How do you minimize repeating yourself when working with UITableViewControllers - iphone

When I work with UITableViewControllers - especially when using NSFetchedResultsController - I find myself repeating a lot of base functionality on every controller. Which I hate. I'd much rather love to write these methods once and keep it all neat and tidy.
So I was wondering: What do you guys do to not repeat yourself writing UIViewControllers. How do you DRY up your code. Inheritance, protocols, whatever.
Thanks! Looking forward to your answers.
(Since this question doesn't have a definitive answer, I will accept the one I find the best.
Is that the way to do it?)

You can write your own controllers with the basic functionality and then subclass and reuse them. Check the CoreDataTableViewController class that was built for the Stanford iPhone Application Development course -> http://www.stanford.edu/class/cs193p/cgi-bin/drupal/node/167

One technique is to subclass your own subclass. This, modularizes and isolates the differences nicely, however it generates a lot of classes and files, which some find harder to read.
Another technique, which you can use when you want to create a bunch of almost identical controllers with just slight differences, is to give one class a "type" parameter or instance variable. Set the controller's type when you init a controller, and use the controller's type in "if" or switch statements (etc.) to select between slight differences in controller behaviors at run-time. This can help keep all the differences more compactly located in source code.

I made this new Core Data wrapper for iOS in Swift - https://github.com/tadija/AERecord
It has Swift version of CoreDataTableViewController, and CoreDataCollectionViewController also.
Beside that you can use it to setup Core Data stack like this:
AERecord.setupCoreDataStack()
Access context for current thread like this:
AERecord.defaultContext
Save context like this:
AERecord.saveContext()
Create fetch requests like this:
NSManagedObject.create()
NSManagedObject.firstOrCreateWithAttribute("city", value: "Belgrade")
NSManagedObject.deleteAll()
let predicate = ...
NSManagedObject.firstWithPredicate(predicate)
NSManagedObject.allWithAttribute("year", value: 1984)
And much more... I hope it will be useful for someone.

Related

OOP: Is it normal to have a lot of inherited classes?

I started writing some code for a 2D game, created a class "objets" trying to keep it as generic as possible. I have a few methods and attributes that are common to every kind of element (buldings, ppl, interface buttons, etc) like (w, h, x, y ...you know) but most of them only make sense when applied to and specific type of item.
So I would have to inherit a new class for every type of actor in the game?
Just wondering if this is a common practice, or maybe i should manage it in a different way.
Thanks in advance.
If you're introducing behaviour then subclass, however if the difference is attribute based then don't e.g.
Animal (has .colour and .makeSound) -> Dog (has .eatOwnPoop) -> RedDog (no, too specific, covered by colour)
Notice how I had ".makeSound" in Animal. I could have put .bark in dog, but then I'd have to put .meow in cat etc. The subclass can simply override and provide a concrete sound.
However, you can use interfaces to better cross-cut your code, but that's quite a lengthy topic and probably overkill for your needs (although it could help any unit testing you do).
It sounds like you are over-using inheritance. It is certainly a red flag when you simultaneously say "common attributes like ..." and "...only make sense when applied to a specific type." Also, it is a red flag that domain objects such as building share a common base class with an interface object like button. Finally, it is quite unusual to define your own objet (object?) class from which every class in your system derives. It's not inconceivable, but in combination with your other comments, it sounds like you've started down an unproductive path.
You might want to refer to a good tutorial on object-oriented design and analysis such as "Head First OOA&D"
You do not HAVE to do anything. Generally, it is useful to use derived classes if they exhibit some kind of commonality but become more specialised in nature requiring specific functionality at each level of inheritance. It is also good to use if you want to have polymorphic behaviour. You have asked a very open ended question but basically do not feel that you HAVE to use inheritance as not every problem requires it and indeed some people overuse inheritance, introducing it in places where it really is not needed. All in all, I would really recommend that if you haven't already that you read a good book on object oriented design as this will then get you to think about your code from a different perspective and greatly improve the way you view software and design it. It may sound like a cop out but this kind of question is very hard to answer without knowing all details of what you are doing.

