How do Objective-C function declarations work? - objective-c

Hey, I was wondering how Objective-C function declarations worked, and why I would want to declare another function besides main.
For example, I now that, at least from most programs I have been exposed to, Objective-C programs begin execution at the function named main, and the name main is therefore reserved.
Now, the reason we usually "return 0" at the end is to show that everything went normal, correct? And, because we specified main would be a function of type "int", or integer.
I was wondering how common it is, I guess it depends on the scale of the program however, to declare other functions besides main, and how I should do so.
UPDATE:
Actually, sorry, I found a pretty good guide right here:
http://www.techotopia.com/index.php/An_Overview_of_Objective-C_Functions
But additions are certainty appreciated! :)

Please don't mind for my question. Is Obj-C the first language that you are learning? I'm asking this as most of the things that you have asked is about general concepts of programming. About the main function or returning int, these all came from C. Remember, Obj-C is superset of C language. If you don't know C / C++, then I would recommend you to look at them before jumping to Obj-C. The reason is there are hundreds of C / C++ resources for the beginners. But I'm afraid there are not much on Obj-C for the beginners. For example, there is little possibility that an Obj-C text will explain in detail what a pointer is, what is dynamically allocated memory, what is recursive function, what is the role of object, what is static member etc.
May be I'm wrong. May be there are some texts on Obj-C for the beginners. Personally I have not searched one as this was not my first language.

You want to declare functions besides main() because a packing even a relatively small 5000-line program into main() would be completely insane. It would also contain lots of duplicated code since you aren't factoring common operations into functions.

Related

Should I be using classes for something simple like solving math problems?

This is a question about using an object-oriented language. I've been using C++ to solve Project Euler for a while, and I recently read in an article that a lot of people treat C++ like a procedural language, since you can get away without creating classes. I've been doing exactly that.
My question is whether it's "bad" to just be writing functions in an object-oriented languageint mult_order(int base, int mod) for multiplicative order, gcd(int a, int b) for gcd, but without putting them in a class). I've been "reinventing the wheel" a lot for the purpose of learning--should I put them in a library, or create a Math class or something along those lines?
From what I've been taught (and what I've experienced), the underlying idea behind OOP is a simple one:
Use it when it makes your life easier.
It could easily be the case that, for your purpose, using a class wouldn't make things easier - you don't have a reason to repeatedly access a single object that performs these mathematical operations - or creating a class would create unnecessary overhead.
For your example, I think you'll be fine without objects, but do consider that somewhere in the future, it may be necessary to create an object that can handle those operations.
It seems you need to be using a namespace instead of a class.
There's nothing wrong with having functions that don't belong to a class, but you should still group them together.
Use a class when you need properties for an object, or inheritance, or state, not just so you can group functions together.
The main benefit using classes is going to give you is reuse through inheritance. So if you find you have situations where you have some common code, and then other sections of code that are variations on that, then making classes would help you. If not, then you are probably OK the way you are. Not every problem has to be solved with object oriented programming.

