How to make Custom Delegate in iOS app - iphone

In iPhone every UIContrrol has predefined delegate methods but how we will create our own custom delegate methods

In your header file, before #interface, insert
#protocol YourDelegate <NSObject>
#optional
- (void) anOptionalDelegateFunction;
#required
- (void) aRequiredDelegateFunction;
#end
and under #interface
#property (nonatomic, assign) id<YourDelegate> delegate;
// Remember to synthesize in implementation file
Now you can call in your .m file
[delegate aRequiredDelegateFunction];
and in the delegate
include <YourDelegate> as usual in the .h file
in .m, assign the delegate property of the class with your custom delegate to self

To Create Custom Delegate and Protocol iOS | Swift & Objective-C
Protocols
A protocol is a list of methods that specify an interface that your delegate will implement. There are two kinds of delegates we can use: Option and Required. They are pretty self explanatory but the difference is Required will throw an error letting you know your class is not conforming to the protocol. Also protocol methods are required by default so if you want it optional don’t forget that optional keyword. If you are using swift you will also need to add the #objc prefix if you want an optional method.
Swift
//
// MyTimer.swift
// SwiftProtocol
//
// Created by Barrett Breshears on 10/11/14.
// Copyright (c) 2014 Sledge Dev. All rights reserved.
//
import UIKit
// set up the MyTimerDelegate protocol with a single option timer function
#objc protocol MyTimerDelegate{
optional func timerFinished()
}
class MyTimer: UIViewController {
// this is where we declare our protocol
var delegate:MyTimerDelegate?
// set up timer variables and labels
var timer:NSTimer! = NSTimer()
var labelTimer:NSTimer! = NSTimer()
var timerLabel:UILabel! = UILabel()
var timerCount = 0
var duration = 0
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
timerLabel = UILabel(frame: self.view.frame)
timerLabel.textAlignment = NSTextAlignment.Center
self.view.addSubview(timerLabel)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func startTimer(timerDuration:Double){
self.duration = Int(timerDuration)
timerLabel.text = String(format: "%d", duration)
timer = NSTimer.scheduledTimerWithTimeInterval(timerDuration, target: self, selector: Selector("timerFired:"), userInfo: nil, repeats: false)
labelTimer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: Selector("updateLabel:"), userInfo: nil, repeats: true)
}
timer.invalidate()
}
if(labelTimer.valid){
labelTimer.invalidate()
}
// ************************************** \\
// ************************************** \\
// This is the important part right here
// we want to call our protocol method
// so the class implementing this delegate will know
// when the timer has finished
// ************************************** \\
// ************************************** \\
delegate?.timerFinished!()
}
func updateLabel(timer:NSTimer){
duration = duration - 1
timerLabel.text = String(format: "%d", duration)
}
/*
// MARK: - Navigation
// In a storyboard-based application, you will often want to do a little preparation before navigation
override func prepareForSegue(segue: UIStoryboardSegue!, sender: AnyObject!) {
// Get the new view controller using segue.destinationViewController.
// Pass the selected object to the new view controller.
}
*/
}
This is a pretty simple example but here is what is going on. The UIViewController has a start timer method that sets up the two timers: one that will fire when the overall time is complete and one that fires every second to update the timer label. When the total duration timer is finished the timerFired method is called, and thats where we run the delegate’s timerFinished method. Now lets do the same thing but with Objective-C.
Objective-C
//
// MyTimer.h
// ObjectIveCProtocol
//
// Created by Barrett Breshears on 10/11/14.
// Copyright (c) 2014 Sledge Dev. All rights reserved.
//
#import
// set up the MyTimerDelegate protocol with a single option timer finished function
#protocol MyTimerDelegate
#optional
-(void)timerFinished;
#end
#interface MyTimer : UIViewController
// this is where we declare our protocol
#property (nonatomic, strong) id delegate;
// set up timer variables and labels
#property (nonatomic, strong) NSTimer *timer;
#property (nonatomic, strong) NSTimer *labelTimer;
#property (nonatomic, strong) UILabel *timerLabel;
#property (nonatomic, assign) int timerCount;
#property (nonatomic, assign) int duration;
- (void)startTimer:(float)duration;
#end
//
// MyTimer.m
// ObjectIveCProtocol
//
// Created by Barrett Breshears on 10/11/14.
// Copyright (c) 2014 Sledge Dev. All rights reserved.
