Brain farts

What happened?

In spite of plenty of advance warning from Twitter, we got caught by the Twitpocalypse bug.

For the 2.0.1 release, we had tested our software extensively. I actually wrote an emulation layer on top of the code that reads data from Twitter that added a large number to every ID read from Twitter. This testing uncovered several bugs which were fixed and incorporated into the MGTwitterEngine open source code.

Unfortunately, this testing didn’t take into account that the library we use to parse the data (YAJL) includes a range check that ensures signed values, which are allowed by the JSON specification, will fit into 32-bit storage. The “YAJL Error 3″ is that library telling us that the range check failed.

In hindsight, I should have fed the parser some large unsigned integers. In the wonderful world of software development, we call this a brain fart.

How did we respond?

Unfortunately, the Twitpocalypse occurred on Friday evening, just as my wife and I were heading out for a high school graduation. I quickly shot off an email to Twitter asking a few questions (I had mistakenly thought that there were problems with data being returned by an authenticated connection.)

After a couple of hours of iPhone email and SMS, it was clear that we were going to need do a new release. We had a critical bug that affected thousands of users. And our fear was this submission would take longer than normal: many developers are submitting 3.0 updates.

Life officially sucked at this point, and the graduation ceremony was memorable for all the wrong reasons.

After getting a few hours of fitful rest, I opened up Xcode on Saturday morning and started looking for the problem. It took just a few minutes to find the bug and another few minutes to fix it. Our concern at this point was getting the update to users.

Apple saves the day

In spite of it being the middle of weekend after a busy week at WWDC, we were able to get in touch with Apple Developer Relations. Our contact was able to expedite the approval of the application.

To say that this was a relief would be the understatement of the century. The update for the free version started showing up in iTunes on Sunday evening. The paid version was updated on Tuesday morning.

What can we learn from this?

Developers are human. We make mistakes. It’s interesting to note that Loren Brichter and Buzz Anderson, fellow developers whose skills I hold in high regard, were also affected by the Twitpocalypse. It really does happen to the best of us.

It’s also interesting to see that Loren and Buzz reacted in the same way I did: by fixing the problem ASAP. In Loren’s case, that meant finding a hotel with WiFi in order to distribute his update. Buzz released a new beta in a matter of hours.

In my experience, these brain farts are problems with easy fixes. It’s something like checking for invalid bounds, getting a Boolean state wrong, or something else of that nature. It’s not a complex problem: it’s an oversight.

The problem, therefore, is not how fast we can react to fixing critical bugs, but how fast the App Store reviewers can react with an approval.

As a device that’s constantly connected to the Internet, the iPhone taps into a stream of data that is unpredictable. Data in “the cloud” can change at any time, and web applications naturally adapt to these changes with a quick deployment strategies. Those of us who are building client applications on top of this network infrastructure need the ability to adapt quickly, too.

Security issues are another area where a quick response is a requirement, not a luxury. If I discover something that puts a user’s private data at risk, it’s my responsibility to fix the problem as quickly as possible. Time spent in a review queue is time spent being exposed to a flaw.

At the same time, we shouldn’t blame Apple for these delays in reviewing applications. In the year that they have been selling our products, the App Store has been more successful than anyone imagined. It’s clear to me that reviewers and others involved in the approval process are overwhelmed by this success.

How can we fix it?

Fortunately, I think there’s a simple way to solve this problem for all developers selling products on the App Store. The inspiration for this solution will be obvious to anyone who’s used Apple’s Developer Technical Support (DTS.)

When you purchase an ADC membership, you are given a number of “incidents”. These DTS incidents can be used when you have a problem that can’t be solved through documentation, support forums or hours and hours of debugging. It’s for the hard stuff, and usually involves getting an engineer at Apple involved to understand and fix the issue.

As a developer, I’m very careful to use these incidents wisely: they are a last resort. There are some years where I don’t use them at all, those are the good years.

A similar system could be put in place for critical bug fixes on the App Store. If every developer was given one or two “prioritized reviews,” it would act as insurance for the brain farts. You’d have a way to raise a flag and say “I need special attention for a critical bug.”

If another developer has a critical bug, I have no problem with my review process for a feature release taking a little longer. And since prioritized reviews would be a scarce resource, they won’t be open for abuse because developers will think twice before using them.

Because it’s not a matter of if you have a brain fart that leads to a critical bug, it’s a matter of when.

