Should +initialize/+load always start with an: if (self == [MyClass class]) guard? - iphone

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.

Related

Objective-c class initializer executes multiple times

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.

Difference between self and super

just had a noob question. I'm trying to understand the difference between calling self and super. Now I understand inheritance and other fundamental OOP concepts, but the idea of self and super is still not clear to me. I'll illustrate my question with an example.
So the the below code performs a segue when the phone is tilted upside-down. I understand that "Scene2ViewController" is a subclass of "UIViewController" and so "Scene2ViewController" inherits all of UIViewController's methods. And so below I'm calling the method performSegueWithIdentifier with the receiver of the message being self. Now when I change "self" to "super" the code still executes the same way. Isn't calling super the same as calling self? If someone could explain this to me it would be appreciated, thanks.
//Scene2ViewController.m
- (BOOL)shouldAutorotateToInterfaceOrientation: (UIInterfaceOrientation)interfaceOrientation
{
if (interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown) {
[self performSegueWithIdentifier:#"SegueToScene1" sender:self];
}
return (interfaceOrientation ==
UIInterfaceOrientationPortrait);
}
self and super actually both point to the same object. super is a keyword that tells the compiler to generate instructions that start the search for a method definition in the super class rather than in the current class.
#interface A : NSObject {}
- (void)foo;
#end
#implementation A
- (void)foo {
NSLog(#"A's foo!");
}
#end
#interface B : A
#end
#implementation B
- (void)foo {
NSLog(#"B's foo!");
}
#end
//...somewhere in a method of class B...
[self foo]; // prints "B's foo" in the console
[super foo]; // prints "A's foo" in the console
If we assume, per the comment, that the last lines are somewhere in a method of B, then self points to some instance of B. super also points to that same instance of B. But when you use self to call foo, the search for an implementation of foo starts with class B. When you use super, the search for a foo starts with B's superclass, A.
super is especially handy when you want to preserve the inherited behavior, but add something on. So, we could have B's implementation of foo call A's version using [super foo]. Without super there'd be no way to call the inherited method, and calling foo from the overridden method would result in infinite recursion.
When you call a method of self (or rather send a message to self in Objective-C terms) the runtime will search for an implementation of that method in the inheritance hierarchy, starting with self, going up to NSObject. So if self implemented that method, it will be executed. If not, the super class will be checked and so on.
Sending the message to super is very similar, with the exception that the runtime will start looking for an implementation in super and skip self.
Well sometimes, in a subclass, you might override a function that was already defined in the parent class. Frequently this happens in the init function. So if you need to call the parent class's init function you call super. If you need the subclass' function you call self. If only the parent has the function declared then Self and super act the same. But if only the subclass has the declaration then you cannot call the function from super.

What exactly is 'super' doing in my apps?

Ok, this is going to be a really embarrassing question, but I looked like mad in my beginner's books (especially those usually helpful indices) and behold, I did not find a down-to-earth explanation of what 'super' does in my applications.
I had a look at this here, but I'm afraid that's well beyond me. Can anyone offer a very simply explanation of what 'super' does in my apps and why I should become friends with it? E.g.:
- (void)viewDidLoad {
[super viewDidLoad];}
Thanks!!
super calls the superclass's implementation of the method. So if your class inherits UIViewController, then [super viewDidLoad]; will call the UITableViewController class's viewDidLoad method. You should usually do this because the super class may do important things that need to happen. In the case of viewDidLoad, I'm not sure it actually does anything currently, but it always could in a future version of the framework.
at the low level, self contains a pointer to the set methods it responds to. this is a basic mechanism for the implementation of dynamic dispatch. each class is given a unique set. if you're familiar with c++, this is similar in concept to a virtual table. you can think of an objc method as being like a C function with 2 hidden arguments (self,_cmd).
super is a dynamically created representation of self, with a pointer to the next-in-line methods implemented by the instance's superclasses. this representation is based on self, and just directs to another set of implemented methods.
#interface MONTypeA : NSObject
- (void)monMethod;
#end
#interface MONTypeB : MONTypeA
- (void)monMethod;
#end
#implementation MONTypeA
- (void)monMethod {
printf("i am MonTypeA\n");
}
#end
#implementation MONTypeB
- (void)monMethod {
[super monMethod]; /* << will call -[MONTypeA monMethod], which will print "i am MonTypeA\n" */
printf("i am MonTypeB\n");
}
#end
if you create an instance of MONTypeA, then it will respond to monMethod:
MONTypeA * a = [MONTypeA new];
[a monMethod];
[a release], a = 0;
// outputs: "i am MonTypeA\n"
MONTypeB * b = [MONTypeB new];
[b monMethod];
[b release], b = 0;
// outputs: "i am MonTypeA\n""i am MonTypeB\n" because -[MONTypeB monMethod] calls through super
therefore, calling super performs the implementation of the method of the superclass in this specific case.
it is important to remember: the set of methods super refers to is always those of the previous implementation of the method in the hierarchy, it is not the same set as the set of instance methods which an instance of the superclass would be given (unless your class were to override every method).

