Wednesday, August 11, 2010

Enumerating Lines Concurrently using a Block

Recently on twitter I asked about enumerating over the lines of a string concurrently using a block. I couldn't see an API to deal with this issue directly. If you look through the Mac OS X 10.6 SDK you'll see this

- (void)enumerateLinesUsingBlock:(void (^)(NSString *line, BOOL *stop))block
Which is a synchronous operation processing each line ( the components separated by \n ) one by one until you've gone through the whole thing. However, this doesn't work if you want to go through the lines concurrently, but make the operation as a whole (not proceeding on until all the lines have been processed) synchronous. Steve Streza came up with a solution that I should have thought of, but didn't seem obvious at the time till I saw the solution.
[[myString componentsSeparatedByString:@"\n"] enumerateObjectsWithOptions:NSEnumerationConcurrent
usingBlock:^(id obj, NSUInteger idx, BOOL *stop) {
   NSString *line = (NSString *)obj;
   //do what your going to do with line...
A minor hack, but it works and isn't incredibly inconvenient. Still I wish Apple would make this API
- (void)enumerateLinesWithOptions:(NSStringEnumerationOptions)option usingBlock:(void (^)(NSString *line, BOOL *stop))block
[myString enumerateLinesWithOptions:NSEnumerationConcurrent usingBlock:^(NSString *line, BOOL *stop){
 //do stuff with the line...
I was also asked why I didn't do something like
[stringArray enumateLinesUsingBlock:^{ dispatch_async(myQueue, ^{
And the reason is simple, while that would technically work, i'd not know when the operation as a whole was completed. You would really want to use a dispatch_group so you could dispatch all the blocks and then get notified when they are all completed. However the solution above works with a minimal of fuss and the operation as a whole is synchronous while the line processing is asynchronous. We could do the same thing other ways, but overall we'd be writing a lot more code for really no benefit.

Wednesday, June 09, 2010

Good User Interface Design on Mac OS X and the iPhone OS

Good user interface design can make or break your application, it's not just visual appearance but workflow & accessibility. An application that is visually appealing but not well designed will lose out to an application that isn't as visually appealing but has a well designed user interface.

I am not even going to be able to write as much as I'd like here on the topic of UI design, because to be frank this material could fill reams & reams of paper and still have a lot left to say. So I want to point out some do's, some do nots & just some general Mac OS X & iPhone OS tips I presented at a DM Cocoaheads meeting.

Primary / Secondary / Tertiary Objects

One way of starting out in designing a good UI I heard was to start out and just sit at a white board and write down all the objects in your application. So if we were to take iTunes we could start out with the obvious: Songs, Artists, Playlists, Albums, Videos, etc.

Then break that list up into the primary, secondary and tertiary objects categories. Now look at your primary objects category, those objects should take up most of the UI. You can see this already in just about any great app. In iTunes songs are definitely the primary object and so take up the biggest chunk of the UI. In web browsers the web page is the primary object and thus takes up the overwhelming majority of the UI, in fact every bit of UI on web browsers like Google Chrome or Safari are pretty much just to help you navigate to other webpages in 1 form or another.

googlechrome.png

You can see this sectioning done very well on iTunes as well...

itunes.png

iPhone UI Design / Emphasizing elements through Contrast

Due to the contained space inherent to iPhone Applications you cannot follow some design ideals that Mac Developers follow. For the iPhone it's more about designing your application from a hierarchical design and making any one function not take too long to get to. There are many examples of this I could point to, instead of the usual twitter clients (which also display this well) I am going to show off one of the tools I use to practice Japanese text called iKana Touch.

iKana touch is a very well designed iphone application in that it visually looks great, has a very clear hierarchy of functions and visually emphasizes important elements very well.

IMG_0135.PNG

IMG_0137.PNG

IMG_0144.PNG

 

For me you can't get much simpler than this. You have a Very simple startup menu showing you very well defined groups of Kana glyphs you want to study, the table row items have icons on them that well represent what their section is about and make perfect sense (at least if you are studying Japanese.) This very well represents a phrase I once heard at WWDC "a screenful of UI at a time." This UI section I shown above also is very similar to a UI design pattern I'll show later I call General->Specific where you start out broad, dive in 1 level and see a bit more and then can dive in 1 more level and get to a very detailed level.

I want to show you just a couple more screen grabs to emphasize a couple points.

IMG_0139.PNG

This is iKana Touch's speed test. It's very well designed for several reasons

(1) Anybody can come up and look at this screen and see that this is a speed test and see that there are buttons along the bottom and there is a big kana glyph front and center of the screen which is the glyph that needs to be identified, it's intent is very clear and needs no explanation of what needs to be done.

(2) Colors emphasize important elements well. The timer bar eventually goes red as you have less and less time. If you get an answer wrong it colors the correct answer green and all the other buttons red which imediately draws your attention to the correct answer so you learn.

(3) Although you can't tell here, sounds play an important part the sound you get when you select a correct answer is nice and you get a nice BUZZZZ!!! when you have a wrong answer

At the end of this test you get a nice screen showing you how well you did and the expression on Person's face who shows you your percentage changes depending on how well you did.

Here is another well designed screen...

IMG_0141.PNG

This requires a tiny explanation for those of you who don't know Japanese. The Kana (native Japanese text) & Kanji (Chinese Characters used in Japanese + some native Japanese invented ones) all have stroke orders. One aspect of learning these glyphs is that you need to learn the proper order in which to draw them.

This screen here is to help you learn the proper order in which to stroke the glyph. Again it requires little explanation, it's obvious that there are circles where you need to start and end your points. And to give you the feel of a genuine learning experience the board is chalkboard themed which we associate with school/college and learning. Very well designed, screen. This brings me to the next point. On this application when you hit the detail for each glyph (see the "Nu" card earlier in this article) the application designers went above and beyond (which you should always try to do) and provided animations when you flip the card over...