Confusion about MKOverlayView

I've been working with layers for MapKit on the iPhone, and one library that I came across was this one: https://github.com/mtigas/iOS-MapLayerDemo/. It's very helpful, and seems to work fine. However, I'm trying to go through and understand a bit how it works, but I'm having some trouble.
On this page, for example: https://github.com/mtigas/iOS-MapLayerDemo/blob/master/MapLayerDemo/Classes/CustomOverlayView.m,
at the top, there are 4 custom functions defined. I assume these functions are adding on to the normal features of MKOverlayView? The thing is, I can't find where any of these new functions are actually called from, and thus I'm having some trouble understanding how this page works. It doesn't seem to be from any of the other files within the project.
I appreciate any help, thanks.
After some extended discussion with you in comments:
The override-able functions of MKOverlayView, such as canDrawMapRect cannot easily be traced back to their calling code because that code is obfuscated somewhere in the MapKit.framework.
Instead, the typical approach is to re-read their documentation until you get a mental picture of what the framework is using the function for. (There is such a thing as decompiling binaries, although that is generally frowned upon and I do not recommend it.)
canDrawMapRect documentation: http://developer.apple.com/library/ios/documentation/MapKit/Reference/MKOverlayView_class/Reference/Reference.html#//apple_ref/doc/uid/TP40009715-CH1-SW10
After reading their documentation, I inferred this: Somewhere in the MapKit.framework, canDrawMapRect is being called prior to actually drawing the view. If you didn't override that function in your subclass, it calls the super-class's default implementation, which always returns YES and then calls drawMapRect: (Which MUST be overridden if you are subclassing MKOverlayView, or else nothing will draw!)
The class you linked above potentially returns NO. In that particular case, it appears the code in MapKit.framework skips calling drawMapRect: and nothing is displayed (or refreshed).
So, long story short: for this case, you have to play code-detective and hope the documentation is written clearly enough to figure it out without being able to see all of the code.
Edit: Just to further clarify - It appears MKOverlayView must be subclassed to actually generate something visible.
My original answer before getting to your underlying question --
Short answer: Those are private functions for use within that class.
Long answer: Functions declared in an empty-name category at the top
of implementation files are visible only to the class the category is
extending. Thus, those functions can only be called within that
class's implementation. (C++ equivalent would just be declaring the
functions private)
3 of those 4 functions are called within that same .m file. Without
digging around, I'm guessing they wrote the first function and then
later decided to not use it.

Getting maximum performance when making views

I'm developing an app based on a TabBarController.
I have 2 views that do some similar actions.
My question is, should I make 2 different classes or should I use only one class with some "if" statements asking if is a class is one or the other. I need maximum performance on this.
The 2 views load a MKMapView, so I need to know if it is better to load just one object that does the entire thing, or two objects that do similar things.
Thanks!
In Object Orientation it's important to bear in mind the difference between a class and instances of that class.
If you ever find yourself thinking of writing some code in a class that says "What class am I? If I'm class X, do thing A; otherwise do thing B" -- don't! It's a classic problem begging for a nice object oriented solution. There are two common solutions in this kind of situation:
1) Write a single class that at instantiation time gets passed in some vital information that it then uses later. Then another part of your code is making instances of this class configured in the correct way -- e.g. in your problem, two instances of this class get made, each with a different bit of info (map location perhaps?) passed into the init method
2) Write a superclass that has two subclasses that specialise the general bahaviour of the superclass. So most of your logic and code goes in the superclass - suppose it's called MapDisplayViewController - but then you extend this class with two subclasses called (for example) MapDisplayViewControllerA and MapDisplayViewControllerB that override one or more methods in important, different ways to differentiate them.
For your problem it sounds like approach 1) would be good.
Having code which says "What class am I?" is often a good example of a 'code smell' -- in other words, a sign that something could be designed much better.
I would say load two objects. iOS will automatically unload your currently not displayed views if it needs more resources anyway. (Assuming you implemented viewDidLoad and viewDidUnload properly, of course).
In addition, if in case your view needs to initialize/load a lot of data when tab is switched, and the common flow involves the user switching from one tab to another frequently, the app may appear to lag during frequent loading, if you use only 1 object. No one likes long and frequent loading times.
Just my opinion though, based on the information your original post provides. A lot of additional factors can still come into play.

What's better: Writing functions, or writing methods? What costs more performance?