A phone by any other name would smell as sweet…

The general consensus is that there will be a new iPhone announced next week. I, like others, think it’s going to have new features and capabilities. But how is Apple going to label this new device?

iPhone 3G?

It’s entirely possible that Apple will keep the same name as the previous version. There’s precedence in the Mac product line: we’ve had MacBook Pros for several years now with various ways of distinguishing different product iterations (”Late 2008″, “Unibody”, etc.)

Given Apple’s reluctance to publish any of the device’s hardware capabilities, this would seem to make sense.

Except for one small problem. It’s likely that the new iPhone will have a faster processor and more memory. Some applications will be written to take specific advantage of these improvements. And that, of course, means that you need a way to let iTunes customers know if those applications are compatible with their device.

I don’t see Apple putting “iPhone 3G (2008)” and “iPhone 3G (2009)” anywhere in the iTunes UI. It’s just too confusing.

iPhone 4G?

What about having artificial product designations like they did with PowerPC desktop Macs: “G3″, “G4″ and “G5.”

The problem here is that 3G refers to a network service, not a product generation. If this naming convention is used, customers are bound to wonder if a “4G” product works on their 3G network.

iPhone 3G Plus?

So maybe they do something like we’ve seen with the iPod product line. Using terms like “Classic”, “mini”, “nano” and “shuffle” to differentiate the products.

The problem here, of course, is that there’s only one product on sale. Unless Apple plans to keep the current product on sale (at a reduced price,) this just doesn’t make sense.

I’m not going to make any predictions on the device’s name, but I will be paying close attention. The ultimate choice is likely to offer some subtle clues regarding Apple’s plans to evolve this product in future revisions.

Of toolbars and actions

Another area where I find iPhone development to be a bit convoluted was with toolbars and action sheets. The sheets are conceptually tied to the toolbar, yet there is no glue to combine UIActionSheet with UIToolbar. It’s also fairly difficult to represent your application state in the toolbar—an example is the refresh button in Twitterrific that turns into a cancel button while the refresh is taking place.

And then one day it dawned on me: an iPhone toolbar with an action sheet is like a menubar with menus on the Mac desktop (turn your phone upside down and there is even some visual similarity.)

After investigating some of the design patterns for NSMenu and NSMenuItem, it was clear that this would work well on a mobile interface as well. My implementation is a subclass of UIToolbar named IFActionToolbar.

In it’s simplest form, you attach a list of items to one of the toolbar’s bar button items:

@interface MyViewController : UIViewController
{
  IBOutlet IFActionToolbar *toolbar;
  IBOutlet UIBarButtonItem *barButtonItem;
}

...
@implementation MyViewController  

...

- (void)viewDidLoad
{
  [super viewDidLoad];

  IFActionToolbarActionItem *actionItem = nil;

  NSMutableArray *actionItems = [NSMutableArray arrayWithCapacity:3];
  actionItem = [[[IFActionToolbarActionItem alloc] initWithTitle:@"One" target:self action:@selector(firstAction:)] autorelease];
  [actionItems addObject:actionItem];
  actionItem = [[[IFActionToolbarActionItem alloc] initWithTitle:@"Two" target:self action:@selector(secondAction:)] autorelease];
  [actionItems addObject:actionItem];
  actionItem = [[[IFActionToolbarActionItem alloc] initWithTitle:@"Cancel" target:nil action:NULL] autorelease];
  [actionItems addObject:actionItem];
  [toolbar attachActionItems:actionItems toItem:barButtonItem];

  [toolbar update];
}

The IFActionToolbarActionItem is just a simple wrapper object that associates a title with a target and action. These action items are used to automatically construct the action sheet when the user taps on barButtonItem. If you’ve ever constructed an NSMenu using NSMenuItems, this will feel quite familiar.

Additionally, the toolbar supports an -update method. This method calls the assigned delegate to enable or disable toolbar buttons, set the image for the toolbar item, change the title of the action sheet, hide or show items in the action sheet, and define the cancel or destructive buttons in the sheet. Again, similar in pattern to how NSMenuItems are maintained.

Any time you call this update method, the UIToolbar is configured automatically. It makes it much easier to reflect the state of your controller in the view.

I’m not going to spend too much time discussing the inner workings of this class: the picture of a sample project is worth a thousand words.

