iPhone check if user is logged in throughout application - iphone

For learning iOS programming I'm developing an iPhone application for sharing images. The application is the client for a website.
In the method didFinishLaunchingWithOptions I check if the user is already logged in.
If the user isn't logged in he can still see all parts of the applications but for example he wouldn't see option button for editing profile, comment on images, etc.
How can I share the logged/or not status throughout all view controllers?

Update: If giving this advice today, I would say use a shared instance:
#interface SomeClass: NSObject
{
+(SomeClass *)shared;
}
#implementation SomeClass
{
+(SomeClass *)shared {
static SomeClass *shared;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
shared = [SomeClass new];
});
return shared;
}
}
Then it is auto-instantiated for you on first use, and available throughout your app:
[[SomeClass shared] doSomething];
You can use a singleton - a global, shared instance of an object.
#interface SomeClassSingleton : NSObject {
}
+(SomeClass*)sharedSomeClass;
+(void)setSharedSomeClass:(SomeClass*)someObject;
#end
#implementation SomeClassSingleton
static SomeClass* _someObject = nil;
+(SomeClass*)sharedSomeClass
{
return _someObject;
}
+(void)setSharedSomeClass:(SomeClass*)someObject
{
#syncrhonized(self)
{
_someObject = someObject;
}
}
#end
Then, when you need to access your object in another source file, you import the header file for your singleton in the other header, like you would for any other reference.
Create a singleton:
SomeClass* someObject = [[SomeClass alloc] init];
[SomeClassSingleton setSharedSomeClass:someObject]; // write to save your singleton
Use/read a singleton:
[[SomeClass sharedSomeClass] someSharedClassMessage];
// OR
SomeClass* someObject = [SomeClass sharedSomeClass];
Or, you can create a singleton implementation that auto-inits the first time you access it:
#implementation SomeClassSingleton
static SomeClass* _someObject = nil;
+(SomeClass*)sharedSomeClass
{
#synchronized(self) {
if (_someObject == nil) {
_someObject = [[SomeClass alloc] init];
}
}
return _someObject;
}
#end

Put it in a singleton like the application delegate or as a transient value in a model object (like user data) that everything can see.
If you add an assigned BOOL property to your application delegate, you can get to it like this:
myApplicationDelegate *myDelegate = (myApplicationDelegate*)[[UIApplication sharedApplication] delegate];
myDelegate.userLoggedIn = YES;

Related

Objective C Singleton Class [duplicate]

This question already has answers here:
Using a singleton to create an array accessible by multiple views
(2 answers)
Closed 9 years ago.
I have created a singleton class in Objective C. Like the one below:
#interface SingletonClass : NSObject{
NSMutableArray *instanceArray;
}
#property(nonatomic,retain)NSMutableArray *instanceArray;
+(SingletonClass*)sharedInstance;
#end
#implementation SingletonClass
#synthesize instanceArray;
static SingletonClass *sharedInstance =nil;
+(SingletonClass*)sharedInstance
{
if(sharedInstance==nil){
sharedInstance=[[super allocWithZone:NULL]init];
}
return sharedInstance;
}
-(id)init{
self=[super init];
if(self){
instanceArray=[[NSMutableArray alloc]init];
[instanceArray addObject:#"One"];
[instanceArray addObject:#"Two"];
}
return self;
}
+(id)allocWithZone:(NSZone *)zone{
return [self sharedInstance];
}
#end
I know it can be accessed from anywhere with the following piece of code:
SingletonClass *singletonObject=[SingletonClass sharedInstance];
And the instanceArray can be accessed anywhere by singletonObject.instanceArray.
Now my question is, is is possible to modify the array by adding new objects to it ? Will that be persisted ? Because i tried to add an object from one class
[singletonObject.instanceArray addObject:#"Three"];
When i checked the array contents from another class, the array consisted of only two values which are initialized by default. The value which i added from another class didnt show up.
What could be the problem ? Am I missing something here ? Please help.
Drop the allocWithZone: implementation entirely. It is prone to error and a distinctly odd thing to do. The reality is that if you have code that is using your singleton class and not going through sharedInstance then that code is broken. Attempting to hide that brokenness is just going to cause pain later.
Just do this one:
+(instancetype)sharedInstance
{
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
sharedInstance = [[SingletonClass alloc] init];
});
return sharedInstance;
}
If you aren't seeing updates to the array in your other class, then there is some other bug.
Your implementation of allocWithZone: is never called because you are calling the [super allocWithZone:], also i don't think you need this method.
i would change your class method with this:
+(instancetype)sharedInstance
{
if(sharedInstance==nil){
sharedInstance = [[SingletonClass alloc]init];
}
return sharedInstance;
}
and if you want to be more secure that you are not going to create another instance of your object use dispatch_once:
+(instancetype)sharedInstance
{
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
sharedInstance = [[SingletonClass alloc] init];
}
return sharedInstance;
}
I think that you forgot the ! before self in init method :
-(id)init {
self = [super init];
if(!self) {
instanceArray=[[NSMutableArray alloc]init];
[instanceArray addObject:#"One"];
[instanceArray addObject:#"Two"];
}
return self;
}
That's why each time you get a new instance of your singleton

What is the use of init in this singleton class..?