//
#import "MyTimer.h"
#interface MyTimer ()
#end
#implementation MyTimer
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
_timer = [[NSTimer alloc] init];
_labelTimer = [[NSTimer alloc] init];
_timerCount = 0;
_duration = 0;
_timerLabel = [[UILabel alloc] initWithFrame:self.view.frame];
[self.view addSubview:_timerLabel];
[_timerLabel setTextAlignment:NSTextAlignmentCenter];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (void)startTimer:(float)duration{
_duration = (int)duration;
_timerLabel.text = [NSString stringWithFormat:#"%d", _duration];
_timer = [NSTimer scheduledTimerWithTimeInterval:duration target:self selector:#selector(timerFired:) userInfo:nil repeats:NO];
_labelTimer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(updateLabel:) userInfo:nil repeats:YES];
}
- (void)timerFired:(NSTimer *)timer {
if ([_timer isValid]) {
[_timer invalidate];
}
_timer = nil;
if ([_labelTimer isValid]) {
_labelTimer invalidate];
}
_labelTimer = nil;
// ************************************** \\
// This is the important part right here
// we want to call our protocol method here
// so the class implementing this delegate will know
// when the timer has finished
// ************************************** \\
[_delegate timerFinished];
}
- (void)updateLabel:(NSTimer *)timer{
_duration = _duration - 1;
_timerLabel.text = [NSString stringWithFormat:#"%d",
_duration];
}
#end
So same thing just different syntax. The UIViewController has a start timer method that sets up the two timers: one that will fire when the overall time is complete and one that fires every second to update the timer label. When the total duration timer is finished the timerFired method is called, and thats where we run the delegate’s timerFinished method.
Delegates
Now that we have our protocols all set up all we have to do is implement them. We are going to do this by creating a delegate. A delegate is a variable that complies to a protocol, which a class typically uses to notify of events, in this case the timer finishing. To do this we add our protocol to our class declaration, to let our class know it must comply with the delegate. Then we add our delegate method to our class.
Swift
//
// ViewController.swift
// Swift-Protocol
// Created by Barrett Breshears on 10/11/14.
// Copyright (c) 2014 Sledge Dev. All rights reserved.
import UIKit
// add our MyTimerDelegate to our class
class ViewController: UIViewController, MyTimerDelegate {
var timer:MyTimer = MyTimer()
override func viewDidLoad() {
super.viewDidLoad()
timer.view.frame = self.view.frame
// ************************ \\
// This is where we let the delegate know
// we are listening for the timerFinished method
// ************************ \\
timer.delegate = self
self.view.addSubview(timer.view)
timer.startTimer(10.0)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
// ************************ \\
// This is where our delegate method is fired
// ************************ \\
func timerFinished(){
timer.startTimer(10.0)
println("Hey my delegate is working")
}
}
So the important thing here is we set the timer.delegate to self so the ViewController’s method timerFinished() class is called.
Objective-C
//
// ViewController.h
// ObjectIveCProtocol
//
// Created by Barrett Breshears on 10/10/14.
// Copyright (c) 2014 Sledge Dev. All rights reserved.
#import
#import "MyTimer.h"
// add our MyTimerDelegate to our class
#interface ViewController : UIViewController
#property (nonatomic, strong) MyTimer *timer;
#end
// ViewController.m
// ObjectIveCProtocol
// Created by Barrett Breshears on 10/10/14.
// Copyright (c) 2014 Sledge Dev. All rights reserved.
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
_timer = [[MyTimer alloc] init];
_timer.view.frame = self.view.frame;
_timer.delegate = self;
[self.view addSubview:_timer.view];
[_timer startTimer:10.0];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
-(void)timerFinished{
[_timer startTimer:10.0];
NSLog(#"Hey my delegate is working!");
}
#end
When we run the code we see the timer label is added and set to a 10 second timer. It counts down, and when it reaches 0 it notifies the viewcontroller, restarts the timer and prints the “Hey my delegate is working in the console”.
If you have any questions about the code or found this tutorial helpful let me know in the comments below! I appreciate feedback. Also don’t forget to follow me on twitter. I am always looking for iOS developers to tweet with.
If you want to follow allow you can download the projects from GitHub here:
https://github.com/barrettbreshears/objective-c-protocol
or,
https://github.com/barrettbreshears/swift-protocol