Change classes instantiated with loadNibNamed

I am trying to change the class of objects created with a nib with the iPhone SDK.
The reason for this is; i dont know until runtime what the class is that i want the nib object to be (though they will have the same UIView based super class), and i dont want to create a different nib for every eventuality - as the .nib will be the same for each, apart from the class of one object.
I have been successful, with a couple of methods, but either have some knock on effects or am unsure of how safe the methods I have used are:
Method 1: Override alloc, on the super class and set a c variable to the class I require:
+ (id) alloc {
if (theClassIWant) {
id object = [theClassIWant allocWithZone:NSDefaultMallocZone()];
theClassIWant = nil;
return object;
}
return [BaseClass allocWithZone:NSDefaultMallocZone()];
}
this works well, and i assume is 'reasonably' safe, though if have a nib with the correct class as the class identity in the Nib, or I alloc a subclass myself (without setting 'theClassIWant') - an object of the base class is created. I also dont really like the idea of overriding alloc...
Method 2: use object_setClass(self,theClassIWant) in initWithCoder (before calling initWithCoder on the super class):
- (id) initWithCoder:(NSCoder *)aDecoder {
if (theClassIWant) {
// the framework doesn't like this:
//[self release];
//self = [theClassIWant alloc];
// whoa now!
object_setClass(self,theClassIWant);
theClassIWant = nil;
return [self initWithCoder:aDecoder];
}
if (self = [super initWithCoder:aDecoder]) {
...
this also works well, but not all the subclasses are necessarily going to be the same size as the super class, so this could be very unsafe! To combat this i tried releasing and re-allocing to the correct type within initWithCoder, but i got the following error from the framework:
"This coder requires that replaced objects be returned from initWithCoder:"
dont quite get what this means! i am replacing an object in initWithCoder...
Any comments on the validity of these methods, or suggestions of improvements or alternatives welcome!
While I'm curious to see if you can pull this off using your approach, you may want to consider using custom placeholder objects.

Adding a decorator to a class derived from NSManagedObject

I'd like to add additional behavior to a class derives from NSManagedObject and there are 4 distinct (for now) groups of behaviors. I don't need my decorator class to be persisted with CoreData -- it's purely for adding run-time behavior.
However, if I try to apply the standard Decorator pattern, I can't call '[super init]', which makes sense because you need to insert the new object into the ManageObjectContext. But I thought you'd want to invoke [super init] within WindowClassScrollDecorator's init and likewise, later 'dealloc' so everything gets initialized & cleaned up correctly.
I'm inheriting from 'MyWindowClass' class because I don't want my client classes to know the subtype but depending on the decorator used, the behavior will be different.
So what's a good way to approach this?
#interface MyWindowClass : NSManagedObject
{
}
#end
#interface WindowClassScrollDecorator: MyWindowClass
{
MyWindowClass *decoratedClass;
}
- (id)initWithMyWindowClass:(MyWindowClass *)aWindowClass;
#end
#implementation WindowClassScrollDecorator
- (id)initWithMyWindowClass:(MyWindowClass *)aWindowClass
{
// Calling [super init] elicits the following error:
// Failed to call designated initializer on NSManagedObject class 'ModelClassScrollDecorator'
if (self = [super init])
{
// do some initialization work here
self.decoratedClass = aWindowClass;
}
}
#end
The lifecycle of NSManagedObjects is a bit different from that of other objects; specifically, the object may turn into a fault (essentially a shell object without any of its properties set) without being deallocated. You should be sure to be aware of these events, so you may want to look at the NSManagedObject Class Reference - Subclassing Notes document. Specifically, you may want to look into awakeFromInsert:, awakeFromFetch:, and (will|did)TurnIntoFault.
To address your immediate issue, an NSManagedObject cannot be created without an NSManagedObjectContext to live in. Thus, to initialize a managed object, you must call its designated initializer:
initWithEntity:insertIntoManagedObjectContext:
Your init method needs to call that method on the superclass or else your NSManagedObject won't work.
The question you have here seems to not be CoreData specific but OO design.
You shouldn't be inheriting NSManagedObject if it is not a NSManagedObject.
You should make MyWindowClass either be a protocol, or a class which has a NSManagedObject.