UIView/UIImageView inheritance - objective-c

In my program, I have a class called Object, which inherits from UIView. I also have other objects called: circle, square, triangle which inherit from Object.
My problem is that I would like to make a possible object called Image, which also inherits from Object. I would like all objects on the screen to inherit from Object, and then pass an NSArray pointer to my physics functions that contains all objects on the screen.
What is the best way to have my Image object acquire all the properties of my Object class?
Should I just create new properties for my Image object, or is there a way to inherit Object and still be able to display an image, since Object inherits from UIView and not UIImageView.

You've realized that a class cannot extend two parent classes.
Could your "Object" be a Protocol instead of a Class? That way circle, square and image could all implement that protocol while extending either UIView or UIImageView as needed?

That's a very…unusual way to do it. Have you had any Java experience?
What are you trying to do with the Shapes? Are you trying to draw them in those respective classes? Here, you're blurring the lines of MVC. From what it seems like, your Circle, Square, etc. classes are both a model and a view, which shouldn't happen. If you're trying to draw the shapes, you wouldn't create classes for them—you'd use the Quartz drawing methods to draw them in your view controller's view. If you're trying to store info about those shapes, you wouldn't want them to inherit from UIView. NSObject (or a custom Shape class) would be a better option. (It's also a bad idea to call the class "Object"—it could get confused with NSObject).
You're second paragraph is where my first question came from. Your NSArray does not have to contain variables of the same type—this is very different from Java's arrays (and other languages such as C# and C). Therefore, unless there were some methods or ivars you wanted to inherit, there was no reason to declare the Object class.
As for displaying images, what are you intending to do with Image? If you just want to display images (a view), then make it a subclass of UIImageView (which is a subclass of UIView). If you want do store information about images, make it a subclass of Shape (or in this case, your Object). However, you really can't do what you want to (inherit from both Object and UIImageView) because you shouldn't combine functionality of views and models.
Really, your best option here is to revisit your classes, make them adhere to MVC, and rethink your inheritance chain. Hope this helps!

The simplest thing would be to have Image inherit from Object and then have Image own a subview of type UIImageView.

Related

associate model data pointer with NSWindow

I have a MacOS appkit app with a LOT of different NSWindows (hundreds), and they are each created from storyboards.
Many of these NSWindows have container views with complex embedded view/view controller hierarchies.
During initialization, it's necessary to know the model object associated with any given NSWindow, so its subviews and controls can be properly initialized. Since any NSController can know its NSView, and any NSView can know its NSWindow, it would be nice for that information to stored with the NSWindow.
It would be great to set a "representedObject" for the NSWindow, but unlike NSViewController, it doesn't really have one.
Is the only real solution to create a simple custom class (derived from a small base class) for each and every NSWindow storyboard object, so NSViews & NSViewControllers down the view hierarchy can get to my model data (pointer)?
A CLARIFICATION: very few of my NSWindow objects in our hundreds of storyboards have custom classes or code derived from NSWindow. So while a Category is definitely helpful for adding an API to classes to ACCESS the model data associated with the NSWindow, it's not helpful in creating a property or instance variable and initializing it in all those NSWindow storyboards.
ULTIMATELY I PRESENT A SIMPLE BUT DISGUSTINGLY BAD SOLUTION NO ONE SHOULD COPY:
Our app does not use NSDocument, which would provide a facility for associating NSWindow objects with a document/model architecture. So our goal has been to allow each and every NSController and NSView to get access to the appropriate singular document model object required to initialize the view's controls.
I've been warned by Apple engineering gurus that I cannot depend on the order in which views and subviews are created and initialized. That makes passing data down into complex storyboard embedded subviews tricky and error-prone.
But -- with all UI on the main thread, it is not possible for a single application on MacOS to create, initialize, and display one storyboard AND have another storyboard initialization & display interrupt that process (at least not our user-invoked application storyboards). So the simple solution is...
...to have a temporarily set application-level global with the desired document model pointer. That, and a stack-based lock count to insure that the above assumptions are never violated. Terrible design. Efficient solution.
No one needs to remind me WHY this is not good. But if there's a better solution it has escaped my testing. I found that even viewDidLoad and viewWillAppear can't be trusted to have a solid pointer back to its NSWindow...
Without knowing your application structure; you will need a mechanism to assign the model pointer to each individual window. This will necessitate adding some code somewhere. An NSWindow subclass does seem appropriate.
In the AppKit MVC pattern, model data usually fits between the view and the view controller. Attempting to associate the model with the window is fighting against this pattern to some extent.
That being said; the Objective C runtime does allow you to add custom properties to existing classes using categories. This is achieved using Associative References. The relevant functions are:
objc_setAssociatedObject
objc_getAssociatedObject
objc_removeAssociatedObjects
This article has a good rundown of the benefits and downsides of that approach.

