Possible to tell if a subclass overrode a method? - objective-c

While working on a small project I found myself needing to do some custom drawing via drawRect: in one of my UIView subclasses. I noticed when I overrode drawRect: that the default background color of the UIView subclass had changed from transparent to black (by default background color I mean the color the view draws itself when its backgroundColor property is nil.) Even with an empty drawRect: or a drawRect: that simply calls [super drawRect:] I noticed this behavior.
This isn't really a problem, as simply setting a backgroundColor to a non-nil value works regardless of whether drawRect: is overridden. However, it did make me start thinking about how UIView knows whether drawRect: is overridden by a subclass. I know Objective-C offers facilities to determine if a class or even its superclass responds to a certain selector. But how could a superclass possibly know if its subclass has overridden one of its methods? And, if this type of introspection is indeed impossible, what could be going on in my example?

That is pretty bizarre (but sounds like it is intended). Simply adding:
- (void) drawRect:...
{
[super drawRect:...];
}
Triggers the behavior? Atypical. In any case, it is trivial to use the Objective-C runtime API to introspect class implementation details quite thoroughly. See the Objective-C runtime reference.
UIView's documentation for -drawRect: goes into considerable detail about subclassing. It quite specifically states that you don't need to call super when directly subclassing UIView, indicating that the class is likely optimized to doing the minimal amount of extra work (like drawing a background that is obliterated entirely in your implementation).

Related

Xcode (Obj-C) Updating a UIView (NSRect) after the window is already visible to the user

I am fairly new to creating Xcode projects using Objective-C and i'm trying to make a simple 2d graphics program to show me how well my graphing code works before I implement it elsewhere.
I have gotten the drawing of everything right but the problem comes when I want to clear the strokes and stroke new lines. From what I see from when I run the program the view will only display what I have executed once it hits that #end at the end of the implementation. The issue with this is that by the time it hits the #end the code has already been run. and I can't figure out if I need to recall the class in a loop to update the view each time (or where or how to do this, perhaps something in main.m?) or if I need to call a function to update the view before it exits the implementation because right now all the lines are just overwriting each other before the user can see anything.
Here is the interface in my header file (connected to a UIView):
#interface GraphView : NSView
- (void)drawRect:(NSRect)dirtyRect;
#end
Implementation file:
Here is how I am creating my rectangle:
- (void)drawRect:(NSRect)dirtyRect {
[self clearGrid:dirtyRect];
[self drawLines];
}
- (void)clearGrid:(NSRect)theRect {
//Wiping the slate clean
[super drawRect:theRect];
[self.window setBackgroundColor:[NSColor whiteColor]];
...
Here is what I am using to draw my lines:
NSBezierPath* eqLine = [NSBezierPath bezierPath];
[[NSColor greenColor] setStroke];
[eqLine setLineWidth:5.0];
[eqLine moveToPoint:NSMakePoint([self convertToPixels:previousX], [self convertToPixels:previousY])];
[eqLine lineToPoint:NSMakePoint([self convertToPixels:finalX], [self convertToPixels:finalY])];
[eqLine stroke];
I have been searching for the past few days now on how I could solve this but so far it hasn't turned up anything, perhaps i'm just not searching for the right thing. Any information is helpful even if it's just a point to a resource that I can look at. Let me know if any additional information is needed. Thanks!
It's clear that you're a noobie to this, which is not a crime. So there's a lot to address here. Let's take things one at a time.
To answer your basic question, the -drawRect: method is called whenever a view needs to draw its graphic representation, whatever that is. As long as nothing changes that would alter its graphical representation, the -drawRect: method will only be received once.
To inform Cocoa (or CocoaTouch) that the graphic representation has changed, you invalidate all, or a portion of, your view. This can be accomplished in many ways, but the simplest is by setting the needsDisplay property to YES. Once you do that, Cocoa will (at some point in the future) call the -drawRect: method again to modify the graphic representation of your view. Wash, rinse, repeat.
So here's the basic flow:
You create your class and add it to a view. Cocoa draws your view the first time when it appears by sending your class a -drawRect: message.
If you want your view to change, you invalidate a portion of the view (i.e. view.needsDisplay = YES). Then you just sit back and wait. Very soon, Cocoa will send -drawRect: again, your class draws the new and improved image, and it appears on the screen.
Many changes will cause your view to be invalidated, and subsequently redrawn, automatically—say, if it's resized. But unless you make a change that Cocoa knows will require your view to redraw itself, you'll have to invalidate the view yourself.
Now for the nit-picking, which I hope you understand is all an effort to help you understand what's going on and improve your code...
Your subject line says UIView but your code example subclasses NSView so I'm actually not sure if you're writing a macOS or an iOS app. It doesn't matter too much, because at this level the differences are minimal.
Your -drawRect: calls [self clearGrid:..., when then calls [super drawRect:... Don't do this. As a rule, never use super except from within the overloaded method of the same name. In other words, -drawRect: can use [super drawRect:, but no other methods should. It's not "illegal", but it will save you grief in the long run.
Your -clearGrid: method sets the backgroundColor of the window. Don't do this. The window's background color is a property, and your -drawRect: method should only be drawing the graphical representation of your view—nothing more, nothing less.
You're calling [super drawRect: from within a direct subclass of NSView (or UIView). While that's OK, it's unnecessary. Both of these base classes clearly document that their -drawRect: method does nothing, so there's nothing to be gained by calling it. Again, it won't cause any harm, it's just pointless. When your -drawRect: method begins execution, a graphics context has already been set up, cleared, and is ready to draw into. Just start drawing.
#end is not a statement. It does not get "executed". It's just a word that tell the compiler that the source code for your class has come to an end. The stuff that gets executed are the methods, like -drawRect:.
In your #interface section you declared a -drawRect: method. This is superfluous, because the -drawRect: method is already declared in the superclass.

