objective-c logging best practices - objective-c

I am writing my first objective-c daemon type process that works in the background. Everything it does needs to be logged properly.
I am fairly new to Apple stuff so I am not sure, what is the most common and/or best way to log activity? Does everyone simply log to a text file in their own special format, or use some sort of system call?

You should look at the Apple System Logger. ASL writes to the system log database (making it easy to query the log from Console.app or from within your own app) and additionally to one or more flat files (if you choose). Peter Hosey's introduction to the ASL is the best I'm aware of. ASL is a C-level API, but it's relatively easy to wrap in Objective-C if you'd like. I would recommend also taking a look at Google's Toolbox for Mac. Among many other goodies, it contains a GTMLogger facility that includes ASL support. I've ditched my home-grown ASL wrapper in favor of the GTMLogger.

Another alternative you might want to try is https://github.com/CocoaLumberjack. Lumberjack is quite flexible and will allow you to log to various destinations, configure log levels, etc. It's very log4j / log4net like, if you are familiar with those.
It's also reports that it is faster than ASL... I don't know how it compares to GTMLogger with respect to functionality or speed, but the documentation seems to be a bit more approachable.

Related

Possible to share information between an add-on to an existing program and a standalone application? [duplicate]

I'm looking at building a Cocoa application on the Mac with a back-end daemon process (really just a mostly-headless Cocoa app, probably), along with 0 or more "client" applications running locally (although if possible I'd like to support remote clients as well; the remote clients would only ever be other Macs or iPhone OS devices).
The data being communicated will be fairly trivial, mostly just text and commands (which I guess can be represented as text anyway), and maybe the occasional small file (an image possibly).
I've looked at a few methods for doing this but I'm not sure which is "best" for the task at hand. Things I've considered:
Reading and writing to a file (…yes), very basic but not very scalable.
Pure sockets (I have no experience with sockets but I seem to think I can use them to send data locally and over a network. Though it seems cumbersome if doing everything in Cocoa
Distributed Objects: seems rather inelegant for a task like this
NSConnection: I can't really figure out what this class even does, but I've read of it in some IPC search results
I'm sure there are things I'm missing, but I was surprised to find a lack of resources on this topic.
I am currently looking into the same questions. For me the possibility of adding Windows clients later makes the situation more complicated; in your case the answer seems to be simpler.
About the options you have considered:
Control files: While it is possible to communicate via control files, you have to keep in mind that the files need to be communicated via a network file system among the machines involved. So the network file system serves as an abstraction of the actual network infrastructure, but does not offer the full power and flexibility the network normally has. Implementation: Practically, you will need to have at least two files for each pair of client/servers: a file the server uses to send a request to the client(s) and a file for the responses. If each process can communicate both ways, you need to duplicate this. Furthermore, both the client(s) and the server(s) work on a "pull" basis, i.e., they need to revisit the control files frequently and see if something new has been delivered.
The advantage of this solution is that it minimizes the need for learning new techniques. The big disadvantage is that it has huge demands on the program logic; a lot of things need to be taken care of by you (Will the files be written in one piece or can it happen that any party picks up inconsistent files? How frequently should checks be implemented? Do I need to worry about the file system, like caching, etc? Can I add encryption later without toying around with things outside of my program code? ...)
If portability was an issue (which, as far as I understood from your question is not the case) then this solution would be easy to port to different systems and even different programming languages. However, I don't know of any network files ystem for iPhone OS, but I am not familiar with this.
