Automating iOS + Watchkit build numbers, with Git, for iTunes Connect

This wasn’t especially difficult, but it was a little tedious to track down.

I’ve relied on a handy little build phase script (I wish I remember where I found it) for automating build numbers from git commits for iOS apps since Apple gave us access to TestFlight via iTunes Connect. This same script didn’t work for my Apple Watch app as I anticipated, so it took a little bit to work out the kinks for AppStore submission.

It boils down to this

  1. Set the build number = the number of git commits on the branch.
  2. Change the Info.plist build numbers for the iOS app target, the Watch App target, and the Watch Extension target. This is done in a script build phase before the “Copy Bundle Resources” phase.
  3. Reset the Info.plist build numbers after all the build phases have run (another script build phase)

See the gist I posted for the complete script. Make sure to check the directory paths for the correct app name.

Happy building!

Localizing Your iOS App: Tutorial, Tips, and Tricks

I recently ran through the process localizing a client’s app. It took some time to fully wrap my head around the inner workings, but now in hindsight it seems relatively simple.

The general overview looks something like this:

  1. Identify strings that need localization
  2. Generate .strings files
  3. Export & send to translator
  4. Import translations
  5. Some Gotchas [Edit – this is new since this post was first published; I will add to it from time to time.]

If you would like to follow along at home, you can checkout the project on Github.

Pre-flight Check

Before we get going, it’s important to make sure all our ducks are in a row. You need to ensure your project settings file has Base Localization turned on. Go ahead and add a second language, which will kick off a few other operations you’d have to run manually. Among them is adding the en.lproj and the other language’s lproj directory.

Xcode project settings

In most cases, you want to turn on Base localization for your storyboard and xibs. Do this by opening the storyboard or xib, and checking “Base” in the Localization section of the File Inspector. Make sure English and the second language are both checked and the type is Localizable Strings, not Interface Builder Storyboard. This tells the app to use the base localized storyboard for all the layout, and the strings as the language-specific content source.

Interface builder view

You should have something similar to this

Project file list


The first step is to identify strings that need to be localized. It shouldn’t be hard – anything user-facing should be translated, except for a few words, such as brand and app names (though you can localize the app name if you wish).

Let’s start with some code.

This is a likely scenario – you’re setting text programmatically. The problem is that it’s only going to be in one language. The first step is to use the NSLocalizedString to provide a key name, and a comment used by the translator.

While you can rely on autocomplete to give you a rather verbose NSLocalizedString function, use this tip to take advantage of default values, leaving you with something equivalent to the Objective-C macro. For starters, use your English string as the key:

(We’ll change the key name later). Do this for every string you want translated.

Generate Your Strings

It’s time to run the genstrings command in the terminal – this will take all those NSLocalizedString keys and comments and spit them out in a strings file.

Note: This will only work if you have the en.lproj directory created as part of our Pre Flight. Go ahead and drag the en.lproj/Localizable.strings file into your project. Put it in the Supporting Files group. Open it up. You should see this,

Caution: From this point on, you should not run genstrings on everything – only on new files that haven’t been processed yet. genstrings will overwrite.

Let’s change the key name in the .swift file and the .strings file:

Run the app. Still works. Now, go through your strings and swap out the keys for something not quite so specific. After all, your text could change, so a descriptive key would be helpful.

Now, change the value in the Localizable.strings file and re-run. Great, right!? You can see it’s working just fine – NSLocalizedString is correctly loading the content from the strings file. Time to move on.

Standard translation Changed the translation string.

Storyboards & xibs

Remember the preflight where some things happened, and maybe you didn’t understand it? Let’s look to storyboard in the Project Navigator. Notice that disclosure arrow to the left? Click it. I’m looking at the Main.storyboard (Base), Main.strings (English), and Main.strings (Spanish). Go ahead and click on the Main.strings (English) file.


