Consuming RESTful API with RESTframework

As explained in previous post, we’re going to demonstrate how RESTframework handles REST web services. I’ll be consuming a simple Django demo web service created in previous post, so either grab the sources or read the post and build it yourself. Assuming you have this service running on localhost, port 8000, we can continue.

First, download RESTframework from GitHub. With git client, simply type in terminal:

$ git clone git@github.com:ivasic/RESTframework.git

The quickest way to get RESTframework into your project is just including all the files from RFClasses  folder. RF does not have any external dependencies so building shouldn’t be a problem.

RFClasses

RFClasses

Now, we’ll also need JSONKit to parse API response and MBProgressHUD to show some progress. Grab both from GitHub and add to your project.

Fetching objects list

We’ll have 2 view controllers in our demo app. One will be a simple object list and the other one will be, even more simple, view controller for creating a new object. First, we’re going to show how to fetch the object list. We’ll need a GET request to /objects/ URL and we’ll need to parse the JSON array we get in response and show in the table view.

RFRequest* r = [RFRequest requestWithURL:[NSURL URLWithString:@"http://localhost:8000/"] type:RFRequestMethodGet resourcePathComponents:@"objects", nil];
[MBProgressHUD showHUDAddedTo:self.view animated:YES].labelText = NSLocalizedString(@"Loading...", @"");
[RFService execRequest:r completion:^(RFResponse* response) {
	[MBProgressHUD hideHUDForView:self.view animated:YES];
 
	if (response.error) {
		UIAlertView* aiv = [[[UIAlertView alloc] initWithTitle:NSLocalizedString(@"Error", @"") message:response.error.localizedDescription delegate:nil cancelButtonTitle:@"OK" otherButtonTitles:nil] autorelease];
		[aiv show];
		return;
	}
 
	self.dataSource = [response.dataValue objectFromJSONData];
	[self.tableView reloadData];
}];

So, what we’re doing in this code snippet is:

  • Creating a GET RFRequest with appropriate URL and resource path
  • Attaching MBProgressHUD to our view to show spinner progress
  • Executing RFRequest and defining the block to execute after RFResponse is received
  • Inside this block, we simply check for errors, parse the response, add to our tableView dataSource and reloading the table
You can see all this in action in the project sample attached to this blog post (at the bottom).

Creating new objects

Our view controller for creating new objects is responsible for creating POST requests to /objects/ URL. Again, very simple, you just need to do this:

RFRequest* r = [RFRequest requestWithURL:[NSURL URLWithString:@"http://localhost:8000/"] type:RFRequestMethodPost resourcePathComponents:@"objects", @"", nil];
 
[r addParam:self.txtName.text forKey:@"name"];
[r addParam:self.lblDate.text forKey:@"date"];
 
[MBProgressHUD showHUDAddedTo:self.view animated:YES].labelText = NSLocalizedString(@"Submitting...", @"");
[RFService execRequest:r completion:^(RFResponse* response) {
	[MBProgressHUD hideHUDForView:self.view animated:YES];
 
	if (response.error) {
		UIAlertView* aiv = [[[UIAlertView alloc] initWithTitle:NSLocalizedString(@"Error", @"") message:response.error.localizedDescription delegate:nil cancelButtonTitle:@"OK" otherButtonTitles:nil] autorelease];
		[aiv show];
		return;
	}
 
	UIAlertView* aiv = [[[UIAlertView alloc] initWithTitle:@"Success" message:@"Success" delegate:nil cancelButtonTitle:@"OK" otherButtonTitles:nil] autorelease];
	[aiv show];
 
	[self.navigationController popViewControllerAnimated:YES];
}];

Similar to our previous snippet, but this time we also add some parameters to the request – name and date strings.

This is a brief overview with sample Xcode project of how RESTframework consumes RESTful web APIs. Questions welcomed via comments as usual.

 

Download project: RESTframework demo Xcode project download

Unreal Engine 3 on iOS devices

Today I got to try Epic Games ‘Epic Citadel’ free app from Apple’s AppStore which demonstrates the capabilities of Unreal Engine 3 and I must say I’m impressed. This is by far the best 3D environment I’ve seen for mobile devices and also a good sign that the games on iOS devices have a bright future. I took several screenshots posted below so you can enjoy the colors.

The engine features [via Epic Games]:

  • Amazing visuals. “Epic Citadel” pushes the envelope for stunning visuals on iOS devices. Through the latest advances in Unreal Engine 3 technology, the application delivers unrivaled graphics and special effects that immerse players in the kingdom’s grounds.
  • Bump offset mapping. Also known as parallax mapping or relief mapping, bump offset mapping enhances the visual appearance of stone walls and rocks providing intricate textures.
  • Normal mapped architecture. Brings stunning detail to bricks and ground surfaces within the environment.
  • Texture blending with painted weight maps. Refines nuances on roads and terrain, making them rich and lifelike.
  • Global illumination. Unreal Engine 3’s built-in global illumination system, Unreal Lightmass, provides realistic lighting and shadows with minimal development resources.
  • Dynamic specular lighting with texture masks. Helps create authentic cobblestone roads and vivid reflective marble surfaces, while lens flares and light coronas add dramatic emphasis when panning across light sources.
  • Real-time reflections and animation. Environment mapping enables real-time reflections on objects such as the statue inside the cathedral. Dynamic movements of trees and banners are made possible through the use of vertex deformation and skeletal animation.
  • Free tools. Epic’s Unreal Development Kit (UDK), available for free download at http://www.udk.com/download, ships with the same tools and technologies used to create Epic Citadel.