PocketChangeSDK 1.2.2

PocketChangeSDK 1.2.2

LangLanguage Obj-CObjective C
License Commercial
ReleasedLast Release Dec 2014

Maintained by Unclaimed.




powered by Segment

  • By
  • Pocket Change

Pocket Change iOS SDK

Follow the instructions below to integrate the SDK.

Compatibility: iOS 4.3+.

Prerequisites: Xcode.

After you finish testing please submit your .ipa file to your iOS representative for QA with test mode enabled. You DO NOT need to add our UDID to your app's provisioning profile

Step 1: Obtain an API Key for Your Application

In order to integrate the Pocket Change SDK, you must first obtain an API Key. To locate your application's API key, select your application from the dashboard, then navigate to Settings » Keys » API Key. Each application has a different API key; if you have multiple applications, be sure to use the correct key for each one.

Step 2: Download the SDK

If you are using CocoaPods, just add the line pod 'PocketChangeSDK', '~> 1.0' to your Podfile and skip to Step 4. Otherwise, continue below.

You can either clone the GitHub repository:

git clone git://github.com/pocketchange/pocketchange-ios-sdk.git

Or download and extract the files here: http://github.com/pocketchange/pocketchange-ios-sdk/zipball/master.

Step 3: Add the SDK to Your Project

To use the SDK, you must make it visible to the compiler.

1. Add the SDK to your project

Drag the PocketChangeSDK folder over to your XCode Project.

Dragging SDK Over

When the file import dialog comes up, select "Copy items into destination group's folder", "Create groups for any added folders", and check off whichever targets you want to add the PocketChangeSDK to. Import file dialog

2. Verify that the SDK library has been linked to your application's target

Make sure that libPocketChangeSDK.a is among the linked binaries.

Initial linked binaries

3. Add the SDK Framework Dependencies

The SDK depends on multiple external frameworks. To incorporate these frameworks into the project, under the "Link Binary with Libraries" phase, add the following frameworks if they have not already been added (and libPocketChangeSDK.a if it wasn't among the frameworks in the previous step):

  • AdSupport.framework
  • CoreData.framework
  • CoreGraphics.framework
  • CoreTelephony.framework
  • QuartzCore.framework
  • Security.framework
  • SystemConfiguration.framework

Adding the frameworks dialog

Since AdSupport.framework is for iOS 6+, mark it as optional to allow your app to work on previous versions of iOS. The SDK automatically adjusts its behavior to function on devices which cannot use this framework.

Link Phase after adding all required frameworks and libraries

4. Verify the library search path

Your library search path should have an entry like "$(SRCROOT)/PocketChangeSDK" that XCode automatically added. If not, go ahead and add it.

Library search paths

5. Update Your Project's Linker Flags

To ensure that the linker correctly includes the SDK's code, in your project's "Build Settings" tab, search for "other_ld", and you should see an entry under Linking » Other Linker Flags. Add the following flag to "Other Linker Flags":

  • -ObjC

Other Linker Flags

Step 4: Integrate the SDK into Your Application

1. Edit Your Application's Info.plist

In your application's Info.plist file (typically named <application name>-Info.plist), add a row of type string whose key is com.pocketchange.pocketchange-ios-sdk.APIKey and whose value is the API key you obtained in step 1.

If you have not already configured an appropriate display name for your application, search for CFBundleDisplayName in your plist file and change the value in the highlighted row to an appropriate user-facing name. The SDK uses your application's CFBundleDisplayName when referencing your application in user interface components.

Also, make sure that your application's Info.plist lists Portrait as one of the Supported Interface Orientations. For more information see the known issue Keyboard Orientation in Landscape Apps.

2. Add the Pocket Change SDK method calls

In your application delegate, import the PocketChangeSDK.h header:

#import "PocketChangeSDK.h"

In your delegate's application:didFinishLaunchingWithOptions: method, call:

[[PocketChangeSDK sharedInstance] applicationDidFinishLaunching];

Do not cache the value of [PocketChangeSDK sharedInstance] between function invocations, as it may change.

Visual notifications may accompany certain rewards. In order to avoid interfering with your application, the SDK queues these notifications so that you can deliver them at convenient times. Your application must periodically display these notifications, or users will be unaware of their rewards.

When the SDK enqueues a notification, it posts a PocketChangeNotificationIsPendingNotification to the default notification center. Your application should observe these notifications and respond by invoking:

[[PocketChangeSDK sharedInstance] showNotification];

As the showNotification method interacts with the user interface, you must invoke it on the main thread. All methods in the PocketChangeSDK class must be invoked on the main thread. The SDK posts its notifications from the main thread, so your observers will be invoked on the main thread unless you alter the default invocation context by providing a custom operation queue.

The showNotification method returns a BOOL indicating whether the SDK will show a notification. In certain circumstances, such as when the user lacks network connectivity, notifications may expire. Therefore, even if your application observes a PocketChangeNotificationIsPendingNotification, showNotification may not show a notification.

If your application cannot synchronously respond to the PocketChangeNotificationIsPendingNotification, consider invoking the showNotification method periodically at natural transition points in your application's workflow.

After showing a notification, the SDK posts a PocketChangeNotificationWasShownNotification to the default notification center. Your application should respond to this notification by pausing any expensive tasks, such as animation timers.

