Is it possible to alter the definition of a class in Objective-C?
For example, I have a function that creates objects (bullets), and those bullets are all the same. However, if given an event, say a power-up, I want to alter those bullets. In either size, or color, or what-have-you.
In my code, I have
playerBullet = [[PlayerBullet alloc] init];
But that always initializes the new bullet, regardless of 'power-up', as the standard, template bullet.
Is there a way that I adjust the class definition such that all new allocations of the PlayerBullet class come with the new value?
PlayerBullet.setProjectileColor:#"red";
Or is this approach a bad one?
The answer to your question as asked is No. However, what you are trying to do is very easily achievable with the proper design.
You should create a customer initialization method in your PlayerBullet class that takes an argument.
- (id) initWithProjectileColor:(NSString*)color
{
self = [self init];
if (self)
{
self.projectileColor = color;
}
return self;
}
So you could make a method and then call something like:
[[PlayerBullet alloc] initWithProjectileColor:#"red"];
Alternatively, you could create public properties and set them after creating a "blank" projectile.
call [[PlayerBullet alloc] initWithColor:#"red"] where you need it:
-(id) initWithColor:(NSString*) color{
self = [self init];
[self setProjecticeColor:colour];
return self;
}
There's no way to do this automatically. You could do it yourself with something like this. (Memory management not included.)
static NSString *DefaultProjectileColor = #"black";
+(void) setDefaultProjectileColor:(NSString *)color {
DefaultProjectileColor = color;
}
+(NSString *) defaultProjectileColor {
return DefaultProjectileColor;
}
-(id) init {
...
self.projectileColor = [PlayerBullet defaultProjectileColor];
...
}
-(void) gotPowerUp {
...
[PlayerBullet setDefaultProjectileColor:#"red"];
...
}
Related
I make class factories like so,
#implementation Universe {
NSString *foo;
}
+ (instancetype)universeWithMeaning:(NSString *)meaning
{
return [[self alloc] initUniverseWithMeaning:meaning];
}
- (id)initUniverseWithMeaning:(NSString *)meaning
{
if (self = [super init]) {
foo = meaning;
}
return self;
}
- (void)showMeaning
{
NSLog(#"%#", foo);
}
#end
And create object like this,
Universe *universe = [Universe universeWithMeaning:#"42"];
[universe showMeaning]; // Prints 42
This works great, but the method signature of initUniverseWithMeaning: is the same as that of universeWithMeaning:, except that it's an instance method which allows it to save instance variables to the created object.
Is there a way to this without having to implement the initUniverseWithMeaning: instance method?
I know its necessary to be inside of an instance method to be able to access instance variables, so I've been experimenting with blocks. My idea was to pass a block containing instance variable assignations to the class method which would somehow execute it in the instance context.
Implementation,
#implementation Cat {
NSString *lives;
}
+ (Cat *)newCat:(void(^)(void))cat
{
cat(); // **Problem 1**
}
- (void)showLives
{
NSLog(#"%#", lives);
}
#end
Usage,
Cat *cat = [Cat newCat:^void (void) {
self.lives = 9; // **Problem 2**
}];
[cat showLives]; // I'd like this to print 9
Problem 1: How to create a Cat object and execute cat() inside it?
Problem 2: How to make self refer to the object in the block's execution environment?
Anyway, this is more of a curiosity than anything else, it's would only be practically useful to save me from writing alloc (I would just need to include a method prototype for initUniverseWithMeaning: in the .h file.)
For your problem 1 and 2, you can try this
#interface Cat ()
#property (strong) NSString *lives;
#end
#implementation Cat
+ (Cat *)newCat:(void(^)(Cat *me))cat
{
Cat *newcat = [[self alloc] init];
cat(newcat);
return newcat;
}
- (void)showLives
{
NSLog(#"%#", lives);
}
#end
Cat *cat = [Cat newCat:^(Cat *me) {
me.lives = 9;
}];
[cat showLives]; // print 9
but I can't see much use of it... Isn't this simpler?