One thing I would like to caution you about: don’t get too carried away with enabling and disabling items in the action menu. In our UI testing, we found that changing the list too much was confusing for users. It’s like the “adaptive menus” used in Microsoft Office: it’s very difficult for a user to adapt to your interface if it’s constantly changing. Just because you can doesn’t mean you should.

Again, I hope this code is useful in your own iPhone projects. Enjoy!

Matt Gallagher deserves a medal…

Every once in awhile you read a blog post that completely changes the way you think about a problem. Matt Gallagher’s Cocoa With Love is one of those blogs where it happens often. If you’re not subscribing to his RSS feed, do it now.

In particular, this post addressed a problem that every iPhone developer has encountered: any kind of settings or form UI is a pain in the butt if you follow Apple’s sample code. And, of course, this is exacerbated because these essential interfaces aren’t very fun to code. For both Twitterrific and Frenzic, it’s been a frustrating experience: I wanted to fix how this standard UI was created and maintained.

The motivation

Before I start talking about what I did using Matt’s concepts and code, I’d like to discuss the need for settings in an application.

There are some people who think that settings should only be in the Settings app. There are others that think they should only be within the application. I can honestly see how both groups are right, but what both sides fail to realize is that it’s often a matter of context.

If you’re working on a simple application with simple needs, relying on the infrastructure provided by the SDK is fine. You may have some additional support load for users who have problems finding your settings, but that’s a reasonable tradeoff for saving development time. Sophia Teutschler’s Groceries app is a fine example of where the built-in settings shine: I turned off the Marker Felt font several months ago, and I haven’t touched it since.

In the case of Twitterrific, there were three main reasons why we built the settings into the application:

  1. We could not split the settings between two locations. From a user’s point-of-view, it’s incredibly confusing to have an application’s configuration in two places. This would have happened if we had put the account settings in the application and everything else in the Settings app.
  2. Some of the settings are things that people will change on a fairly frequent basis. For example, the dark theme works best at night, while a light theme is better during the day. Leaving the app to make these types of adjustments is inconvenient.
  3. The Settings app can’t handle preferences that are “dynamic.” An example is a vibration setting for the notification: there’s no way to make this appear on an iPhone but not on an iPod touch.
As we start to see more complex applications appearing on the App Store, I think there will be a lot of other developers coming to grips with settings in their applications. That’s where my code comes in…

The solution

I’ve taken the basic concepts that Matt presented in his article and extended them to create a pixel perfect replica of what you see in the Settings application. Instead of configuring applications using a property list, you do it with some very simple code in a view controller. (Domain-specific languages, such as those found in Ruby, were an inspiration for the methods used in this code.)

And if you’re not doing settings, the classes are still very handy for making user input forms. They were used in all of the search forms used in the new version of Twitterrific.

To give you a quick taste of how it’s used, here’s a complete implementation of a table view controller that presents a single group with a text field and a switch control. In just six lines of code:

- (void)constructTableGroups
{
  NSMutableArray *cells = [NSMutableArray array];
  IFTextCellController *textCell = [[[IFTextCellController alloc] initWithLabel:@"Text" andPlaceholder:@"Placeholder" atKey:@"sampleText" inModel:model] autorelease];
  [cells addObject:textCell];
  IFSwitchCellController *switchCell = [[[IFSwitchCellController alloc] initWithLabel:@"Switch" atKey:@”sampleSwitch” inModel:model] autorelease];
  [cells addObject:switchCell];
  tableGroups = [[NSArray arrayWithObject:cells] retain];
}

The real beauty of this code is that it’s incredibly easy to change. Settings and forms tend to evolve over the lifetime of a project, so using these simple declarations for the table view layouts makes it much simpler to adapt to new requirements. If I need to change the switch control shown above into a choice list, I can do it in a couple of lines of code.

So without further ado, here’s the source code in a sample project. The code is well documented, so you shouldn’t have any problems figuring out how it all works. Start by looking at the RootViewController, then take a look at the SampleViewController, followed by the SampleAdvancedViewController. If you’d like to incorporate this code into your own project, just grab all the classes with the Iconfactory prefix (”IF”.)

The license

Previously, I’ve released source code on this site without any licensing at all. This time, I’m going to try something new. You can do anything you want with this code with one requirement: you need to give the Iconfactory some link love in your product.

For more details on the licensing terms, check out the Licensing.rtf file that’s included in the sample project. If you can’t abide by this restriction, please get in contact and we can try to work something out.

I hope this code saves you as much time as it has saved me. Enjoy!