IMG_0145.PNG

Again just wonderful experience, and a wonderful way to teach people the proper way to stroke each glyph and they are fully taking advantage of iPhone OS (now iOS) technologies to make this a great learning experience. Clearly they've gone out of their way to not only test you well, but help you learn just as good as they test you. And another thing to note is how little UI elements are on each screen (which I appreciate.) It makes the app and experience of using it a pleasant and focused one.

General to Specific Design pattern

Above in the first screens of the iPhone app iKana touch I showed 3 screens revealing more and more detail as you dove down a level in the app. What you may or may not realize is that this is a design pattern from the desktop adapted into the iPhone.

Screen shot 2010-06-09 at 2.20.17 PM.png

Here a great example is one thing many people have seen when they come to the Mac is Delicious Library 2. You can see going left to right across the application that we get an increased level of detail. This makes navigation in the app very simple and your eye knows exactly where to go especially so since I've heard that we tend to scan from the top left to the bottom right. Again there isn't that many UI elements on this screen and the ones that are on there are organized well in their own third of the screen so you know exactly what they are associated with and that (in combination with the icons) makes it easy to know what a controls purpose is.

Android: Mobile Design done wrong

Now before I go on I should state that I both admire some aspects of Android and yet also despise some UI's. To me many Android apps I've seen demonstrate that these developers don't get mobile development in general. With such a constrained UI you can't afford to pile on all the things that you would do in a desktop environment. Let me show you

3869462715_d756e8275b.jpg

Clearly you can see here that we don't have the space available like we did on the desktop to really show everything going on. Although this looks decent for showing you when you have events going on during the week, it's absolutely horrible at displaying any level of detail about the items. Worse i've seen many Android calendar apps attempt to show a bar representing the day and then fill in parts of the bar where they have things going on for the day. It's a good idea in theory, except within the confined screens android devices run on it doesn't look good at all. Generally Android applications are not a good source of UI inspiration. As always though there are some Android apps that have been well designed such as shown by Sebastian on his blog http://blog.cocoia.com/2010/doubletwist-android-media-player-app/

Conclusion

Clearly there are a lot of great things going on in both Mac OS X and iPhone/iPad application UI design. Start out by defining the mission of your app in a sentence. Then sit down and just write all the objects that are represented within your application. Your applications UI should be dedicated to the primary elements and you should try to make sure that anything on screen is there for the purpose of making interacting with the primary objects easier. Also well designed graphics in combination with well thought out workflows in an application can lead to less need to explain the user interface to the user and thus lead to less support and happier users. For iPhone applications you need to think of the hierarchy of your application and it's functions and make sure that the functions that users would most commonly want to perform within your app are easy to get to within a couple taps on screen (or less if that's feasible.)

CC Images

http://farm4.static.flickr.com/3436/3869462715_d756e8275b.jpg

Sunday, April 04, 2010

DM CocoaHeads: Good User Interface Design in Cocoa & Cocoa Touch

http://cocoaheads.org/us/DesMoinesIowa/index.html Thursday, April 8 at 7 pm at the Impromptu Studio in Des Moines,IA (see link above for Map & directions) I recently became the group leader of the Des Moines CocoaHeads, and to get the ball rolling I will be giving a presentation this week on Good User Interface Design in Cocoa & Touch. I thought this would be a good time to do this as several people are starting work on new projects. Some things I'll Cover...

  • Good & Bad User Interfaces and what makes them good and bad
  • How to plan out a User Interface (we'll go through an example test app)
  • UI Design patterns on the Mac and iPhone (and iPad to the extent possible)
  • Q&A/Discussion on UI Design patterns
If your coming feel free to bring your apps in and we can give your UI a good review and help you improve it. Sometime after this is over i'll take my presentation & post it online here via article or screencast, so keep tuned.

Monday, February 01, 2010

The PubSub Framework: Using RSS Feeds in your App

FeedViewer.png
The Project Page for this articles project is on github at http://github.com/Machx/FeedViewer you can grab the source code with git by entering the following command in terminal....
git clone git://github.com/Machx/FeedViewer.git
The PubSub Framework is one of those lesser known Frameworks that Apple introduced in Leopard. It has the ability to parse RSS & ATOM feeds and automatically generate KVO compliant Objective-C objects which you can inspect & enumerate through in your Application. You can even get access to Safari's or Mail.apps RSS feeds and display them in your application. Recently on StackOverflow someone was complaining that there really wasn't an example project showing how you can use PubSub. So what i've decided to do here is setup a minimal project showing how you can efficiently use PubSub to retrieve and display a RSS feed and its contents. I tried to use a bare minimum of custom objects and instead rely on PubSub's classes to automatically generate the objects that should be displayed in the view part of the app, this way you write less code and can more easily extend the code to fit your needs in your own application. I should note that in this example I've decided to take full advantage of Grand Central Dispatch and a 10.6 only API. Here my intent is to take you through a semi-tutorial to show you what you need to do to setup this project. So let's start building this app... First Create a new Cocoa Application Project in Xcode and call it FeedViewer or whatever you want to call it
Snap.png
The next obvious thing we need to do is add the PubSub framework to our app, so right click on Frameworks->Linked Frameworks and go to Add->Existing Frameworks. Find PubSub.Framework and add it. Now create a new Cocoa class which will be our App Controller. Add the following ivars & methods in the header file.
#import <Cocoa/Cocoa.h>
#import <PubSub/PubSub.h>
 
