Examples of Delegates in Swift [closed] - swift

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I have been trying to learn how delegation with protocols work. I understood everything, but I can't think of when to use delegation other than when using table views and possibly scroll views.
In general, when is delegation used?

What is Delegation?
First of all, you should know that Delegation Pattern is not exclusive for iOS world:
In software engineering, the delegation pattern is a design pattern in
object-oriented programming that allows object composition to achieve
the same code reuse as inheritance.
But working with delegation in the iOS world is so common, I assume that you can see many of classes that provide a delegation/datasource for giving the ability to provide properties or behaviors for the used instance. It is one of main mechanisms of how objects talk to each other in CocoaTouch.
Alternatives:
However, delegation is not the only way to let objects talk to each other in iOS, you might want to know that there are:
NotificationCenter.
KVO (Key-Value Observing).
Completion handlers/Callbacks (using closures).
Target-Action.
Remark: in case if you are interested in comparing between them, you might want to check the following articles:
Communication Patterns.
When to Use Delegation, Notification, or Observation in iOS.
Delegates vs Observers.
When to use Delegation?
So, the question is: "So why should I use delegation instead of those options?"
I will try to make it simple; I would suggest the use of delegation when you have one to one relationship between two objects. Just to make it clearer, the goal of talking a little bit about the NotificationCenter is to try to make sense when delegations are used:
NotificationCenter represents one to many relationship; Simply, it works as: posting (notifying) a notification on a specific event and observing (get notified about) this notification -- it could be observed anywhere else; Logically, that's what one to many relationship means. It is a representation of the Observer Pattern.
How to Apply Delegation?
For the purpose of simplifying, I would mention it as steps:
Knowing the requirements: Each delegate has its own rules, listed in the delegate protocol which is a set of method signatures that you should implement for conforming this delegation.
Conforming for the delegation: it is simply letting your class to be a delegate, by marking it. For instance: class ViewController: UIViewController, UITableViewDelegate {}.
Connecting the delegate object: Marking your class to be a delegate is not enough, you need to make sure that the object you want to be confirmed by your class to give the required job to your class.
Implementing the requirements: Finally, your class have to implement all required methods listed in the delegate protocol.
For Example
Does it sounds a little confusing? What about a real-world example?
Consider the following scenario:
Imagine that you are building an application related to playing audios. Some of the viewControllers should have a view of an audio player. In the simplest case, we assume that it should have a play/pause button and another button for, let's say, showing a playlist somehow, regardless of how it may look like.
So far so good, the audio player view has its separated UIView class and .xib file; it should be added as a subview in any desired viewController.
Now, how can you add functionality to both of the buttons for each viewController? You might think: "Simply, I will add an IBAction in the view class and that's it", at first look, it might sound ok, but after re-thinking a little bit, you will realize that it will not be applicable if you are trying to handle the event of tapping the button at the controller layer; To make it clear, what if each viewController implemented different functionality when tapping the buttons in the audio player view? For example: tapping the playlist in "A" viewController will display a tableView, but tapping it in the "B" viewController will display a picker.
Well, let's apply Delegation to this issue:
The "#" comments represents the steps of "How to Apply Delegation?" section.
Audio Player View:
// # 1: here is the protocol for creating the delegation
protocol AudioPlayerDelegate: class {
func playPauseDidTap()
func playlistDidTap()
}
class AudioPlayerView: UIView {
//MARK:- IBOutlets
#IBOutlet weak private var btnPlayPause: UIButton!
#IBOutlet weak private var btnPlaylist: UIButton!
// MARK:- Delegate
weak var delegate: AudioPlayerDelegate?
// IBActions
#IBAction private func playPauseTapped(_ sender: AnyObject) {
delegate?.playPauseDidTap()
}
#IBAction private func playlistTapped(_ sender: AnyObject) {
delegate?.playlistDidTap()
}
}
View Controller:
class ViewController: UIViewController {
var audioPlayer: AudioPlayerView?
// MARK:- Life Cycle
override func viewDidLoad() {
super.viewDidLoad()
audioPlayer = AudioPlayerView()
// # 3: the "AudioPlayerView" instance delegate will implemented by my class "ViewController"
audioPlayer?.delegate = self
}
}
// # 2: "ViewController" will implement "AudioPlayerDelegate":
extension ViewController: AudioPlayerDelegate {
// # 4: "ViewController" implements "AudioPlayerDelegate" requirments:
func playPauseDidTap() {
print("play/pause tapped!!")
}
func playlistDidTap() {
// note that is should do a different behavior in each viewController...
print("list tapped!!")
}
}
Quick Tip:
As one of the most popular examples of using delegation is Passing Data Back between View Controllers.