Sockets: The programming interface is certainly different; depending on your experience with socket programming it may mean that you have more work learning it first and debugging it later. Implementation: Practically, you will need a similar logic as before, i.e., client(s) and server(s) communicating via the network. A definite plus of this approach is that the processes can work on a "push" basis, i.e., they can listen on a socket until a message arrives which is superior to checking control files regularly. Network corruption and inconsistencies are also not your concern. Furthermore, you (may) have more control over the way the connections are established rather than relying on things outside of your program's control (again, this is important if you decide to add encryption later on).
The advantage is that a lot of things are taken off your shoulders that would bother an implementation in 1. The disadvantage is that you still need to change your program logic substantially in order to make sure that you send and receive the correct information (file types etc.).
In my experience portability (i.e., ease of transitioning to different systems and even programming languages) is very good since anything even remotely compatible to POSIX works.
[EDIT: In particular, as soon as you communicate binary numbers endianess becomes an issue and you have to take care of this problem manually - this is a common (!) special case of the "correct information" issue I mentioned above. It will bite you e.g. when you have a PowerPC talking to an Intel Mac. This special case disappears with the solution 3.+4. together will all of the other "correct information" issues.]
+4. Distributed objects: The NSProxy class cluster is used to implement distributed objects. NSConnection is responsible for setting up remote connections as a prerequisite for sending information around, so once you understand how to use this system, you also understand distributed objects. ;^)
The idea is that your high-level program logic does not need to be changed (i.e., your objects communicate via messages and receive results and the messages together with the return types are identical to what you are used to from your local implementation) without having to bother about the particulars of the network infrastructure. Well, at least in theory. Implementation: I am also working on this right now, so my understanding is still limited. As far as I understand, you do need to setup a certain structure, i.e., you still have to decide which processes (local and/or remote) can receive which messages; this is what NSConnection does. At this point, you implicitly define a client/server architecture, but you do not need to worry about the problems mentioned in 2.
There is an introduction with two explicit examples at the Gnustep project server; it illustrates how the technology works and is a good starting point for experimenting:
http://www.gnustep.org/resources/documentation/Developer/Base/ProgrammingManual/manual_7.html
Unfortunately, the disadvantages are a total loss of compatibility (although you will still do fine with the setup you mentioned of Macs and iPhone/iPad only) with other systems and loss of portability to other languages. Gnustep with Objective-C is at best code-compatible, but there is no way to communicate between Gnustep and Cocoa, see my edit to question number 2 here: CORBA on Mac OS X (Cocoa)
[EDIT: I just came across another piece of information that I was unaware of. While I have checked that NSProxy is available on the iPhone, I did not check whether the other parts of the distributed objects mechanism are. According to this link: http://www.cocoabuilder.com/archive/cocoa/224358-big-picture-relationships-between-nsconnection-nsinputstream-nsoutputstream-etc.html (search the page for the phrase "iPhone OS") they are not. This would exclude this solution if you demand to use iPhone/iPad at this moment.]
So to conclude, there is a trade-off between effort of learning (and implementing and debugging) new technologies on the one hand and hand-coding lower-level communication logic on the other. While the distributed object approach takes most load of your shoulders and incurs the smallest changes in program logic, it is the hardest to learn and also (unfortunately) the least portable.
Disclaimer: Distributed Objects are not available on iPhone.
Why do you find distributed objects inelegant? They sounds like a good match here:
transparent marshalling of fundamental types and Objective-C classes
it doesn't really matter wether clients are local or remote
not much additional work for Cocoa-based applications
The documentation might make it sound like more work then it actually is, but all you basically have to do is to use protocols cleanly and export, or respectively connect to, the servers root object.
The rest should happen automagically behind the scenes for you in the given scenario.
We are using ThoMoNetworking and it works fine and is fast to setup. Basically it allows you to send NSCoding compliant objects in the local network, but of course also works if client and server are on he same machine. As a wrapper around the foundation classes it takes care of pairing, reconnections, etc..