@interface AppController : NSObject {
	PSFeed * newsFeed;
	NSOperationQueue *rssQueue;
	NSError *feedError;
	id psNotification;
}
@property(retain) NSOperationQueue *rssQueue;
@property(retain) PSFeed *newsFeed;
@property(retain) NSError *feedError;
@property(retain) id psNotification;
-(IBAction)startFeedRefresh:(id)sender;
@end
The PSFeed *newsFeed; will both contain information about our RSS Feed and contain the RSS entries once we've started a refresh. The NSOperationQueue *rssQueue; is technically unnecessary here, but to reduce the overall code Im going to use a bit of Grand Central Dispatch + Cocoa magic and a 10.6 only API which let's us register for a Notification & execute a block on another thread from NSOperationQueue. Thanks to the 10.6 API's this is pretty easy & should be done in the background to not interrupt the main UI thread. You could accomplish the same thing on 10.5, but you'd still need an NSOperationQueue, and you'd have to register for a notification on PSFeed and when you see a feed is done refreshing create an NSOperation subclass object, put it on the queue and (again) check for when the NSOperation object is finished executing. The NSError *feedError; is for presenting an error to our users so they have some feedback in the case something goes wrong.The Method -(IBAction)startFeedRefresh:(id)sender; is the only method we really need here for starting the refresh on the PSFeed. Lastly the id psNotification will be used to retain an object that Cocoa gives us for receiving notifications, you'll understand this more later on. In AppController.m i'll explain things slightly out of order just so you know the flow of the code. First the obvious -init stuff...
@synthesize rssQueue;
@synthesize newsFeed;
@synthesize feedError;
@synthesize psNotification;
 
-(id)init
{
	if (self = [super init]) {
		NSURL *feedURL = [NSURL URLWithString:kAppleRSSNewsFeed];
		newsFeed = [[PSFeed alloc] initWithURL:feedURL];
		rssQueue = [[NSOperationQueue alloc] init];
		[rssQueue setName:@"com.FeedViewer.rssQueue"];
		feedError = nil;
		psNotification = nil;
	}
	return self;
}
Most of this doesn't need explanation except for 2 things. First if you've never seen [rssQueue setName:@"com.FeedViewer.rssQueue"]; you should. In 10.6 Apple rewrote NSOperation and NSOperationQueue so they now use Grand Central Dispatch, essentially an Objective-C wrapper around the lower level GCD API's. Plus NSOperation(Queue) provides some nice additional functionality, and it a great fit for how to do threading in Objective-C (See my article on Grand Central Dispatch if you want more info.) Grand Central Dispatch uses Queues as its primary means of receiving blocks to take in and dispatch threads. And for debugging purposes its nice to set a name for these queues so you know which Queues are yours and what the queues are doing. You can name your Queues what you want, but Apple encourages reverse style DNS naming like above. The other thing is I am using here is a constant kAppleRSSNewsFeed which is defined as
static NSString * const kAppleRSSNewsFeed = @"http://images.apple.com/main/rss/hotnews/hotnews.rss";
This could have been accomplished by using #define as well, but I am generally a fan of doing it this way so it doesn't clutter your method list in Xcode with a bunch of #defines that you don't care about most of the time. Now for our -(IBAction)startFeedRefresh:(id)sender method...
-(IBAction)startFeedRefresh:(id)sender;
{
	[newsFeed refresh:&feedError];
}
That's it! This -refresh method is asynchronous (which Apple encourages), so most of the work is done elsewhere. In this case in the -awakeFromNib method...
-(void)awakeFromNib
{
	NSNotificationCenter *notifyCenter = [NSNotificationCenter defaultCenter];
	self.psNotification = [notifyCenter addObserverForName:PSFeedRefreshingNotification 
		object:newsFeed 
		queue:rssQueue 
		usingBlock:^(NSNotification *arg1) {
 
		if ([newsFeed isRefreshing]) {
			return;
		}
		 
		[[NSOperationQueue mainQueue] addOperationWithBlock:^{
			
			if (nil != feedError) {
				[NSApp presentError:feedError];
				return;
			}
			
			//inform our KVO Controllers that we now have 
			//RSS entries to display
			[self willChangeValueForKey:@"newsFeed"];
			[self didChangeValueForKey:@"newsFeed"];
		}];
	}];
}
First off I apologize for how bad the formatting of the first few lines of code look in this method, here on this blog, I am trying to not make the code stretch out horizontally for too long. Anyway all we are doing here is registering for a notification on the (PSFeed *) newsFeed object for the PSFeedRefreshingNotification notification. Also we are giving it a NSOperationQueue object (our rssQueue), and a block to execute. This API is equivalent to registering for the notification and inside -observeValueForKeyPath:ofObject:change:context: we created an NSOperation object and then added it to a NSOperationQueue, instead we are doing this and registering for the notification all with 1 API. It still feels odd assigning a value to -addObserver... especially since if you've been doing this in 10.4 and 10.5 this method has a void return type ( - (void)addObserver:(NSObject *)observer forKeyPath:(NSString *)keyPath options:(NSKeyValueObservingOptions)options context:(void *)context.) However you need to retain this id object given to you, otherwise you'll leak in non-Garbage Collected code and your block will never be called under Garbage Collection, I presume because its being collected by the Garbage Collector before the notification is ever sent out. The first thing we need to do right away is to check if the feed is still refreshing, if it is then there is no point in doing anything else except immediately returning. If we aren't refreshing anymore then the PSFeed is done refreshing and we can then go back to the main thread and send out any notifications, etc to finish up the process. In this case all that needs to be done is sending KVO notifications that PSFeed has changed and that any controller objects that are doing bindings work for us, should update themselves. This is all that is necessary on the code side of things, the rest will be done in KVO with Cocoa Bindings in the XIB. All we need for this is 2 controllers a NSArrayController to bind to the PSFeeds entries array and a NSObjectController to bind to the selected PSEntry object's content object which is a PSContent object. I've created a quick and short video explaining what's going on... So now you understand what's going on in the UI. To give an overview of the entire app this is what happens. We tell our PSFeed objet to refresh its entires. When we receive PubSub's notification, a check is done to see if we are refreshing, if we are then we immediately return, if not then we send KVO notifications to let our bindings controllers update. Our NSArrayController updates and our NSTableColumns which are bound to NSArrayController update and populate the table. When the Table has a selection our NSObjectController updates with the PSContent object and a NSTextView which binds to the plainTextString property updates and displays the content for the selected PSEntry object. Here are some useful links Publication Subscription Programming Guide Publication Subscription Framework Reference Short and Sweet. Now get using RSS in your apps!