Cat *cat = [Cat new];
cat.lives = 9;
[cat showLives];
For your real problem
Is there a way to this without having to implement the initUniverseWithMeaning: instance method?
+ (instancetype)universeWithMeaning:(NSString *)meaning
{
Universe *universe = [[self alloc] init];
if (universe) universe->foo = meaning;
return universe;
}
The first example you've posted is the correct way of creating Objective-C factory methods.
An Objective-C factory method is nothing more than a class method wrapper around an instance level init method. Generally speaking, every factory method should have a paired init method that takes the same number and type of arguments.
fooWithBar:(NSString *)bar should be paired with initWithBar:(NSString *)bar, etc.
An exception might come in when you have an init method that takes arguments, but you've create a handful of factory methods with default arguments for this method. For example:
- (instancetype)initWithString:(NSString *)string;
+ (instancetype)fooWithString:(NSString *)string {
return [[self alloc] initWithString:string];
}
+ (instancetype)fooWithBar {
return [[self alloc] initWithString:#"bar"];
}
Now, you can create the object with in the method, then modify it, and return the modified object.
For example:
+ (instancetype)fooWithString:(NSString *)string {
Foo *f = [[self alloc] init];
f.str = string;
return f;
}
But honestly, it's just better to have an initWithString: method.
Every class should have a designated initializer and every object of that class should go through the designated initializer.
I use a sinlgeton in my application for managing data that is available to the whole application, which accessed via:
static MMProductManager *sharedInstance = nil;
+(MMProductManager*)SharedInstance {
dispatch_once( &resultsToken, ^(void) {
if ( ! sharedInstance ) {
sharedInstance = [[MMProductManager alloc] init];
}
});
return sharedInstance;
}
Everything is working as expected.
In Objective C, there does not seem to be a way to hide any object's init method, and in my case having more than instance of MMProductManager would lead to data being duplicated (in the best case scenario).
What I would like to do is guard against instantiating more than one instance. Other languages seem to have this feature; i.e. marking certain methods/classes as private. I am thinking of implementing something along like:
-(id)init {
// guard against instantiating a more than one instance
if ( sharedInstance )
return sharedInstance;
if ( (self = [super init]) ) {
self->_resultsQueue = dispatch_queue_create( kMMResultQLAbel, NULL );
self->_initialized = FALSE;
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(handleNotification:)
name:UIApplicationDidReceiveMemoryWarningNotification
object:0];
[self initialize];
}
return self;
}
Does this approach seem reasonable?
What would happen in the case of someone allocating this class, then calling the init described above? Would it be reasonable to override +(id)alloc? If so How would I go about doing that?
I know the convention of exposing a SharedInstance method is an implicit message to other developers to go through this method, but I would like a bit more control if possible.
You don't want to override - init (if not for some other reason) - - init is not the method that creates the instance. You want to override + alloc for this:
#implementation SingletonClass
+ (id)alloc
{
static id instance = nil;
if (instance == nil) {
instance = [super alloc];
}
return instance;
}
#end
This way you can actually prevent (almost) completely creating multiple instances of SingletonClass.
(Unless somebody falls back to calling
id trickyDifferentInstance = class_createInstance(objc_getClass("SingletonClass"), 0));
but that's very unlikely.)
Following is my code(with some unrelated thing omitted):
#implementation HomeSceneController
...
#synthesize options = _options; // _options is a NSArray object with 4 elements
- (id)init
{
if (self = [super initWithNibName:#"HomeScene" bundle:nil]) {
_currentOptionIndex = 0;
// Following code add two key event observations, when up arrow or down arrow key is pressed, the corresponding function will be fired.
[self addObservation:_KEY_UPARROW_ selector:#selector(UpArrowPressHandler)];
[self addObservation:_KEY_DOWNARROW_ selector:#selector(DownArrowPressHandler)];
}
return self;
}
- (void)loadView {
[super loadView];
// init _options
_options = [NSArray arrayWithObjects:
_localGameOption,
_networkGameOption,
_controlSettingOption,
_quitOption,
nil];
[self selectOption:_localGameOption];
}
....
