Pre-processor macros in xcconfig files - iphone

is is possible to use macros in config files? I want to achieve something like:
if iPad
set variable to 1
else
set variable to 0
Is that possible? I would rather not use scripts for this.

You generally should check this at runtime rather than compile time. See iOS - conditional compilation (xcode).
If you don't do it that way, I typically recommend using different targets as hinted at by #Robert Vojta.
That said, I can imagine cases where this would be useful in some piece of shared code. So...
There is an xcconfig variable you can use called TARGETED_DEVICE_FAMILY. It returns 1 for iPhone and iPod Touch, and 2 for iPad. This can be used to create a kind of macro. I don't highly recommend this approach, but here's how you do it. Let's say you were trying to set some value called SETTINGS:
// Family 1 is iPhone/iPod Touch. Family 2 is iPad
SettingsForFamily1 = ...
SettingsForFamily2 = ...
SETTINGS = $(SettingsForFamily$(TARGETED_DEVICE_FAMILY))
I've done this a few times in my projects (for other problems, not for iPad detection). Every time I've done it, a little more thought has allowed me to remove it and do it a simpler way (usually finding another way to structure my project to remove the need). But this is a technique for creating conditionals in xcconfig.

AFAIK it's not possible. But if you want to solve simple task - lot of common settings and just few variables have different values, you can do this:
generic.xcconfig:
settings for both configs
ipad.xcconfig:
#include "generic.xcconfig"
ipad-specific-settings
iphone.xcconfig
#include "generic.xcconfig"
iphone-specific-settings
This can solve your condition need. I do use this schema frequently.

That's not possible. Configuration files are not preprocessed (and compiled). What are you trying to do?

Related

Xcode: stop lines of code / functions from compiling

I have common files in several projects and I need to stop from compiling some lines and functions for project A, meanwhile it should be compiled for project B.
I know that I can use preprocessor. But it's not convenient for me. Is there any way to stop lines of code from compiling with condition like below?
#if PhotosModuleSettings.type == .documents
... do not commpile
#endif
What's not convenient about using the preprocessor? You can specify the preprocessor macros in build settings of each target, or you can use .xcconfig files to specify them.
There's another simple way to do it, however. Separate the lines and functions that you want to conditionally compile into separate files. Maybe by using Swift extensions or subclassing or just separate global functions, etc..whatever. Then just choose which target(s) and/or project(s) you want those files added as membership.
Depending on your desire to refactor your code to make such a file separation, the preprocessor macros may be the better way to go, though.
You will need to make use of pre processor macros.
Add a configuration for your project, and use that in the pre processor macros.
You can set the value for these configuration in the pre processor macros section for your targets based on your build configuration.
Here is a detailed blog related to the same concept

Application constants used at compilation time

I have many constants in my application used by many classes of my project. These constants have to be set at compilation time (they are not modified later).
For now, I use #define statements at the top of each classe that requires the constant. The problem is that I have to repeat these statement in each classe which requires the constant.
I plan to define all these constants in my main.m or in another .h imported by main.m but I think it is not a good idea.
-> Is there a XCODE / IOS mechanic or file made for that purpose ?
-> If not, is it a good idea to define the constants in my main. ?
Thanks for you help
kheraud
You can write all constants in any .h file , then you can import that file in your projectname_Prefix.pch file .
then you don't need to import file in any other source file . its directly get imported .
you can save them in your *_Prefix.pch then they will apply for all classes without importing another class.
Generally the best way to handle shared constants is to declare them extern in one or more dedicated .h files, and then define them in corresponding implementation files. That way you'll be guaranteed to only have one copy of each constant in your binary, unlike with a #define.
You can provide target-wide compiler defines in Xcode by adding them to the Preprocessor Macros build setting. For example, this might let you create a free Lite version of your application by creating a target for it within your project, then adding a LITE define in the Preprocessor Macros.
See this question for more on this.

Using table-of-contents in code?

