Using only part of a class from a different target - iphone

I just created a new target for the Lite version of my app. The Lite app only uses part of a base class that I have in the main app, ie it won't need to use an option that requires it to import 4 or 5 files.
My question is, from a design perspective, what is the best way to handle this so that my Lite version can only use the part of the class that it needs? Obviously, one solution is I just import those 4 unnecessary files into Lite build phase, and just use the whole class (even the parts it doesn't need). This seems inefficient though. I know I can do an ifndef to block those files from being imported if the Lite version is running, but how do I block out the code in the class from also not being picked up by the compiler?
Would a better way just be to have my Lite version create a subclass of the Base class that only uses the options it needs? But then I believe, would I still need to import those unnecessary files?
Just a bit confused about this, first time I've ever created another target that utilizes code from the main target. Any help appreciate thanks.

Put the common/lite functionality in a super class. Heavy functionality in the sub-class.

As another answer points out, you can handle this by putting the lite functionality in a subclass and the full functionality in a superclass.
Another option is to use a single class, and add the full functionality in an Objective-C category. Essentially, you can define methods in the category to supplement – or replace – methods in the base implementation.
Unlike a subclass, however, methods defined in a category can't invoke super to get the base class's functionality. super still refers to the base class's superclass, whether that's NSObject, UIDocument, or what have you – not the implementation without the category.
The advantage is that you only have one class name, so the code which instantiates your class (or classes) doesn't need to use something like #ifdef to switch classes and #includes depending on whether you're building the lite or full version.

Related

How to distinguish wizards in Eclipse RCP?

We have an Eclipse IDE application on 3.x that uses various newWizards to allow the user to create different files. Although these files differ slightly contentwise, the structure of the wizards is quite similar.
Thus, a sound object-oriented approach would be to instantiate different wizards from the same class and initialize them with different data.
Problem:
To decide what wizard needs which data we need a way to distinguish the different already instantiated wizards (e.g during the call to the init method of the wizard).
Is there any way to do so? It would e.g. help if somebody knows a way to get the wizard's id defined in the extension point from within the instantiated wizard.
If your wizard implements IExecutableExtension, it will be passed the configuration element that represents the extension for which it is created.
You can also use extension factories in that you specify a type that implements IExecutableExtensionFactory.
The interface allows you to control how the instances provided to extension-points (wizards in your case) are created.
Extension example:
<extension point="org.eclipse.ui.wizards">
<newWizard
name="..."
class="com.example.WizardFactory">
</newWizard>
Note that the extension factory may also implement IExecutableExtension to gain access to extension attributes before creating the extension's executable class.

How do I create an importable module in Swift?

I have read through Apple's documentation for Swift and can find nothing about how to create modules or how to define class or stucture members as private or public.
There are references to the import statement in the syntax but I can find no information on what it does or how to use it.
Does anyone know where I can find this?
In Swift, "Modules" refers to Frameworks. Xcode now has a template for creating a framework project for both iOS and OS X.
There is currently no way to declare methods or properties public / protected. If you would like to see this added as a feature, you can make a feature request on Apple's bug reporter. It should also be noted that Apple has stated that the language could change with each release of Xcode, so it is possible that member access levels could be added before the public release.
Also, there is a way to make a module by yourself, but it's a bit harder way.
If you'll look at xcrun swift -help you may see a few options, and there are -emit-module, -emit-library and -emit-object which might be useful, but, probably, you should prefer official way and distribute modules via Frameworks.
If you still want to make module on your own, you can read this guide with some explanation
Apple mentioned that private methods don't exist yet but they are in the process of being implemented. Remember that this is a newborn language and it is still being build up.
Update
You can modularize a swift project using frameworks.
We modularize by creating separate framework projects for each module and link them via Xcode workspace. It looks more natural when we separate the components into different projects & it also makes sure that there is only a one-way communication between modules. Developers can work/test on isolation without thinking much about other modules.
By default classes/structs/etc created within a framework will have an internal access control type so it is only visible within the modules. In order to make it visible outside the module, you can make it public.
More info on access controll level here
The latest Xcode 6 beta update (beta 4) bring access control to swift
Swift Enables Access Control
Swift access control has three access levels:
private entities can only be accessed from within the source file where they are defined.
internal entities can be accessed anywhere within the target where they are defined.!
public entities can be accessed from anywhere within the target and from any other context that imports the current target’s module.
Swift 4.0
Description from the chapter "Access Control" in the Apple book "The Swift Programming Language (Swift 4 Edition)"
Swift provides five different access levels for entities within your code. These access levels are relative to the source file in which an entity is defined, and also relative to the module that source file belongs to.
open access and public access enable entities to be used within any source file from their defining module, and also in a source file from another module that imports the defining module. You typically use open or public access when specifying the public interface to a framework. The difference between open and from another module that imports the defining module. You typically use open or public access when specifying the public interface to a framework.
internal access enables entities to be used within any source file from their defining module, but not in any source file outside of that module. You typically use internal access when defining an app’s or a framework’s internal structure.
fileprivate access restricts the use of an entity to its own defining source file. Use file-private access to hide the implementation details of a specific piece of functionality when those details are used within an entire file.
private access restricts the use of an entity to the enclosing declaration, and to extensions of that declaration that are in the same file. Use private access to hide the implementation details of a specific piece of functionality when those details are used only within a single declaration.”