In your class create an id object delegate. Create a getter and setter so other classes can set themselves as delegates.
In your class add this:
#interface MyClass (Private)
-(void)myDelegateMethod;
#end
Then in what ever function you want to call back to the class that is the delegate do something like this:
if ( [delegate respondsToSelector:#selector(myDelegateMethod)] ) {
[delegate myDelegateMethod];
}

Related

Delegates in iOS

I am a newbie to iOS world, so please ignore the obvious.
I am pushing a viewController(HelpViewController) on top of another viewController(MainViewController). When a particular action happens in the HelpViewController, I would like to update a variable inside the MainViewController. I understand for this I need to use delegate.
Here is my delegate header...
#protocol ViewControllerDelegate <NSObject>
#required
- (void) switchToggled:(BOOL)status;
#end
// Protocol Definition ends here
#interface ViewDelegate : NSObject
{
// Delegate to respond back
id <ViewControllerDelegate> _delegate;
}
#property (nonatomic,strong) id delegate;
-(void)sendMessage:(BOOL)status; // Instance method
#end
and implementation...
#implementation ViewDelegate
#synthesize delegate;
-(id)init {
self = [super init];
return self;
}
-(void)sendMessage:(BOOL)status
{
[delegate switchToggled:status];
}
- (void)dealloc
{
[super dealloc];
}
#end
So Now If I want to implement Protocol ViewControllerDelegate I need to specify in MainViewController, which I do as follows --
MainViewController <ViewControllerDelegate>
and
#pragma mark - ViewControllerDelegate delegate
-(void)switchToggled:(BOOL)status{
NSLog(#"Switch Toggled(%d) Message passed to MainViewController",status);
}
My question is how do I specify Object, which delegate property needs to point to, so that it can come back to MainViewController's "switchToggled".
One way I do is by having property inside HelpViewController as follows -
MainViewController.m
HelpViewController *helpVC = [[HelpViewController alloc] init];
helpVC.mainView = self;
[self.navigationController pushViewController:helpVC animated:YES];
[helpVC release];
HelpViewController.h
#property (nonatomic) MainViewController *mainView;
HelpViewController.m
#synthesize mainView;
ViewDelegate *myDelegate = [[ViewDelegate alloc] init];
// assign delegate
myDelegate.delegate = mainView;
[myDelegate sendMessage];
[myDelegate release];
Is this correct way to implement or there is better way to achieve this or am I totally wrong.
Thanks
You should do:
// HelpViewController.h
#protocol HelpDelegate
- (void)switchToggled:(BOOL)status;
#end
// HelpViewController.m
#interface HelpViewController : UIViewController
#property (nonatomic, assign) id<HelpDelegate> delegate;
- (id)initWithDelegate:(id<HelpDelegate>)delegate
#end
#implementation HelpViewController
- (id)initWithDelegate:(id<HelpDelegate>)delegate
{
if (self = [super init])
{
self.delegate = delegate;
}
}
- (void)sendMessage:(BOOL)status
{
[self.delegate switchToggled:status];
}
// MainViewController.h
#import "HelpViewController.h"
#interface MainViewController.h : UIViewController <HelpDelegate>
// MainViewController.m
- (void)someMethod
{
HelpViewController* viewController;
viewController = [HelpViewController alloc] initWithDelegate:self];
...
}
#pragma mark - Help Delegate
- (void)switchToggled:(BOOL)status
{
...
}
Give the delegate a name that makes clear to which class it belongs.
You don't need the extra class/files for ViewDelegate/ViewControllerDelegate. Just define the delegate in header of class it belongs to: HelpViewController.n in this case.
Similar: Implement the delegate method switchToggled: in the real class MainViewController, and not in the extra/unnecessary class ViewDelegate.
The purpose of delegates is to avoid class dependencies. By including MainViewController in HelpViewController you create such a dependency. This is not necessary as I show, and is wrong design.
You were also creating a circular dependency, because MainViewController already needed HelpViewController in order to show it, and now they need each other the other way around for sending the event.
Alternatively you can make HelpViewController's delegate public, have an init without argument, and expect users to set it with helpViewController.delegate = self; or something. But this would only make sense when the delegate being set is optional (which don't seems the case here, so adding it to the init method is appropriate).
I tell you what I would have done:
1) the protocol definition is ok, but do NOT create the class ViewDelegate, so:
//ViewControllerDelegate.h
#protocol ViewControllerDelegate <NSObject>
#required
- (void) switchToggled:(BOOL)status;
#end
2) Your implementation of the delegate method in MainViewController is ok.
3) Now... the important point:
//interface
#interface HelpViewController : UIViewController //or whatever superclass..
{
id <ViewControllerDelegate> _delegate;
}
#property (nonatomic,strong) id<ViewControllerDelegate> delegate;
#end
//implementation
#implementation HelpViewController
- (void)someMethodWhichCallsTheDelegate
{
//do something
...
// call delegate
//if switchToggled: were optional then add the following
//if ([self.delegate respondToSelector:#selector(switchToggled:)]) {
[self.delegate switchToggled:status];
}
#end
4) Now you have to assign the delegate:
//MainViewController.m
HelpViewController *helpVC = [[HelpViewController alloc] init];
helpVC.delegate = self;
[self.navigationController pushViewController:helpVC animated:YES];
[helpVC release];
And that's it!
BTW: if this delegate is related only to HelpViewControllerthen add the protocol definition where you define the interface of the class, it is not necessary to create a separate header file. If instead the protocol is "global", then it can have some sense to declare it separately.