Do you use table-of-contents for listing all the functions (and maybe variables) of a class in the beginning of big source code file? I know that alternative to that kind of listing would be to split up big files into smaller classes/files, so that their class declaration would be self-explanatory enough.. but some complex tasks require a lot of code. I'm not sure is it really worth it spending your time subdividing implementation into multiple of files? Or is it ok to create an index-listing additionally to the class/interface declaration?
EDIT:
To better illustrate how I use table-of-contents this is an example from my hobby project. It's actually not listing functions, but code blocks inside a function.. but you can probably get the idea anyway..
/*
CONTENTS
Order_mouse_from_to_points
Lines_intersecting_with_upper_point
Lines_intersecting_with_both_points
Lines_not_intersecting
Lines_intersecting_bottom_points
Update_intersection_range_indices
Rough_method
Normal_method
First_selected_item
Last_selected_item
Other_selected_item
*/
void SelectionManager::FindSelection()
{
// Order_mouse_from_to_points
...
// Lines_intersecting_with_upper_point
...
// Lines_intersecting_with_both_points
...
// Lines_not_intersecting
...
// Lines_intersecting_bottom_points
...
// Update_intersection_range_indices
for(...)
{
// Rough_method
....
// Normal_method
if(...)
{
// First_selected_item
...
// Last_selected_item
...
// Other_selected_item
...
}
}
}
Notice that index-items don't have spaces. Because of this I can click on one them and press F4 to jump to the item-usage, and F2 to jump back (simple visual studio find-next/prevous-shortcuts).
EDIT:
Another alternative solution to this indexing is using collapsed c# regions. You can configure visual studio to show only region names and hide all the code. Of course keyboard support for that source code navigation is pretty cumbersome...
I know that alternative to that kind of listing would be to split up big files into smaller classes/files, so that their class declaration would be self-explanatory enough.
Correct.
but some complex tasks require a lot of code
Incorrect. While a "lot" of code be required, long runs of code (over 25 lines) are a really bad idea.
actually not listing functions, but code blocks inside a function
Worse. A function that needs a table of contents must be decomposed into smaller functions.
I'm not sure is it really worth it spending your time subdividing implementation into multiple of files?
It is absolutely mandatory that you split things into smaller files. The folks that maintain, adapt and reuse your code need all the help they can get.
is it ok to create an index-listing additionally to the class/interface declaration?
No.
If you have to resort to this kind of trick, it's too big.
Also, many languages have tools to generate API docs from the code. Java, Python, C, C++ have documentation tools. Even with Javadoc, epydoc or Doxygen you still have to design things so that they are broken into intellectually manageable pieces.
Make things simpler.
Use a tool to create an index.
If you create a big index you'll have to maintain it as you change your code. Most modern IDEs create list of class members anyway. it seems like a waste of time to create such index.
I would never ever do this sort of busy-work in my code. The most I would do manually is insert a few lines at the top of the file/class explaining what this module did and how it is intended to be used.
If a list of methods and their interfaces would be useful, I generate them automatically, through a tool such as Doxygen.
I've done things like this. Not whole tables of contents, but a similar principle -- just ad-hoc links between comments and the exact piece of code in question. Also to link pieces of code that make the same simplifying assumptions that I suspect may need fixing up later.
You can use Visual Studio's task list to get a listing of certain types of comment. The format of the comments can be configured in Tools|Options, Environment\Task List. This isn't something I ended up using myself but it looks like it might help with navigating the code if you use this system a lot.
If you can split your method like that, you should probably write more methods. After this is done, you can use an IDE to give you the static call stack from the initial method.
EDIT: You can use Eclipse's 'Show Call Hierarchy' feature while programming.