A thought experiment

Assume the following:

  • You have an application that you’re selling on the App Store. This application, MyApp 1.0, works on both iPhones and iPod touches with the 2.2.1 firmware.
  • The compelling new APIs in iPhone SDK 3.0 allow you to implement a bunch of great new features in your product. Let’s say you add a Map View and release MyApp 2.0 (after SDK 3.0 is released.)

Now, what happens if you find a bug in MyApp? Let’s say it’s a simple thing like dereferencing a nil pointer that causes a crash: something that can be fixed with a single line of code. You easily fix this bug, but you can’t give this fix to all of your customers. Why?

The problem lies with iTunes Connect. It only allows you to upload a single binary. And that single binary is specified to work with a single version of the iPhone firmware. Even if you have branching tools in your version control system, you can’t use them to produce an update for both versions of the SDK.

This presents a problem for customers who are still running the 2.2.1 firmware: they can’t get your fix until they upgrade to the 3.0 firmware.

Despite the fact that there will be a lot of uptake on this new release and all its great new features, it still feels wrong that an iPod touch owner will need buy the update in order to get my fix. I don’t like it when customers have to pay for my stupidity.

If you agree, please dupe Radar ID 6735814. Thanks!

Slow ride, make it easy

Many of us are developing iPhone applications running in a simulator connected to a very fast Internet connection. Too bad the customers of these applications won’t be using the same environment.

It’s very important to be able to profile and debug your application while it’s running on a slow network. You’ll find lots of weird timing problems, bad connection error handling, timeouts that are too short, and other things that are likely to occur in real world conditions.

Initially, I did testing for Twitterrific by loading the latest version onto the device and then walking around outside away from my office Wi-Fi network. That was a good first step, but also one that didn’t allow me to run gdb or Instruments when a problem occurred.

And then one day it hit me: the iPhone Simulator is running on top of the Mac OS X network stack. An environment that I can manage with standard Unix command line tools. Here’s the result:

#!/bin/bash

# configuration
host1="twitter.com"
host2="search.twitter.com"

# usage
if [ "$*" == "" ]; then
  echo "usage: $0 [full|fast|medium|slow|wwdc|off]"
  exit
fi

# remove any previous firewall rules
sudo ipfw list 100 > /dev/null 2>&1
if [ $? -eq 0 ]; then
  sudo ipfw delete 100 > /dev/null 2>&1
fi
sudo ipfw list 110 > /dev/null 2>&1
if [ $? -eq 0 ]; then
  sudo ipfw delete 110 > /dev/null 2>&1
fi
sudo ipfw list 200 > /dev/null 2>&1
if [ $? -eq 0 ]; then
  sudo ipfw delete 200 > /dev/null 2>&1
fi
sudo ipfw list 210 > /dev/null 2>&1
if [ $? -eq 0 ]; then
  sudo ipfw delete 210 > /dev/null 2>&1
fi

# process the command line option
if [ "$1" == "full" ]; then
  echo "full speed"
elif [ "$1" == "off" ]; then
  # add rules to deny any connections to configured host
  if [ -n "$host1" ]; then
    sudo ipfw add 100 deny tcp from $host1 to me
    sudo ipfw add 110 deny tcp from me to $host1
  fi
  if [ -n "$host2" ]; then
    sudo ipfw add 200 deny tcp from $host2 to me
    sudo ipfw add 210 deny tcp from me to $host2
  fi
else
  # create a pipe with limited bandwidth
  bandwidth="100Kbit"
  if [ "$1" == "fast" ]; then
    bandwidth="300Kbit"
  elif [ "$1" == "slow" ]; then
    bandwidth="10Kbit"
  elif [ "$1" == "wwdc" ]; then
    bandwidth="1Kbit"
  fi
  sudo ipfw pipe 1 config bw $bandwidth

  # add rules to use bandwidth limited pipe
  if [ -n "$host1" ]; then
    sudo ipfw add 100 pipe 1 tcp from $host1 to me
    sudo ipfw add 110 pipe 1 tcp from me to $host1
  fi
  if [ -n "$host2" ]; then
    sudo ipfw add 200 pipe 1 tcp from $host2 to me
    sudo ipfw add 210 pipe 1 tcp from me to $host2
  fi
fi

sudo ipfw list

You’ll notice a couple of configuration parameters: host1 and host2. Unless you’re one of the hundreds of Twitter client developers, you’ll probably want to change those values.