Making Objective-C Classes look Beautiful

I wanted to ask you all for you opinions on code smells in Objective C, specifically Cocoa Touch. I'm working on a fairly complex game, and about to start the Great December Refactoring.
A good number of my classes, the models in particular, are full of methods that deal with internal business logic; I'll be hiding these in a private category, in my war against massive header files. Those private categories contain a large number of declarations, and this makes me feel uneasy... almost like Objective-C's out to make me feel guilty about all of these methods.
The more I refactor (a good thing!), the more I have to maintain all this duplication (not so good). It just feels wrong.
In a language like Ruby, the community puts a LOT of emphasis on very short, clear, beautiful methods. My question is, for Objective C (Cocoa Touch specifically), how long are your methods, how big are your controllers, and how many methods per class do you all find becomes typical in your projects? Are there any particularly nice, beautiful examples of Classes made up of short methods in Objective C, or is that simply not an important part of the language's culture?
DISCLOSURE: I'm currently reading "The Little Schemer", which should explain my sadness, re: Objective C.
Beauty is subjective. For me, an Objective-C class is beautiful if it is readable (I know what it is supposed to do) and maintainable (I can see what parts are responsible for doing what). I also don't like to be thrown out of reading code by an unfamiliar idiom. Sort of like when you are reading a book and you read something that takes you out of the immersion and reminds you that you are reading.
You'll probably get lots of different, mutually exclusive advice, but here are my thoughts.
Nothing wrong with private methods being in a private category. That's what it is there for. If you don't like the declarations clogging up the file either use code folding in the IDE, or have your extensions as a category in a different file.
Group related methods together and mark them with #pragma mark statements
Whatever code layout you use, consistency is important. Take a few minutes and write your own guidelines (here are mine) so if you forget what you are supposed to be doing you have a reference.
The controller doesn't have to be the delegate and datasource you can always have other classes for these.
Use descriptive names for methods and properties. Yes, you may document them, but you can't see documentation when Xcode applies code completion, where well named methods and properties pay off. Also, code comments get stale if they aren't updated while the code itself changes.
Don't try and write clever code. You might think that it's better to chain a sequence of method calls on one line, but the compiler is better at optimising than you might think. It's okay to use temporary variables to hold values (mostly these are just pointers anyway, so relatively small) if it improves readability. Write code for humans to read.
DRY applies to Objective-C as much as other languages. Don't be worried about refactoring code into more methods. There is nothing wrong with having lots of methods as long as they are useful.
The very first thing I do even before implementing class or method is to ask: "How would I want to use this from the outside?"
I never ever, never begin by writing the internals of my classes and methods first. By starting of with an elegant public API the internals tend to become elegant for free, and if they don't then the ugliness is at least contained to a single method or class, and not allowed to pollute the rest of the code with it's smell.
There are many design patterns out there, two decades of coding have taught me that the only pattern that stand the test of time is: KISS. Keep It Simple Stupid.
Some general rules of thumb, for any language or environment:
Follow your gut feeling over any advice you have read or heard!
Bail out early!
If needed, verify inputs early and bail out fast! Less cleanup to do.
Never add something to your code that you do not use.
An option for "reverse" might feel like something nice to have down the road.
In that case add it down the road! Do not waste time adding complexity you do not need.
Method names should describe what is done, never how it is done.
Methods should be allowed to change their implementation without changing their name as long as the result is the same.
If you can not understand what a method does from it's name then change the name!
If the how part is complex enough, then use comments to describe your implementation.
Do not fear the singletons!
If your app only have one data model, then it is a singleton!
Passing around a single variable all over the place is just pretending it is something else but a singleton and adding complexity as bonus.
Plan for failures from the start.
Always use for doFoo:error instead of doFoo: from the start.
Create nice NSError instances with end user readable localized descriptions from the start.
It is a major pain to retrofit error handling/messages to a large existing app.
And there will always be errors if you have users and IO involved!
Cocoa/Objective-C is Object* Oriented, not **Class Oriented as most of the popular kids out there that claim to be OOP.
Do not introduce a dumb value class with only properties, a class without methods performing actual work could just as well be a struct.
Let your objects be intelligent! Why add a whole new FooParser class if a fooFromString: method on Foo is all you need?
In Cocoa what you can do is always more important than what you are.
Do not introduce a protocol if a target/action can do.
Do not verify that instances conforms to protocols, is a kind of class, that is up to the compiler.
My 2 cents:
Properties are usually better than old-style getter+setter. Even if you use #dynamic properties - declare them with #property, this is way more informative and shorter.
I personally don't simulate "private" methods for classes. Yes, I can write a category somewhere in the .m(m) file, but since Obj-C has no pure way to declare a private method - why should I invent one? Anyway, even if you really need something like that - declare a separate "MyClassPrivate.h" with a category and include it in the .m(m) files to avoid duplicating the declarations.
Binding. Binding for most Controller <-> UI relations, use transformers, formatters, just don't write methods to read/write controls values manually. It makes code look like something from MFC era.
C++, a lot of code look much better and shorter when written in C++. Since compiler understands C++ classes it's a good point for refactoring, especially when working will a low-level code.
I usually split big controllers. Something more than 500 lines of code is a good candidate for refactoring for me. For instance, I have a document window controller, since some version of the app it extends with image importing/exporting options. Controller grows up to 1.000 lines where 1/2 is the "image stuff". That's a "trigger" for me to make an ImageStuffController, instantiate it in the NIB and put all image-relative code in there.
All above make it easier for me to maintain my code. For a huge projects, where splitting the controllers and classes to keep 'em small results big number of files, I usually try to extract some code into a framework. For example, if a big part of the app is communicating with external web-services, there is usually a straight way to extract a MyWebServices.framework from the main app.