Currently I am making some decisions for my first objective-c API. Nothing big, just a little help for myself to get things done faster in the future.
After reading a few hours about different patterns like making categories, singletons, and so on, I came accross something that I like because it seems easy to maintain for me. I'm making a set of useful functions, that can be useful everywhere.
So what I did is:
1) I created two new files (.h, .m), and gave the "class" a name: SLUtilsMath, SLUtilsGraphics, SLUtilsSound, and so on. I think of that as kind of "namespace", so all those things will always be called SLUtils******. I added all of them into a Group SL, which contains a subgroup SLUtils.
2) Then I just put my functions signatures in the .h file, and the implementations of the functions in the .m file. And guess what: It works!! I'm happy with it, and it's easy to use. The only nasty thing about it is, that I have to include the appropriate header every time I need it. But that's okay, since that's normal. I could include it in the header prefix pch file, though.
But then, I went to toilet and a ghost came out there, saying: "Hey! Isn't it better to make real methods, instead of functions? Shouldn't you make class methods, so that you have to call a method rather than a function? Isn't that much cooler and doesn't it have a better performance?" Well, for readability I prefer the functions. On the other hand they don't have this kind of "named parameters" like methods, a.f.a.i.k..
So what would you prefer in that case?
Of course I dont want to allocate an object before using a useful method or function. That would be harrying.
Maybe the toilet ghost was right. There IS a cooler way. Well, for me, personally, this is great:
MYNAMESPACECoolMath.h
#import <Foundation/Foundation.h>
#interface MYNAMESPACECoolMath : NSObject {
}
+ (float)randomizeValue:(float)value byPercent:(float)percent;
+ (float)calculateHorizontalGravity:(CGPoint)p1 andPoint:(CGPoint)p2;
// and some more
#end
Then in code, I would just import that MYNAMESPACECoolMath.h and just call:
CGFloat myValue = [MYNAMESPACECoolMath randomizeValue:10.0f byPercent:5.0f];
with no nasty instantiation, initialization, allocation, what ever. For me that pattern looks like a static method in java, which is pretty nice and easy to use.
The advantage over a function, is, as far as I noticed, the better readability in code. When looking at a CGRectMake(10.0f, 42.5f, 44.2f, 99.11f) you'll may have to look up what those parameters stand for, if you're not so familiar with it. But when you have a method call with "named" parameters, then you see immediately what the parameter is.
I think I missed the point what makes a big difference to a singleton class when it comes to simple useful methods / functions that can be needed everywhere. Making special kind of random values don't belong to anything, it's global. Like grass. Like trees. Like air. Everyone needs it.
Performance-wise, a static method in a static class compile to almost the same thing as a function.
Any real performance hits you'd incur would be in object instantiation, which you said you'd want to avoid, so that should not be an issue.
As far as preference or readability, there is a trend to use static methods more than necessary because people are viewing Obj-C is an "OO-only" language, like Java or C#. In that paradigm, (almost) everything must belong to a class, so class methods are the norm. In fact, they may even call them functions. The two terms are interchangeable there. However, this is purely convention. Convention may even be too strong of a word. There is absolutely nothing wrong with using functions in their place and it is probably more appropriate if there are no class members (even static ones) that are needed to assist in the processing of those methods/functions.
The problem with your approach is the "util" nature of it. Almost anything with the word "util" it in suggests that you have created a dumping ground for things you don't know where to fit into your object model. That probably means that your object model is not in alignment with your problem space.
Rather than working out how to package up utility functions, you should be thinking about what model objects these functions should be acting upon and then put them on those classes (creating the classes if needed).
To Josh's point, while there is nothing wrong with functions in ObjC, it is a very strongly object-oriented language, based directly on the grand-daddy of object-oriented languages, Smalltalk. You should not abandon the OOP patterns lightly; they are the heart of Cocoa.
I create private helper functions all the time, and I create public convenience functions for some objects (NSLocalizedString() is a good example of this). But if you're creating public utility functions that aren't front-ends to methods, you should be rethinking your patterns. And the first warning sign is the desire to put the word "util" in a file name.
EDIT
Based on the particular methods you added to your question, what you should be looking at are Categories. For instance, +randomizeValue:byPercent: is a perfectly good NSNumber category:
// NSNumber+SLExtensions.h
- (double)randomizeByPercent:(CGFloat)percent;
+ (double)randomDoubleNear:(CGFloat)percent byPercent:(double)number;
+ (NSNumber *)randomNumberNear:(CGFloat)percent byPercent:(double)number;
// Some other file that wants to use this
#import "NSNumber+SLExtensions.h"
randomDouble = [aNumber randomizeByPercent:5.0];
randomDouble = [NSNumber randomDoubleNear:5.0 byPercent:7.0];
If you get a lot of these, then you may want to split them up into categories like NSNumber+Random. Doing it with Categories makes it transparently part of the existing object model, though, rather than creating classes whose only purpose is to work on other objects.
You can use a singleton instance instead if you want to avoid instantiating a bunch of utility objects.
There's nothing wrong with using plain C functions, though. Just know that you won't be able to pass them around using #selector for things like performSelectorOnMainThread.
When it comes to performance of methods vs. functions, Mike Ash has some great numbers in his post "Performance Comparisons of Common Operations". Objective-C message send operations are extremely fast, so much so that you'd have to have a really tight computational loop to even see the difference. I think that using functions vs. methods in your approach will come down to the stylistic design issues that others have described.
Optimise the system, not the function calls.
Implement what is easiest to understand and then when the whole system works, profile it and speed up what's slow. I doubt very much that the objective-c runtime overhead of a static class is going to matter one bit to your whole app.

Dictionaries in Project Structure

I am wrapping up an application where I am using a lot of Dictionary classes to store Function and Action delegates. I am now refactoring my project a bit and cleaning code. My question is where do or would you put your Dictionary classes in your project structure? Right now, they are located within the calling class source files but I was wondering if I should create a separate source file to store all my Dictionaries. I hope this is enough information. Please forgive me if it is not. Thanks.
I would organize the dictionaries in the same way as the rest of the code; group related functionality together, and separate unrelated functionality.
In addition, I'd look at how the delegation dictionaries are used. If your usage pattern is always to retrieve a delegate and immediately invoke it, then I'd wrap that behavior into a class with a "do-the-right-thing" method. Then each such class can be named by the domain concept it represents.
For example, if you had a dictionary which mapped US state abbreviations to a sales tax calculation, then you could wrap all of that into a class with a "compute sales tax" method taking a state code and subtotal as arguments. The fact that it's using a dictionary to look up the right computation scheme then becomes a hidden implementation detail.
Normally, the Dictionary class would be a thing unto itself (a library) and your various users would create instances of it.
If need be, they might specialize / sub-class it, but this should be rare.
Maybe the question you really should be asking yourself "why do I have multiple Dictionary classes"?