Wednesday, January 20, 2010

Understanding the Objective-C Runtime

Screen shot 2010-01-15 at 10.18.04 AM.png
The Objective-C Runtime is one of the overlooked features of Objective-C initially when people are generally introduced to Cocoa/Objective-C. The reason for this is that while Objective-C (the language) is easy to pick up in only a couple hours, newcomers to Cocoa spend most of their time wrapping their heads around the Cocoa Framework and adjusting to how it works. However the runtime is something that everybody should at least know how it works in some detail beyond knowing that code like [target doMethodWith:var1]; gets translated into objc_msgSend(target,@selector(doMethodWith:),var1); by the compiler. Knowing what the Objective-C runtime is doing will help you gain a much deeper understanding of Objective-C itself and how your app is run. I think Mac/iPhone Developers will gain something from this, regardless of your level of experience.

The Objective-C Runtime is Open Source
The Objective-C Runtime is open source and available anytime from http://opensource.apple.com. In fact examining the Objective-C is one of the first ways I went through to figure out how it worked, beyond reading Apples documentation on the matter. You can download the current version of the runtime (as of this writting) for Mac OS X 10.6.2 here objc4-437.1.tar.gz.

Dynamic vs Static Languages
Objective-C is a runtime oriented language, which means that when it's possible it defers decisions about what will actually be executed from compile & link time to when it's actually executing on the runtime. This gives you a lot of flexibility in that you can redirect messages to appropriate objects as you need to or you can even intentionally swap method implementations, etc. This requires the use of a runtime which can introspect objects to see what they do & don't respond to and dispatch methods appropriately. If we contrast this to a language like C. In C you start out with a main() method and then from there it's pretty much a top down design of following your logic and executing functions as you've written your code. A C struct can't forward requests to perform a function onto other targets. Pretty much you have a program like so

#include < stdio.h >
 
int main(int argc, const char **argv[])
{
        printf("Hello World!");
        return 0;
} 
which a compiler parses, optimizes and then transforms your optimized code into assembly
.text
 .align 4,0x90
 .globl _main
_main:
Leh_func_begin1:
 pushq %rbp
Llabel1:
 movq %rsp, %rbp
Llabel2:
 subq $16, %rsp
Llabel3:
 movq %rsi, %rax
 movl %edi, %ecx
 movl %ecx, -8(%rbp)
 movq %rax, -16(%rbp)
 xorb %al, %al
 leaq LC(%rip), %rcx
 movq %rcx, %rdi
 call _printf
 movl $0, -4(%rbp)
 movl -4(%rbp), %eax
 addq $16, %rsp
 popq %rbp
 ret
Leh_func_end1:
 .cstring
LC:
 .asciz "Hello World!"
and then links it together with a library and produces a executable. This contrasts from Objective-C in that while the process is similar the code that the compiler generates depends on the presence of the Objective-C Runtime Library. When we are all initially introduced to Objective-C we are told that (at a simplistic level) what happens to our Objective-C bracket code is something like...
[self doSomethingWithVar:var1];
gets translated to...
objc_msgSend(self,@selector(doSomethingWithVar:),var1);
but beyond this we don't really know much till much later on what the runtime is doing.

What is the Objective-C Runtime?
The Objective-C Runtime is a Runtime Library, it's a library written mainly in C & Assembler that adds the Object Oriented capabilities to C to create Objective-C. This means it loads in Class information, does all method dispatching, method forwarding, etc. The Objective-C runtime essentially creates all the support structures that make Object Oriented Programming with Objective-C Possible.


Objective-C Runtime Terminology
So before we go on much further, let's get some terminology out of the way so we are all on the same page about everything. 2 Runtimes As far as Mac & iPhone Developers are concerned there are 2 runtimes: The Modern Runtime & the Legacy Runtime Modern Runtime: Covers all 64 bit Mac OS X Apps & all iPhone OS Apps Legacy Runtime: Covers everything else (all 32 bit Mac OS X Apps) Method There are 2 basic types of methods. Instance Methods (begin with a '-' like -(void)doFoo; that operate on Object Instances. And Class Methods (begin with a '+' like + (id)alloc. Methods are just like C Functions in that they are a grouping of code that performs a small task like
-(NSString *)movieTitle
{
    return @"Futurama: Into the Wild Green Yonder";
}
Selector A selector in Objective-C is essentially a C data struct that serves as a mean to identify an Objective-C method you want an object to perform. In the runtime it's defined like so...
typedef struct objc_selector  *SEL; 
and used like so...
SEL aSel = @selector(movieTitle); 
Message
[target getMovieTitleForObject:obj];
An Objective-C Message is everything between the 2 brackets '[ ]' and consists of the target you are sending a message to, the method you want it to perform and any arguments you are sending it. A Objective-C message while similar to a C function call is different. The fact that you send a message to an object doesn't mean that it'll perform it. The Object could check who the sender of the message is and based on that decide to perform a different method or forward the message onto a different target object. Class If you look in the runtime for a class you'll come across this...
typedef struct objc_class *Class;
typedef struct objc_object {
    Class isa;
} *id; 
Here there are several things going on. We have a struct for an Objective-C Class and a struct for an object. All the objc_object has is a class pointer defined as isa, this is what we mean by the term 'isa pointer'. This isa pointer is all the Objective-C Runtime needs to inspect an object and see what it's class is and then begin seeing if it responds to selectors when you are messaging objects. And lastly we see the id pointer. The id pointer by default tells us nothing about Objective-C objects except that they are Objective-C objects. When you have a id pointer you can then ask that object for it's class, see if it responds to a method, etc and then act more specifically when you know what the object is that you are pointing to. You can see this as well on Blocks in the LLVM/Clang docs
struct Block_literal_1 {
    void *isa; // initialized to &_NSConcreteStackBlock or &_NSConcreteGlobalBlock
    int flags;
    int reserved; 
    void (*invoke)(void *, ...);
    struct Block_descriptor_1 {
 unsigned long int reserved; // NULL
     unsigned long int size;  // sizeof(struct Block_literal_1)
 // optional helper functions
     void (*copy_helper)(void *dst, void *src);
     void (*dispose_helper)(void *src); 
    } *descriptor;
    // imported variables
}; 
Blocks themselves are designed to be compatible with the Objective-C runtime so they are treated as objects so they can respond to messages like -retain,-release,-copy,etc. IMP (Method Implementations)
typedef id (*IMP)(id self,SEL _cmd,...); 
IMP's are function pointers to the method implementations that the compiler will generate for you. If your new to Objective-C you don't need to deal with these directly until much later on, but this is how the Objective-C runtime invokes your methods as we'll see soon. Objective-C Classes So what's in an Objectve-C Class? The basic implementation of a class in Objective-C looks like
@interface MyClass : NSObject {
//vars
NSInteger counter;
}
//methods
-(void)doFoo;
@end
but the runtime has more than that to keep track of
#if !__OBJC2__
    Class super_class                                        OBJC2_UNAVAILABLE;
    const char *name                                         OBJC2_UNAVAILABLE;
    long version                                             OBJC2_UNAVAILABLE;
    long info                                                OBJC2_UNAVAILABLE;
    long instance_size                                       OBJC2_UNAVAILABLE;
    struct objc_ivar_list *ivars                             OBJC2_UNAVAILABLE;
    struct objc_method_list **methodLists                    OBJC2_UNAVAILABLE;
    struct objc_cache *cache                                 OBJC2_UNAVAILABLE;
    struct objc_protocol_list *protocols                     OBJC2_UNAVAILABLE;
#endif 
We can see a class has a reference to it's superclass, it's name, instance variables, methods, cache and protocols it claims to adhere to. The runtime needs this information when responding to messages that message your class or it's instances.