Webkit vs Processing for Interactive Applications

I know this sounds a little bizarre, but there is a very simple application I want to write, a sort of unique image viewer, which requires some interactivity with the host system at the user level. Simplicity when developing is a must as this is a very small side project. The project does require some amount of graphical work and quite a bit of mouse based interactivity (as well as some keyboard shortcuts), but quite frankly, I don't want to dig my hands into OGL for something this small. I looked at the available options, and I think I've narrowed it down to two main choices: Webkit (through either QtWebkit or WebkitGtk), and the language Processing.
Since I haven't actually used Processing but I do have some amount of HTML5 canvas and Javascript experience, I am somewhat tempted to using a Webkit based solution. There are however, several concerns I have.
How is Webkit's support for canvas, specifically for more graphically intensive processes?
I've heard that bridging is handled better in QtWebkit than WebkitGtk. Is this still true?
To what degree can bridging actually do? Can a Webkit based application do everything that an application which interacts with the files on the system needs?
Looking at Processing, there are similarly, a couple things I'm wondering.
Processing is known for its graphical capabilities, but how capable is it for writing a general everyday desktop application?
There are many sources that link Processing to Java, both in lineage as well as in distributing applications over the web (ie: JApplets). Is the "Application Export" similarly closely integrated with Java?
As for directly comparing the two, the main concern I do have is the overhead of each. I want the application to start up as snappy as possible, and I know that Java has a bit of an overhead regarding start up because it first has to start up the interpreter. How do Processing and QtWebkit/WebkitGtk compare for start up?
Note that I am targeting the Linux platform only.
Thanks!
It's difficult to give a specific answer, because you're actually asking a few different kind of questions - and some of them you could be more precise.
Processing is a subset or child of java - it's really "just" a java framework with an free ide that hides the messy setup work of building an applet, so that a user can dive in and write something quickly without getting bogged down in widgets and ui, etc. So processing can exist by itself and the end user needs to know nothing of Java (except syntax - processing is java, so the user must learn java syntax).
But a programmer who already knows java can exploit the fun quick nature of processing and then leverage their normal java experience for whatever else is needed - everything of java is in processing, just a maybe slightly hidden (but only at first) It's also possible to import the processing.jars into an existing java program and use them there. See http://processing.org/learning/eclipse/ form more information.
"how capable is it for writing a general everyday desktop application?" - Not particularly on it's own (it's not made to be), but some things are possible and easy (i.e. file saving & loading, non-standard gui, etc.), and in some ways it's similar to old school actionscript or lingo. There is a library called controlP5 that makes gui stuff a bit easier.
Webkit is another kettle of fish, especially if you aren't making a web-based thing (it sounds like you're thinking on using the webkit libraries as part of a larger program. I'll admit I don't have the dev expertise with those specific libraries to give you the answer you really want, but I'm pretty certain that unless you have programming experience beyond html5/javascript you'll probably get going much faster with processing.
Good luck with whichever path you choose!

Language-Portable Example Programs

At the moment I am learning Objective-C 2. I'm aware that it's used heavily by Mac developers, but I'm more interested in learning the language at this point in time than the frameworks for developing on Mac OS X/iPhone (except for Foundation). In order to do this I want to write a few intermediate* console applications, but I'm stuck for ideas.
Most examples are something along the lines of "Write a Fraction class that has getters/setters and a print function", which isn't very challenging coming from a C++ background. I'd like some generic examples of programs, but I don't want them to include any Objective-C implementation details. I want to figure out the program structure/write my own interfaces and learn the language from there.
In summary: I am curious as to what example programs Objective-C programmers would recommend for exploring the language.
An example of an "intermediate" application would be something along the lines of "Write a program that takes a URL from the command line and returns the number of occurrences of a certain word in data returned:
example -url www.google.com -word search
"Project Euler" is a standard response for this kind of thing, but I get the feeling that you're less interested in being told to implement algorithmic stuff (since that knowledge is easier to port between languages) and more interested in miniprojects that will familiarize you with core libraries. Is this fair?
If so, IMO, you ought to know the basics of how to do the following with the standard libraries of language you hope to use for serious work:
Standard IO
Network IO
Disk IO and navigating the filesystem
Regexp utilities
Structured data (XML libraries and CSV libraries if they exist)
Programming problems I would recommend for those:
It sounds like you've already done this.
A very simple proxy - something like what you described in your post, but that listens on a port for a message containing a URL rather than taking it on the command line, and likewise returns the results to whatever contacted it over the network rather than outputting to stdio. [Obviously you need to have the machine behind an appropriate firewall for this!]
Something which takes a directory path and recursively tallies the number of lines its children contain. (So, get the directory's listing, open each child file and count the number of line breaks. Then open each of its child directories, get their listings, ...) Record any errors encountered (e.g., no read privileges) in a reasonable way. Write out the final results to file in the directory supplied.
Usually if I tool around in a language enough, I'll run across some problem which I just naturally find myself using regexps for. I'll assume the same is true for you and punt this element for now.
Fetch StackOverflow.com, and [by putting it into a DOM model and navigating that] determine whether this question is still on the front page.
I got the most out of Objective-C by exploring it with a testing framework. I have written a short blog post about it. You should also wrap your head around the memory management conventions employed by Objective-C, reference counting takes a little time to get used to but works very well if responsibilities are clearly segregated (I have written about that on my blog too).
By getting my hands dirty on a testing framework (GHUnit for that matter), I was able to learn far more about the language than I could have in a "traditional" way. Of course you'll need a little pet project, otherwise this approach doesn't make sense.
I don't think your example is a very good idea as it requires you to mess with http connections, resources etc. which is a little framework specific after all. Parsing a text file would be a little easier in this regard. Using a unit testing framework has the following advantages for you:
learn about platform specific build systems and deployment details
forced to develop components in a loosely coupled fashion from the ground up
thereby exploring unique mechanisms of the language, that might require new or make known patterns redundant (e.g. categories make dependency injection obsolete etc.)
fast compile-test cycle, less time spent in front of the debugger
combined with source control: painless experiments
You should also look into the testing framework implementation, as testing frameworks always require to work with metadata to some extend. Testing frameworks are often used together with isolation frameworks. They basically create objects at runtime that comply to certain interfaces and act as stand-ins for concrete objects. Looking at their implementation will teach you about the runtime manipulations that can be done in Objective-C (keyword: Method-Swizzling)

