General design for a Mac app, document based versus? - objective-c

I am learning cocoa, and I am creating an application that will require similiar layout to the screenshot below (this seems like a very common layout approach).
What kind of controls/architecture would this type of Cocoa application be?
I'm still in my early stages of learning/reading, and I know of document based applications only so far, but this type of layout doesn't seem to look like a document based app since it doesn't really require multiple windows opened.
If it isn't document, is there a name for other design patters or layouts?
From what I now so far, I would describe this like:
I would be grateful if someone could give me a detailed overview of the high level design for an app like this i.e. things like: # of panels, views used, controls, controllers etc?
Also, a few quick sub-questions:
what kind of menu controls are those in the left pane, then expand and display sub elements?
When preferences windows are displayed, what is that effect called that makes it display in an animated way (like the address book does), where it is a small window that expands to its correct size in an animated fashion.

You are right that this is probably not a document based application, as they open documents in new windows by default.
To layout the window like that, there’d be an NSSplitView that contains the 3 panes. Each pane may optionally contain a view loaded from an NSViewController, which can help keep the code modularised, but it depends on what you’re trying to do if this is appropriate.
The left pane would be an NSOutlineView (a NSTableView subclass), the middle an NSTableView, but I’m not sure exactly how the right-hand side view would be created (lots of custom NSViews and other things, possibly WebView)
That popover options window is possibly a NSPopover (which contains an NSViewController), but that’s only compatible with OS X 10.7, so may also be totally custom for backwards compatibility and easier customisation.
Also note this is a fairly complicated example you’ve given, with lots of custom controls that are probably harder to create than they look:
To get the outline views on the left to have unread counts and icons (from memory) is not built into AppKit, so was all custom created. To do things like that, you’ll need a solid understanding of NSCell vs NSView, and ideally also know about Core Animation layer backed views, and what to use for different aspects.
The window has a taller-than usual title bar. This means the developer probably had to do some crazy stuff to get it to work, if not create the whole window from scratch.
That’s just the start. There’s lots of really nice design in there that’s custom and done from scratch.
Designing Mac apps can be hard sometimes. AppKit is pretty old (back from the NEXT days), and has lots of legacy stuck in it. UIKit on iOS on the other hand is quite nice – Apple clearly learned from their past and made things much better.
I’ve hardly touched on the controllers and model behind all that. There’s lots of different ways you could do it. For persistence, you could use CoreData, sqlite, NSKeyedArchived, just to name a few. Brent Simmons (past developer of another RSS reader, NetNewsWire) wrote some interesting blog posts about that:
http://inessential.com/2010/02/26/on_switching_away_from_core_data
http://inessential.com/2011/09/22/core_data_revisited
The way you design your model & controllers really depends on the specific problem. Cocoa really forces you to stick to MVC though – if you don’t, things are guaranteed to end up messy.
I hope that all helps! I’m really only just learning myself too.

Apple refers to this type of application design as Single-window, library- (or “shoebox”) style and gives a number of recommendations for this design choice in the docs.
(see Mac App Programming Guide)

Related

Library style app in Cocoa

I am planning to develop my first app in Cocoa. I have been collecting ideas for the UI and have settled in with the design very similar to iPhoto (i.e. library style or 'shoebox' application as referred by Apple's programming guide). In a nutshell I need master detail kind of setup like in iOS (iPad's UISplitview).
To achieve this should I put a NSSplitview and on the left panel have a NSTableView and on the right panel have a NSCollectionView?
Are there any examples/boilerplate or tutorials for creating app in OS X?
Your instincts are correct. You might decide eventually you want something more customizable that an NSCollectionView, but it’ll get you started fast and you can do most of what iPhoto does with it. (You can’t do rows with varying #s of items on them, like Delicious Library does, unless you write your own view.)

How hard would it be to create a customisable GUI for mac?

What I mean by this is, how much work would be involved in rewriting/extending default AppKit controls in a way that would allow for both a standard OS X appearance and custom appearance (loaded from image files) if the user so wishes? (Think of WinAmp or Windows Media Player.) Has anyone tried to bring this to the Mac?
I understand how to redraw an NSWindow or a button cell but that's all hard coded. I want something the user can add to themselves. What are my options?
Well, it would really involved redrawing all the custom components you'd need from scratch, whether in code, or using images. AppKit wasn't meant to be customized as it strictly follows Apple's Human Interface Guidelines; Apple wants to create one consistent UI metaphor across all native applications.
What that means in practice is that you're going to have to do a lot of custom drawing to theme your app. Using images makes things easier, but not by too much. If you want a custom button, you'll have to create a subclass of NSButton and NSButtonCell to load the images you want and draw (take a look at NSDrawThreePartImage() and NSDrawNinePartImage() for how to more easily draw resizable buttons). To theme NSWindow, you'll have to subclass NSThemeFrame, a semi-private class that draws the standard OS X window look.
Essentially, you'll just need to do a lot of subclassing to get the appearance you want. Is it possible? Absolutely. Is it recommended or easy to do? Not so much.
Of course, you have to ask if this is really necessary. The point of the HIG is to try to create one standard look across OS X. If not done expertly, a themed look can be tacky, and possibly even confusing for users who are used to the default OS X look. If you want to include UI theming, there usually needs to be a good reason for it (either to maintain cross-platform compatibility, but in that case, all HIG rules are out the window; or to achieve a specific look, a là game UI), but I really wouldn't recommend doing it, let alone letting users customize your UI themselves.
Yes this fully possible. But are you shure that you want to do this using AppKit? Maybe better use crossplatform solution like QT that support skinning through CSS?

