Translate Obj-C to C# (Monotouch) - objective-c

Not knowing Obj-C I could use some help to traslate this one line of code:
[[TVOutManager sharedInstance] startTVOut];
into a C# version I can use in MonoTouch.
I've managed to get the XCode project compiled to a static library, now I'm trying to figure out how to turn it on... The orginal project is posted here: http://www.touchcentric.com/blog/
TIA,
Rick

[obj myMsg] is Objective-C syntax for sending the myMsg message to the obj instance. It is, at first blush, a lot like obj.myMsg() in C#. Objective-C uses message passing rather than function calls, however, so the two are actually very different semantically. You can often gloss over the differences, but if you are going to do any significant work on OS X or iOS, it's worth reading the Objective-C language guide carefully. I'm not a MonoTouch/MonoMac expert, but I believe that the answer to your specific question is:
TVOutManager.sharedInstance.startTVOut();
assuming sharedInstance is mapped as a static property of type TVOutManager, or
TVOutManager.sharedInstance().startTVOut();
if sharedInstance is mapped as a class method in Objective-C.

Related

Playgrounds for Objective-C

Is it at all possible to have Xcode create a .playground file for Objective-C instead of Swift? Are there any available Xcode plugins that allow that?
You can quickly test code snippets using a test case in a new project. Just create a new project and go to the Navigator in the left pane and hit the Test Navigator button. Then follow this guide
The setup code will look a little different than a swift playground, but it still allows you to prototype and play around.
There is a very good library developed by Krzysztof Zabłocki in Github entitled KZPlayground that support both code in Playgrounds for Objective-C and Swift and a lot of cool features.
I hope this can help you.
If the only purpose is to test out Objective-C snippets, i would really recommend you an OS X command line Tool project.
There are enough moving parts in a playground, and all of those would have to be reimplemented for Objective-C. Reliable playgrounds also depend on definite initialization which Objective-C does not have.
For instance consider:
var d: NSData // this is not initialized, so I can't use it
vs.
NSData *d; // this is also not initialized, but now I can use it
If I am the person storing the description of your NSData for the sidebar, now I know that I am not supposed to do
describe(d)
in the Swift case, but for the Objective-C case, I don't have equal knowledge and I run the risk of saying
[d description]; // even though d is a random pointer now.. oops, I just crashed!
In short, I don't think any such thing exists, and making one work would also involve some trickery

Template in Objective C?

Everything is in the title :)
Is there any templates in ObjC ?
I need equivalent of c# :
public class MyClass<T> : Message
in ObjC .
Any helps will be strongly thanks :(
There is no such ObjC feature. While ObjC++ does exist, I strongly discourage its broad use. It has many problems from poor tool and debugger support, to poor compiler optimization, to degraded ARC performance.
Generally templates are not required in ObjC because it is not a strongly typed language. An NSArray can hold any object, so you don't need to use a template to get the right type. Do you have a specific problem you're trying to solve? There is likely a better ObjC solution.
Obj-C supports templates since Xcode v7. It is named generics:
Lightweight generics now allow you to specify type information for
collection classes such as NSArray, NSSet, and NSDictionary. The type
information improves Swift access when you bridge from Objective-C,
and simplifies the code you have to write. For example:
NSArray<UIImage *> *images;
NSDictionary<NSString *, NSURL *> *resourcesByName;
Look for "Objective-C Language Changes" section in
https://developer.apple.com/library/content/documentation/Xcode/Conceptual/RN-Xcode-Archive/Chapters/xc7_release_notes.html
By the way, Xcode supports adding C++ classes through the New->File. Using the extern "C" {} construct in C++ means you can provide as much or as little C-callable interface as you need, which you can then call directly from your Objective-C code, since Objective-C is a superset of C.
Having said that, it's probably a good idea to stick within the Objective-C paradigm unless you have a pressing reason to move outside it, such as the need to incorporate a body of existing C++ code into your project. (That's not to say that Objective-C is a "better" language, which is a different matter entirely.)

Why did Apple previously typedef reference (pointer) types but not now?

I've been wondering why Apple uses data types in Core Foundation that are typedef'd to a pointer type while in Cocoa they are not.
As an example, you would reference a UIColor object like UIColor * while a reference to a CGColor object would be CGColorRef? Or NSURL * and CFURLRef? Why not just always use CGColor * and CFURL *? Or conversely, why no UIColorRef or NSURLRef types, since you never access a UIColor or NSURL directly anyway?
Or for example, why is it id and not id *, since it is actually a pointer and can in fact be typecast to void *?
Specifically, is there some reason Apple had a habit of doing this in their older frameworks, but stopped doing it in Cocoa? Is it simply a matter of style?
What Matt said, but there is a bit more to it.
The typedefs in the C based APIs also allow the implementation details to be hidden. For example, you can have the following without ever defining the __CFURL structure in a public header.
typedef __CFURL *CFURLRef;
Objective-C has long had these kinds of features in the form of categories and, recently added, the ability to move instance variable declarations out of the header file. Expect that, over time, you will see all instance variables removed from the public header files in the SDK.
Note that the Cocoa frameworks long, long, pre-dated CoreFoundation.
As for why id is used instead of id *, that dates back to when Objective-C was first created in the early 1980s. Specifically, the notion of the language was that you would build "software integrated circuits" that could be "plugged together" like real ICs. The goal was to keep the C bits around as implementation details and, ideally, not exposed in your APIs.
As for why you end up with NSString * instead of NSString, that is largely exactly because of the C underpinnings of the language. I wrote a fairly detailed answer to a slightly different SO question that is relevant.
You'll probably also find this answer relevant, too.
The reason for NSURL* vs CFURLRef is pretty much that it's just coding style. Cocoa is an Objective-C API and the general style in Objective-C is to not have a typedef whereas Core Foundation is a C API and the general style of it is to use a typedef. It's pretty much down to coding style.
id vs id* - I am not entirely sure with that, but my guess is it's historical and they just wanted to have the base "object" to be without the *. I don't know for sure the history of that, though. But again it'll just be a style thing.

