interview question related to category and extension - objective-c

I already failed this interview but hopefully I could learn my mistakes from you guys. the question went like this.
which of the following can be achieved with 'category' and 'extension'?
1. add polymorphism to any existing classes in a platform SDK, e.g. NSString
2. add addition instance variables to existing classes in a platform SKD, e.g.NSString
3. use as a type for declaring variables
4. add additional methods to existing classes in a platform SDK, e.g.NSString
In my understanding,
category => add more functionality (new method, not property) to class without inheritance, doesn't own the class
extension => deals with property, owns class
so then intersection of category and extension should be number 3? Did I get it right? someone please shine the light on this.

Related

Using functionality of one class in another

I'm trying to use ILGeoNames classes in my project. But I have problem with understanding in which way I can use this classes for my purpose. There is "simple project" in this framework. From it I want only one thing: country time zone (I already have county name). Because there are many method, variables and others staffs I can't understand what exactly I need to use. Please, help me solve this question.
If its a bunch of classes and you want to make use of a certain class's methods or properties, then you have to #import name_of_class_you_want_to_utilize; at the start of your file and then make your calls. Class methods can be called directly, whereas instance methods require you to create an instance of the class to access them.

Extending Core Data generated NSManagedObject classes

I've been dealing with Core Data for the first time and I wanted to know what the best practices are for extending the classes that Xcode generates for my NSManagedObject entities.
I saw mogenerator and I've been also using a similar approach to that as suggested in SUPER HAPPY EASY FETCHING IN CORE DATA.
So I had three kinds of classes:
The EasyFetching category (only one class);
A generated NSManagedObject subclass (i.e.: _Entity);
A custom subclass with some custom methods like finding all the inactive objects, clearing the cache for an object, etc. (i.e.: Entity).
This approach let me do some custom code while I could refactor my Core Data entity and generate it as many times as I needed. But I've also run into some problems like not being able to declare object level methods for my entities (because the NSManagedObjectContext only knew my _Entity classes).
Now I'm using categories to extend my entities functionalities. And this works a lot better because I can have custom object level methods. I now have three kinds of classes:
The EasyFetching category (as it has a lot of methods that all my custom code uses);
A generated NSManagedObject subclass (i.e.: Entity);
A custom category for my NSManagedObject entity (i.e.: Entity+Custom.h).
My question is: what would you recommend?
Thanks in advance for your answers
Now that you have posted your question as an answer on my question,
I thought I should answer your question :)
Mogenerator doesn't look bad, give it a try.
Also the way you suggested with categories is also a fine option.
Infact here is a link that exactly explains How to do so.

When to use Categories

I've recently discovered categories and was wondering when it might be appropriate to use them in a user defined class/new class. For example, I can see the benefits of adding a category to an existing class like NSString, but when creating a new class what would be the advantage of adding a category to this rather than just implementing a normal method?
Hope this makes sense.
Many thanks
Jules
The answer isn't really any different for your own classes than it is for framework classes. If you have multiple projects, you'll likely end up sharing some classes between them. However, you may want to extend some of your classes so that they work more easily with a specific project, but not want to include those extra methods in your other projects, where they might not make sense. You can use a category to extend your class without needing to subclass.
If I understand your question correctly, creating a "new class" is always "subclassing" because you're subclassing NSObject at the very least.
You could use categories on a new class to separate out sections of responsibility of a complex class. For example, all the basic functionality (instance variables, accessors, description, etc.) can go in one file (the "main" class file) while all methods to support a protocol (such as NSTableViewDataSource) can go in another.
Some take this approach to keep things "neat". I'm a firm believer in "if it's my own custom class, all its code should be in one file" so I do not personally do this. I demarcate different logical aspects of the class' code with "#pragma mark Some Section Name" to help navigation and readability. Your mileage may vary.
Adding a Category on NSString is useful when you want to call a method on every single NSString instance you will encounter. This is a real improvement over inheritance for this kind of object because they are used by the core framework and you don't have to convert a NSString object to your subclass when you want to call your custom method.
On the other hand, you can just put methods in, no instance variables.
In the book Refactoring by Martin Fowler, he has a section titled "Introduce Foreign Method" (A server class you are using needs an additional method, but you can't modify the class.) That's what categories are good for.
That said, there are times when using a category, instead of changing the class, is appropriate. A good example on using a category, even though you could change the server class, is how Apple handled the UIViewController MediaPlayer Additions. They could have put these two methods in UIViewController itself but since the only people who would ever use them are people who are using the Media Player framework, it made more sense to keep the methods there.