How do we implement selectionRectsForRange: from UITextInput Protocol?

How do we implement selectionRectsForRange: from UITextInput Protocol ?
Has anybody figured out this one?
Is it just very dependent upon specific use-case needs? Or is there something in the frameworks that will call this method?
To silence the compiler it is of course appropriate to stub out the method, but will returning nil or an empty NSArray cause any harm?
According to session 220 at WWDC12 this method was added to support subclassing of UITextView where the implementation renders its own text. Sadly their sample code from that session isn't available, would love to peek at it to see if I've missed anything in my implementation.
It's fairly similar to how you'd implement -firstRectForRange: except you'd return all rects which covers the current selection.
Furthermore you'd have to subclass UITextSelectionRect (it's an abstract class like UITextPosition/UITextRange) which you'd return an array of from this method. Make sure to calculate the containsStart and containsEnd properties correctly and only return YES for one of each once across all the selection rects you return. These properties are used by UITextView to decide on where to place the selection resize "paddles".
Returning an empty array (or nil I suppose) would indicate that UITextView shouldn't draw any selection rects for the current selection.

What invokes viewDidLoad when subclassing UIViewController?

Trying to get my head around protocols and delegates when extending it further into the UIKit framework's implementation.
From my understanding of this stackoverflow post a delegate method will usually have Did, Should & Will in it's name.
Based on this, I would assume that - (void)viewDidLoad; declared in UIViewController.h is a delegate method, but of what and from where?
I've looked at UIViewController's header file and it only adhere's to the NSCoding protocol which is a dead end. UIViewController's superclass UIResponder is also a dead end as far as I can see.
I've used viewDidLoad as an example here but this could apply to any of the Did, Should & Will methods in UIViewController.
Is this simply one of those cases that is an exception to the guidelines or am I missing something?
"did", "should", and "will" are words usually used to describe when a method is called, whether it is asking if it "should" do something", giving you a hook to run code before something "will" happen, or as a callback when something "did" happen. these words are usually used in delegate and callback methods.
viewDidLoad is called when your .nib file has been loaded into memory, and your IBOutlets have been instantiated and hooked up, and are ready for configuration. you don't need to worry about calling it yourself if you intend to subclass UIViewController, if that's what you're wondering.