So Classes define objects and yet are objects themselves? How does this work
Yes earlier I said that in objective-c classes themselves are objects as well, and the runtime deals with this by creating Meta Classes. When you send a message like [NSObject alloc] you are actually sending a message to the class object, and that class object needs to be an instance of the MetaClass which itself is an instance of the root meta class. While if you say subclass from NSObject, your class points to NSObject as it's superclass. However all meta classes point to the root metaclass as their superclass. All meta classes simply have the class methods for their method list of messages that they respond to. So when you send a message to a class object like [NSObject alloc] then objc_msgSend() actually looks through the meta class to see what it responds to then if it finds a method, operates on the Class object.

Why we subclass from Apples Classes
So initially when you start Cocoa development, tutorials all say to do things like subclass NSObject and start then coding something and you enjoy a lot of benefits simply by inheriting from Apples Classes. One thing you don't even realize that happens for you is setting your objects up to work with the Objective-C runtime. When we allocate an instance of one of our classes it's done like so...
MyObject *object = [[MyObject alloc] init];
the very first message that gets executed is +alloc. If you look at the documentation it says that "The isa instance variable of the new instance is initialized to a data structure that describes the class; memory for all other instance variables is set to 0." So by inheriting from Apples classes we not only inherit some great attributes, but we inherit the ability to easily allocate and create our objects in memory that matches a structure the runtime expects (with a isa pointer that points to our class) & is the size of our class.


So what's with the Class Cache? ( objc_cache *cache )
When the Objective-C runtime inspects an object by following it's isa pointer it can find an object that implements many methods. However you may only call a small portion of them and it makes no sense to search the classes dispatch table for all the selectors every time it does a lookup. So the class implements a cache, whenever you search through a classes dispatch table and find the corresponding selector it puts that into it's cache. So when objc_msgSend() looks through a class for a selector it searches through the class cache first. This operates on the theory that if you call a message on a class once, you are likely to call that same message on it again later. So if we take this into account this means that if we have a subclass of NSObject called MyObject and run the following code
MyObject *obj = [[MyObject alloc] init];
 
@implementation MyObject
-(id)init {
    if(self = [super init]){
        [self setVarA:@”blah”];
    }
    return self;
}
@end
the following happens (1) [MyObject alloc] gets executed first. MyObject class doesn't implement alloc so we will fail to find +alloc in the class and follow the superclass pointer which points to NSObject (2) We ask NSObject if it responds to +alloc and it does. +alloc checks the receiver class which is MyObject and allocates a block of memory the size of our class and initializes it's isa pointer to the MyObject class and we now have an instance and lastly we put +alloc in NSObject's class cache for the class object (3) Up till now we were sending a class messages but now we send an instance message which simply calls -init or our designated initializer. Of course our class responds to that message so -(id)init get's put into the cache (4) Then self = [super init] gets called. Super being a magic keyword that points to the objects superclass so we go to NSObject and call it's init method. This is done to insure that OOP Inheritance works correctly in that all your super classes will initialize their variables correctly and then you (being in the subclass) can initialize your variables correctly and then override the superclasses if you really need to. In the case of NSObject, nothing of huge importance goes on, but that is not always the case. Sometimes important initialization happens. Take this...
#import < Foundation/Foundation.h>
 
@interface MyObject : NSObject
{
 NSString *aString;
}
 
@property(retain) NSString *aString;
 
@end
 
@implementation MyObject
 
-(id)init
{
 if (self = [super init]) {
  [self setAString:nil];
 }
 return self;
}
 
@synthesize aString;
 
@end
 
 
 
int main (int argc, const char * argv[]) {
    NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
 
 id obj1 = [NSMutableArray alloc];
 id obj2 = [[NSMutableArray alloc] init];
  
 id obj3 = [NSArray alloc];
 id obj4 = [[NSArray alloc] initWithObjects:@"Hello",nil];
  