How to create an extended MKMapView

I have an app which uses maps on several different screens. All the maps should display the same basic information (annotations and overlays), but every instance adds different additional annotations and overlays to the map. I want to create a class, which implements the common features and behaves exactly like the MKMapView. How is this possible?
I've had three ideas to solve this, but none of them seems to be a good solution.
Subclass MKMapView. The problem with this approach is that the map gets the information about it's annotations and overlays from it's delegate, which should be the subclass (a view...) itself, therefore adding additional data is problematic (I can't set the delegate other than the class itself).
Wrap MKMapView. I could create an NSObject/UIView subclass which has an MKMapView, but either I have to proxy all of the map's methods to my class or access the map with a knowledge of the inner objects (myMapView.mapView.xxx...).
Create a delegate class (NSObject with MKMapViewDelegate functions). The delegate class could then implement the common behavior. This solution also has issues similar to the first one.
How can I solve this elegantly?
Create a class and Add Map to view of that class.
Now make that class as parent class for all class where you want to add Mapview.
Provide data to parent class when you want to add annotations and overlays.

How can I create a usable, base class that inherits CCLayer?

I am wanting to create a base class that inherits from CCLayer. My reason is because I have a single-image, full screen CCSprite that I want to overlay on every scene of my application. Creating a base class, and adding a CCSprite containing the image as the top-most Z object seems to make sense because it will prevent me from having to re-code the same overlay implementation again and again for each scene.
I've been able to derive a class from CCLayer with relative ease. However, I cannot figure out how to correctly create a scene another layer class that is a child, of a child of CCLayer. How can this be done, and work?
I understand that when most users ask such questions, the first follow is "Show us your code." I can show you the code but I am most interested in is a very generic implementation of Cocos2d object, that is derived from CClayer and can be used as a base class for other layers, pre-wiring common sprites and objects.
I think this may be your problem:
"I cannot figure out how to create a scene that is a child, of a child of CCLayer."
As I understand it, Cocos layers are added as children to Cocos scenes, not the other way around, as the quote seems to imply.
I think you could simply make a custom layer class, deriving it from CCLayer and adding your CCSprite. Then simply go to everywhere you are creating or deriving a CCLayer and instead create or derive it from your custom layer class and then show or hide the sprite when needed.
Alternatively, and probably more easily, you could create a category on CCLayer adding a "showFullscreenSprite" method which simply creates the sprite and sets its image, then calls
[self addChild:yourSprite z:yourSprite.zOrder tag:9999];
You would also need a corresponding "hideFullscreenSprite" method which would simply do this
[self removeChildByTag:9999 cleanup:YES];
The nice thing about this approach is you wouldn't need to sub-class at all and all of your CCLayers would now have your "showFullscreenSprite" and "hideFullscreenSprite" methods available.
(Note: "9999" has to be some number you're not already using as a CCNode tag. Make it big enough so you don't have to worry about it. Maybe pull it out into a constant such as "FULL_SCREEN_SPRITE_TAG" or some such for readability.)
Hope this helps!

