custom setter for NSString - iphone

I have a NSString called fontType
and I am trying to have a custom setter for it:
- (void) setFontType:(NSString *) fType
{
if (self.fontType != fType){
[fontType release];
self.fontType = [fType retain];
//some more custom code
}
}
Is there any issue with this?

A few things that stand out for me:
do not use self. inside of custom accessors. access the variable directly
it's better use copy semantics for properties of a type that has a
mutable subtype
be careful with whatever is // some more custom code
My personal style preferences are like so:
-(void)setFontType:(NSString *)fontType_ {
if (fontType == fontType_) return; // get out quick, flatten the code
[fontType release];
fontType = [fontType_ copy];
// some more code
}
Cocoa with Love has a good article on this topic. It's worth a read.

When you do self.fontType = newFontType, you are doing [self setFontType:newFontType] (just with a different syntax), this means you are calling the method inside itself.
This is called recursion, but in this case, you don't have a base case in which the method will stop calling itself, so my guess is that this method will call itself until the app crashes. In short, recursion is not something you want here.
Just replace self.fontType = [fType retain] with fontType = [fType retain] (Assuming the var linked to the fontType property is called fontType as well).
PS. At the end of the question you asked
Is there any issue with this?
If you didn't try this, then you shouldn't even be asking that here on StackOverflow, and if you did try it, then you should have realized that this method didn't work, so that last line is pretty meaningless. Just saying.

Related

Making Xcode complain about a missing parameter

I am designing a new application by modernizing code I wrote in the past. This old code uses the class/delegate model and I am trying to transform them to use blocks as callbacks, not the delegate stuff.
What I do is to create a property like
#property (nonatomic, copy) void (^onTouch)(NSInteger index);
That would pass to the object using that class a block where code can be inserted and in this case executed on touch.
But my problem is this. When you use delegates and you have a method on the delegate protocol, Xcode will warn if you use that class and forget to implement the delegate protocols. Is that a way to do that with blocks? Or in other words: is there a way to make Xcode complain if a callback block is not defined by the caller?
I mean this would be the correct:
MyClass *obj = [[MyClass alloc] init];
obj.onTouch = ^(NSInteger *index){ //call back code to be executed };
This would be OK too
MyClass *obj = [[MyClass alloc] init];
obj.onTouch = nil;
but this would generate a message
MyClass *obj = [[MyClass alloc] init];
// no callback block defined.
Is this possible?
If you want to enforce setting a certain parameter, I would include it in the initializer.
MyClass *obj = [[MyClass alloc] initWithBlock:^(NSInteger *index) { /* code*/ }];
Then, in MyClass:
- (id)init {
// This will result in a runtime error if you use the wrong initializer.
NSAssert(NO, #"Use initWithBlock instead.");
}
- (id)initWithBlock(initWithBlock:^(NSInteger *)block) {
self = [super init];
if (self) {
self.onTouch = block;
}
return self;
}
Also note, attempting to execute a NULL block results in a crash, so make sure to do:
if (self.onTouch) { self.onTouch(); }
Wherever you run the block.
First, I strongly recommend defining types to represent your blocks - makes them a lot easier to work with, especially if you need to refactor the parameters.
You can't write code that distinguishes between "I set this property to nil" or "the runtime initialized this property to nil", at least not without some crazy runtime code to check the stack. Only option I can think of would be to use the null object pattern. Before I elaborate, bear in mind that I haven't actually tried to test this, but it should work. Define a block that means 'has no value' and set your property to point to that block on init. Then you can compare to that NullBlock at runtime to identify if someone explicitly set the property to nil (because it would be nil at that point) or gave it a real non-nil value.
Alternatively, if you don't mind manually writing your set accessors, you could have a BOOL that tracks if someone set the property explicitly. Then when you call the block just check if someone actually set the value or not.
#synthesize onTouchBlock=_onTouchBlock;
MyBlock _onTouchBlock;
BOOL _onTouchBlockWasSet;
- (void)setOnTouchBlock:(MyBlock)block {
_onTouchBlockWasSet = YES;
_onTouchBlock = block;
}
I would not recommend passing the value in the initializer because that makes it tied to the creation of that object type. If you wanted to change the block in code based on some condition, you'd be back to square one. Also, it prevents you from using storyboards which create that object.