Delegation is used when you want to pass some information or state of object A to another object B. Usually object B is the object that created object A.
I will list some situations where you would use delegation.
Yes you're right. table views and scroll views use delegates because they want to tell whoever is interested (usuall your view controller) that "someone selected a row!" or "someone scrolled the scroll view!". Not only do scroll views and table views use delegates, UITextField and UIDatePicker and a lot of other views use delegates too!
View Controllers also have delegates. For example, UIImagePickerController. The reason why is roughly the same as above - because the UIImagePickerController wants to tell you messages like "an image has been selected!". Another example would be UIPopoverControllerDelegate. This delegate tells you things like "the popover has been dismissed!"
Other classes that use delegates include CLLocationManager. This delegate tells you things like "the user's location has been detected" or "failed to detect the user's location".
You can use delegation in your code when a certain view controller of yours wants to send messages to other view controllers. If it is a settings view controller, it might send messages like "the font size setting has been changed!" and the view controller that cares about the font size setting changing will know and change the font size of a label or something.

Delegate Method to Selectionimages
Create baseClass And Insert the following code
Create Another class then insert code

Delegation in IOS world and mostly in MVC (Model View Controller)
is a way for the View to talk to the Controller and it's called "blind communication"
and delegation means to give the " leading stick " to another object ( doesn't really care who is taking over but usually the Controller) to control over components that the view can not control on it's own (remember it's only a view) or doesn't own
to make it more simple ....
the controller can talk to a view but the view can not talk to the controller without Delegation

Related

What's the correct way to pass an object that will never change to an NSWindowController?

I have an NSWindowController that shows a table and uses another controller as the data source and delegate for an NSTableView. This second controller displays information from an object, which is passed in by the NSWindowController. That controller in turns has the object set as a property by the AppDelegate. It looks like this:
class SomeWindowController: NSWindowController {
var relevantThing: Thing!
var someTableController: SomeTableController!
#IBOutlet weak var someTable: NSTableView!
override func windowDidLoad() {
someTableController = SomeTableController(thing: relevantThing)
someTable.dataSource = someTableController
someTable.delegate = someTableController
}
}
In the AppDelegate I then do something like
func applicationDidFinishLaunching(_ aNotification: Notification) {
relevantThing = Thing()
someWindowController = SomeWindowController()
someWindowController.relevantThing = relevantThing
someWindowController.showWindow(nil)
}
Is this a reasonable approach? I feel like the implicitly unwrapped optionals used in SomeWindowController might be bad form. Also, relevantThing is not allowed to change in my case, so I feel a let would be more correct. Maybe the relevantThing should be made constant and passed in through the initializers? Or would that break the init?(coder: NSCoder) initializer?
I'd greatly appreciate any suggestions, as I'm trying to get a feel for the right way to do things in Swift.
A few things:
Is there any reason your are creating your window controller in code and not loading it from a storyboard/xib?
Generally, a better practice is to put all your 'controller' that relates to a view in a NSViewController and use NSWindowController only for stuff that relates to the window itself (e.g. toolbar, window management, etc).
Similarly to iOS, NSViewController is now integrated into the window/view lifecycle and responder chain. For many windows you don't even need to subclass NSWindowController.
XCode's app project template creates a storyboard with the window, main view and their controllers. This is a good starting point.
NSWindowController has a contentViewController property that is set to the NSViewController of the main content view (when loaded from storyboard). You generally don't need a separate view controller property for your view controller.
I think that usually, you want to minimize modifying your controllers from outside code and make them as independent as possible. This makes them more testable and reusable.
If your Thing instance is global for the entire application (as it appears from your code), you may want to consider adding it as a singleton instance to the Thing class and retrieving it from the NSViewController (e.g in viewDidLoad())
If you put your controllers/views in storyboard, you can connect the table's datasource/delegate there. And if this your main window, it can load and show it automatically when the app starts. But in any case, put your NSViewController/View wiring in the view controller.
If you want to separate logic between your main NSViewController into a more specialized view controller that handles a specific part of your view, you can use NSContainerView in Interface Builder to add additional view controllers to handle specific views.