// in these two functions, _options become nil! I don't know why...
- (void)UpArrowPressHandler {
if (_currentOptionIndex > 0) {
[self deselectOption:_options[_currentOptionIndex]];
_currentOptionIndex--;
[self selectOption:_options[_currentOptionIndex]];
}
}
- (void)DownArrowPressHandler {
if (_currentOptionIndex < 3) {
[self deselectOption:_options[_currentOptionIndex]];
_currentOptionIndex++;
[self selectOption:_options[_currentOptionIndex]];
}
}
#end
when I press up arrow key, the UpArrowPressHandler function is fired. However, the problem is, the _options array become nil.
Can anyone tell me why and how to fix it?
//===========================================================================================
Additional problem:
In the following program:
import "Deep.h"
#implementation Deep
- (id)init {
if (self = [super init]) {
_name = #"Deep";
}
return self;
}
- (void)test {
NSLog(_name);
}
#end
The test method can correctly print "Deep" when I call it somewhere else.
However, according to #ATaylor's explanation, _name should be released.
So, where is my problem?
That's because _options is getting assigned an autoreleased object, which gets released once you leave the method it was called from.
Try assigning it to 'self.options', which will (most likely) call 'retain' on the object, or call 'retain' explicitly.
Once more in code:
Either use:
self.options = [NSArray ...];
Or:
_options = [[NSArray ...] retain];
Please don't forget to release your 'options', once you're done with it, either by:
self.options = nil;
or:
[_options release];
Please only go for ONE of these options, because otherwise you'll get weird behaviour with the retain count.
You see, Apple gives us a number of 'convenience functions', which return autoreleased objects, meaning we don't have to bother with their release.
As a general rule of thumb:
Call release for every alloc/retain you call yourself.
To answer the second question:
_name = #"Deep";
is an assignment to a variable, equivalent to 'const char *_name = "Deep";' from C.
There is no need to release that, for the simple reason, that you didn't create or retain it. (No new, No alloc, no retain, no copy).
The object will not get autoreleased either, because you didn't call any sort of method, which would cause the variable to be autoreleased.
Also, see this answer, which deals with the exact problem.
Just for clarification, to get a string, there are three types of methods.
NSString *someString;
someString = #"MyString"; //No retain, no release, static String.
someString = [NSString stringWithFormat...]; //Autoreleased object, disappears after the method expires.
someString = [[NSString alloc] initWithFormat...]; //Alloced object, must be released.
When I'm creating custom classes, I'd like to be able to skip the alloc init part of the code once I go to construct an instance of the class. Similar to how it's done with:
NSString * ex = [NSString stringWithFormat...];
Basically I already have the class set up with a custom initializer method to set up my basic variables. However, when I'm on the front end and actually making these critters I have to say:
[[Monster alloc] initWithAttack:50 andDefense:45];
and I'd rather be able to say
[Monster monsterWithAttack:50 andDefense:45];
I know it's a simple stupid thing to just get rid of the alloc part but it makes the code more readable so I'd prefer to do it that way. I originally tried just changing my method from
-(id)initWithAttack:(int) a andDefense:(int) d
to
-(id)monsterWithAttack:(int) a andDefense:(int) d
and then changing my self = [super init] to self = [[super alloc] init]; but that clearly doesn't work! Any ideas?
You have to make a class method
+(id)monsterWithAttack:(int) a andDefense:(int) d
in which you create, initialize, and return an instance (and don't forget your memory management):
+(id)monsterWithAttack:(int) a andDefense:(int) d {
// Drop the autorelease IF you're using ARC
return [[[Monster alloc] initWithAttack:a andDefense:d] autorelease];
}
What you want is a convenience constructor. It's a class method that returns a useable instance of a class and allocates memory for it at the same time.