Objective-C method to nullify object

i have some trouble writing a method in Objective-C to make an object nil. Here is some example :
#interface testA : NSObject
{
NSString *a;
}
#property (nonatomic, retain) NSString *a;
+(testA*)initWithA:(NSString *)aString;
-(void)displayA;
-(void)nillify;
#end
#implementation testA
#synthesize a;
+(testA*)initWithA:(NSString *)aString{
testA *tst=[[testA alloc] init];
tst.a=aString;
return [tst autorelease];
}
-(void)displayA{
NSLog(#"%#",self.a);
}
-(void)nillify{
self=nil;
}
- (void)dealloc {
[a release];
[super dealloc];
}
#end
int main(int argc, char **argv){
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
testA *test=[testA initWithA:#"some test"];
[test displayA];
test=nil;
//[test nillify];
NSLog(#"after setting to nil");
[test displayA];
[pool release];
return 0;
}
Apparently , when I set test object to nil and then call some method on it nothing happens , but if i call nillify instead of directly setting it to nil , displayA method works normally like test object is still there. Is there a workaround for nillify method to function properly ?
Your help is much appreciated !
You can't actually do something like this, because setting 'self' to nil only has any effect within the scope of that method (in your case, 'nilify'). You don't have any actual way to effect the values of pointers located on other parts of the stack or in random places in the heap, for example.
Basically any code that holds a reference to some object is responsible for maintaining and clearing those references itself. If you have some use case where random sections of code may need references to "live" objects of some kind, but where you'd want those object references to go away in response to some external event (maybe a user tracking system or something), you could do something with notifications, but the various modules tracking those "live" objects would still be responsible for listening for notifications and cleaning up references when they received them.
The 'nilify' thing, however, can't possibly work.
You cannot do what you're trying to do. self is just a local reference to an object that actually exists elsewhere. Setting it to nil doesn't mean anything. An object doesn't, in general, own itself, and it certainly doesn't control other objects' references to it. It's up to the owning objects to manage its lifetime.
There are a few things wrong with your code.
First, by convention, class names start with an uppercase letter. Please stick to these naming conventions as it will make it harder for other developers to work with your code (and even confuse you).
Next, your initWithName:... According to the naming conventions, a method with init in its name should be an instance method, not a class method. So either name it newWithName: or turn it into an instance method like this:
-(testA*)initWithA:(NSString *)aString{
self = [super init];
if (!self) return nil;
tst.a=aString;
return self;
}
If you keep it as class method (and name it newWithName:) you should not return a autoreleased object since according to the naming conventions method that start with init... or new... return a retained object. If you do not follow these conventions, the static analyzer will give you "false" warnings and it will become useless for you.
Now for the reason your nillify doesn't work: the self is in fact an argument to a method. Under the hood, your nillify method actually has two arguments that you do not see: the self pointer and the selector pointer. This means, self is actually a variable on the stack. And if you overwrite it, you only overwrite that stack variable but that doesn't influence your test variable which is somewhere else.
As an example, consider a method - (void)foo:(NSString *)bar;. The compiler turns it into the equivalent of the C function (void) foo(id self, SEL _cmd, NSString *bar).

Class method to return autoreleased object

I have been following the iPhone development videos on iTunes U and so far so good. I think I understood things well enough.
The thing is that on the examples they provide they never create custom class methods just like those that you use on some Foundation classes (like [NSString string]) so I'm not sure as to how I should go about creating my own class method to return an autoreleased instance of my class.
I do know how to create a retained object using an instance method but I'd rather use a class method because I prefer it, I'm just not sure if this implementation would be the most appropriate to return an autoreleased object:
+ (PhotoViewController*)initWithImageView:(UIImageView*)imageView
{
PhotoViewController *toreturn = [[PhotoViewController alloc] init];
toreturn.imageview = imageView;
[toreturn autorelease];
return toreturn;
}
Thanks a lot for any help you may provide.
A class method can return either a retained or autoreleased object as you wish, and your code returns an autoreleased object perfectly appropriately.
However you should probably name your method differently. Since your method begins with init, that implies it is initialising an alloced object (and should therefore be an instance method rather than a class method). I'd suggest naming the method photoViewControllerWithImageView: if it's going to return an autoreleased object.
Also, I'd probably write it as return [toreturn autorelease]; but I guess that's a style preference of mine.
I think it's a good practice to check whether toreturn is nil or not before accessing imageview property.