Turning a connection “off” can be used to simulate a site being offline. Using the “wwdc” setting allows you to relive those exciting moments of waiting in line with thousands of other geeks banging on the SOMA EDGE network. To turn off the bandwidth limit, use the “full” setting. The other values can be used to alter the quality of the connection in the simulator and make it feel more like it’s on a cellular network.

(I actually uncovered a bug in the beta version of Twitterrific while waiting in line for the WWDC 2008 keynote, so don’t think that setting is purely a joke.)

This bandwidth trick can be extended for device testing. On your development machine, turn on Internet Sharing (in System Preferences > Sharing.) Then use your device to connect to that shared network. Any ipfw rules you set will affect the device since all of its packets pass through the gateway you’ve established on your machine.

Another trick you can use to test your networking code is by opening the Networking preference panel and making your outbound connection inactive. Since the iPhone Simulator’s networking code sits on top of the System Configuration framework, any state changes will be passed onto your app running in the simulator. (If you’re using the Reachability class, this will make sense.)

And as I mentioned above, being able to do all these things from the comfort of your office chair and Xcode debugging environment has a lot of advantages. So slow down and do some real testing!

Updated March 25th, 2009: Mike Schrag has written a nice System Preference panel called Speed Limit which does the same thing in a nice GUI. You really have no excuse now :-)

Front Row To Go

Everyone and his brother has a prediction about Apple and the mythical “netbook.” This is mine.

Before I get into the actual prediction, let me say that I’ve come to this conclusion by looking at Apple as a business, not as a supplier of shiny gadgets for our technolust. As much as we love the things they make, their goal as a corporation is to make the stockholder’s happy. They do that by selling lots of products. We’re just a means to that end.

A lot of the speculation regarding the netbook says that it provides functionality in the price gap between a $200 iPhone and a $1000 MacBook. While that’s true, it misses the point.

Apple would rather sell you another device in addition to the ones they already sell. They’re not interested in cutting into (presumably healthy) MacBook sales with a netbook. Likewise, selling a bigger touch device could cut into iPhone sales: keep your crappy cell phone and buy the netbook to throw in your purse or backpack.

One of the things that saved Apple was a simplified product line based around professional and consumer uses. Does it really make sense to have more than one consumer-level device for laptop computing? The MacBook already kicks ass in that department: having another device in that category just muddies the water.

But what if there was a device that could work in conjunction with your other Apple products? Something that extended their capabilities. Something that made each product better for a few hundred dollars.

Apple and their shareholders would love this: you’d buy the iPhone and the “netbook”. And eventually the MacBook. And maybe an Apple TV. And probably an iPod, too.

So what are some of the problems with the current hardware lineup?

  • iPhone / iPod touch - Small screen, small keyboard.
  • Mac - No touch screen, running Front Row prevents using your Mac for other things.
  • Apple TV - crappy remote, no keyboard.
  • iPod - Very small screen with no touch screen or keyboard.

So what kind of product could fill in these gaps? I call it “Front Row To Go.” Think of it as a second screen for the current hardware. Something that could:

  • Display photos on a larger screen than on the iPhones and iPods. It would also be effective as an adjunct to iPhoto on the desktop: Microsoft’s Surface prototype shows how effective it is to display pictures on a horizontal surface that can be manipulated by multiple viewers.
  • Provide a touch screen keyboard for the iPhone and Apple TV: a better input mechanism than hunting and pecking on chiclets. (Maybe this is the reason Bluetooth keyboards aren’t available for the iPhone.)
  • Show movies on a larger screen: anyone who’s taken a transoceanic flight knows that looking at the iPhone/iPod screen for more than a couple hours can be quite tiresome. An added benefit is that the player’s battery wouldn’t be consumed by the display’s power needs.
  • Provide touch input to desktop applications. Multi-touch is never going to happen on a vertically oriented display, so make a separate device that works horizontally. An obvious benefit to developers is that they don’t have to rewrite code: if it makes sense, multi-touch can be added to enhance current applications.

As with all other Apple products, Front Row To Go could obviously work as a standalone device. Sync your content onto the device and take it with you: no more dragging a laptop to a family reunion just because Aunt Bessie can’t see the tiny photos on the iPhone. Get your bookmarks and feeds from the Mac and surf the web using Front Row To Go’s version of Safari while you’re listening to music or watching TV.