Unfortunately, your’e kind of stuck with these ugly key names. They refer to the XML IDs in the interface file. If you look at the strings file in my demo project, you’ll also see accessibilityHint and accessibilityLabel values. It’s important that accessibility information (you should have it) be localized for screen readers.

Change one of the normalTitle values and re-run the app.

Pretty neat, huh?

Tip: If you ever need to add new UI elements to the interface file, work on the Base storyboard, then toggle the development language (e.g., English) From Localizable Strings to Interface Builder Storyboard, and back to Strings. The file will be re-generated. (You’ll be asked to confirm you want to do the conversion at both points).

Tip: Don’t bother trying to change the comments, either, unless you absolutely know you’re done tweaking the interface. It is more helpful to provide translators with screenshots if they are kind enough to take them. Context goes a long way.

Caution: There’s one problem you will run into – UITextViews. For some reason, as of iOS 8.1, an iOS bug prevents UITextView text values from updating. You’ll have to set it separately via NSLocalizedString. It’s a pain.


Time for export. Xcode 6 introduces xliff file support – something that I understand is an industry standard in the translation community. To begin, select the top-level project in the Project Navigator, then go to the Editor menu > Export for localization…

In the dialogue that follows, select “Development Language Only”.

Save the file anywhere (I like to keep it versioned in the project root… on the filesystem, not in the actual Xcode project). I usually give it a name like “Translation Files”. It might take a few moments to process.

When you’re done, you’ll have a handy file called en.xliff (if English is your dev language). This is what you send off to the translator.


The import process is easy. Select the project, then go to Editor > Import Localizations… . Xcode will do the rest.


Besides testing in your development language, make sure all the strings are displayed properly. You can even do this before a single word has been translated. Try running the app with pseudo localization. Open the scheme settings (Product > Scheme > Edit Scheme), select the Run group, and then click on the Options tab.

Check Localization Debugging (will show non-localized strings in all-caps).

Application Language – I often use Double Length pseudo language.  It makes all your strings twice as long. Sometimes you’ll see some funny formatting, especially if you have string substitutions (e.g. stringWithFormat) as part of your values. That’s ok – it’ll still work.

You can also export your xliff to an online service that will provide you with automatically generated pseudo languages you can try in the app. It’s funky looking, but it gets the job done. They’ll provide you with the appropriate instructions for their service.

Some Gotchas

NSLocalizedString with table

I didn’t catch this at first on a recent project. It’s subtle, yet frustrating to diagnose.

When using NSLocalizedString, and you reference a table, the translation export procedure will create an entry in the xliff file for the tableName.strings, which means on import, the appropriate .strings file will be generated. It’s worth noting.

Look for tableGenerationExample() in the demo ViewController, then look in the en.xliff export file. Scroll down until you find this section,

Look familiar?

Quiet NSLog() in Release Builds

On the heels of the previous post, here’s a little snippit I picked up from Marek Bell to quiet NSLog() output in release builds.

Add this to your {MyApp}-prefix.pch file

#ifndef __OPTIMIZE__
#    define NSLog(…) NSLog(__VA_ARGS__)
#    define NSLog(…) {}

The reasoning behind using __OPTIMIZE__ is that it’s set only on release builds of your app, not in debug versions. It’s very simple and allows you to use NSLog() instead of having to come up with your own version.

Quiet the Console – PhoneGap / iOS

I have a confession – I’m a console logging junkie. I just like to see what’s going on. While that may be great for development, at some point you’ll have to quiet the logging down for production. Really – doing enough logging will slow everything down each time you’ve inserted a console.log() into your code.

Silencing the output to XCode’s debugging console wasn’t immediately obvious. Overriding console.log() in JS by setting it to an empty function worked in the browser for development, but as soon as I loaded the app onto the actual simulator, we were back to square one. Enter the PhoneGap DebugConsole prototype. Override it.

Insert this anywhere after your phonegap.js file loads. It’ll keep things quiet as long as DEBUG = true…

There you have it