I found some sample code from here.
static UIImage *backgroundImageDepressed;
/**
*
*/
#implementation DecimalPointButton
+ (void) initialize {
backgroundImageDepressed = [[UIImage imageNamed:#"decimalKeyDownBackground.png"] retain];
}
Is it something like this - +(void) initialize method initialize static variables of a class ( interface ) in Objective C? I have never seen this before.
This +initialize method is described in The Objective-C Programming Language.
The runtime system sends an initialize message to every class object before the class receives any other messages and after its superclass has received the initialize message. This gives the class a chance to set up its runtime environment before it’s used. If no initialization is required, you don’t need to write an initialize method to respond to the message.
For example, when [DecimalPointButton alloc] is called, the runtime will check if [DecimalPointButton initialize] has been called. If not, it will +initialize the class. This ensure the backgroundImageDepressed image is ready before any instances of DecimalPointButton are constructed.
Related
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.
Unless I misunderstood it, this LINK from Apple's documentation clearly states that the class initializer, "+ (void)initialize)", only executes once per class.
Here is the excerpt:
Special Considerations
initialize it is invoked only once per class. If you want to perform independent initialization for the class and for categories of the class, you should implement load methods.
However, I'm getting a weird behavior on my project and the initializer is being executed twice. So I have to check if _classContext is null. I only got one class that has this method. What are the possible reasons why this is happening?
I'm using XCode 4.5.2 and OS X 10.8.2. I got multiple iOS simulators, iPhone 5.1 and 6.0.
+ (void) initialize
{
num++;
NSLog([NSString stringWithFormat:#"Times: %i", num]);
if(_classContext == nil)
_classContext = [[myClass alloc] init];
}
This will happen if you have a subclass of this class. The initialize method will be called for the class and each subclass.
The proper way to code the initialize method is:
+ (void)initialize {
// Replace ThisClass with the actual class name
if (self == [ThisClass class]) {
// do initialization here
}
}
+initialize can be called more than once and one should use caution when overriding +initialize.
Please read the blog post +initialize Can Be Executed Multiple Times (+load not so much) at bbum's weblog-o-mat.
I am new in objective c. I understand that -init() is an instance method and return an object
e.g. myObj=[myObj init]; will return an object myObj.
However, if self =[super init]; normally super refer to parent class e.g. NSObject which is a class, not instance.
So, Is -init() instance method or class method for super init?
thanks
init is an instance method. The fact that you call it on super does not change it.
Keep in mind that super does not represent the class of your object, but your object seen as an instance of its parent class in the class hierarchy.
And you never call myObj=[myObj init]; — you call myObj = [[MyObj alloc] init]. Notice the case difference between myObj (a variable) and MyObj (the class of which this variable is an instance).
Generally init is used after alloc in this way:
MyObject* obj = [[MyObject alloc] init];
and alloc create the object instance, so init is an instance method, and when you override it, it's good habit to call always the parent class init.
Try to read this article.
Super is referring to the methods of the parent class in the current object. Calling super init will call the method init on the current object (self), but will use the implementation of the super class. So no - init is not a static method (this would be visible due to a + before the init method). you can call super whatMethodYouWantFromSuperclass even though it is not static. Static methods are not called on an object (self) but on a class ([NSObject yourStaticMethod]).
The reason I am doing dynamic class loading is because I am creating a single set of files that can be used across multiple similar projects, so doing a #import and then normal instantiation just won't work. Dynamic classes allows me to do this, as long as I can call methods within those classes. Each project has this in the pch with a different "kMediaClassName" name so I can dynamically load different classes based on the project I'm in:
#define kMediaClassName #"Movie"
Here is the code I am using to get an instance of a class dynamically:
Class mediaClass = NSClassFromString(kMediaClassName);
id mediaObject = [[[mediaClass alloc] init] autorelease];
Then I try to call a method within that dynamic class:
[mediaObject doSomething];
When I then type this into Xcode, the compiler shows a warning that the class doesn't have this method, even though it does. I can see it right there in my Movie.h file. What is going on? How do I call a method from a dynamically instantiated class?
And what if I need to pass multiple arguments?