As far as how these features would be implemented, that’s anyone’s guess. There might be an API for developers, or maybe it’s a closed system. The device might be able to play iPhone games or run multiple iPhone applications at once (much like the current Dashboard works in Mac OS X.) With a common base of OS X running throughout the product line, pretty much anything is possible.

And that gets to the real point of this essay: think about what Apple has learned from the halo effect surrounding the iPod (and now the iPhone.) If you have any doubt that this effect is alive and well, drop into an Apple Store on any weekend and take a look around: plenty of customers who are happy with one product and looking at others.

In my opinion, these consumers are the ones that Apple will target with a “netbook,” not the ones that are jonesing for a sexy little machine that fills a perceived gap in the product range. I hope I’m right, because I’d love to be one of those customers lining up to buy Front Row To Go.

Open sesame

Here’s a simple little script that saves me a lot of time:

#!/bin/sh 

if [ -z "$1" ]; then
  echo "usage: $0 <app> [ Preferences | <document> ]"
else
  app=`ls -1td ~/Library/Application\ Support/iPhone\ Simulator/User/Applications/*/$1.app`
  dir=`dirname "$app"`
  if [ "$2" = "Preferences" ]; then
    open "$dir/Library/Preferences"
  else
    open "$dir/Documents/$2"
  fi
fi

Put this script somewhere on your PATH and name it opensim. Use it to find the most recent application loaded in the simulator and open the Preferences, Documents or a named document in the Finder.

For example, to open the current Documents folder for an application in the iPhone Simulator, just do this:

$ opensim Thunderbird

To open a document within that folder, you can do this:

$ opensim Thunderbird chockenberry.db
$ opensim Thunderbird accounts.plist

You can easily get to your preferences folder with:

$ opensim Thunderbird Preferences

Notice how I haven’t mentioned a GUID in this essay? That’s the feature…

Trendy

If you’re reading my essays, it’s likely that you’re selling some kind of software on the Internet. (Or soon will be.)

To be successful at this endeavor, you need to monitor your sales and plan development around the revenue. Ask anyone who’s had success with a software product, and I can guarantee you that they have some kind of metric that tells them how well they are doing.

What I’d like to do today is share one of my favorite methods. But before I do, let me share some advice that will help you understand why this tracking scheme is so effective.

If you’ve released a product, you no doubt have witnessed the “first day spike.” It’s one of the great things about doing a release: you find that people really do love your work.

But there can be a problem. Typically, that initial spike is followed by an exponential curve: every month you’re making half as much money. And even though your income is less and less each month, the support load from existing and new customers stays fairly constant. You’re working just as hard, but earning less.

So how do you work around this? As you would in any other business: by planning ahead.

As software developers we often fall into the “just one more feature” trap. We want a 1.0 release to be awesome, and that one more thing will only take a day or two, and people will love it, so why not?

Because that awesome feature could be a very good thing to generate buzz and sales for a 1.1 or a 1.2 release. And by not “doing it all” in the first release, you get your product to market faster. You’ll be making money while you implement that cool new feature.

And holding back can have another advantage: you might find that your users want something different than what you had planned. Their input can often change your idea, so don’t waste time doing something without feedback.

So when do you know that it’s a good time to do a 1.1 release? A general rule of thumb is 30-90 days after your 1.0 release. On the day you release your 1.0, you should have some code already in the works for the 1.1 release. Give yourself a head start on the next release, because you’ll find those first 30-90 days are consumed by customer support and go by very quickly.

(I can also guarantee that you’ll have a 1.0.1 release because of some stupid little bug you overlooked. So make sure you plan ahead for that, too.)

With all this in mind, I present a simple way to visualize your release cycles by graphing trends of averaged daily sales:

The graph shows four hypothetical products and their sales. The Y axis shows how much the product earned. The X axis shows increasingly short time intervals. To plot each Y value, you just take the total amount sold in that period and divide it by the number of days. The intervals were chosen because they’re nice approximations of monthly, bi-monthly, quarterly, bi-yearly and yearly cycles.

Let’s say the Y grid lines are at $10, $20, $30 and $40 earned per day. The red product has sold about $2.50 per day over the past month, and about $10 per day over the past year. It’s a product that’s definitely in need of a version bump. An update should push it over $10 per day in the 30 day interval.

The gray product shows how a new release looks. Instead of seeing a spike, you’ll see the averages for all intervals go up (with the most change at the most recent intervals, of course.) You’ll also see the most recent averages go up as a result of ads, reviews and other good PR. As time goes on, the 30 day average will eventually drop. When it gets below the 60 or 90 day average, that’s a good time to do a release.