I have a Objective C function that takes any type of object by reference. But when i pass a NSMutableArray My function does not recognise It

I have a function That takes by reference any kind of object
-(BOOL)RemoteCall:(id**)DataClass;
in the implementation i use [*DataClass isMemberOfClass:[NSMutableArray class] to find out the type of the object. The problem is it does not work with NSMUtableArrays Does anybody have a solution to this problem ? Here is the relevant code:
Implementation:
-(BOOL)RemoteCall:(id**)DataClass
{
if([*DataClass isMemberOfClass:[NSMutableArray class] ] == YES)
{
NSMutableArray * SW =(NSMutableArray *)*DataClass;
//do something with SW
DataClass= (id**)SW;
return TRUE;
}
}
Any help and I mean anything at all will be appreciated, I'm stuck.
Method Call:
NSMutableArray * channelArray = [[NSMutableArray alloc]init]
Services * serv = [[Services alloc] init];
return [serv RemoteCall:&channelArray];
Pass by reference in Objective-C is almost never the right way.
There are a number of problems with that code.
(id**) is a pointer to a pointer to a pointer to an object. Probably not at all what you want.
YES and NO are BOOL return types; not TRUE
there is no reason in that code to be returning something by reference.
method names start with lower case letters. Arguments do, too.
There will never be an instance of NSMutableArray in an application; just subclasses
You can't tell the difference between a mutable and immutable array in the first place; check for isKindOfClass: or isMemberOfClass: for an NSMutableArray won't do you much good (it is useful, but misleading).
This is better:
-(BOOL)remoteCall: (id) dataThing
{
if([dataThing isKindOfClass:[NSMutableArray class]] == YES)
{
NSMutableArray *swArray = dataThing; // not strictly necessary, but good defensive practice
//do something with swArray
return YES;
}
return NO;
}
To be called like:
NSMutableArray * channelArray = [[NSMutableArray alloc]init]; // you'll need to release this somewhere
Services * serv = [[Services alloc] init];
return [serv remoteCall:channelArray];
Since you don't return a different array in remoteCall:, channelArray's contents will be manipulated by the method and the YES/NO return value.
If there is some reason why the above seemingly won't work for you, please explain why.
Note: The code obviously requires an NSMutableArray if you are going to muck with the contents. The isKindOfClass: could be checking for NSMutableArray or NSArray and it wouldn't matter either way. When using arrays in your code and requiring a mutable array, it is up to you to make sure the data flow is correct such that you don't end up w/an immutable array where you need a mutable array.
If you don't need to reassign your variable, then don't use this. id or NSObject * is just fine and works by reference anyway. id * or NSObject ** would be references. id ** doesn't make sense at all here.
Also, learn naming conventions (like upper/lowercase).
NSArray is a class cluster. That means that every NSArray instance is actually an instance of some subclass. Only isKindOfClass: is useful for class-membership testing with class clusters.
Also... thats horrible code - please accept this:
-(BOOL)remoteCall:(id)dataClass {
if([dataClass isKindOfClass:[NSMutableArray class]]) {
NSMutableArray *sw =(NSMutableArray *)dataClass;
return YES;
}
}
that should work.
Constructive critisism of coding: You need to adhere to coding conventions. Although your code will work... its not brilliant to read and theres a lot of unnecessary *s and such.
Function names should be camel coded with a preceeding lower-case letter as should variable names. Passing (id) into a function doesn't require *s at all. Objects you pass into a function only available throughout the scope of the method anyway and that method doesn't own it, I'm not sure what you're trying to do with all the extra *s, but just treat objects you pass into the method as if you don't own them. :)
As Eiko said before, i'd use just id and not double pointers to ID.
I'm also pretty sure that isMemberOfClass is your Problem. isMember does not check for inheritance, so you're only asking for Top level Classes. isKindOfClass is probably the better choice, as there is no guarantee that Apple doesn't use an internal subclass of NSMutableArray internally. Check the Apple Docs.
i'd write it as such:
-(BOOL)RemoteCall:(id)dataClass
{
if([dataClass isKindOfClass:[NSMutableArray class] ] == YES)
{
NSMutableArray * SW =(NSMutableArray *)dataClass;
//do something with SW
return TRUE;
}
}