Registering all view controllers for NSNotifications

I have a custom graphic that is to be displayed to a user when an event occurs. The graphic needs to be displayed on whichever viewController is currently being displayed to the user.
The way i have programmed it so far is by adding to ALL viewcontrtollers:
1) the .h file for the custom graphic class
2) an observer for the NSNotification event that is raised
3) the method which actually draws the graphic.
This doesnt feel like a very efficient way of doing things and i was wondering if anyone has a better way of doing things?
To me it sounds like you've done it in a fairly sane way. The only other way I can think is to just add the graphic to the window which would then overlay on the current view controller and you'd only need to have one object listening for the notification. You could use the app delegate for instance. But then you would have to worry about rotation of the screen yourself when adding the graphic over the top.
What you are doing is correct .. The only thing you can improve is to mauve the drawing graphics part to the custom graphic class.. (if you are not already doing so...
just Make a UIViewController variable as a member variable to the graphics class..and then set it up to the current view displaying..after you receive the notifications..and the class will itself draw the code based on the ViewController you set it up to
The reason it doesn't feel efficient is that you're duplicating a lot of code. That's more work at the outset, and it creates a maintenance headache. You should be taking advantage of the inheritance that's built into object oriented languages, including Objective-C.
If you want all your view controllers to share some behavior, then implement that behavior in a common superclass. Derive all your other view controllers from that superclass, and they'll all automatically get the desired behavior. Your superclass's initializer can take care of registering the view controller for the notification(s) that you care about, and -dealloc can unregister it. This way, you don't have to clutter up each view controller with the same repeated code, and if you want to change the code you only have to do it in one place.

Applying MVC philosophy in Objective C

I'm starting a small project that displays circles having random radii, random color and random position on the screen. I want to implement this using the MVC paradigm in Objective C.
I have a class Circle that contains the following instance variables:
CGFloat radius
CGPoint center
UIColor radiusColor
This class doesn't contain methods, it just holds data. It is put in a separate file. (Circle.m & Circle.h)
I have a myModel class that is supposed to be the model for my MVC. It contains methods that randomly generate centers inside bound of my view, where the bound dimensions are requested from the View throughout the controller.
Every time a random property (that is center, color and radius) is generated, an instance of the Circle class is created within the myModel class, and stored in an NSMutableArray.
When the generation is done, this NSMutableArray is passed to the controller, which in turn passes it to the view, thus displaying the circles.
My question is that if I am to implement the MVC paradigm correctly, should :
The Model (myModel) hold instances of Circle, or the instances of Circle should be held by the controller?
My model be made of 1 class, or is it legal to be made of several classes?
The model know the bound size of the view or is that something that a violation in the MVC philosophy?
One last question. If I have made the implementation as I have stated above, are myModel and Circle separate models or both classes constitute one model?
Thank you!
[Should] The Model (myModel) hold instances of Circle, or the
instances of Circle should be held by the controller?
The model should hold the data. That's it's job. Imagine what would happen if you wanted to change the interface to your program. Instead of (or in addition to) drawing circles on the screen, you might want to display a list of circles and their locations. You'd might want to change or replace the view controller to do that, but you wouldn't need to change the model that stores the circles. Likewise, you might want to change the way that circles are generated, but keep displaying them the way you are now. In that case, you'd change the model, but the view controller and view could probably stay the same.
[Should] My model be made of 1 class, or is it legal to be made of several classes?
A data model is typically a whole graph of objects, very often of different types. You might have one object that manages the rest (although you don't have to). For example, your MyModel class contains an array that stores Circle objects. You could add Square objects, Group objects, etc.
[Should] The model know the bound size of the view or is that
something that a violation in the MVC philosophy?
The model shouldn't know specifically about the view, but it's fine for the view controller to tell it to produce circles within a given range of coordinates. That way, if the view changes size or orientation, the view controller will likely know about it, and it can in turn give the model new info.
If you have other components to your model than just circles, wrap everything in myModel. Even if you don't, you might still want to do so to allow for future additions.
Depends on your design. If you are writing a "document based" application (regardless of whether you are using UIDocument) you normally would have a single class that contains the others. Even if you aren't, having a single root class for archiving purposes, etc., is usually convenient.
The model should definitely not know anything about the view hierarchy. (Note that this is different from knowing something like "canvas size" - it would be legitimate to store such a property in the model, and let the view display the canvas however it wishes, such as in a UIScrollView.)
Btw, kudos for thinking about this ahead of time!