Help with creating a PDF

I am a First Year Graphic design student and have agreed to design some business cards for a friend. I have designed in Indesign and am trying to export as a PDF. Im still pretty confused about all of teh options and was wondering whether anyone could offer advice.   The card uses two Pantone Spot Colours and wont require any bleed. The only font used is Helvetica. Trapping isnt an issue.  I have done the following :  -Saved as Press Quality -Standard>None -I have included all printers crop marks including colour bars -In colour conversion I have ticked > No colour conversion -In Profile inclusion policy I have ticked > Include all profiles -In Subset fonts I have changed to > subset when percent used is less than 0%  Am I right to have done the above and are there any other things that I need to do?

Your settings are probably OK for the business card job. But ideally you would use a PDF/X standard, with bleed area included.
If your are unsure which to use, use PDF/X-1a. Just about any printer will accept PDF/X-1a (if they don't, find another printer). But there are issues you could face even with PDF/X-1a:
1. Unwanted spot colors (spot colors that need to be CMYK)
2. CMYK not ideal for print condition. (InDesign's default is US Web Coated SWOP v2, which works OK for most jobs on coated stock)
3. Insufficient bleed. Even though you include bleed area in PDF output, the bleeds still need to be pulled out
There are tons of other issues that could arise no matter what settings are used (hairline rules, low resolution images, registration color, etc etc). Most are the result of improper print design and can be identified using InDesign and Acrobat preflight.

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                                  fixtureDef.friction = friction;
                                  fixtureDef.density = density;
                        public function createBodyDef(mStartX:Number, mStartY:Number):void
                                  bodyDef = new b2BodyDef();
                                  bodyDef.type = b2Body.b2_dynamicBody;
                                  bodyDef.position.Set(mStartX, mStartY);
                        public function createBody():void
                                  body = world.CreateBody(bodyDef);
                        public function createFixture():void
                                  fixture = body.CreateFixture(fixtureDef);
                        public function setStartingVelocity(mVelocityX:Number, mVelocityY:Number):void
                                  startingVelocity = new b2Vec2(mVelocityX, mVelocityY);
                                  body.SetLinearVelocity(startingVelocity);
                        public function setImage():void
                                  sprite = new B2Sprite();
                                  var bitmap:Bitmap = new Image();
                                  sprite.addChild(bitmap);
                                  bitmap.x -= bitmap.width / 2;
                                  bitmap.y -= bitmap.height / 2;
                        public function linkImageAndBody():void
                                  body.SetUserData(sprite);
                                  sprite.body = body;
    ShapeObjectDirector class:
    package builders
    //imports
              public class ShapeObjectDirector
                        protected var shapeObjectBuilder:ShapeObjectBuilder;
                        public function ShapeObjectDirector()
      //constructor code
                        public function setShapeObjectBuilder(builder:ShapeObjectBuilder):void
                                  this.shapeObjectBuilder = builder;
                        public function createCircleObject():void
                                  shapeObjectBuilder.createCircleShape();
                        public function createPolygonObject():void
                                  shapeObjectBuilder.createPolygonShape();
                        public function createShapeObject(mStartX:Number, mStartY:Number, mVelocityX:Number, mVelocityY:Number):b2Body
                                  shapeObjectBuilder.createBodyDef(mStartX, mStartY);
                                  shapeObjectBuilder.createBody();
                                  shapeObjectBuilder.createFixture();
                                  shapeObjectBuilder.setStartingVelocity(mVelocityX, mVelocityY);
                                  shapeObjectBuilder.setImage();
                                  shapeObjectBuilder.linkImageAndBody();
                                  return shapeObjectBuilder.body;
    WheelBuilder class:
    package builders
      //imports
              public class WheelBuilder extends ShapeObjectBuilder
                        [Embed(source='../../lib/Basketball.png')]
                        public var Basketball:Class;
                        public function WheelBuilder(world:b2World, pxToM:Number)
                                  super(world, pxToM);
                                  restitution = 1.0;
                                  friction = 0.0;
                                  density = 5.0;
                                  Image = Basketball;
                                  circle.SetRadius(15 * 0.5 * pxToM);
    The above code did have some errors, but even if it worked I wouldn't have been happy. It was just my attempt at what I'm trying to achieve.
    What I want to is be able to call a function in my "Main" class to create a shape (Circle body or Polygon body), like so... createShape(wheelBuilder, 0, 0, 0, 0);
    I would like to make the class ShapeObjectDirector and ShapeObjectBuilder to be able to handle b2CircleShape() and b2PolygonShape(), but my problem is creating constants to handle both datatypes all in the one class.
    Basically, I need help with building a class to create shapes on the fly, with minimal code in the Main class. What do you guys suggest? I would be grateful for one of you's who have enough experience with this kind of thing to write me a post on how I can tackle this problem, all responses appreciated.
    Thankyou,
    Brendon.

    UIImageView initWithImage takes a UIImage* as a parameter, not NSString*. So load your image into a UIImage first
    UIImage *ballImage = [UIImage imageNamed:@"Ball.png"];
    UIImageView *tempStart = [[UIImageView alloc] initWithImage:ballImage];

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