The goal is to end up with a product like the green one. For the most part, it trends upwards. You’re doing things right.

Finally, this graph also shows products that you shouldn’t spend time on. The lavender product isn’t performing as well as the others. Your time is better spent on things that are going to generate more revenue.

In case you’re wondering how I generated these graphs, it’s proprietary Ruby on Rails code that reads our financials and feeds them to XML/SWF Charts. The information in these graphs will change frequently: you’ll want to find a way to automate the collection and processing of your own sales data.

I’ve been talking with Dylan Bruzenak about incorporating this trend graph into AppViz. Hopefully we’ll see it in a future release—make sure to let him know if you’d find it helpful. (And if you’re not already using AppViz to track your iTunes sales, pull your fricken’ head out and start using the trial version.)

Who knew that accounting could be so trendy?

Sharing iPhone projects

The latest version of Xcode has a “feature” that prevents you from specifying a wildcard name for the Code Signing Identity. (This feature does make it easier for new developers or people working alone, so I’m not going to write a Radar for this behavior.)

When you have multiple people working on an iPhone project, this behavior is very annoying because every developer has to change the Code Signing Identity before they can run the latest version on the device. Here’s a typical scenario:

  1. I set the Code Signing Identity to “iPhone Developer: Craig Hockenberry” and do my device build. Everything is wonderful and I check in a new SekretApp.xcodeproj/project.pbxproj.
  2. I add some cool new features to SekretApp and I want Anthony Piraino to try them out. Anthony updates his working copy to the latest version.
  3. Anthony has to change the Code Signing Identity to “iPhone Developer: Anthony Piraino” so that he can do the device build. He does, and everything is wonderful.
  4. Anthony then adds some new files to the project. He checks in a new SekretApp.xcodeproj/project.pbxproj as a result of this change.
  5. I need these new files, so I get the latest version of the project. Unfortunately, this latest version has Anthony’s Code Signing Identity in it. Everything is not wonderful.
  6. Lather, rinse, repeat.
It gets even more fun when you have merge conflicts. The solution to this problem is to get rid of the individual developer names in the project.pbxproj file.

Before you begin, make sure that you’ve closed the Xcode project you’re going to be updating. You are going to be modifying files used directly by Xcode, so things can get screwed up if you make changes while the project is alive.

The first step is to locate SekretApp.xcodeproj in the Finder and right click on the file. Select “Show Package Contents” to reveal the project.pbxproj file.

Now, open project.pbxproj with your favorite text editor and look for the Code Signing Identity. It will look something like this:

CODE_SIGN_IDENTITY = "iPhone Developer: Craig Hockenberry";
"CODE_SIGN_IDENTITY[sdk=iphoneos*]" = "iPhone Developer: Craig Hockenberry";

Change the identity to look like this:

CODE_SIGN_IDENTITY = "";
"CODE_SIGN_IDENTITY[sdk=iphoneos*]" = "iPhone Developer";

You also need to delete the embedded provisioning profiles. These are normally located a few lines below the CODE_SIGNING_IDENTITY:

PROVISIONING_PROFILE = "DEADBEEF-1337-FACE-F00D-EA7A7BADCAFE";
"PROVISIONING_PROFILE[sdk=iphoneos*]" = "DEADBEEF-1337-FACE-F00D-EA7A7BADCAFE";

(And, yes, I felt very lucky the day I was assigned that GUID.)

Note that there will probably be more than one CODE_SIGNING_IDENTITY (depending on your Project and Target settings.) Make sure to search through the whole file.

After making these changes, re-open the project in Xcode, clean it, and do a device build. If you make it through the CodeSign build phase, you’re good to go. Now all you have to do is check in the new version of project.pbxproj.

This trick works because the underlying codesign utility searches your keychain for a match. From the SIGNING IDENTITIES section of the manual page:

To be used for code signing, a digital identity must be stored in a key-chain that is on the calling user’s keychain search list. The identity is located by searching all such keychains for a certificate whose subject contains the identity string given. If there are multiple matches, the invocation fails and no signing is performed.

Since you and everyone else on your team has only one certificate with the pattern “iPhone Developer”, this search works correctly and no one will need to update the project settings after they check out the latest version of project.pbxproj.

And everything will stay fricken’ wonderful.