[mediaObject loadMedia:oneObject moveThe:YES moveA:NO];
Thanks for the help in advance.
you can declare a protocol, like so:
#protocol MONMediaProtocol
/*
remember: when synthesizing the class, you may want
to add the protocol to the synthesized class for your sanity
*/
- (BOOL)downloadMediaAtURL:(NSURL *)url toPath:(NSString *)path loadIfSuccessful:(BOOL)loadIfSuccessful;
/* ...the interface continues... */
#end
in use:
Class mediaClass = NSClassFromString(kMediaClassName);
assert(mediaClass);
id<MONMediaProtocol> mediaObject = [[[mediaClass alloc] init] autorelease];
assert(mediaObject);
NSURL * url = /* expr */;
NSString * path = /* expr */;
BOOL loadIfSuccessful = YES;
BOOL success = [mediaObject downloadMediaAtURL:url toPath:path loadIfSuccessful:loadIfSuccessful];
Well it might be there, but the Compiler doesn't know about it because it assumes that mediaClass is just some Class object, but nothing specific. NSClassFromString() is a runtime function and thus can't give the compiler a hint at compile time about the object.
What you can do:
Ignore the warning
Use [media performSelector:#selector(doSomething)];
And btw, this is wrong:
Class mediaClass; = NSClassFromString(kMediaClassName);
it should be:
Class mediaClass = NSClassFromString(kMediaClassName);
An easier and fancier solution than NSInvocation :)
Class mediaClass = NSClassFromString(kMediaClassName);
if(mediaClass){
id mediaObject = class_createInstance(mediaClass,0);
objc_msgSend(mediaObject, #selector(doSomethingWith:andWith:alsoWith:), firstP, secondP,thirdP);
}
Explanation:
class_createInstance(mediaClass,0); does exactly the same as [[mediaClass alloc] init];
if you need to autorelease it, just do the usual [mediaObject autorelease];
objc_msgSend() does exactly the same as performSelector: method but objc_msgSend() allows you to put as many parameters as you want. So, easier than NSInvocation right? BTW, their signature are:
id class_createInstance(Class cls, size_t extraBytes)
id objc_msgSend(id theReceiver, SEL theSelector, ...)
For more info you can refer the Objective-C Runtime Reference
As Joe Blow says, NSInvocation will help you here, though NSObject has a couple of shortcut methods that you can use: -performSelector:, -performSelector:withObject:, and -performSelector:withObject:withObject:.
When implementing an +initialize or +load method in one of your Objective-C classes, should you always start with this kind of guard?:
#implementation MyClass
+ (void)initialize {
if (self == [MyClass class]) {
...
}
}
...
#end
Seems like code in +load and +initialize usually only wants to be executed once. So this would help avoid dupe execution when subclasses load/initialize.
I guess I'm just wanting some reinforcement from some ObjC wizards that this is necessary/common practice...
What's the common wisdom on this? would you recommend always doing this?
Is your advice the same for both +load and +initialize, or is there a difference in they way they should be handled?
thanks.
The quick answer is: No.
An in-depth discussion of this matter can be found on the Apple developer mailing list.
The gist of it is that:
The runtime will actually call +initialize on super classes before it is called on subclasses.
If you do include the guard, subclasses of your class that have their own +initialize method will not trigger dependent KVO notifications.
For an example of point #2, be sure to read this post in the thread mentioned above.
Yes, you should do this in your intialize and load methods if you are initializing globals that should only be initialized once.
That said, there are a number of cases where you may avoid it...
You shouldn't wrap with this conditional if the work needs to be performed on every inheritant of every class:
For example, adding all inherited class names for each class to a set.
edited addition: or you're establishing KVO dependencies (as mentioned by eJames)
There are also situations where you just needn't bother:
If the actions you perform are idempotent (don't change values if repeated)
The class is "sealed" (has no descendants by design)
The "idempotent" part is relevant. An initializer should just be setting the initial state (which should be the same each time). In a good initializer, repetition shouldn't matter. Although I suppose that if you forget to wrap the method in the conditional when it does matter, this might be annoying.
edited addition: A different approach, that properly reflects any initialize-only-once requirements would be to test if your properties to initialize are initialized already. i.e.
id myGlobalObject = nil;
+(void)initialize
{
if (myGlobalObject == nil)
{
myGlobalObject = [[MyGlobalClass alloc] init];
}
}
YES!!!!
Because the initialize method of a class may be invoked many times. e.g. when you implement initialize in parent class, and don't implement in sub class, then you call sub class first, the initialize of parent will invoked twice.
#implementation BaseClass
+ (void)initialize
{
NSLog(#"BaseClass initialize self=%#, class=%#", self, [BaseClass class]);
}
#end
#interface SubClass : BaseClass
#end
#implementation SubClass
// don't implement the initialize method
#end
==================
now when you call SubClass first, just like
[SNSBaseSubLogic alloc]
look the debug console, output:
BaseClass initialize self=BaseClass, class=BaseClass
BaseClass initialize self=SubClass, class=BaseClass
so, you must use
+ (void)initialize
{
if (self == [BaseClass class]) {
NSLog(#"BaseClass initialize self=%#, class=%#", self, [BaseClass class]);
}
}
to ensure the method body execute once.