Is using autosizing or autoresizingMask on desktop projects bad?

Being a somewhat proficient iOS developer, I have just started working on a desktop OSX project in Cocoa and I'm running into issues that I just can't grasp. So this question is for the OSX developers out there.
I don't like the Interface Builder much, so I tend to write my views in code. The most prominent method I write my view layout code in is a view controller's loadView method, and at least on iOS I use autoresizingMasks for everything. Try out the view small, large, rotated landscape and portrait and if all is dandy, I continue with the next item on my list. Now on the desktop, the autoresizingMask works (or just looks) a little bit different. First of all the properties have different names, but their behavior also seems weird or unexpected.
When I ran into the issue below, I thought it must be my code was wrong, so after trying out long enough I re-created it with Interface Builder just for confirmation's sake, and guess what: I got the exact same result. Take a view with four vertically stacked subviews. Set the middle two to have flexible heights, the outer ones to be fixed. When you run it, size it down and back up again, I get two completely different layouts before and after the resize. See image:
Now I can follow why this happens from a mathematical standpoint between run loops, but from the point of an 'autosizing' or 'autoresizing' feature, this makes absolutely no sense.
Before I try to write the mother-of-all-resizing-topics here, might I ask you these questions? Feel free to elaborate some more on the resizing topic if you feel it adds to the post.
Am I a fool for not wanting to use the Interface Builder on desktop projects?
Should I depend on the autoresizingMask less than I would on iOS projects?
What are decent alternatives to making sure your layout lives up to standards without Interface Builder?
Cheers!
Yes, in my opinion. :)
You should depend on it when it does what you need. When it's insufficient, override resizeSubviewsWithOldSize: and/or resizeWithOldSuperviewSize: (or see below).
???
If you can target 10.7, look at the new constraint-based layout system. Check out the Cocoa Autolayout video from WWDC 2011.
You could also set minSize on your NSWindow to something large enough to prevent the singularity.
I'm not sure I'd say "fool," but refusing to use Interface Builder on the Mac is a very…avante-garde choice.
You should definitely use autosizing on your views.
Be maniacally attentive and spend lots of time making sure everything is right. (This is why I don't recommend going without Interface Builder. In general, what you get is a lot of wasted time that you could have spent doing something else.)
In this case, I think the best approach would be to set a sensible minimum height for the window. Don't let it get too small to display what it needs to display.

Dashboard-like flip: pros/cons of 2 windows vs. 2 views in the same window?

I'm designing a simple Cocoa app. This is basically my second Cocoa app (despite being good at CocoaTouch), so I'm looking for an in-depth pros/cons analysis of 2 possible solutions for a window flipping problem.
What I'm trying to make is an utility app that sits in the menu bar and has its preferences o its “flip” side, Dashboard-style. It would flip from http://cl.ly/1G2M3J2c142Z0V3K0R2e to http://cl.ly/021z2v2h232x310z1g2q and back.
There are multiple questions on SO about the implementation of this effect:
Core Animation window flip effect
Widget "flip" behavior in Core Animation/Cocoa
Flipping a Window in Cocoa
I've looked at the example code there. Besides neither of them being as smooth as Dashboard widgets (but I'm yet to get to “making it smooth” part), they also share another trait -- they all flip between two different windows.
Now, coming from iOS, the way I started implementing it is to have a single window, but swap between two NSViews.
So what are the pros and cons of these two approaches, and why did multiple unrelated Cocoa developers pick the first one?
Have two NSWindow's, and flip between them (hiding one and showing the other halfway through the flip).
Have a single NSWindow, but two NSView's, and switch the views halfway through the flip.
Is it more convenient to have things separated into different windows in Cocoa? Is it because you can use NSWindowController to manage their lifecycle? Are people just used to using windows because pre-Core Animation you couldn't give views a CA layer? Any other reason/convenience I am missing?
To the future generations: I believe people did it this way because they often flip between windows with different sizes, and then it's just less hassle to have them separate.
Also if you are looking for a good implementation, these guys nailed it: https://github.com/mizage/Flip-Animation

Cocoa + CoreAnimation: Animated List of Custom Subviews

I've been trying to get this right for weeks now, and though I've learned a lot through my misfires, at this point, I just need a solution. The issue is with unpacking the seemingly overlapping graphics and UI APIs included in Cocoa, many of which produce similar effects, but feature unique limitations that I've often discovered only after investing many hours into an implementation.
I'm new to Cocoa, but not to programming, and I'm trying to create a Mac app with a very customized UI – think Capo, Garageband, or Billings. One view in my window will display an ordered list of subviews, each of which does a lot of custom drawing, and each must support a "selected" state and drag-reordering. The subviews do not need to support being dragged outside of their superview.
Ideally, a drag will give animated feedback as it happens, pushing neighboring sibling views to make space, e.g. toolbar icons or the Safari bookmarks bar. The trouble is, I can't seem to land on the right pack of technologies to get this right. I've done the subviews as NSView subclasses in an NSCollectionView and also as CALayers in a custom CollectionView-like NSView, and neither seems to offer the perfect solution. That said, the first option seems the better of the two for its superior handling of mouse events.
I've not yet tried doing this as a TableView, and I don't want to go down that path without some indication I'm on the right track. Extensive Googling has shown only that there aren't any up-to-date resources on CoreAnimation-enabled reordering or dragging. As such a standard feature of the OS X UI, I feel like this should be easier!
Any help from anyone on what the right tools are for this job would be greatly appreciated. TIA.