Why use AMQP/ZeroMQ/RabbitMQ

as opposed to writing your own library.
We're working on a project here that will be a self-dividing server pool, if one section grows too heavy, the manager would divide it and put it on another machine as a separate process. It would also alert all connected clients this affects to connect to the new server.
I am curious about using ZeroMQ for inter-server and inter-process communication. My partner would prefer to roll his own. I'm looking to the community to answer this question.
I'm a fairly novice programmer myself and just learned about messaging queues. As i've googled and read, it seems everyone is using messaging queues for all sorts of things, but why? What makes them better than writing your own library? Why are they so common and why are there so many?
what makes them better than writing your own library?
When rolling out the first version of your app, probably nothing: your needs are well defined and you will develop a messaging system that will fit your needs: small feature list, small source code etc.
Those tools are very useful after the first release, when you actually have to extend your application and add more features to it.
Let me give you a few use cases:
your app will have to talk to a big endian machine (sparc/powerpc) from a little endian machine (x86, intel/amd). Your messaging system had some endian ordering assumption: go and fix it
you designed your app so it is not a binary protocol/messaging system and now it is very slow because you spend most of your time parsing it (the number of messages increased and parsing became a bottleneck): adapt it so it can transport binary/fixed encoding
at the beginning you had 3 machine inside a lan, no noticeable delays everything gets to every machine. your client/boss/pointy-haired-devil-boss shows up and tell you that you will install the app on WAN you do not manage - and then you start having connection failures, bad latency etc. you need to store message and retry sending them later on: go back to the code and plug this stuff in (and enjoy)
messages sent need to have replies, but not all of them: you send some parameters in and expect a spreadsheet as a result instead of just sending and acknowledges, go back to code and plug this stuff in (and enjoy.)
some messages are critical and there reception/sending needs proper backup/persistence/. Why you ask ? auditing purposes
And many other use cases that I forgot ...
You can implement it yourself, but do not spend much time doing so: you will probably replace it later on anyway.
That's very much like asking: why use a database when you can write your own?
The answer is that using a tool that has been around for a while and is well understood in lots of different use cases, pays off more and more over time and as your requirements evolve. This is especially true if more than one developer is involved in a project. Do you want to become support staff for a queueing system if you change to a new project? Using a tool prevents that from happening. It becomes someone else's problem.
Case in point: persistence. Writing a tool to store one message on disk is easy. Writing a persistor that scales and performs well and stably, in many different use cases, and is manageable, and cheap to support, is hard. If you want to see someone complaining about how hard it is then look at this: http://www.lshift.net/blog/2009/12/07/rabbitmq-at-the-skills-matter-functional-programming-exchange
Anyway, I hope this helps. By all means write your own tool. Many many people have done so. Whatever solves your problem, is good.
I'm considering using ZeroMQ myself - hence I stumbled across this question.
Let's assume for the moment that you have the ability to implement a message queuing system that meets all of your requirements. Why would you adopt ZeroMQ (or other third party library) over the roll-your-own approach? Simple - cost.
Let's assume for a moment that ZeroMQ already meets all of your requirements. All that needs to be done is integrating it into your build, read some doco and then start using it. That's got to be far less effort than rolling your own. Plus, the maintenance burden has been shifted to another company. Since ZeroMQ is free, it's like you've just grown your development team to include (part of) the ZeroMQ team.
If you ran a Software Development business, then I think that you would balance the cost/risk of using third party libraries against rolling your own, and in this case, using ZeroMQ would win hands down.
Perhaps you (or rather, your partner) suffer, as so many developers do, from the "Not Invented Here" syndrome? If so, adjust your attitude and reassess the use of ZeroMQ. Personally, I much prefer the benefits of Proudly Found Elsewhere attitude. I'm hoping I can proud of finding ZeroMQ... time will tell.
EDIT: I came across this video from the ZeroMQ developers that talks about why you should use ZeroMQ.
what makes them better than writing your own library?
Message queuing systems are transactional, which is conceptually easy to use as a client, but hard to get right as an implementor, especially considering persistent queues. You might think you can get away with writing a quick messaging library, but without transactions and persistence, you'd not have the full benefits of a messaging system.
Persistence in this context means that the messaging middleware keeps unhandled messages in permanent storage (on disk) in case the server goes down; after a restart, the messages can be handled and no retransmit is necessary (the sender does not even know there was a problem). Transactional means that you can read messages from different queues and write messages to different queues in a transactional manner, meaning that either all reads and writes succeed or (if one or more fail) none succeeds. This is not really much different from the transactionality known from interfacing with databases and has the same benefits (it simplifies error handling; without transactions, you would have to assure that each individual read/write succeeds, and if one or more fail, you have to roll back those changes that did succeed).
Before writing your own library, read the 0MQ Guide here: http://zguide.zeromq.org/page:all
Chances are that you will either decide to install RabbitMQ, or else you will make your library on top of ZeroMQ since they have already done all the hard parts.
If you have a little time give it a try and roll out your own implemntation! The learnings of this excercise will convince you about the wisdom of using an already tested library.