Running an NSTimer in a singleton class

I have the NSTimer that needs to be run in the background as you navigate around to different pages, but when I had that in the view controller files, id move to another page and it would essentially destroy the timer. so I made a singleton class and attempted to put the code in there and just call it from there. at this point the code runs, but it doesn't continue to run the timer when I navigate to another page. any ideas are greatly appreciated, please ask for more info!
Code:
Viewcontroller.h
#import <UIKit/UIKit.h>
#import "ApplicationManager.h"
#interface ViewController : UIViewController{
IBOutlet UILabel *time;
NSTimer *ticker;
}
- (IBAction)start;
- (IBAction)reset;
- (void)showActivity;
#end
//
// ViewController.m
// License
//
// Created by Connor Gosell on 7/2/13.
// Copyright (c) 2013 Connor Gosell. All rights reserved.
//
#import "ViewController.h"
#import "ApplicationManager.h"
#interface ViewController ()
#end
#implementation ViewController
-(IBAction) start
{
ticker:[NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(showActivity) userInfo:nil repeats:YES];
}
-(IBAction)reset
{
[ticker invalidate];
time.text = #" 0:00";
}
-(void) showActivity
{
int currentTime = [time.text intValue];
int newTime = currentTime + 1;
time.text = [NSString stringWithFormat:#"%d", newTime];
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
/*-(IBAction) start
{
[[ApplicationManager instance] setTicker:[NSTimer scheduledTimerWithTimeInterval:1.0 target:self ``selector:#selector(showActivity) userInfo:nil repeats:YES]];
}
-(IBAction) reset
{
[[[ApplicationManager instance] ticker] invalidate];
time.text = #" 0:00";
}
-(void) showActivity
{
int currentTime = [time.text intValue];
int newTime = currentTime + 1;
time.text = [NSString stringWithFormat:#"%d", newTime];
}
*/
//
// ApplicationManager.h
// License
//
// Created by Connor Gosell on 7/31/13.
// Copyright (c) 2013 Connor Gosell. All rights reserved.
//
#import <Foundation/Foundation.h>
#interface ApplicationManager : NSObject{
}
+(ApplicationManager*) instance;
#end
//
// ApplicationManager.m
// License
//
// Created by Connor Gosell on 7/31/13.
// Copyright (c) 2013 Connor Gosell. All rights reserved.
//
#import "ApplicationManager.h"
#implementation ApplicationManager
static ApplicationManager* appMgr = nil;
+(ApplicationManager*) instance
{
#synchronized([ApplicationManager class])
{
if(!appMgr)
{
appMgr = [[self alloc] init];
}
return appMgr;
}
return nil;
}
+(id) alloc
{
#synchronized([ApplicationManager class])
{
NSAssert((appMgr == nil), #"Only one instance of singleton class may be instantiated.");
appMgr = [super alloc];
return appMgr;
}
}
-(id) init
{
if(!(self = [super init]))
{
[self release];
return nil;
}
return self;
}
I'll make some assumptions, but you can calculate the time based on the system time instead of by incrementing a var. The start time can be stored as a property in the app delegate if it is reused by the entire app. If the time is calculated this way, timers can be started as each view controller appears and stopped when disappearing, and may benefit from a quicker interval if accuracy is desired. I use a similar technique to this in the Pace Clock Mac and iOS apps.
Put the timer in your AppDelegate, have the timer tick send a notification, have your view controllers each enable a listener for the notification, so they can do their updates.