OOP vs procedural in run-time

I have very simple question I cant find answer anywhere on the internet.
So, my question is, in procedural programming, code is in code section, which goes into Read Only memory area. Variables are either on stack or heap.
But OOP says that object are created in memory. So, does it mean even functions are written into R/W memory area?
And, does Os have to have some inbuilt OOP programs support? For example if OS doesent allowed to read instruction outside Read only code section. Thanks.
Generally, both OOP and procedural programming are abstractions which exist only at the source-code level. Once a program is compiled into executable machine-code, these abstractions cease to exist. So whether or not a particular language is OOP or procedural has no bearing on what regions of memory it uses, or where instructions are placed during execution.
The OS itself usually doesn't know or care whether a particular executable was written in an OOP or procedural language. It only cares that the executable uses binary op-codes compatible with its native instruction set, and that the executable has an ABI (binary interface) that it understands.
This is a good question.
Whereas as object constitutes functions and data as being placed in the same spot theoretically, most implementations split it. The way you do it, is that code is split out and stored into the RO segment. An object in the RW area then have a way to refer back to that code in the RO area. The coupling of code and data is only used conceptually by the human programmer and the type checker to ensure that you do not violate the rules and principles.
A Java/C#-like language will usually be made such that each object has a tag identifying the type of the object. The object itself is simply a struct containing all the fields laid out in a prespecified order. This tag can then be used to look up which function in the RO-area to call. The function in the RO-area is altered to take an extra parameter, called this or self through which the contents of said object can be reached. When the method needs to refer to fields, it knows the pre-specified order, so it can do that correclty. Note that there are some tricks needed to solve inheritance, but this is the crux of the idea.
A Python/Ruby-like language will usually make an object be a hash-table where a method is a pointer to the code in the RO-area (provided that the language is compiled and not run through a bytecode interpreter). Function calls are made by looking up the hash-table contents and following the code pointer. Fields are also looked up in the same hash table.
With those basics down, most implementations make tricks to avoid the part where a pointer is followed to find the function to call. They try to figure out and narrow down the possible call to a single function. Then they can replace the lookup with a direct call to the right function, a much faster solution.
the tl;dr version: The language semantics views fields and methods as part of an object. The implementation split them into RO and RW segments. As such no OS support is needed.
OOP doesn't say this. I have no idea where you read it, if you add a quote that would help.
Objects are variables, so what you know about variables is correct for objects. In languages like C# (.net framework actually) objects can only be stored in heap, because they are so called reference types. In C++ they can live anywhere.
But OOP says that object are created in memory. So, does it mean even functions are written into R/W memory area?
From this i concluded that you think that functions are objects. That is true in far not every OOP language. It is from functional languages where functions are first class objects. Functions are in majority of cases immutable and are placed in read only sections.
Common OSes like Windows, Linux and MacOsx are unaware of objects. This is purely program concept. .net framework and java vm provide layer of abstraction. They are execution environments that have build in object support.

Too much C-Style in Objective-C programs?