swift - call code from another view controller

I'm using a library that manages the swiping between view controllers.
It seems like the only way that I can use a button in one of my view controller to navigate to the other is by calling a specific method from the view controller that manages the swiping feature.
It there any way to call a method in a different view controller?
Thank you
There are many ways to communicate between view controllers. One of the most common patterns for doing so on iOS is the delegate pattern. One view controller holds a reference to the other and the delegate conforms to a protocol. The protocol is a set of methods that the first view controller can call when specific events happen. I would try setting up a protocol and have one of your view controllers be a delegate to the other
If you take a look at the code that is hosted on GitHub you can see that the page controller is exposed from the EZSwipeController class. So given that you subclass EZSwipeController (or maintain a reference somewhere), you can now access the pageViewController property of it and scroll to a given page.
If you subclass:
class MyVC : EZSwipeController{
func buttonTapped(){ /* use self.pageViewController to "page" */ }
}
Weirdly, I have never personally worked with UIPageViewController, and as far as I can tell there is no easy way to scroll to a page in an easy fashion.
I haven't personally tried it (I usually validate my answers before posting), but you should be able to pull it off. If you don't have a reference to the view controller you need to get it (let me know if that is the core issue).
There is a question on SO that seems to enjoy some popularity regarding UIPageViewController paging:
UIPageViewController, how do I correctly jump to a specific page without messing up the order specified by the data source?
And from Apple docs:
I would also encourage you to look at the code inside of the EZSwipeController repo, where you can find a non-exposed method that does the scrolling:
#objc private func clickedLeftButton() {
let currentIndex = stackPageVC.indexOf(currentStackVC)!
datasource?.clickedLeftButtonFromPageIndex?(currentIndex)
let shouldDisableSwipe = datasource?.disableSwipingForLeftButtonAtPageIndex?(currentIndex) ?? false
if shouldDisableSwipe {
return
}
if currentStackVC == stackPageVC.first {
return
}
currentStackVC = stackPageVC[currentIndex - 1]
pageViewController.setViewControllers([currentStackVC], direction: UIPageViewControllerNavigationDirection.Reverse, animated: true, completion: nil)
}
The "key" line is this one:
pageViewController.setViewControllers([currentStackVC], direction: UIPageViewControllerNavigationDirection.Reverse, animated: true, completion: nil)
I think EZSwipeController also exposes the view controllers contained in the pageViewController which is a property called stackVC, which is an array of the view controllers contained in the page view controller.
I assume with this knowledge you should be able to page to a given page, despite seeming a little "hacky" (IMHO the developers should have exposed paging logic from the get-go).
My advice for you after all this is simple:
Try to roll it yourself. This is not a huge undertaking and you maintain full control over what's accessible and how you want to work with it. The EZSwipeController class is quite small, so there is not a whole lot of code you'd have to write for your own solution. You could also go ahead and fork the repo and modify/use it to your liking.
I hope that helps. If you have any further questions or if something is unclear, I'd be ready to help you out.

What’s the difference between action methods and protocol methods?

I started learning iOS programming, and I came across something like this: to handle the event when users press return after input text in a UITextField, my view controller implements "textFieldShouldReturn: textField" from UITexTFieldDelegate protocol. But, to handle the event when "Editing Did End", I need to declare an IBAction method in the view controller, and wire up the event to it.
What is the difference between these two types of event handling methods?
The "Editing Did End" is part of the UIControl class, and UITextField inherits it from UIControl. This kind of event is one of the registered touch events this class responds to and the way to do this registration is to assign an action (IBAction using IB) to the particular event.
The delegate protocol part of the implementation is due to the "extension mechanism" provided by delegate protocols in Cocoa design patterns. Essentially the idea is that you can provide special behavior to the object, in this case UITextField, without subclassing. Imagine for example you want some kind of validation before allowing the "return" button. In such case you would be forced to setup a UITextField subclass with this validation code hard-coded in it. And for each different validation code you would be forced to implement a different subclass. Using the delegate mechanism, you delegates something else (typically the text field owner view controller) to perform this "class extension", without subclassing. So you do class customization per-instance.
Note that this approach is coherent: everything that is considered as "event" (touch up, touch down, did end editing, all related to some user interaction with the display and not with the keyboard) is wired to the class using the UIControl target-action mechanism. Everything that is "specific" of the instance (and not the class!) is managed using the delegate.
In protocols (denoted with #protocol //name\ superclass) one can specify methods that the conforming class either can, will, or must take on with #optional, or #required methods. One might use protocols to say, pass data from one view to the next, so long as the second view conformed to the protocol (like #implementation Classname: NSObject ) This is in stark contrast to IBActions and void functions which are local and impassable to other controllers (except with class methods).

iPhone Programming - How do I programmatically make a view that requires two delegates?