Trying to abstract code out into a library, but my code isn't working and I do not know why

I want to make a library that I can reuse over and over to speed up my development, add to new projects if I wish. Basically I want to build an abstraction layer. Can someone show me how I would do that and why this this portion of code:
if ([self.delegate respondsToSelector:#selector(enableCamera)]) {
BOOL enabled;
enabled = [self.delegate enableCamera];
if (enabled == YES) {
[self enableCameraMethod];
}
does not get called?
HERES MY CODE BELOW:
library.h:
#protocol usesCamera <NSObject>
#optional
-(BOOL)enableCamera;
#end
#interface Library : NSObject
#property (nonatomic, weak) id <usesCamera> delegate;
-(void)enableCameraMethod;
#end
library.m
#import "Library.h"
#implementation Library
- (id) init
{
if (self = [super init]) {
if ([self.delegate respondsToSelector:#selector(enableCamera)]) {
BOOL enabled;
enabled = [self.delegate enableCamera];
if (enabled == YES) {
[self enableCameraMethod];
}
}
return (self);
}
}
-(void)enableCameraMethod {
NSLog(#"Implement my camera method here");
}
#end
UIViewController.h
#import <UIKit/UIKit.h>
#import "Library.h"
#interface ViewController : UIViewController <usesCamera>
#end
UIViewController.m
#import "ViewController.h"
#import "Library.h"
#interface ViewController ()
#property (nonatomic, strong) UIViewController *myVC;
#end
#implementation ViewController
-(BOOL)enableCamera {
return YES;
}
- (void)viewDidLoad
{
[super viewDidLoad];
Library *myLibrary = [[Library alloc] init];
// Do any additional setup after loading the view, typically from a nib.
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
did you set your delegate for myLibrary instance in your ViewController class.
you have to do something like this:
Library *myLibrary = [[Library alloc] init];
myLibrary.delegate = self;
As init is called before setting the delegate, so it might not worked, instead of defining the logic in init function create another method and call this method after setting the delegate.