Objective-C category compared to Mixins

Is the concept of the Objective-C categories in anyway similar to the concept of mixins? If so: what are the similarities? In not: what are the differences?
To the best of my understanding:
Mixins
Syntactic sugar for composition
Added by the developer of the class, not the user
Can be reused by multiple classes
Can add instance variables
Can be implemented using forwarding in Objective-C
Categories
Similar to extension methods in other languages
Usually added by the user of the class, not the developer
Used by exactly one class and its subclasses
Can't add instance variables
To be clear the answer is NO - they are not the same.
The differences are outlined by John Calsbeek in the accepted answer, but I would say the key difference is the one where mixins can be used in different classes, whereas categories always extend exactly one class - which they declare in their definition.
This is the key difference because it means the use cases for these two features are utterly different. Another way of looking at it is that, if you're coming from Ruby to Objective-C and missing your mixins, you won't find any joy with categories.
The use case for mixins is that you have some code - methods and instance variables - that you want to reuse in several classes that don't have a common superclass. You can't do that with categories.
Mixins are effectively "multiple-inheritance" of the type you don't find in Objective-C. The closest thing in objective-c is protocols, just as the closest thing Java is interfaces, but they have neither instance variables nor method bodies (in objective-C or java). So you're generally left with creating helper classes or putting code in superclasses.
The use case for objective-c categories is that you want to add methods to an existing class - even a system or library class.
I would say that mixins are more powerful, but since it's an apples-to-oranges comparison, it would be pointless.
To be accurate:
the Ruby equivalent of Categories, is to simply reopen the class you want to extend and extend it. (You can do that anywhere in Ruby, and it's effectively identical to Categories)
I'm not sure what the objective-c equivalent to Mixins is though - anyone?
[Update] A bit more searching, and no there isn't an equivalent of Mixins in Objective-C, but the enterprising Vladimir Mitrovic has created a library that effectively does it. https://github.com/vl4dimir/ObjectiveMixin
I'm in two minds as to whether to use it or not: sometimes if the language you're using doesn't support something, it's easier to work with it rather than fight it or try to import your favourite features from other languages. ("If you can't be with the programming language you love, love the one you're with").
Then again, perhaps that's just a bit to snooty of me. The whole Aspect Oriented Programming movement has been glomming features onto Java for years (but never gaining much traction, I might add, outside of JBoss). Anyway, Vladimir gets extra kudos for using Ninja Turtles in his example.
On another side node: as a relative objective-c noob, it seems to me that categories are way overused in sample code I find all over the web. It seems common practice to add static helper methods to system classes with categories, when it would be just as easy to create a helper class to house those methods in your project, with less risk of them breaking when the system class is updated or you import someone else's library with their own such categories. A common example is adding new static color methods to UIColor. Why not just add them to a local class?
The one really good use I've seen for categories is adding methods, not to system classes, but to generated classes. So when you generate classes from your core-data object model, and you want to add new constructors or other methods that really do belong in the model class, you can do it with categories, allowing you to safely regenerate the model class if you change your model, without losing your work.
In summary:
- forget about categories as a solution for mixins
- categories are good for core-data but overused and overrated otherwise
Categories are defined for a particular class, as far as I know, you can't create a category and add the methods it implements to several classes.
With a mixin, you might derive a new class from your base and the mixin, then instantiate this new class to take advantage of it.
With a category, you are effectively adding directly the base class, so that all instances of that base have access to the functionality provided by the category.