 NSLog(@"obj1 class is %@",NSStringFromClass([obj1 class]));
 NSLog(@"obj2 class is %@",NSStringFromClass([obj2 class]));
  
 NSLog(@"obj3 class is %@",NSStringFromClass([obj3 class]));
 NSLog(@"obj4 class is %@",NSStringFromClass([obj4 class]));
  
 id obj5 = [MyObject alloc];
 id obj6 = [[MyObject alloc] init];
  
 NSLog(@"obj5 class is %@",NSStringFromClass([obj5 class]));
 NSLog(@"obj6 class is %@",NSStringFromClass([obj6 class]));
  
 [pool drain];
    return 0;
}
Now if you were new to Cocoa and I asked you to guess as to what would be printed you'd probably say
NSMutableArray
NSMutableArray 
NSArray
NSArray
MyObject
MyObject
but this is what happens
obj1 class is __NSPlaceholderArray
obj2 class is NSCFArray
obj3 class is __NSPlaceholderArray
obj4 class is NSCFArray
obj5 class is MyObject
obj6 class is MyObject
This is because in Objective-C there is a potential for +alloc to return an object of one class and then -init to return an object of another class.

So what happens in objc_msgSend anyway?
There is actually a lot that happens in objc_msgSend(). Lets say we have code like this...
[self printMessageWithString:@"Hello World!"];
it actually get's translated by the compiler to...
objc_msgSend(self,@selector(printMessageWithString:),@"Hello World!");
From there we follow the target objects isa pointer to lookup and see if the object (or any of it's superclasses) respond to the selector @selector(printMessageWithString:). Assuming we find the selector in the class dispatch table or it's cache we follow the function pointer and execute it. Thus objc_msgSend() never returns, it begins executing and then follows a pointer to your methods and then your methods return, thus looking like objc_msgSend() returned. Bill Bumgarner went into much more detail ( Part 1, Part 2 & Part 3) on objc_msgSend() than I will here. But to summarize what he said and what you'd see looking at the Objective-C runtime code... 1. Checks for Ignored Selectors & Short Circut - Obviously if we are running under garbage collection we can ignore calls to -retain,-release, etc 2. Check for nil target. Unlike other languages messaging nil in Objective-C is perfectly legal & there are some valid reasons you'd want to. Assuming we have a non nil target we go on... 3. Then we need to find the IMP on the class, so we first search the class cache for it, if found then follow the pointer and jump to the function 4. If the IMP isn't found in the cache then the class dispatch table is searched next, if it's found there follow the pointer and jump to the pointer 5. If the IMP isn't found in the cache or class dispatch table then we jump to the forwarding mechanism This means in the end your code is transformed by the compiler into C functions. So a method you write like say...
-(int)doComputeWithNum:(int)aNum 
would be transformed into...
int aClass_doComputeWithNum(aClass *self,SEL _cmd,int aNum) 
And the Objective-C Runtime calls your methods by invoking function pointers to those methods. Now I said that you cannot call those translated methods directly, however the Cocoa Framework does provide a method to get at the pointer...
//declare C function pointer
int (computeNum *)(id,SEL,int);
 
//methodForSelector is COCOA & not ObjC Runtime
//gets the same function pointer objc_msgSend gets
computeNum = (int (*)(id,SEL,int))[target methodForSelector:@selector(doComputeWithNum:)];
 
//execute the C function pointer returned by the runtime
computeNum(obj,@selector(doComputeWithNum:),aNum); 
In this way you can get direct access to the function and directly invoke it at runtime and even use this to circumvent the dynamism of the runtime if you absolutely need to make sure that a specific method is executed. This is the same way the Objective-C Runtime invokes your method, but using objc_msgSend().

Objective-C Message Forwarding
In Objective-C it's very legal (and may even be an intentional design decision) to send messages to objects to which they don't know how to respond to. One reason Apple gives for this in their docs is to simulate multiple inheritance which Objective-C doesn't natively support, or you may just want to abstract your design and hide another object/class behind the scenes that deals with the message. This is one thing that the runtime is very necessary for. It works like so 1. The Runtime searches through the class cache and class dispatch table of your class and all the super classes, but fails to to find the specified method 2. The Objective-C Runtime will call + (BOOL) resolveInstanceMethod:(SEL)aSEL on your class. This gives you a chance to provide a method implementation and tell the runtime that you've resolved this method and if it should begin to do it's search it'll find the method now. You could accomplish this like so... define a function...
void fooMethod(id obj, SEL _cmd)
{
 NSLog(@"Doing Foo");
}
you could then resolve it like so using class_addMethod()...
+(BOOL)resolveInstanceMethod:(SEL)aSEL
{
    if(aSEL == @selector(doFoo:)){
        class_addMethod([self class],aSEL,(IMP)fooMethod,"v@:");
        return YES;
    }
    return [super resolveInstanceMethod];
}
The "v@:" in the last part of class_addMethod() is what the method is returning and it's arguments. You can see what you can put there in the Type Encodings section of the Runtime Guide. 3. The Runtime then calls - (id)forwardingTargetForSelector:(SEL)aSelector. What this does is give you a chance (since we couldn't resolve the method (see #2 above)) to point the Objective-C runtime at another object which should respond to the message, also this is better to do before the more expensive process of invoking - (void)forwardInvocation:(NSInvocation *)anInvocation takes over. You could implement it like so
- (id)forwardingTargetForSelector:(SEL)aSelector
{
    if(aSelector == @selector(mysteriousMethod:)){
        return alternateObject;
    }
    return [super forwardingTargetForSelector:aSelector];
}
Obviously you don't want to ever return self from this method or it could result in an infinite loop. 4. The Runtime then tries one last time to get a message sent to it's intended target and calls - (void)forwardInvocation:(NSInvocation *)anInvocation. If you've never seen NSInvocation, it's essentially an Objective-C Message in object form. Once you have an NSInvocation you essentially can change anything about the message including it's target, selector & arguments. So you could do...
-(void)forwardInvocation:(NSInvocation *)invocation
{
    SEL invSEL = invocation.selector;
 
    if([altObject respondsToSelector:invSEL]) {
        [invocation invokeWithTarget:altObject];
    } else {
        [self doesNotRecognizeSelector:invSEL];
    }
}
by default if you inherit from NSObject it's - (void)forwardInvocation:(NSInvocation *)anInvocation implementation simply calls -doesNotRecognizeSelector: which you could override if you wanted to for one last chance to do something about it.

