Could someone please explain how control of execution flows in an iOS application? I know that UIApplicationMain is called first from main. Then what? What is the relationship between my defined methods and main? Is it all event-driven or can there be some structured sequence?
I don't mean to be so vague, I just need to know where to start. Perhaps I'm looking at this in the wrong way.
For example, in C++ I would do something like:
#include "myMethods.h"
int main (int argc, char * const argv[]) {
Method1(); // Initialization
Method2(); // Opening views and options
Method3(); // Meat of the program
return 0;
}
Thanks in advance.
So, as you mentioned, the main() function in main.m is the starting point, which then calls UIApplicationMain(). If you check the docs, you'll see that UIApplicationMain takes four arguments:
argc,
*argv[],
*principalClassName
*delegateClassName.
The first two of those are just the argument count and variable list passed from main(). But the third and fourth arguments are pointers to NSStrings. The third argument specifies which class should be UIApplication. Unless you intend on subclassing UIApplication, you specify nil for the third argument. The fourth argument specifies which class should be UIApplication's delegate class, which will respond to anything specified in the UIApplicationDelegate Protocol. You don't have to muck with this directly, as it's included in all of the Xcode templates:
int main(int argc, char *argv[])
{
#autoreleasepool {
return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
}
}
Don't let the NSStringFromClass([AppDelegate class])) bit throw you. That's just a fancy way of specifying the fourth argument so that the right delegate gets called should you later change the name of AppDelegate.m.
UIApplication starts the main event loop and calls -application:didFinishLaunchingWithOptions:, one of the methods its delegate has to handle. Take a look at AppDelegate.m, and you'll find some template code for this method. This is where you can start customizing, creating things that need to be in place before the UIWindow and other instances of UIView get created:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
// Override point for customization after application launch.
self.viewController = [[ViewController alloc] initWithNibName:#"ViewController" bundle:nil];
self.window.rootViewController = self.viewController;
[self.window makeKeyAndVisible];
return YES;
}
So, now the application window and root view controller are defined, and the app is off and running.
All of this, and quite a bit more, is excellently explained here: http://oleb.net/blog/2012/02/app-launch-sequence-ios-revisited/
As you said UIApplicationMain creates an application execution in the system. Among the stuff the application loading process does, I assume you are interested in what is relevant to a specific application. Also I assume a typical case, which is illustrated in many project templates that Xcode provides.
The application loading process looks into the application's information property list. There it finds 'Main nib file base name', and the UIApplication instance of your application loads the corresponding nib file from the application bundle. This nib file specifies an application delegate class, and tells to connect an instance of the class to the delegate property of your UIApplication instance.
Depending on the main nib file, other objects may be created and connected as well, for example, the application's window, the main view controller, etc.
Now the loading sequence ends, and everything is all event-driven, starting from your application delegate class to get the famous -applicationDidFinishLaunching: message.
From Apple Documents -
The application life cycle constitutes the sequence of events that occurs between the launch and termination of your application. In iOS, the user launches your application by tapping its icon on the Home screen. Shortly after the tap occurs, the system displays some transitional graphics and proceeds to launch your application by calling its main function. From this point on, the bulk of the initialization work is handed over to UIKit, which loads the application’s main nib file and readies the event loop.
Application Life Cycle
Related
When you build a Cocoa App, you can add all the global methods and objects in AppDelegate class, and in any place of the code, you can get access to AppDelegate via
AppDelegate* appDlgt = (AppDelegate*)[[NSApplication sharedApplication] delegate];
But how can I do the same thing in a Cocoa Framework? It doesn't seem to have AppDelegete
Thanks
Like this
+ (instancetype)sharedMyClass
{
static id kSharedMyClass = nil;
static dispatch_once_t theOnceToken;
dispatch_once( &theOnceToken, ^{ kSharedMyClass = [[self alloc] init]; } );
return kSharedMyClass;
}
NSApp is the shortcut to your NSApplication instance, which normally have a delegate, or more archaically, a subclass where you could store data.
so if you followed the default project template:
((YourAppDelegate *)[NSApp delegate]).property
will get you where you want to go
don't abuse this, as you should only really store things that belong to the application in the delegate, and even then, those user defined properties should be NSUserDefaults or contained in some other controller class.
edit: sorry, I kind of missed the point....
if you need higher level application data to be passed down into a framework, then you can do so many things, with out knowing the specifics it would be hard to comment on which would be best...
some options:
define a protocol in the framework with the properties you are interested in, the adopt that protocol in your delegate.
then ((id <FrameworkProtocol>)NSApp.delegate).protoPropertywould work.
but that introduces a requirement that the delegate adopts that protocol, which you can check with the conformsToProtocol: method.
I have an iOS application. Application has 2 different views: Main and Settings. In fact, application needs to load and initialize some library and framework before it is used in Main View.
When I put this initialization in viewDidLoad method, it works OK. But when go to Settings and come back to Main View, initialization starts again, which is not what I want, and application results in a memory problem.
I need an method that is called once when application is started. Any idea?
EDIT: I switched to tabbed view. It loads views once. This is another solution.