What is the difference between inheritance and Categories in Objective-C

Can some one explain to me the difference between categories and inheritance in Objective C? I've read the entry in Wikipedia and the discussion on categories there doesn't look any different to that of inheritance. I also looked at the discussion on the topic in the book "Open iPhone Development" and I still don't get it.
Sometimes, inheritance just seems like more trouble than it is worth. It is correctly used when you want to add something to an existing class that is a change in the behaviour of that class.
With a Category, you just want the existing object to do a little more. As already given, if you just want to have a string class that handles compression, you don't need to subclass the string class, you just create a category that handles the compression. That way, you don't need to change the type of the string classes that you already use.
The clue is in the restriction that categories only add methods, you can't add variables to a class using categories. If the class needs more properties, then it has to be subclassed.(edit: you can use associative storage, I believe).
Categories are a nice way to add functionality while at the same time conforming to an object oriented principle to prefer composition over inheritance.
Edit January 2012
Things have changed now. With the current LLVM compiler, and the modern, 64-bit runtime, you can add iVars and properties to class extensions (not categories). This lets you keep private iVars out of the public interface. But, if you declare properties for the iVars, they can still be accessed / changed via KVC, because there is still no such thing as a private method in Objective-C.
Categories allow you to add methods to existing classes. So rather than subclass NSData to add your funky new encryption methods, you can add them directly to the NSData class. Every NSData object in your app now has access to those methods.
To see how useful this can be, look at: CocoaDev
One of favorite illustrations of Objective-c categories in action is NSString. NSString is defined in the Foundation framework, which has no notion of views or windows. However, if you use an NSString in a Cocoa application you'll notice it responds to messages like – drawInRect:withAttributes:.
AppKit defines a category for NSString that provides additional drawing methods. The category allows new methods to be added to an existing class, so we're still just dealing with NSStrings. If AppKit instead implemented drawing by subclassing we'd have to deal with 'AppKitStrings' or 'NSSDrawableStrings' or something like that.
Categories let you add application or domain specific methods to existing classes. It can be quite powerful and convenient.
If you as a programmer are given a complete set of source code for a code library or application, you can go nuts and change whatever you need to achieve your programming goal with that code.
Unfortunately, this is not always the case or even desirable. A lot of times you are given a binary library/object kit and a set of headers to make do with.
Then a new functionality is needed for a class so you could do a couple of things:
create a new class whole instead of a stock class -- replicating all its functions and members then rewrite all the code to use the new class.
create a new wrapper class that contains the stock class as a member (compositing) and rewrite the codebase to utilize the new class.
binary patches of the library to change the code (good luck)
force the compiler to see your new class as the old one and hope it does not depend on a certain size or place in memory and specific entry points.
subclass specialization -- create subclasses to add functionality and modify driver code to use the subclass instead -- theoretically there should be few problems and if you need to add data members it is necessary, but the memory footprint will be different. You have the advantage of having both the new code and the old code available in the subclass and choosing which to use, the base class method or the overridden method.
modify the necessary objc class with a category definition containing methods to do what you want and/or override the old methods in the stock classes.
This can also fix errors in the library or customize methods for new hardware devices or whatever. It is not a panacea, but it allows for class method adding without recompiling the class/library that is unchanged. The original class is the same in code, memory size, and entry points, so legacy apps don't break. The compiler simply puts the new method(s) into the runtime as belonging to that class, and overrides methods with the same signature as in the original code.
an example:
You have a class Bing that outputs to a terminal, but not to a serial port, and now that is what you need. (for some reason). You have Bing.h and libBing.so, but not Bing.m in your kit.
The Bing class does all kinds of stuff internally, you don't even know all what, you just have the public api in the header.
You are smart, so you create a (SerialOutput) category for the Bing class.
[Bing_SerialOutput.m]
#interface Bing (SerialOutput) // a category
- (void)ToSerial: (SerialPort*) port ;
#end
#implementation Bing (SerialOutput)
- (void)ToSerial: (SerialPort*) port
{
... /// serial output code ///
}
#end
The compiler obliges to create an object that can be linked in with your app and the runtime now knows that Bing responds to #selector(ToSerial:) and you can use it as if the Bing class was built with that method. You cannot add data members only methods and this was not intended to create giant tumors of code attached to base classes but it does have its advantages over strictly typed languages.
I think some of these answers at least point to the idea that inheritance is a heavier way of adding functionality to an existing class, while categories are more lightweight.
Inheritance is used when you're creating a new class hierarchy (all the bells and whistles) and arguably brings alot of work when chosen as the method of adding functionality to existing classes.
As someone else here put it... If you are using inheritance to add a new method for example to NSString, you have to go and change the type you're using in any other code where you want to use this new method. If, however, you use categories, you can simply call the method on existing NSString types, without subclassing.
The same ends can be achieved with either, but categories seem to give us an option that is simpler and requires less maintenance (probably).
Anyone know if there are situations where categories are absolutely necessary?
A Category is like a mixin: a module in Ruby, or somewhat like an interface in Java. You can think of it as "naked methods". When you add a Category, you're adding methods to the class. The Wikipedia article has good stuff.
The best way to look at this difference is that:
1. inheritance : when want to turn it exactly in your way.
example : AsyncImageView to implement lazy loading. Which is done by inheriting UIView.
2. category : Just want to add a extra flavor to it.
example : We want to replace all spaces from a textfield's text
#interface UITextField(setText)
- (NSString *)replaceEscape;
#end
#implementation UITextField(setText)
- (NSString *)replaceEscape
{
self.text=[self.text stringByTrimmingCharactersInSet:
[NSCharacterSet whitespaceCharacterSet]];
return self.text;
}
#end
--- It will add a new property to textfield for you to escape all white spaces. Just like adding a new dimension to it without completely changing its way.