Building a simple Apple Watch app

      After months of anticipation and excitement, the Apple Watch is finally upon us. Ten thousand dollar watches are confirmed, sapphire displays are a reality and the whole lot is ready for sale. Just one thing is missing - the next killer app.

      An important thing to note is that Apple Watch apps are meant as companions to iPhone apps. Apple expects your watch app to let your iPhone app do most of the work, to use handoff to let users move seamlessly between the watch and the iPhone, and to share code and data with frameworks and app groups. This tutorial assumes that you already have an app that you can use as a companion app to your simple watch app. If you do not have an existing iOS app, or have never programmed in Objective-C or Swift, you can learn how to do so by following one of the excellent tutorials from Ray Wenderlich, found at http://www.raywenderlich.com/1797/ios-tutorial-how-to-create-a-simple-iphone-app-part-1

       In your already existing Xcode project, go to File, and then click new, and choose Target. The Watch app and extension are completely separate targets from the original project, and are built and run separately.

       After choosing target, select Apple Watch, ensure that WatchKit App is selected, and then click Next. If you do not have an option to choose Apple Watch, make sure you are running at least Xcode version 6.2, and have installed the latest simulators.

      After clicking next, the following screen should appear:

     Make sure you select Include Glance Scene and deselect Include Notification Scene. We’ll cover adding a glance to your app later, but notifications are beyond the scope of this tutorial.

     After you click finish, a WatchKit app and a WatchKit extension should be added to your project. The WatchKit app should only contain a Storyboard, an images asset catalog and a supporting plist file. 


     All of the controllers should be part of the extension. This allows for the hard work of setting up the controllers to be offloaded to the iPhone instead of being done on the watch, which has limited capabilities.

     Now that we have our app and extension, let’s add to the display. Go to the Interface.Storyboard of the WatchKit app. There will be two watch displays in the storyboard. One will say “Main” on top of the arrow to its left; the other will say, “Glance”. These are the storyboard scenes for your Main app and your app’s Glance respectively.  Let’s add some labels to our main display. Go to the menu on the bottom right and drag and drop a label onto our main scene.  After adding the label, let’s expand it to fit our whole watch widthwise, and stretch its height to about 40 points. After doing so, double click to add text to display. I added “Hello. Here is the time and date:” I did so because WatchKit includes a special type of display for the current date and time. Go to the right menu and find the date object. Drag and drop it to the bottom of your main interface.

     Did it snap beneath your label instead of sitting at the bottom of your watch? One of the major differences between WatchKit and UIKit is that with WatchKit, you can’t actually control the origin of UI elements. All UI elements are automatically laid out using their margins and respective ordering. This works just fine for our scenario, as our date display should go right below our label-but for more complex displays, WatchKit provides groups and separators to help us manage the layout of the UI.

     After adding the date display, go to the attributes inspector in the right panel (click on the arrow pointing down) and ensure that the date format is standard, and the date and time are both displayed as short. This should display the date in the format of 9/9/2014 1:09 PM. Using the short formats allow us to display both the date and the time in 1 line, instead of having to show it across multiple.  After completing this, your display should look like this:

     After we’ve added the displays to the main interface, let’s take a look at the glance interface. For reference, the glance interface what you would see when you bring your watch up to check it, and typically would show a quick snippet of information that you could see “at-a-glance”. For now, let’s add some displays and some simple text to the glance. One thing you’ll notice about the glance is that it has two groups, one upper and one lower. There are multiple templates you can choose to fill out the upper and lower, but for now, let’s leave them as groups.

     Let’s drag and drop a label onto the top group, and expand it to fill the size of the group. After expanding it, add some text to the label-I simply set my label to say “Hello!” Now let’s drag and drop a label onto the bottom group. Let’s expand it lengthwise to fill the entire width of the watch, and expand its height to 100 points. You can set the height to an exact size using the attributes inspector from earlier. While we are changing the size, let’s set the text alignment to center. You can do so from the top portion of the attributes inspector-it looks quite similar to setting the alignment of text in a word document or in pages. Set some text for the display so that it says something other than “label”, mine simply asks, “How are you?” After that is said and done, your glance should look something like this:

     Your watch app should now be ready to go! Just go to the top right hand corner of Xcode, click where it says your app name and choose your watch app insetad from the drop down menu (this is called a scheme) and then hit the run button to run. When it’s all said and done, you should see something like this:


     Finally, to see your glance, chose Glance – yourAppName from the drop down menu and run it. You should see something like this:

   
     Congratulations, you have built your first Apple Watch app! Now that you have the foundation, go and build the next killer app.


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