Linking UIPageControl to UIScrollView

- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
    CGFloat pageWidth = self.scrollView.frame.size.width; // you need to have a **iVar** with getter for scrollView
    float fractionalPage = self.scrollView.contentOffset.x / pageWidth;
    NSInteger page = lround(fractionalPage);
    self.pageControl.currentPage = page; // you need to have a **iVar** with getter for pageControl
}

Don't forget to set the UIScrollView's delegate

Get Text Position in TextView

- (CGRect)frameOfTextRange:(NSRange)range inTextView:(UITextView *)textView
{
    UITextPosition *beginning = textView.beginningOfDocument;
    UITextPosition *start = [textView positionFromPosition:beginning offset:range.location];
    UITextPosition *end = [textView positionFromPosition:start offset:range.length];
    UITextRange *textRange = [textView textRangeFromPosition:start toPosition:end]];
    CGRect rect = [textView firstRectForRange:textRange];
    return [textView convertRect:rect fromView:textView.textInputView];
}

Run project with specified localization

Go to the menu Product > Edit Scheme. Then, in your run configuration switch to the Arguments tab and create a new one to be passed on launch. Add 
-AppleLanguages "(Japanese)"
or
-AppleLanguages "(Ja)"


Get UITextView content size in iOS7

- (CGFloat)measureHeightOfUITextView:(UITextView *)textView
{
    if (floor(NSFoundationVersionNumber) > NSFoundationVersionNumber_iOS_6_1)
    {
        // This is the code for iOS 7. contentSize no longer returns the correct value, so
        // we have to calculate it.
        //
        // This is partly borrowed from HPGrowingTextView, but I've replaced the
        // magic fudge factors with the calculated values (having worked out where
        // they came from)

        CGRect frame = textView.bounds;

        // Take account of the padding added around the text.

        UIEdgeInsets textContainerInsets = textView.textContainerInset;
        UIEdgeInsets contentInsets = textView.contentInset;

        CGFloat leftRightPadding = textContainerInsets.left + textContainerInsets.right + textView.textContainer.lineFragmentPadding * 2 + contentInsets.left + contentInsets.right;
        CGFloat topBottomPadding = textContainerInsets.top + textContainerInsets.bottom + contentInsets.top + contentInsets.bottom;

        frame.size.width -= leftRightPadding;
        frame.size.height -= topBottomPadding;

        NSString *textToMeasure = textView.text;
        if ([textToMeasure hasSuffix:@"\n"])
        {
            textToMeasure = [NSString stringWithFormat:@"%@-", textView.text];
        }

        // NSString class method: boundingRectWithSize:options:attributes:context is
        // available only on ios7.0 sdk.

        NSMutableParagraphStyle *paragraphStyle = [[NSMutableParagraphStyle alloc] init];
        [paragraphStyle setLineBreakMode:NSLineBreakByWordWrapping];

        NSDictionary *attributes = @{ NSFontAttributeName: textView.font, NSParagraphStyleAttributeName : paragraphStyle };

        CGRect size = [textToMeasure boundingRectWithSize:CGSizeMake(CGRectGetWidth(frame), MAXFLOAT)
                                                  options:NSStringDrawingUsesLineFragmentOrigin
                                               attributes:attributes
                                                  context:nil];

        CGFloat measuredHeight = ceilf(CGRectGetHeight(size) + topBottomPadding);
        return measuredHeight;
    }
    else
    {
        return textView.contentSize.height;
    }
}

Making the iPhone vibrate

There are two seemingly similar functions that take a parameter kSystemSoundID_Vibrate:

1) AudioServicesPlayAlertSound(kSystemSoundID_Vibrate);
2) AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);

Both the functions vibrate the iPhone. But when you use the first function on devices that don’t support vibration, it plays a beep sound. The second function on the other hand does nothing on unsupported devices. So if you are going to vibrate the device continuously, as a alert, common sense says, use function 2.

Don't forget to add:
#import <AudioToolbox/AudioServices.h>