#Interface
//
// Created by macbook on 31.05.12.
//
// To change the template use AppCode | Preferences | File Templates.
//
#import <Foundation/Foundation.h>
#interface CESettings : NSObject
+ (CESettings *)sharedInstance;
- (void)save;
#end
#Implementation
//
// Created by macbook on 31.05.12.
//
// To change the template use AppCode | Preferences | File Templates.
//
#import "CESettings.h"
#interface CESettings ()
#property(nonatomic, strong) NSUserDefaults *userDefaults;
#end
#implementation CESettings
#synthesize userDefaults = _userDefaults;
#pragma mark - Singleton
static CESettings *_instance = nil;
+ (CESettings *)sharedInstance {
#synchronized (self) {
if (_instance == nil) {
_instance = [self new];
}
}
return _instance;
}
- (id)init {
self = [super init];
if (self) {
self.userDefaults = [NSUserDefaults standardUserDefaults];
}
return self;
}
#pragma mark - Methods
- (void)save {
[self.userDefaults synchronize];
}
#end
I have a class used for settings in an app. The class has a method for creating singleton and an init method as well. What is the use for both..? I think if the sharedInstance method is there , there is no need for the init... please correct me if I am wrong..
Any help is appreciated.
The init method is what gets called by new in the call of [self new]. It is essentially the same as
_instance = [[CESettings alloc] init];
but takes less typing and avoids hard-coding the name of the CESettings class.
A better way of implementing singleton is using dispatch_once, like this:
+ (CESettings*)sharedInstance
{
static dispatch_once_t once;
static CESettings *_instance;
dispatch_once(&once, ^ { _instance = [self new]; });
return _instance;
}
From the documentation of NSObject:
+ (id)new
Allocates a new instance of the receiving class, sends it an init
message, and returns the initialized object.
You're calling [self new] in your singleton creator method, which in turn will allocate a new instance and send it an init message.
the sharedInstance class method is only responsible for allocating and initing ONE object and then always returning that.
BUT
you dont have go through that method you can call alloc init yourself and it will also work
so init is needed to keep the semantics of how alloc/init should work

how to implement Singleton Pattern in my IPhone project?

