is_file_exist? #return true if exists[/sourcecode]

Easy method to avoid data redundancy in secured AWS S3.

Read Also: How to use Amazon S3 Bucket with Paperclip to store images in Rails3

I hope you find this useful. If you want to develop application in rails or want to deploy app in AWS cloud, then Andolasoft is the ideal and cost savvy option for you.  Have something to add to this topic? Share it in the comments.

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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