When is it good to use embedded script language like Lua

I'm playing WoW for about 2 years and I was quite curious about Lua which is used to write addons. Since what I've read so far about Lua was "fast", "light" and "this is great", I was wondering how and when to use it.
What is the typical situation where you will need to embed a script language like Lua in a system ?
When you need end users to be able to define/change the system without requiring the system to rewritten. It's used in games to allow extensions or to allow the main game engine to remain unchanged, while allow content to be changed.
Embedded scripting languages work well for storing configuration information as well. Last I checked, the Mozilla family all use JavaScript for their config information.
Next up, they are great for developing plugins. You can create a custom API to expose to the plugin developers, and the plugin developers gain a lot of freedom from having an entire language to work with.
Another is when flat files aren't expressive enough. If you want to write data driven apps where behavior is parameterized, you'll get really tired of long strings of conditionals testing for config combinations. When this happens, you're better off writing the rules AND their evaluation into your config.
This topic gets some coverage in the book Pragramtic Programmer.
Lua is:
Lightweight
Easy to integrate, even in an asynchronized environment such as a game
Easy to learn for non-programmer staff such as integrators, designers and artists
Since games usually require all those qualities, Lua is mostly used there. Other sitation could be any application that needs some scripting functionality, but developers often opt for a little more heavy weight solution such as .Net or python.
In addition to the scripting and configurability cases mentioned, I would simply state that Lua+C (or Lua+C++) is a perfect match for any software development. It allows one to make an engine/usage interface where engine is done in C/C++ and the behaviour or customization done in Lua.
OS X Cocoa has Objective-C (C and Smalltalk amalgam, where language changes by the line). I find Lua+C similar, only the language changes by a source file, which to me is a better abstraction.
The reasons why you would not want to use Lua are also noteworthy. Because it hardly has a good debugger. Then again, people hardly seem to need one either. :)
a scripting language like Lua can also be used if you have to change code (with immediate effect) while the application is running. one may not see this in wow, because as far as i remember the code is loaded at the start (and not rechecked and reloaded while running).
but think of another example: webserver and scripting language - (thankfully) you can change your php code without having to recompile apache or restart apache.
steve yegge did that thing for his own mmorpg engine powering wyvern, using jython or rhino and javascript (can't remember). he wrote the core engine in java, but the program logic in python/javascript.
the effect of this is:
he doesn't have to restart the core engine when changing the scripts, because that would disconnect all the players
he can let others do the simpler programming like defining new items and monsters without exposing all the critical code to them
sandboxing: if an error happens inside the script, you may be able to handle it gracefully without endangering the surrounding application
Rapid development for application with real-time constraints. Computer games are one of these ;-)
It's a valid solution if you want to allow third parties to develop plug-ins or mods for your software.
You could implement an API in whatever language you are using, but a script language like LUA tends to be more simple and accessible for casual developers.
In addition to all the excellent reasons mentioned by others, Embedding Lua in C is very helpful when you need to manipulate text, work with files, or just need a higher level language. Lua has lots of nifty feature (Tables, functions are first class values, lots of other good stuff). Also, while lua isn't as fast as C or C++, it's pretty quick for an interpreted language.