Making classes work together in obj-C

I'm writing a program for iPhone that will first let the user take a photo, then will dynamically retrieve a colour of the place where the user taps on the image, and draw a rectangle of that colour. I have two relevant classes for this: AppViewController and AppView. The former contains all the UI elements and IBActions, the latter the position of last tap, the touches-handling methods and the drawRect (and a static method to get colour data at a given coords of an image).
What I wanted to do is to put the touch-handling (calling drawRect in touchesMoved/Ended) and the drawRect in the AppViewController. That doesn't work, since that class doesn't inherit from UIView, but from UIViewController. What's the correct way to do that?
Another way to phrase that: How to constantly change something (well, constantly as long as the user is swiping across the screen) in a class that doesn't support touch-detection methods?
(This probably doesn't explain it well. Please ask clarifying questions).
I think the delegate pattern might be helpful to you in this situation. You could call your delegate's shouldUpdateRectangle selector in touchesMoved/Ended.
There is not really a correct way to move the view's behaviors into a view controller, since that is not the way the classes are meant to be used. You should probably look at what's driving you to try to subvert the framework's design this way, because that is likely going to be easier to fix.
It's not uncommon, though, for a view to call out to a supporting class for help in this stuff. You could certainly have your view's drawRect: call methods in the view controller, though I would be careful about mixing their concerns too much, because it could get hard to figure out who's responsible for what.

Fitting Cocoa Animation into MVC/OOP patterns

MVC/OOP design patterns say you don't set a property, per se, you ask an object to set its property. Similarly, in Cocoa you don't tell an object when to draw itself. Your object's code has detailed HOW it will draw itself so we trust the frameworks to decide when (for the most part) it should draw.
But, when it comes to animation in Cocoa (specifically Cocoa-Touch) it seems that we now must take control of when the object draws itself from within the objects view controller. I can't send a message to a UIView subclass asking it to change some value and then leave it alone knowing it will slowly (duration = X) animate itself to a new position, alpha, rotation, etc. depending on the property changes. Or can I?
Basically, I'm looking for a way to set the property and then walk away. Instead, it seems, I need to wrap the code that calls the object asking it to change its property with an animation block of some sort "[UIView beginAnimations:nil context:NULL]; ... [UIView commitAnimations];"
I'm ending up with lots and lots of animation blocks in my view controllers and none in my view objects...I guess I'm just looking for someone to verify that this is how things are done and I'm not overlooking something. I haven't gotten much farther than the UIView animations within Cocoa-Touch, so maybe that's my problem and it's time to dig deeper?!?
You are correct that UIView does not animate its property changes by default the way CALayer does, but I don't think this indicates a break in MVC. It is appropriate for a Controller to instruct a View in how it should transform. That is the role of a Controller class as surely as it is appropriate for the Controller to know the correct frame for the View and even manage layout. I agree that it's a little weird that you call -beginAnimations:context: on the UIView class rather than on an instance, but in practice it does actually work much better that way since you may want to animate many views together.
That said, if you had a UIView subclass that managed the layout of its subviews, there would be nothing wrong with allowing that UIView to manage the animation rather than relying on a UIViewController to do it. So this is something that could go either place, but in practice it generally goes in the Controller as you've discovered.
I am using "MVC" here in the typical Cocoa sense. You're correct that this might not be appropriate in a SmallTalk program, but then SmallTalk Controllers have a much more limited role (management of user input events). Cocoa significantly expands the role of Controllers in MVC and I think it's an improvement, even if it means there are now some functions that could go in either the Controller or the View (and this is one of them).