Initialize a class only once

I have a class that contains a few instance methods which need to be called from another class. I know how to do that -
TimeFormatter *myTimeFormatter = [[TimeFormatter alloc] init];
[myTimeFormatter formatTime:time];
However, I don't want to have to alloc and init TimeFormatter every time I need to call one of its methods. (I need to call TimeFormatter's methods from various methods in another class).
I tried putting
TimeFormatter *myTimeFormatter = [[TimeFormatter alloc] init];
"by itself", or not in any blocks, but when I compile, I get an "initializer element is not constant" error.
Any input is greatly appreciated!
You can use the singleton pattern. You can read more about it here.
Specifically, you'd do something like:
static TimeFormatter* gSharedTimeFormatter = nil;
#implementation TimeFormatter
+ (TimeFormatter*)sharedTimeFormatter {
if (!gSharedTimeFormatter) {
#synchronized(self) {
if (!gSharedTimeFormatter) {
gSharedTimeFormatter = [[TimeFormatter alloc] init];
}
}
}
return gSharedTimeFormatter;
}
...
#end
Notice that we check if the variable is null, and if it is, we take a lock, and check again. This way, we incur the locking cost only on the allocation path, which happens only once in the program. This pattern is known as double-checked locking.
However, I don't want to have to alloc and init TimeFormatter every time I need to call one of its methods. (I need to call TimeFormatter's methods from various methods in another class).
I think it's worth clarifying some OOP terminology here.
The reason you need to alloc and init TimeFormatter is because your methods are instance methods. Because they're instance methods, you need an instance, and that's what alloc and init provide. Then you call your methods on (send messages to) the instance ([myTimeFormatter formatTimeString:…]).
The advantage of allowing instances is that you can keep state and settings in each instance, in instance variables, and make the latter into publicly-visible properties. Then you can deliberately have multiple instances, each having its own settings configured by whatever's using that instance.
If you don't need that functionality, you don't need to make these instance methods. You can make them class methods or even C functions, and then you don't need a TimeFormatter instance. With class methods, you send messages directly to the class ([TimeFormatter formatTimeString:…]).
And if you do want settings shared among all instances (and you don't have any state to keep), then you're right that you can just have one instance—a singleton.
The reason for that parenthesis is that shared state is bad, especially if two threads may use the time formatter concurrently. (For that matter, you could say that about settings, too. What if one thread wants seconds and the other doesn't? What if one wants 24-hour and the other wants 12-hour?) Better to have each thread use its own time formatter, so that they don't get tripped up by each other's state.
(BTW, if TimeFormatter is the actual name of your class: You are aware of NSDateFormatter, right? It does let you only format/parse the time.)
Here's a detail example of a sharedMethod. Credit goes here
#implementation SearchData
#synthesize searchDict;
#synthesize searchArray;
- (id)init {
if (self = [super init]) {
NSString *path = [[NSBundle mainBundle] bundlePath];
NSString *finalPath = [path stringByAppendingPathComponent:#"searches.plist"];
searchDict = [[NSDictionary alloc] initWithContentsOfFile:finalPath];
searchArray = [[searchDict allKeys] retain];
}
return self;
}
- (void)dealloc {
[searchDict release];
[searchArray release];
[super dealloc];
}
static SearchData *sharedSingleton = NULL;
+ (SearchData *)sharedSearchData {
#synchronized(self) {
if (sharedSingleton == NULL)
sharedSingleton = [[self alloc] init];
}
return(sharedSingleton);
}
#end
A very nice, and easy, way to setup a Singleton is to use Matt Gallager's SYNTHESIZE_SINGLETON_FOR_CLASS.
It sounds like you want to make TimeFormatter a singleton, where only one instance can be created. Objective-C doesn't make this super easy, but basically you can expose a static method that returns a pointer to TimeFormatter. This pointer will be allocated and initialized the first time in, and every time after that same pointer can be used. This question has some examples of creating a singleton in Objective-C.
You are trying to declare your variable outside the class? If to do it the way you want to do it you gotta declare it as static so
static TimeFormatter *myFormatter=...
From the name of the class though i dont see why you would wnat to keep one instance of your class... you can also do this with a singleton as described above, that is if you want to keep one instance of your class for the app as a whole.