Migrate custom Facebook util library to Yii framework

I have a facebook app developed in plain PHP, I'm migrating the app to YII framework.
The thing is that I use a class call "utilsFacebook" where I have the object facebook(of the fb sdk) and all the methods that I need to get data from facebook, getUserId, getUserFriendList, etc.
I don't know how to handle all the operations that I do in utilsFacebook with Yii.
Create a controller with the functions of utilsFacebook is the correct think to do?
Every time that I instance the controller would create a new Facebook object, Should I store that object in a SESSION to get a better performance or is a bad idea?
Q. Create a controller with the functions of utilsFacebook is the correct think to do?
Having done a facebook app using yii as the framework, i would recommend you to make this library either a component, or an extension.
But definitely don't put these functions in the controller directly. Whenever a controller needs them call the functions using your custom facebook util class.
Components can be put in the folder: projectrootfolder/protected/components
Extensions can be put in the folder: projectrootfolder/protected/extensions
If you don't believe that either of these make semantic sense, you can always create a new folder within protected, say utils and put the class there. However i think extensions is the best way to go.
Q. Should I store that object in a SESSION to get a better performance or is a bad idea?
I don't think it's necessary to store the object in a session, because there will be no visible performance gain. Further you'll complicate your code unnecessarily.
What i had done was, created an app level component and used this component throughout the app, in any controller.
Example:
In your application's config, protected/config/main.php :
'components'=>array(
'fbHelper'=>array( // gave the component this name
'class'=>'ext.utils.FacebookHelper', // had stored the helper class in extensions/utils folder
'parameter1'='somevalue',
// more parameters
),
// standard yii app components
),
This will allow you to use the component like this: Yii::app()->fbHelper->getFriends();
Take a look at the facebook-opengraph extension, which could help you, on the way.

+(void)load message not sent to framework class in device runtime

I've trawled through questions here on SO looking for any hints to why I'm seeing this behaviour, and nothing yet.
Consider a class (actually two classes exhibiting the same problem), built into a static library, wrapped in a framework bundle (steps used). They inherit from Foundation framework class clusters (NSMutableDictionary and NSMutableArray).
The use of these classes relies on some static variables being initialised before a static function (not class method!) is used to allocate and initialise an instance (a kind of factory helper function I guess?).
When an iOS app project links to that framework there is a difference the Objective-C runtime class loading behaviour between the Simulator and the Device.
Specifically, on a device (iPhone 4, iOS 4.3.3) when the app is loaded these classes do not get a +load message, and the static vars do not initialize, therefore the static factory method fails. On the Simulator, the messages are sent, and all works as intended. Could it be a problem with the Device runtime having a
My question is, can my framework be configured differently to ensure the +load messages are sent? Or have I run into a bug with static library/framework class loading in iOS?
The classes are from the JSONKit library (JKArray, JKDictionary).
An example project that illustrates this problem is here – https://github.com/ohhorob/JSONKit-in-framework-demo
EDIT: As per #bbum's suggestion, I've verified that the JKDictionary and JKArray classes are in fact loaded and available while the application is running. The DeviceBroken branch on the GitHub project is updated with the verification used.
I filed a bugreport (#9461567) with Apple.
The +load methods are not called because you did not actually create a static library but a Relocatable Object File bundle. If you create the static framework with either make-fmwk or the iOS Universal Framework template then the load methods will be called as expected.
Odd; I'd do an NSLog(#"klassy klass %#", [MysteryClass class]); and make sure the classes are actually loaded (but see below -- this may "fix" the problem).
If they are, then this is a bug in the DYLD loader and please file it.
If not, then it is likely that the linker is stripping the class(es) because nothing references them directly. Try adding [MysteryClass class] in the app's applicationDidFinishLaunching: method (doesn't really matter where or, even, if it gets executed... but that'll be an obvious spot).
Also, I'd suggest not using +load and, instead, writing a constructor function. I.e.:
__attribute__((constructor))
static void initLibrary()
{
....
}
If this is a linker issue, that may or may not fix the problem. It is, however, much clearer as to your intentions than the rather magical +load method.

GWT Composite best practices

I'm learning GWT and have started to get the hang of it. I'm at the point where my code is getting to be a spaghetti mess so I'm going back and factoring reasonable bits of it out as Composites. The first problem I ran into was that my tool support failed to give the new Composite class an initWidget() method. It did include a default constructor.
For the time being, I've simply filled in my overridden initWidget() method with a call to super(initWidget(w)) My project compiles and runs as expected, though I feel as though I must be missing something.
What should I keep in mind when overriding init and what if anything do i need to place in the constructor. Is there anything else that I need to know or does it just boil down to regular old Java after this?
Clarification - It has occurred to me that there are probably different answers to this question depending on whether you intend to release said Composite classes as part of a library or simply part of your stand-alone app. I in particular have no intention at this time of developing externally useful components (mainly because I'm so green in this particular technology.)
Thanks!
I'm not sure if I understand what you are trying to do. But for all the Composite's I've written I've never overridden the initWidget method. Because Composite itself doesn't need to be initialized with a constructor, i.e. no need to call super() my constructors of widgets extending composite look something like:
public mywidget() {
SomePanel p = new SomePanel();
....
initWidget(p);
}
As a best practice, imo, only the widget extending Composite should call it's 'own' initWidget.
"GWT Conference: Best Practices for Building Libraries" gives a couple of tips. You should also look at the source of GWT and at the source of one of the libraries for GWT (like gwt-ext)
[EDIT] I just saw another option: suco. From the description:
A micro library that helps to maintain your GWT client code clean and modular.