Here is my dilemma. I would like to have a text box and a button. The user types in text and then presses the button. Once the button is pressed, a text message window (using MFMessageComposeViewController) comes up. I don't know how to set this up. The problem is that the TextBox will require a delegate (UITextFieldDelegate) and the MFMessageComposeViewController will require an MFMessageComposeViewControllerDelegate. How can I have a .h file that declares a view that is more than one delegate?
I'm new to iPhone programming so any help on how to have an interface view that handles more than one delegate (so that I can have multiple types of controls in my view) would be really helpful!
A delegate does not need to be a view. Indeed, in most cases it probably shouldn't be. Often you will make a controller object the delegate, although this depends a lot on what you're doing.
The delegate protocols you need (MFMessageComposeViewControllerDelegate and UITextFieldDelegate) are quite distinct, so a single object can readily implement the methods of both without any confusion. But even if you are the same delegate type for several objects, the methods will be passed a pointer to the calling object so you can decide what to do case-by-case if necessary.
If you just mean how do you declare your class as implementing both protocols, you would do this:
#interface MyDelegate : NSObject <MFMessageComposeViewControllerDelegate, UITextFieldDelegate>
{
...
}
...although this presupposes that the protocols are formally required, which I don't think is the case here. In which case such a protocol list is unnecessary.
Otherwise, I probably am not understanding your question...
EDIT: OK, it seems like what you're looking for is how to link up the delegates at runtime. This varies according to the particular class, but for MFMessageComposeViewController you do this:
MFMessageComposeViewController* composer = ...;
id<MFMessageComposeViewControllerDelegate>* delegate = ...;
composer.messageComposeDelegate = delegate;
Easy, no? In this case the protocol is required, so you'd have to include it in the interface as described previously.
In general, if an object uses a delegate for anything, it will have a property or a method to allow you to set it, which you'll find in the documentation. Eg, in this case: Properties for MFMessageComposeViewController.
Note that delegate properties are conventionally weak references, so the objects in question need to be retained somewhere in your application.

Managing subviews in Cocoa Touch

I'm developing an iPhone app. I need to create a Quiz application that has different Question views embedded in it (see my similar question).
Different types of Question will have different behavior, so I plan to create a controller class for each type of Question. The MultipleChoiceQuestionController would set up a question and 3-4 buttons for the user to select an answer. Similarly, the IdentifyPictureQuestionController would load an image and present a text box to the user.
However, the docs say that a UIViewController should only be used for views that take up the entire application window. How else can I create a class to manage events in my subviews?
Thanks,
Subclassing UIViewController will provide this functionality. For example, MultipleChoiceQuestionController would be a subclass of UIViewController. MultipleChoiceQuestionController would contain the question text (UILabel or UITextView) and several buttons (UIButton). You could create a custom constructor in MultipleChoiceQuestionController that would fill the view with the relevant question string and other relevant info.
When you want to add MultipleChoiceQuestionController's view to your main view's subview, simply do the following:
[myMainView addSubview:instanceOfMultipleChoiceQuestionController.view];
I have the same problem, and according to Apple's doc, here's what you should do:
Note: If you want to divide a single
screen into multiple areas and manage
each one separately, use generic
controller objects (custom objects
descending from NSObject) instead of
view controller objects to manage each
subsection of the screen. Then use a
single view controller object to
manage the generic controller objects.
The view controller coordinates the
overall screen interactions but
forwards messages as needed to the
generic controller objects it manages.
http://developer.apple.com/iphone/library/featuredarticles/ViewControllerPGforiPhoneOS/AboutViewControllers/AboutViewControllers.html#//apple_ref/doc/uid/TP40007457-CH112-SW12
You can handle the events on the view itself, or your view controller could have a delegate class that changes for different types of question. That delegate would process the different input, and react in a different way to user touches.
Here's some code with the idea.
// In QuestionViewControllerDelegateProtocol.h
#protocol QuestionViewControllerDelegateProtocol
// Define the methods you want here
- (void)touchesBegan;
- (void)touchesEnded;
- (void)questionLoaded;
#end
// In QuestionViewController.h
#interface QuestionViewController {
id<QuestionViewControllerDelegateProtocol> delegate;
}
#end
// In QuestionViewController.m
#implementation QuestionViewController
- (void)viewDidLoad:(BOOL)animated {
[delegate questionLoaded];
}
- (void)touchesBegan {
// Some processing logic.
[delegate touchesBegan];
}
#end
This is a very nice little solution, gives you all of the advantages of a view controller without breaking apples rules.
From the page:
This is a generic controller class
that can be used to handle a subarea.
It is modelled after UIViewController,
but conforms to Apple's
recommendation.
Your view controller creates the
instances and is responsible for
managing the subview controllers.
Alternatively you can further
subdivided your view hierachy and
create subview controllers inside
other subview controllers. In both
cases the controller instantiating the
object is responsible for managing the
subview controller. The responsible
controller is referred to as 'parent
controller.' Subclasses can use the
view controller when they for example
need to show a modal dialog.
https://github.com/Koolistov/Subview-Controller