You state in one of your comments that you don't want to put this code in application:didFinishLaunching and you want to keep it in viewDidLoad. You can use this snippet to run your code only the first time is is invoked:
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
// code here
});
The inner block will only be executed once. If the view is loaded again, the block is not called. Note that there is an Xcode code snippet for this which you can access by starting to type dispatch_once in the editor:
Use this one:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
It should be in your appdelegate class.
Hope it helps
You can also use
+ [NSObject initialize]
Define a class method of that name, and it will be run once before any other messages are sent to that class:
+ (void)initialize {
// Put one-time initialization code here.
}
https://developer.apple.com/library/ios/#documentation/Cocoa/Reference/Foundation/Classes/nsobject_Class/Reference/Reference.html#//apple_ref/occ/clm/NSObject/initialize
In your AppDelegate, one of the objects guaranteed to have only one instance (singleton) throughout the app, you can declare an instance variable/property:
BOOL initialized;
And then in viewDidLoad of your UIViewController, you check if it's the code has been initialized; if not, then run the code and set the variable to true:
if (!initialized) {
// Code goes here
initialized = true;
}
For simplicity's sake, lets say I am making a stopwatch application for ios5. I have a class called stopwatch, which represents the stopwatch's state. This class possesses members that store elapsed time, whether the stopwatch is running, etc.
To me, it seems this class should be instantiated once at the beginning of my apps lifetime, thus I declare it to be a member of the AppDelegate class and instantiate it in the didFinishLaunchingWithOptions: method of the AppDelegate class
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions: (NSDictionary *)launchOptions
{
Stopwatch *stopwatch = [[Stopwatch alloc] init];
return YES;
}
However, I now find myself needing to be able to reference this stopwatch object in the ViewController class but not knowing how to do so.
I would greatly appreciate any advice as to how to approach this problem, as it seems to be a fundamental concept for making ios applications. Thank you!
Don’t use a singleton. There are plenty of reasons why singletons are a bad design decision in most cases, I wrote a blog post about some of them.
Don’t store arbitrary data in the app delegate. That’s just misusing an existing singleton to do what you want. The app delegate should be concerned with the app’s lifecycle events, it should not be a place to stick whatever data you want accessible from everywhere.
One possible correct approach to solve this problem is to have a class that will create you application’s object graph for you and pass the instances to all interested classes. My app delegate’s application did finish launching method mostly look like this:
- (BOOL) applicationDidFinishWhatever
{
Factory *factory = [[Factory alloc] init];
[self setWindow:[factory buildMainWindow]];
[window makeKeyAndSomething];
return YES;
}
And all the object creation and assembly gets done in the Factory class. The Factory will create the timer (and keep the single instance in memory, if needed) and it will pass the timer to view controllers:
- (void) buildMainWindow
{
UIWindow *window = …;
[window setRootViewController:[self buildMainController]];
return window;
}
- (void) buildMainController
{
UIViewController *controller = …;
[controller setTimer:[self buildTimer]];
return controller;
}
I have created a sample Xcode project that shows how to wire an app without singletons. It’s very simple right now, I will add some common use cases later.
You can use Singleton pattern. look here for more info What should my Objective-C singleton look like?
If you "declare it to be a member of the AppDelegate class" then you should use it as a property:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions: (NSDictionary *)launchOptions {
Stopwatch *aStopwatch = [[Stopwatch alloc] init];
self.stopwatch = aStopwatch;
[aStopwatch release];
...
}
Later, anywhere in your code:
appDelegate = (AppDelegate *)[[UIApplication sharedApplication] delegate];
[appDelegate doSomethingWithStopwatchMethod];
someVariable = appDelegate.stopwatch.timeSinceStart;
...
Another approach would be to use a singleton (check SO for dozens of questions on the subject) or even a plain global variable (an integer holding a flag for instance) declared in main.m.
I got this code:
GrooveOnDownload *dlg = [[GrooveOnDownload alloc] init];
NSURLDownload *dw = [[NSURLDownload alloc] initWithRequest:request delegate:dlg];
It starts the download in a delegate class with outlets for UI controls. But for some reason controls don't respond to direct messages from the delegate.
//Header of the delegate
#interface GrooveOnDownload : NSObject {
IBOutlet id downloadButton;
//...
//Implementation
//...
[downloadButton setEnabled:FALSE]; // Doesn't work
//...
Any ideas?
It is my fourth day of Mac development so I don't know much about the platform.
Edit : 2010-05-28 01:03:41.486 GrooveOnLite[3303:a0f] Download button = (null)
Edit 2 :
Edit 3 :
I miss Windows .....
Edit 4
In Win32 you send one window message to the button. Everything is handled by WndProc loop. It is damn simple. In Mac you have this magical interface builder which somehow gets all that crap working. The delegate gets called by some withcraft magic. The rest of the classes are connected by some 'magical' force. In windows there is an tmain function which is the entry point. That's it! No retarded outlets and such shit.
I know it sounds obvious, but is everything connected correctly in Interface Builder?