-(id)initWithAttack:(int)a andDefense:(int)d;
+(id)monsterWithAttack:(int)a andDefense:(int)d;
+(id)monsterWithAttack:(int)a andDefense:(int)d {
//-autorelease under MRC
return [[[self class] alloc] initWithAttack:a andDefense:d];
}
-(id)initWithAttack:(int)a andDefense:(int)d {
self = [super init];
if (self){
//custom initialization
}
return self;
}
You should use a class factory method in the header of monster class.
+(id)monsterWithAttack:(int) attackValue andDefense:(int) defenseValue
in the implementetation of monster class
+(id)monsterWithAttack:(int) attackValue andDefense:(int) defenseValue {
return [[[[self class] alloc] initWithAttack:attackValue andDefense:defenseValue] autorelease];
}
The use of [self class] guarantees the correct dispatch during subclassing. If you are using ARC you can avoid the autorelease method
Class methods of this type use autorelease.
So for instance, you might say:
+ (id)
monsterWithAttack:(int) a
defense:(int) d
{
return [[Monster alloc] initWithAttack:a defense:d]
autorelease];
}
I want to create a object but the type depends on the result of the if-condition:
if ([type isEqualToString:#"day"]) {
GraphDayView *graphv = [[GraphDayView alloc] initWithFrame:rect];
} else {
GraphMonthView *graphv = [[GraphMonthView alloc] initWithFrame:rect];
}
The problem is that graphv is out of scope, so I am not able to use it after the if-statement.
So I tried to declare it as an id:
id graphv;
if ([type isEqualToString:#"day"]) {
graphv = [[GraphDayView alloc] initWithFrame:rect];
} else {
graphv = [[GraphMonthView alloc] initWithFrame:rect];
}
But the problem now is, that the compiler doesn't know what kind of object grapv is. So:
graphv.backgroundColor = [UIColor whiteColor];
gives an error. Anyone an idea how to solve this one?
If they share the same superclass, then use that instead of id. Otherwise, create two variables and set them to nil:
GraphDayView *gdv = nil;
GraphMonthView *gmv = nil;
Then test after the if statement to see which one was initialized.
Make GraphDayView and GraphMonthView both subclasses of GraphCalendarView. Then make your backgroundColor a property of GraphCalendarView.
(Or, if your two classes are already subclasses of a UI class that implements backgroundColor then you're home free.)
Declare your variable as GraphCalendarView graphv;, and then proceed as before. If you need to use a property/method that's unique to of one or the other of your two derived classes then cast to that class first.
Try this,
id graphv;
if ([type isEqualoString:#"day"]) {
(GraphDayView *)graphv = [[GraphDayView alloc] initWithFrame:rect];
} else {
(GraphMonthView*)graphv = [[GraphMonthView alloc] initWithFrame:rect];
}
A lot of suggestions for a common superclass have been made which are most liekly suitable.
In the event they are not then you could use typcasts. However, typecasts may cause exceptions like unknown selecor or bad_exec. If you want to savely use typcasts then you should always check either isKindOfClass or respondsToSelector.
Sample:
id someClassObject; //or any other common superclass* instead of id
If ([something isTrue])
someClassObject = [[AClass alloc] init]; //assuming ARC. If not then you may want to retain/autorelease here too.
else
someClassObject = [[AClass alloc] init];
... //some code
if ([someClassObject isKindOfClass:[AClass class]])
[(AClass *) someClassObject methodOfAClass];
//
if ([someClassObject isKindOfClass:[AClass class]]) {
AClass *aClassTemp = (AClass *) someClassObject;
[aClassTemp methodOfAClass];
aClassTemp.propertyOfAClass = someValue;
}
if ([someClassObject respondsToSelector:#selector(methodOfBClass:))
[someClassObject perforformSelector:#selector(methodOfBClass:) withObject:[UIColor clearColor]];
Note the number of : following the selector name correlates to the number of parameters of the method. You may not find a suitable variance of performSelector for each possible method call. Especially as you can pass or return references to objects only.
Again, both of them I would only suggest if the common subclass is not suitable in your case.