Hi I'm writing this question because I'm a newbie in ObjC and a lot of doubts came to my mind when trying to make my fist training app. The thing is that I have a strong background in C, I've been programming in Java for the last year and I've done some collage stuff with Smalltalk (I mencione this because those are my programming references and those are the languages I'm comparing ObjC with).
The first problem I've encountered is that I don't know where to draw a line between ObjC and C, for example when dealing with math operations, Should I use math.h or there is a more "object-way" like you can do in Smalltalk (aNumber raisedTo: 3) ? How does a person with no background at all in C learns ObjC?.
Another thing that I couldn't find was a collection's protocol (I've looked over the Foundation Framework documentation given by Apple). Because I want to implement an expresion tree class and I wanna know if there are methods that all collections should implement (like in Smalltalk or Java) or I gotta check by hand every collection and see if there is a cool method that my new collection should have.
I don't know if I'm being too stupid or I'm searching for features that the language/framework doesn't have. I want to program in ObjC with the ObjC style not thinking in C, Java or Smalltalk.
Sorry if the question was too long.
Absolutely use <math.h>. You don't way to pay message sending overhead for functions that run in 30 cycles. Even function call overhead seems pretty steep at that point.
More generally, use as much or as little of C-style as you want to. I've seen Objective-C that was nothing but a couple C modules glued together with objective C messages, and I've seen Objective-C that essentially zero lines of code without the square brackets. I've seen beautiful, effective code written both ways. Good code is good code, however you write it.
In general, you'll use C features for numerical calculations. You'll generally use objects for most other things. The reason for this is that objects are way heavier than a simple scalar — there's just no benefit to it. Why would you ever write [[NSNumber numberWithInteger:1] numberByAddingNumber:[NSNumber numberWithInteger:2]] when you can just write 1+2? It's not only painful to read, it's far slower and it doesn't gain you anything.
On the other hand, Cocoa has rich object libraries for strings, arrays, networking and many other areas, and using those is a big win.
Knowing what's there — and thus what the easiest way to do something is — is just a matter of learning. If you think something should be there and you can't find it, you can ask either here or on Apple's Cocoa-Dev mailing list.
As for a collection protocol — there really isn't one. The closest thing to it is the NSFastEnumeration protocol, which defines precisely one method: countByEnumeratingWithState:objects:count:. This lets you use the for (id someObject in someCollection) syntax to enumerate the objects in a collection. Otherwise, all the collections define their own independent interfaces.
The first problem I've encountered is that I don't know where to draw a line between ObjC and C.
My rule is to use C wherever it makes sense to you. Objective-C has the benefit of letting you choose when to be procedural and when to be object-oriented. Go with what fits best with the code you're writing.
Another thing that I couldn't find was a collection's protocol [...] I want to implement an expresion tree class and I wanna know if there are methods that all collections should implement (like in Java) or I gotta check by hand every collection and see if there is a method that my collection should have.
Unlike Java, Objective-C does not have a master protocol for collections like the java.util.Collection interface. Also, there aren't a proliferation of specific container implementations as in Java. However, that gives you the freedom to implement a collection in a way that makes sense for your code.
For building a tree-like structure, you might take a look at NSTreeNode to see if it might be useful to leverage. (It may be more than you're need or want, but might be worth a shot.)
As far as rolling your own collection, I've learned a lot while creating CHDataStructures.framework, and you're welcome to use whatever you like from that code, or just look at my attempts at creating Cocoa-like structures, designed to complement the Foundation collections and operate similarly. Good luck!
Try to use each language for what it's good at. IMHO, this would include Obj-C objects but C-like code implementing methods. So use math.h and concise C code to implement logic, but don't be shy about using Obj-C classes to organize your larger blocks of functionality into something that makes sense.
Also, try to interact with the frameworks using their style so you're not running upstream.
As has been mentioned, there’s no real protocol for abstract collection classes (aside from the NSFastEnumeration protocol which provides the for(id item in collection) syntax when implemented), but there are conventions to follow.
Apple’s Introduction to Coding Guidelines for Cocoa covers some of this, and there is in fact a section on naming collection methods which covers the general cases (though note that generic container classes such as NSArray use the term “Object” as opposed to “Element” listed in the examples there – i.e. addObject:, removeObject:, and so on).
Following the patterns listed here (among others) is actually crucial when you want your classes to be KVC-compliant, which allows other users to observe changes in your object’s properties.

Can Procedural Programming use Objects?

I have seen a number of different topics on StackOverFlow discussing the differences between Procedural and Object-Oriented Programming. The question is: If the program uses an object can it still be considered procedural?
Yes, and a lot of early Java was exactly that; you had a bunch of C programmers get into Java because it was "hot", people who didn't think in OOP. Lots of big classes with lots of static methods, lots of RTTI in case statements, lots of use of instanceof.
GLib has GObject which is object oriented programming implemented in pure C. While you can build up an API which begins to "feel" like OOP, it's still just plain "C" code with no actual classes (from the compiler's point of view). If you get far enough so you're starting to implement Object Oriented design patterns then I would call that OOP no matter what language it's written in. It's all about the feel of the code and how you have to think to write against it.
Procedural programming has to do with how you structure your program and model your domain. Just because at some point you instantiate an object, doesn't alone make your program oriented towards objects (i.e., object-oriented).
The distinction is entirely subjective. For example, if you code a C library using state passing, you are implementing something of a "tell" pattern, with the state as the object.
Classes can be considered as super types. When we converted from VB3 to VB6 our first pass was finding all the types we used, then finding all the subroutines and functions that took that type as a parameter. We moved those into the class definition, removed the parameter and then tested leaving the original flow of control intact
Then we refactored our flow of control to use various patterns and object oriented techniques.
The heart of object orientation is about how you decompose the problem into smaller parts, and how these parts work together. It's about the philosophy. Using OO language does not necessarily mean a program written in it is OO; it's just easier to do OO with a language that supports common OO concepts out of the box.
To answer the question: "If the program uses an object can it still be considered procedural?" - That depends on what your definitions of object and procedural programming are. But in my opinion, the answer is resounding "Yes". "Objects" are only a part of the philosophy that is OO and using them "somewhere in your application" does not mean you're doing OO.
The answer to your question is, yes. For example. I've got an old php legacy page to maintain. Most of the code is procedural but I decided that some things can be maintained much easier if I plug Zend Framework into the existing stuff and write some of my own classes to replace some of the old code. In general this application is still written and functioning in a mainly procedural way but here and then a class or another are instantiated and used. I guess there is no clear border between procedural and OO. You can do it cleaner or less clean. If you don't have enough layers for the size and complexity of your app you'll end up with more procedural code automatically too...