Edit
If the download is on a separate thread, then fbrereto is correct and you'll need to perform the selector on the main thread. Your code would need to be changed to look like this:
[downloadButton performSelectorOnMainThread:#selector(setEnabled:)
withObject:[NSNumber numberWithBool:NO]
waitUntilDone:YES];
A few notes: in Objective-C the keyword NO is used instead of FALSE. It's a primitive type, so in order to use it here we had to box it in a NSNumber object. The waitUntilDone argument does exactly what you would expect, and you can change that to NO if you'd rather not wait.
Edit 2
Here's a more complete code example about how to accomplish what I think you want, which is to reuse a single instance of GrooveOnDownload from your app delegate. I'm assuming that your app delegate class is called GrooveOnLiteAppDelegate.
// GrooveOnLiteAppDelegate.h
#interface GrooveOnLiteAppDelegate : NSObject
{
IBOutlet GrooveOnDownload *grooveOnDownload;
// other properties go here
}
// your method signatures go here
#end
// GrooveOnLiteAppDelegate.m
#implementation GrooveOnLiteAppDelegate
- (void)mySuperAwesomeMethod
{
// it's up to you to figure out what method to put this in and
// how to call it
NSURLDownload *dw = [[NSURLDownload alloc] initWithRequest:request delegate:grooveOnDownload];
}
#end
Given that code in your app delegate, you'll have an outlet in IB that you can connect to your GrooveOnDownload object in IB. If you do that, then grooveOnDownload will be a pointer to that object.
All UI calls have to be made on the main thread; if the download is happening in the background your delegate may be getting notified on a thread other than the main one, in which case a call to a UI element would have to be done through something like -[NSObject performSelectorOnMainThread:withObject:waitUntilDone:modes: or another related API.
main.m
#import <Cocoa/Cocoa.h>
int main(int argc, char *argv[])
{
return NSApplicationMain(argc, (const char **) argv);
}
CoolClass.h
#import <Cocoa/Cocoa.h>
#interface CoolClass : NSObject <NSApplicationDelegate> {
}
- (void) applicationDidFinishLaunching : (NSNotification *) aNotification;
#end
CoolClass.m
#import "CoolClass.h"
#implementation CoolClass
- (void) applicationDidFinishLaunching : (NSNotification *) aNotification {
NSLog(#"THIS SHOULD BE PRINTED TO THE DEBUG CONSOLE");
}
#end
I tried this with "applicationWillFinishLaunching" as well, but still no luck. Any help at all would be appreciated. Thanks.
What you're missing is that adopting the protocol makes objects of kind CoolClass ready to function as delegates of any NSApplication object (provided you follow through on the declaration and implement all required methods of the protocol). Declaring conformance to the protocol also prevents compiler warnings when you set instances of the class as an application's delegate.
But for a specific application object (say, the shared NSApplication object that Cocoa creates for you) to know to send messages from the protocol to a specific CoolClass object, you must set the object you want to receive those messages as the specific application object's delegate.
What this means is that some time before the messages you want to receive would be sent by the application, something needs to instantiate a CoolClass object - call it c - and tell the application, "Hey, your delegate is c over here, so send delegate messages to the little feller from now on."
What that boils down to is that these lines of code must execute before the application finishes launching:
CoolClass *c = [[CoolClass alloc] init];
[[NSApplication sharedApplication] setDelegate:c];
The easiest way to have this happen is to let Interface Builder do the work for you: let the MainMenu nib instantiate your CoolClass and also set the cool class object as the application's delegate when the nib is loaded, as others have suggested.
To do so, open MainMenu.xib. Drag a Custom Object into the xib and change its class to CoolClass in the inspector. Ctrl-drag (or right-click drag) from the application object in the xib to the CoolClass object and choose "delegate". Save, build, and run.
You should define your CoolClass as applications delegate in Interface Builder (Ctrl+Drag from App instance to your CoolClass instance
applicationDidFinishLaunching is an instance method, not a class method. That is, you'll need an instantiation of your class to receive that message. Plus, it can't be just -any- instantiation; your application needs to know about your instantiation and know that it's supposed to send delegate messages to it. The easiest and most common way to do this is...
First, you'll instantiate your CoolClass. Open your application's MainMenu.nib file in Interface Builder. Drag an "Object" (it'll look like a blue cube) out of the Library window. Select it and use the Identity tab of the Inspector to change its class from NSObject to CoolClass. Now, you have an instance of your CoolClass.
Now, you'll set that instance as the application's delegate. Control-drag from "Application" (still in Interface Builder) to your new instance of CoolClass. A window will pop up (showing outlets of Application that could be connected to your object). Choose "delegate". Now your application has an instance of your CoolClass set as its delegate, and thus, your applicationDidFinishLaunching will run.
I appreciate you may be trying to learn from scratch, but why did you not just create a new project using one of the XCode templates? It sets all this up for you to begin with. Life involves enough debugging without having to add more atop it!
To start at the beginning: your call to NSApplicationMain should be wrapped in an NSAutoreleasePool. You will be in trouble if you don't do that.