MKMapViewDelegate derived class and delegate assignment

This is probably more of an objective-c question over iOS but I've seen some example code similar to the following that I'd like to better understand.
#interface MyMapView : MKMapView <MKMapViewDelegate> {
// ivars specific to derived class
}
#property(nonatomic,assign) id<MKMapViewDelegate> delegate;
#end
#implementation MyMapView
- (id) initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self)
{
// initialize the ivars specific to this class
// Q1: Why invoke super on this delegate that's also a property of this class?
super.delegate = self;
zoomLevel = self.visibleMapRect.size.width * self.visibleMapRect.size.height;
}
return self;
}
#pragma mark - MKMapViewDelegate methods
// Q2: Why intercept these callbacks, only to invoke the delegate?
- (void)mapView:(MKMapView *)mapView regionWillChangeAnimated:(BOOL)animated
{
if( [delegate respondsToSelector:#selector(mapView:regionWillChangeAnimated:)] )
{
[delegate mapView:mapView regionWillChangeAnimated:animated];
}
}
#end
My two questions are:
1. Why would one invoke the super.delegate and also only declare the 'delegate' as a property?
2. Why intercept all of the delegate calls only to forward them back to the delegate?
I appreciate any insights.
Apple's documentation explicitly states that you should avoid subclass MKMapView:
http://developer.apple.com/library/ios/#documentation/MapKit/Reference/MKMapView_Class/MKMapView/MKMapView.html#//apple_ref/doc/uid/TP40008205
Although you should not subclass the MKMapView class itself, you can
get information about the map view’s behavior by providing a delegate
object.
So i guess this delegate "forward" pattern is used to not break things.
I use a little different approach to subclass MKMapView. To minimize breakage i use two classes. One that subclass MKMapView and just override the init/dealloc method and assign/release the delegate property to a instance of the other class. The other class is a subclass of NSObject that implements the MKMapViewDelegate protocol and will be the one that does the real work.
MyMapView.h
#interface MyMapView : MKMapView
#end
MyMapView.m
// private map delegate class
#interface MapDelegate : NSObject <MKMapViewDelegate>
// instance is not alive longer then MKMapView so use assign to also solve
// problem with circular retain
#property(nonatomic, assign) MKMapView *mapView;
#end
#implementation MapDelegate
#synthesize mapView;
- (id)initWithMapView:(ReportsMapView *)aMapView {
self = [super init];
if (self == nil) {
return nil;
}
self.mapView = aMapView;
return self;
}
// MKMapViewDelegate methods and other stuff goes here
#end
#implementation MyMapView
- (id)init {
self = [super init];
if (self == nil) {
return nil;
}
// delegate is a assign property
self.delegate = [[MapDelegate alloc] initWithMapView:self];
return self;
}
- (void)dealloc {
((MapDelegate *)self.delegate).mapView = nil;
[self.delegate release];
self.delegate = nil;
[super dealloc];
}
#end
The mapView property for MapDelegate class is not strictly needed but is probably useful if want to do things to the map view that that is not a result of some MKMapViewDelegate method call, timers etc.
Why would one invoke the super.delegate and also only declare the 'delegate' as a property?
Ans. As you are making a custom mapview it is important to call the delegates too.We are invoking the super class delegate to send control from the custom Mapview.
Why intercept all of the delegate calls only to forward them back to the delegate?
Ans.At that line of code we are sending back the control to that delegate method declared in super class to do some useful thing.
Hope it will solve the query.

InitWithFrame not executed if view is a property

I have GraphicView class that inherits from UIView. Its initWithFrame method is:
#implementation GraphicsView
- (id)initWithFrame:(CGRect)frameRect
{
self = [super initWithFrame:frameRect];
// Create a ball 2D object in the upper left corner of the screen
// heading down and right
ball = [[Object2D alloc] init];
ball.position = [[Point2D alloc] initWithX:0.0 Y:0.0];
ball.vector = [[Vector2D alloc] initWithX:5.0 Y:4.0];
// Start a timer that will call the tick method of this class
// 30 times per second
timer = [NSTimer scheduledTimerWithTimeInterval:(1.0/30.0)
target:self
selector:#selector(tick)
userInfo:nil
repeats:YES];
return self;
}
Using Interface Builder I've added a UIView (class = GraphicView) to ViewController.xib. And I've added GraphicView as a property:
#interface VoiceTest01ViewController : UIViewController {
IBOutlet GraphicsView *graphView;
}
#property (nonatomic, retain) IBOutlet GraphicsView *graphView;
- (IBAction)btnStartClicked:(id)sender;
- (IBAction)btnDrawTriangleClicked:(id)sender;
#end
But with this code doesn't work, I need to call [graphView initWithFrame:graphView.frame] to make it works.
- (void)viewDidLoad {
[super viewDidLoad];
isListening = NO;
aleatoryValue = 10.0f;
// Esto es necesario para inicializar la vista
[graphView initWithFrame:graphView.frame];
}
Am I doing well? Is there a better way to do that?
I don't know why initWitFrame is not called if I add GraphicView as a property.
initWithFrame is not called when loading from a NIB, it's initWithCoder instead.
If you may be using both loading from a NIB and programmatic creation, you should make a common method (initCommon maybe?) that you would call from both initWithFrame and initWithCoder.
Oh, and your init method is not using the recommended practices:
- (id)initWithFrame:(CGRect)frameRect
{
if (!(self = [super initWithFrame:frameRect]))
return nil;
// ...
}
You should always check the return value of [super init...].