When the user dismisses a notification, the SDK posts a PocketChangeNotificationWasDismissedNotification. Observing this notification allows your application to resume any animations and other expensive tasks it may have paused while showing the notification.

Visually, notifications function similarly to UIAlertViews. To aid in determining which tasks to pause upon showing a notification, you can conceive of the notification as an alert.

Unlike alerts, notifications integrate with iOS 6 state saving. If the system restores your application from a saved state, the SDK will automatically restore any previously visible notification, and will eventually post a PocketChangeNotificationWasDismissedNotification when the user closes the notification. When restoring a notification from a saved state, the SDK does not post a PocketChangeNotificationWasShownNotification, as it posted one during the previous application cycle. Therefore, if your application supports state restoration, you must account for any currently visible notification when restoring your user interface. As your application's interface must already serialize and restore its state to participate in state restoration, this SDK behavior should not impose much, if any, additional burden.

The following skeleton application delegate demonstrates a basic SDK integration:

- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
    [[PocketChangeSDK sharedInstance] applicationDidFinishLaunching];
    NSArray *pocketChangeNotifications = [NSArray
    NSNotificationCenter *defaultNotificationCenter = [NSNotificationCenter defaultCenter];
    for (NSString *notification in pocketChangeNotifications) {
    // ... other startup code ...
    return YES;

- (void)handlePocketChangeNotification:(NSNotification *)notification
    NSString *name = [notification name];
    if ([name
         isEqualToString:PocketChangeNotificationIsPendingNotification]) {
        [[PocketChangeSDK sharedInstance] showNotification];
    } else if ([name
                isEqualToString:PocketChangeNotificationWasShownNotification]) {
        [self pauseInterface];
    } else if ([name
                isEqualToString:PocketChangeNotificationWasDismissedNotification]) {
        [self resumeInterface];

- (void)pauseInterface
    // pause timers and other expensive UI tasks

- (void)resumeInterface
    // resume timers and other expensive UI tasks

Step 5: Integrate Event Rewards

Once you've set up event-based rewards with your account representative, you can grant a reward in response to an event using:

NSString *rewardId = @"a reward identifier";
[[PocketChangeSDK sharedInstance] grantReward:rewardId];

The rewardId for each event-based reward is included with the setup information you received from your account representive.

Your application must be in sandbox mode to test event-based rewards.

Step 6: Adding a Pocket Change Shop button

SDK version 1.0.5 adds the ability to open the shop from any point within your app, without having to wait for a notification to display. To integrate, check the canOpenShop property in the PocketChangeSDK instance and, if it returns YES, you may call -(void)openShop.

The value of canOpenShop can change at any point and is initially set to NO, so you should set up your application to observe PocketChangeShopAvailabilityChangedNotification and respond to it (e.g., add/remove a "Shop" button as needed). For example:

- (void)viewWillAppear:(BOOL)animated
    [super viewWillAppear:animated];

    [[NSNotificationCenter defaultCenter] addObserver:self 
    [self setUpPocketChangeButton]; // Call initially in case [[PocketChangeSDK sharedInstance] canOpenShop] is already YES


- (void)viewDidDisappear:(BOOL)animated
    [super viewDidDisappear:animated];

    [[NSNotificationCenter defaultCenter] removeObserver:self 


- (void)setUpPocketChangeButton
    if ([[PocketChangeSDK sharedInstance] canOpenShop]) {
        // Add shop button
    else {
        // Remove shop button

There is button artwork that you may use for buttons to open the Pocket Change Store in your app available here.


You can use sandbox mode to help validate your integration: In sandbox mode, the SDK grants unlimited rewards so that you can confirm your application's behavior after a reward has been granted.

To enable sandbox mode, in your application's Info.plist file, add a row of type boolean whose key is "com.pocketchange.pocketchange-ios-sdk.sandboxMode" and whose value is YES. See example below.

Enabling Test Mode

To trigger additional daily gift grants in sandbox mode, you can either restart your application, or execute:

[[PocketChangeSDK sharedInstance] grantReward:@"daily"];

You must disable sandbox mode before submiting your application to the App Store, or users will not receive real rewards.

Notes and Known Issues

Crash in iOS 6 when opening the Pocket Change Store in landscape-only apps

If there is an exception when opening the Pocket Change Store with the message Supported orientations has no common orientation with the application, and shouldAutorotate is returning YES, then you need to add Portrait (bottom home button) (UIInterfaceOrientationPortrait) to the Supported interface orientations of your application's Info.plist.

Modified info.plist to allow differente keyboard orientations

If you are concerned that this will affect the orientation of your app's view controllers, make sure to add Portrait (bottom home button) to the end of the Supported interface orientations array and to add this code to view controllers you want to appear in landscape only:

- (NSUInteger)supportedInterfaceOrientations
    return UIInterfaceOrientationMaskLandscape;

- (BOOL)shouldAutorotate
    return YES;

- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation
    return ((toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft) ||
            (toInterfaceOrientation == UIInterfaceOrientationLandscapeRight));

If your app's view controllers are inside a UINavigationController you will have to add the previous code to a subclass of the UINavigationController instead. This is similar to the requirements for a landscape-only app using Apple's Game Center (also see this Stack Overflow question).