i am working on a project in wich i want to use Singleton Pattern model.
i want to any data model of my this project fallow Singleton Pattern.
i study the apple documentation regarding this
http://developer.apple.com/library/mac/#documentation/Cocoa/Conceptual/CocoaFundamentals/CocoaDesignPatterns/CocoaDesignPatterns.html#//apple_ref/doc/uid/TP40002974-CH6-SW6
and
http://www.oodesign.com/singleton-pattern.html
http://www.daveoncode.com/2011/12/19/fundamental-ios-design-patterns-sharedinstance-singleton-objective-c/
now i know my custom object classes should fallow the main rule of allocing a object but the i need the complete implementation like using of this class object
i am new in iphone app development so if i am wrong in any place in this Question please guide
Try this:
#implementation Singleton
+ (Singleton *)sharedInstance
{
static Singleton *obj = nil;
if (obj == nil)
obj = [[self alloc] init];
return obj;
}
#end
static MyClass *_sharedInstance;
+ (MyClass *)sharedMyClass
{
#synchronized([MyClass class]) {
if (_sharedInstance == nil)
[[self alloc] init];
return _sharedInstance;
}
return nil;
}
+(id) alloc
{
#synchronized([MyClass class]) {
NSAssert(_sharedInstance == nil, #"Attempted to allocate a second instance of MyClass.");
_sharedInstance = [super alloc];
return _sharedInstance;
}
return nil;
}
+ (id) allocWithZone:(NSZone *)zone
{
#synchronized([MyClass class]) {
NSAssert(_sharedInstance == nil, #"Attempted to allocate a second instance of MyClass.");
_sharedInstance= [super allocWithZone:zone];
return _sharedInstance;
}
return nil; //on subsequent allocation attempts return nil
}
- (id) copyWithZone:(NSZone *)zone
{
return self;
}
- (id)retain
{
return self;
}
- (NSUInteger)retainCount
{
return NSUIntegerMax;
}
- (oneway void)release
{
// Do nothing
}
- (id)autorelease
{
return self;
}
If you can target iOS 4 or above, I will take the following way:
//.h
+(MySingletonClass *)mySharedInstance;
-(void)doSomething;
//.m
+(MySingletonClass *)mySharedInstance {
static dispatch_once_t pred;
static MySingletonClass *shared = nil;
dispatch_once(&pred, ^{
shared = [[MySingletonClass alloc] init];
});
return shared;
}
-(void)doSomething
{
}
// override also the init if you want
To access it, do an #import MySingletonClass.h and use it wherever you want like the following:
MySingletonClass* mySharedInstance = [MySingletonClass mySharedInstance];
[mySharedInstance doSomething];
I want to any data model of my this project fallow Singleton Pattern.
Based on my experience, I would not abuse on singletons. The application could become difficult to maintain. To avoid this, put the data models within your singleton. You can access data model directly (creating properties around them) or using public methods (like for example doSomething) as wrappers.
Hope this helps.
This might be a useful reference: http://cocoasamurai.blogspot.com/2011/04/singletons-your-doing-them-wrong.html
Typically I create the object in the
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
method and have it live in that object. I make it available to the rest of the app with a macro:
#define APPLICATION ((AppDelegate*)([UIApplication sharedApplication].delegate))
as a readonly property of the app delegate
The benefit of this type of approach if you are in to mocking is that it is just another object property rather than a hidden static object.
I use:
#import <Foundation/Foundation.h>
#interface iCode_Framework : NSObject
#property (readonly, nonatomic) unsigned int iBufCapacity;
#property (readonly, nonatomic) unsigned int iPort;
#property (readonly, nonatomic) NSString * urlStr;
#end
#import "iCode_Framework.h"
static iCode_Framework * instance;
#implementation iCode_Framework
#dynamic iBufCapacity;
#dynamic iPort;
#dynamic urlStr;
- (unsigned int)iBufCapacity
{
return 1024u;
};
- (unsigned int)iPort
{
return 1978u;
};
- (NSString *)urlStr
{
return #"localhost";
};
+ (void)initialize
{
if (!instance) {
instance = [[super allocWithZone:NULL] init];
}
}
+ (id)allocWithZone:(NSZone * const)notUsed
{
return instance;
}
#end
Which is used exactly like a normal class, you call alloc and init! It is often convenient to assign to a variable to give a shorthand, because alloc and init are long to type, e.g.:
#import "iCode_FrameworkTests.h"
#import "iCode_Framework.h"
static iCode_Framework * c;
#implementation iCode_FrameworkTests
+ (void)initialize
{
c = [[iCode_Framework alloc] init];
}
- (void)setUp
{
[super setUp];
// Set-up code here.
}
- (void)tearDown
{
// Tear-down code here.
[super tearDown];
}
- (void)testSingletonNotNil
{
STAssertNotNil(c, nil);
}
- (void)testSingletonProperty
{
STAssertEqualObjects(c, [iCode_Framework alloc], nil);
}
- (void)testIBufCapacity
{
STAssertEquals(c.iBufCapacity, 1024u, nil);
}
#end
The advantage of this approach is it is used exactly like any other class and can therefore be mocked for testing.

toSharedViewController not re-using existing controller

My URL map is as follows:
[map from:#"tt://webPage/(initWithPage:)" toSharedViewController:[WebPageController class]];
and in the WebPageController
- (id) initWithPage:(WebPage)page
{
if (self = [super init])
{
...
Then I called the url several times in my code
tt://webPage/1
tt://webPage/2
tt://webPage/1 (still called the initWithPage: everytime, not cached)
Why it is not cached as it is a SharedViewController?
I believe this is happening to you because TTNaviagtor is broken on iOS 5. see https://github.com/facebook/three20/pull/719/files. Have you tried running the same code on a iOS 4 with the same result?
My recommendation to you is to stop using TTNaviagtor. You can still use the three20 library by pushing and poping TTViewController in the native ios method.
Here's an example on replacing the TTNaviagtor in your app delegate:
#interface AppDelegate : NSObject <UIApplicationDelegate> {
UIWindow* _window;
TTBaseNavigationController* _masterNavController;
WebPageController* _web1Controller;
WebPageController* _web2Controller;
}
#property(nonatomic, retain) UIWindow* window;
#property(nonatomic, retain) TTBaseNavigationController* masterNavController;
#property(nonatomic, retain) WebPageController* web1Controller;
#property(nonatomic, retain) WebPageController* web2Controller;
And
///////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////
#implementation AppDelegate
#synthesize window = _window;
#synthesize masterNavController = _masterNavController;
#synthesize web1Controller = _web1Controller;
#synthesize web2Controller = web2Controller;
///////////////////////////////////////////////////////////////////////////////////////////////////
- (BOOL)application:(UIApplication *)application
didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
_window = [[UIWindow alloc] initWithFrame:TTScreenBounds()];
TTViewController* controller = [[[MasterViewController alloc] init] autorelease];
_masterNavController = [[TTBaseNavigationController alloc] initWithRootViewController:controller];
[_window addSubview:_masterNavController.view];
}
[_window makeKeyAndVisible];
return YES;
}
then you can push and pop any TTViewController (or your own subclasses of TTViewController) into the _masterNavController. Personally, i think TTNavigator is a bad design pattern, and apple designed their navigation system in different mindset.
why not step into the code and check what happen?
I believe the objects are created in TTURLMap's objectForURL:query:pattern: you can set a break point and see why a new one is created instead re-use old one.
this the implementation of objectForURL:query:pattern: with my comment
- (id)objectForURL: (NSString*)URL
query: (NSDictionary*)query
pattern: (TTURLNavigatorPattern**)outPattern {
id object = nil;
if (_objectMappings) {
// _objectMappings is a NSMutableDictionary and use to cache shared object
object = [_objectMappings objectForKey:URL];
// if object not found than check does _objectMappings contains it with right key
if (object && !outPattern) {
return object;
}
}
NSURL* theURL = [NSURL URLWithString:URL];
TTURLNavigatorPattern* pattern = [self matchObjectPattern:theURL];
if (pattern) {
if (!object) {
// object is not found in the mapping dictionary so create new one, this should only happen once for shared object
object = [pattern createObjectFromURL:theURL query:query];
}
// make sure navigationMode is TTNavigationModeShare
if (pattern.navigationMode == TTNavigationModeShare && object) {
// cache shared object in the mapping dictionary so next time it will re-use the cached one
[self setObject:object forURL:URL];
// if setObject:forURL: is not working than the shared object will not be cached
}
if (outPattern) {
*outPattern = pattern;
}
return object;
} else {
return nil;
}
}