iPhone -mthumb-interlinking

os i figured out how to use the -mthumb and -mno-thumb compiler flag and more or less understand what it's doing.
But what is the -mthumb-interlinking flag doing? when is it needed, and is it set for the whole project if i set 'compile for thumb' in my project settings?
thanks for the info!
Open a terminal and type man gcc
Do you mean -mthumb-interwork ?
-mthumb-interwork
Generate code which supports calling between the ARM and Thumb
instruction sets. Without this option the two instruction sets
cannot be reliably used inside one program. The default is
-mno-thumb-interwork, since slightly larger code is generated when
-mthumb-interwork is specified.
If this is related to a build configuration, you should be able to set it separately for each configuration "such as Release or Debug".
Why do you want to change these settings? I know using thumb instructions save some memory but will it save enough to matter in this case?
my application uses both, thumb and vfp code but i never specifically
set -thumb-interwork flag.. how is that possible?
According to man page, without that flag the two instructions sets
cannot be reliably used inside one program.
It says "reliably"; so without that option, it seems they still can be mixed within a single program but it might be "unreliably". I think normally mixing both instructions sets works, the compiler is smart enough to figure out when it has to switch from one set to another one. However, there might be border cases the compiler just doesn't understand correctly and it might fail to see that it should switch instruction sets here, causing the application to fail (most likely it will crash). This option generates special code, so that no matter what your code does, the switching always happens correctly and reliably; the downside is that this extra code is needed for every global visible function and thus increases the binary side (I have no idea if it also might slow down function calls a little bit, I personally would expect that).
Please also note the following two settings:
-mcallee-super-interworking
Gives all externally visible functions in the file being
compiled an ARM instruction set header
which switches to Thumb mode before executing the rest of
the function. This allows these
functions to be called from non-interworking code.
-mcaller-super-interworking
Allows calls via function pointers (including virtual
functions) to execute correctly regardless
of whether the target code has been compiled for
interworking or not. There is a small overhead
in the cost of executing a function pointer if this option
is enabled.
Though I think you only need those, when building libraries to be used with other projects; but I don't know for sure. The GCC thumb handling is definitely "underdocumented".

Parsing Unix/iPhone/Mac OS X version of PE headers

This is a little convoluted, but lets try:
I'm integrating LUA scripting into my game engine, and I've done this in the past on win32 in an elegant way. On win32 all I did was to mark all of the functions I wanted to expose to LUA as export functions. Then, to integrate them into LUA, I'd parse the PE header of the executable, unmangle the names, parse the parameters and such, then register them with my LUA runtime. This allowed me to avoid manually registering every function individually just to expose them to LUA.
Now, flash forward to today where I'm working on the iPhone. I've looked through some Unix stuff and I've gotten very close to taking a similar approach, however I'm not sure it will actually work.
I'm not entirely familiar with Unix, but here is what I have so far on iPhone:
Step 1: Query for the executable path through objective-C and get the path of my app
Step 2: Use dlopen to get a handle to my app using: `dlopen(path, RTLD_NOW)`
Step 3: Use `dlsym( libraryHandle, objectName )` to attempt to get the address of a known symbol.
The above steps won't actually get me to where I want to be, but even that doesn't work. Does anyone have any experience doing this type of thing on Unix? Are there any headers or functions I can google to put me on the right track?
Thanks;)
iPhone does not support dynamic linking after the initital application launch. While what you want to do does not actually require linking in any new application TEXT, it would not shock me to find out that some of the dl* functions do not behave as expected.
You may be able to write some platform specific code, but I recommend using a technique developed by the various BSDs called linker sets. Bascially you annotate the functions you want to do something with (just like you currently mark them for export). Through some preprocessor magic they store the annotations, sometimes in an extra segment in the binary image, then have code that grabs that data and enumerates its. So you simply add all the functions you want into the linker set, then walk through the linker set and register all the functions in it with lua.
I know people have gotten this stuff up and running on Windows and Linux, I have used it on Mac OS X and various *BSDs. I am linking the FreeBSD linker_set implementation, but I have not personally seen the Windows implementation.
You need to pass --export-dynamic to the linker (via -Wl,--export-dynamic).
Note: This is for Linux, but could be a starting point for your search.
References:
http://sourceware.org/binutils/docs/ld/Options.html
If static linking is an option, integrate that into the linker script. Before linking, do "nm" on all object files, extract the global symbols, and generate a C file containing a (preferably sorted/hashed) mapping of all symbol names to symbol values:
struct symbol{ char* name; void * value } symbols = [
{"foo", foo},
{"bar", bar},
...
{0,0}};
If you want to be selective in what you expose, it might be easiest to implement a naming schema, e.g. prefixing all functions/methods with Lua_.
Alternatively, you can create a trivial macro,
#define ForLua(X) X
and then grep the sources for ForLua, to select the symbols that you want to incorporate.
You could just generate a mapfile and use that instead, no?