Non Fragile ivars (Modern Runtime)
One of the things we recently gained in the modern runtime is the concept of Non Fragile ivars. When compiling your classes a ivar layout is made by the compiler that shows where to access your ivars in your classes, this is the low level detail of getting a pointer to your object, seeing where the ivar is offset in relation to the beginning of the bytes the object points at, and reading in the amount of bytes that is the size of the type of variable you are reading in. So your ivar layout may look like this, with the number in the left column being the byte offset.

  nf1.png







Here we have the ivar layout for NSObject and then we subclass NSObject to extend it and add on our own ivars. This works fine until Apple ships a update or all new Mac OS X 10.x release and this happens

nf2.png







Your custom objects get wiped out because we have an overlapping superclass. The only alternative that could prevent this is if Apple sticked with the layout it had before, but if they did that then their Frameworks could never advance because their ivar layouts were frozen in stone. Under fragile ivars you have to recompile your classes that inherit from Apples classes to restore compatibility. So what Happens under non fragile ivars?

  nf3.png









Under Non Fragile ivars the compiler generates the same ivar layout as under fragile ivars. However when the runtime detects an overlapping superclass it adjusts the offsets to your additions to the class, thus your additions in a subclass are preserved.

Objective-C Associated Objects
One thing recently introduced in Mac OS X 10.6 Snow Leopard was called Associated References. Objective-C has no support for dynamically adding on variables to objects unlike some other languages that have native support for this. So up until now you would have had to go to great lengths to build the infrastructure to pretend that you are adding a variable onto a class. Now in Mac OS X 10.6, the Objective-C Runtime has native support for this. If we wanted to add a variable to every class that already exists like say NSView we could do so like this...
#import < Cocoa/Cocoa.h> //Cocoa
#include < objc/runtime.h> //objc runtime api’s
 
@interface NSView (CustomAdditions)
@property(retain) NSImage *customImage;
@end
 
@implementation NSView (CustomAdditions)
 
static char img_key; //has a unique address (identifier)
 
-(NSImage *)customImage
{
    return objc_getAssociatedObject(self,&img_key);
}
 
-(void)setCustomImage:(NSImage *)image
{
    objc_setAssociatedObject(self,&img_key,image,
                             OBJC_ASSOCIATION_RETAIN);
}
 
@end
you can see in runtime.h the options for how to store the values passed to objc_setAssociatedObject().
/* Associated Object support. */
 
/* objc_setAssociatedObject() options */
enum {
    OBJC_ASSOCIATION_ASSIGN = 0,
    OBJC_ASSOCIATION_RETAIN_NONATOMIC = 1,
    OBJC_ASSOCIATION_COPY_NONATOMIC = 3,
    OBJC_ASSOCIATION_RETAIN = 01401,
    OBJC_ASSOCIATION_COPY = 01403
}; 
These match up with the options you can pass in the @property syntax.

Hybrid vTable Dispatch
If you look through the modern runtime code you'll come across this (in objc-runtime-new.m)...
/***********************************************************************
* vtable dispatch
* 
* Every class gets a vtable pointer. The vtable is an array of IMPs.
* The selectors represented in the vtable are the same for all classes
*   (i.e. no class has a bigger or smaller vtable).
* Each vtable index has an associated trampoline which dispatches to 
*   the IMP at that index for the receiver class's vtable (after 
*   checking for NULL). Dispatch fixup uses these trampolines instead 
*   of objc_msgSend.
* Fragility: The vtable size and list of selectors is chosen at launch 
*   time. No compiler-generated code depends on any particular vtable 
*   configuration, or even the use of vtable dispatch at all.
* Memory size: If a class's vtable is identical to its superclass's 
*   (i.e. the class overrides none of the vtable selectors), then 
*   the class points directly to its superclass's vtable. This means 
*   selectors to be included in the vtable should be chosen so they are 
*   (1) frequently called, but (2) not too frequently overridden. In 
*   particular, -dealloc is a bad choice.
* Forwarding: If a class doesn't implement some vtable selector, that 
*   selector's IMP is set to objc_msgSend in that class's vtable.
* +initialize: Each class keeps the default vtable (which always 
*   redirects to objc_msgSend) until its +initialize is completed.
*   Otherwise, the first message to a class could be a vtable dispatch, 
*   and the vtable trampoline doesn't include +initialize checking.
* Changes: Categories, addMethod, and setImplementation all force vtable 
*   reconstruction for the class and all of its subclasses, if the 
*   vtable selectors are affected.
**********************************************************************/
The idea behind this is that the runtime is trying to store in this vtable the most called selectors so this in turn speeds up your app because it uses fewer instructions than objc_msgSend. This vtable is the 16 most called selectors which make up an overwheling majority of all the selectors called globally, in fact further down in the code you can see the default selectors for Garbage Collected & non Garbage Collected apps...
static const char * const defaultVtable[] = {
    "allocWithZone:", 
    "alloc", 
    "class", 
    "self", 
    "isKindOfClass:", 
    "respondsToSelector:", 
    "isFlipped", 
    "length", 
    "objectForKey:", 
    "count", 
    "objectAtIndex:", 
    "isEqualToString:", 
    "isEqual:", 
    "retain", 
    "release", 
    "autorelease", 
};
static const char * const defaultVtableGC[] = {
    "allocWithZone:", 
    "alloc", 
    "class", 
    "self", 
    "isKindOfClass:", 
    "respondsToSelector:", 
    "isFlipped", 
    "length", 
    "objectForKey:", 
    "count", 
    "objectAtIndex:", 
    "isEqualToString:", 
    "isEqual:", 
    "hash", 
    "addObject:", 
    "countByEnumeratingWithState:objects:count:", 
};
So how will you know if your dealing with it? You'll see one of several methods called in your stack traces while your debugging. All of these you should basically treat just like they are objc_msgSend() for debugging purposes... objc_msgSend_fixup happens when the runtime is assigning one of these methods that your calling a slot in the vtable. objc_msgSend_fixedup occurs when your calling one of these methods that was supposed to be in the vtable but is no longer in there objc_msgSend_vtable[0-15] you'll might see a call to something like objc_msgSend_vtable5 this means you are calling one of these common methods in the vtable. The runtime can assign and unassign these as it wants to, so you shouldn't count on the fact that objc_msgSend_vtable10 corresponds to -length on one run means it'll ever be there on any of your next runs.