Override a method in a single object instance

Am not sure how to put this, and I couldn't find the answer because of my inability to find the words to express what am looking for. (!)
In Java, I used to do something like this (I don't remember):
JPanel myButton = new JPanel("Press me"){
public void add(JComponent component){
//override add method
}
};
But, i couldn't find how to do this in Objective-C .. What I found in my search was categories and weird ^{} symbols ...
So, how can I override method(s) in a newly created object?
(For example, override -(BOOL)isEqual; in a newly created NSString* ?)
Am sorry if the question is a bit vague..
EDIT:
Obviously, without subclassing :)
EDIT:
Might as well post my problem in case someone has a better idea:
I have a few CCTransitions in COCOS2D, and I want to be notified when the transition ends .. The thing is, as soon as the transition ends, the -(void)finish; method is invoked (which is part of the CCTransition class structure)
I would really want to avoid subclassing the CCTransition class, and override the finish method to do my logic when the transition ends :)
EDIT:
-(void)onEnterTransitionDidFinish; ... I can't believe something as awesome as that existed and I haven't came across it while searching......
Which means, instead of subclassing CCTransition, override this method in my CCNode subclass :D!
It's still not going to be very clean, but assuming you're willing to concentrate the ugliness, you could do something like (untested):
Method methodToReplace =
[targetClass instanceMethodSignatureForSelector:#selector(methodToReplace)];
IMP implementationToSet =
[someProxyClass instanceMethodForSelector:#selector(implementationYouWant)];
method_setImplementation(methodToReplace, implementationToSet);
Relevant reference documentation is the Objective-C Runtime Reference and, optionally, the NSObject Class Reference (because it makes a few things slightly neater, though e.g. you could use class_getInstanceMethod from the runtime rather than instanceMethodSigntureForSelector:).
Note that you'll have no way to call the original implementation if you use exactly that recipe. method_setImplementation returns the old implementation, it's generally wise to add that to the class under a brand new selector and call that instead.
For reference, I've had a legitimate reason to do this sort of thing only exactly once: when we implemented printing support in an iOS application with which needed to be compatible with both OS 3.2 and 4.0. You need to subclass a particular class, but the class isn't available in 3.2. So you sort of have to subclass at runtime (though the conceptually neater way would be to use a normal subclass, put that into a framework and weak link, but Apple's iOS SDK terms allow static libraries only, so...).
Following Daniel's suggestion, you can implement a method in an NSObject category of the form
[anObject overrideMethod:#selector(foo:)
byBlock:^(id self,id super,id originalArg){
...
}];
What you need to do is to
objc_allocateClassPair against self's own class, to create a new temporary class
Turn a block into a function pointer, using e.g. this or this
method_setImplementation to set the new implementation to the temporary class
use object_setClass to self to set the class to the new temporary class
I haven't figured out how to provide super to the block :p
It's believed this is basically how the KVO is done by Apple, see e.g. this discussion.
Read Runtime reference.
What you have there in Java is an anonymous subclass. This is not possible in Objective-C (well, it sort of is but you would have to do some pretty involved contortions with the Obj-C runtime library).
But Objective-C as of iOS 4 or OS X 10.6 has "blocks", which is what the ^{} syntax is for. This is Objective-C's notion of a closure. This isn't going to help you directly if the APIs that you're calling don't support block callbacks, but you may be able to create wrapper classes that use blocks instead of subclassed methods to handle callbacks.
There are many resources for learning about blocks in Objective-C.

How to code a method, function or variable in Objective - C

I have just started to learn Objective - C. I have done one year of Java programming and one year of Actionscript. I need to find a website or blog which tells me how to do the basic things for example declare a variable or how to write a method and function. I cant seem to find this anywhere. If someone could give me some good links that would be great.
Thanks
Introduction to The Objective-C 2.0 Programming Language from Apple would probably be a good place to get started with the Objective-C language.
In general, declaring variables aren't too different within a method.
-(void)doSomething {
// Declaration of a variable.
int myVariable = 0;
}
The syntax for methods and functions can be a little bit different, and the language itself allows the use of C, as Objective-C is a superset of C.
One conceptual difference about classes and objects in Objective-C compared to Java is that the implementation and the declaration is separated into two different files. The "header" information which defines the interface is usually included in the .h file, while the implementation is included in the .m file.
The interface defines the methods, properties and such, while the implementation includes the actual code to use in the methods.
Also, strictly speaking, in Objective-C are not "methods" are not "called", but "messages" are "sent" to objects, and the objects react to them:
// The following is sending the "doSomething" message to "myObject".
// Strictly speaking, it's not a method call, but a messaging of an object.
[myObject doSomething];
Also, the Wikipedia article on Objective-C also gives a pretty good overview of the language as well.
I would highly recommend the book Programming in Objective-C 2.0 by Stephen Kochan.
I used the older version when I was learning Objective-C and still reference it on occasion. It is an excellent introduction to the basics of the language.