singleton class in objective-C

I want to have one object that is initialized in the delegate and I want to be able to use this object anywhere across view controllers (doesn't depend on what view I am currently at). I am guessing the solution to this would be to have a singleton class, so far I have the following:
#interface LocationManager : NSObject <CLLocationManagerDelegate>{
NSDate *enter;
NSDate *exit;
CLLocationManager * manager;
}
#property (nonatomic, retain) NSDate * enter;
#property (nonatomic, retain) NSDate * exit;
- (BOOL)registerRegionWithLatitude:(double)latitude andLongitude:(double)longitude;
+ (LocationManager *)instance;
#end
#import "LocationManager.h"
#implementation LocationManager
#synthesize enter;
#synthesize exit;
#pragma mark - CLLocationManager delegate
static LocationManager *gInstance = NULL;
+ (LocationManager *)instance
{
#synchronized(self)
{
if (gInstance == NULL)
gInstance = [[self alloc] init];
}
return(gInstance);
}
#end
Is this correct? So all I need to do to access this is just to call instance? Inside LocationManager I also want to have only one CLLocationManager, called manager.. however, where do I initialize it so I only have one? Can I do the following? Most other singleton examples doesn't have any variables in the class, so that's where I got confused
+ (LocationManager *)sharedLocationManager
{
#synchronized(self)
{
if (lm == NULL){
lm = [[self alloc] init];
lm.manager = [[CLLocationManager alloc] init];
lm.manager.delegate = lm;
}
}
return(lm);
}
Basically -- yes.
Just a couple of small things:
static LocationManager *gInstance = NULL;
instead of NULL, you should use nil, it's a convention in Objective-C.
You should also overwrite alloc, new, copyWithZone:, and mutableCopyWithZone:. From Buck/Yacktman: "Cocoa Design Patterns", p. 153:
+ (id)hiddenAlloc
{
return [super alloc];
}
+ (id)new
{
return [self alloc];
}
+ (id)allocWithZone:(NSZone *)zone
{
return [[self sharedInstance] retain];
}
- (id)copyWithZone:(NSZone *)zone
{
[self retain];
return self;
}
- (id)mutableCopyWithZone:(NSZone *)zone
{
return [self copyWithZone:zone];
}
This way, your singleton object cannot be copied. You need to call hiddenAlloc from your instance method (by the way, the method to access a Singleton object is often called sharedInstance in Objective-C).
For other singleton styles with their pros and cons, check out this question.
Personally, I prefer this style (copied from one of the answers on that link):
static MySingleton *sharedSingleton;
+ (void)initialize
{
static BOOL initialized = NO;
if(!initialized)
{
initialized = YES;
sharedSingleton = [[MySingleton alloc] init];
}
}
In fact, there's a tried-and-true method to create singletons already. Download the SynthesizeSingleton.h file (from a Cocoa with Love article). It contains a massive amount of pre-processor code which will generate any singleton for you. Hit the article for more details.
Since the factory method "instance" is a class-level method, the #synchronized block should be
#synchronized([LocationManager class]) {
//}