Conclusion
I hope you liked this, this article essentially makes up the content I covered in my Objective-C Runtime talk to the Des Moines Cocoaheads (a lot to pack in for as long a talk as we had.) The Objective-C Runtime is a great piece of work, it does a lot powering our Cocoa/Objective-C apps and makes possible so many features we just take for granted. Hope I hope if you haven't yet you'll take a look through these docs Apple has that show how you can take advantage of the Objective-C Runtime. Thanks! Objective-C Runtime Programming Guide Objective-C Runtime Reference

Sunday, January 10, 2010

Des Moines Cocoaheads 1/14: Understanding the Objective-C Runtime

http://cocoaheads.org/us/DesMoinesIowa/index.html Where: Impromptu Studios in Downtown Des Moines, IA 300 SW 5th St, Suite 220 When : Thursday, January 14 @ 7pm I will be doing a talk this Thursday at the Des Moines Cocoaheads on Understanding the Objective-C Runtime. The talk is applicable to both Mac OS X & iPhone Developers and will cover a range of beginner to advanced materials. We'll go over how the Objective-C runtime functions, how your bracket code is transformed by the compiler and what it takes to make Objective-C function the way we expect. There will be plenty of time for Q&A afterwards. If your in Central Iowa come on in and say hello to everybody! Some time after this talk is concluded, the talk will be posted here in one form or another (either i'll do a screencast or write an article from the contents of the talk, depending on what I have time for.)

Monday, October 12, 2009

Book Review: Cocoa Design Patterns

cdp.png The Cocoa Design Patterns Book is one I've been anticipating for a while now and the first Cocoa book i've gotten in my hands that I've been really excited to read (i just finally got Bill Dudneys iPhone SDK book and Marcus Zarra's Core Data Book after I already started reading this.) Mac & iPhone Developers face a unique challenge when learning Cocoa in that you are learning 2 things at once, an Object Oriented Language (Objective-C) and the Cocoa Frameworks. As Aaron Hillegass has stated, you can easily learn Objective-C in a couple hours no problem. It's the Cocoa Frameworks that present a challenge to developing a good Mac or iPhone App and that is what this book explains. It takes you through lots of things I see people ask about on the mailing lists like why we use

MyObject *object = [[MyObject alloc] init];
instead of
MyObject *object = [MyObject new];
Overall it has 32 chapters and covers 28 Design Patterns used throughout Cocoa. I particularly liked their approach of going through a design pattern and stating the motivation behind using it, how it works and then also stating the consequences of using the design pattern mentioned and, finally they provide an overview of some areas of Cocoa in which the Design Pattern is used. It leaves you feeling like they really spent a lot of time trying to provide an objective overview of all the design patterns they cover. You might get the impression at first that this is a book for beginners, but then you'd be completely wrong. In fact I don't really felt at any time during reading this book that it was dumbed down for beginners or mentioned topics way to advanced for newcomers to Cocoa. It really felt like just about any Cocoa Developer (even veterans) could pick this up, understand it, and immediately begin using the content in their apps. I learned many things from this book, it filled in some small holes in my knowledge of why some parts of Cocoa operate the way they do. I think this book fills in a really important gap in that we've had intro books for learning Mac or iPhone Development, and we've had advanced books on Mac Development and now we are getting books on various areas of how Core Animation, Core Data, etc work, but we haven't really had anything that sat you down and explained all the various design patterns employed by Cocoa and the other Mac/iPhone frameworks, and how they work in such detail before now. Additionally it provides source code for each design pattern, to not only explain how it works, but takes you through an example of the design pattern in action. It covers a lot of things from MVC to Singletons to Categories, Notifications, Delegates, The Responder Chain, Invocations, etc. About the only thing this book doesn't cover is multithreaded design patterns in Cocoa (that could practically be a book just by itself), and even though it was published after Snow Leopard came out, it was written with Leopard in mind. Given all the other great material it covers I think it's a fair trade off. They even do a good job as well mentioning areas where using Garbage Collection changes something in your code. They briefly mention blocks once, but didn't really say anything more about it, I had wished they'd at least mention it's a feature coming to Snow Leopard. Given when they intended to publish this book I can't say though that I blame them for briefly mentioning as they did. About the only thing I wish this book had is a PDF version of this book so that I could have it on reference on my Mac and search through it at any time like I can with the Pragmatic Programmer Books. Update: people have pointed out they do have a PDF available on the InformIT website link in the comments. The Verdict To say I really liked this book would be a tremendous understatement. In conclusion I think just about every Cocoa Developer out there should get this book, Apple should practically be giving this away with Developer Memberships, it's that good. It doesn't matter if your using Cocoa for the Mac or iPhone, this book is something you should have, the material applies just as well to either area of development. Trust me, you'll be glad you got this book. It really gets you thinking about the design patterns you use in your own code, and how you could design your apps better. I know because it's already got me thinking more about the design patterns I use in my own projects.

 
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