Wednesday, February 23, 2011

How To Start Your Xcode Programming For iPhone Development

Designed  By iPhone Developer 

Objective-C

Objective-C is the primary language used to write Mac software. If you're comfortable with basic object-oriented concepts and the C language, Objective-C will make a lot of sense. If you don't know C, you should read the C Tutorial first.
1

Calling Methods

To get started as quickly as possible, let's look at some simple examples. The basic syntax for calling a method on an object is this:
[object method]; [object methodWithInput:input];
Methods can return a value:
output = [object methodWithOutput]; output = [object methodWithInputAndOutput:input];
You can call methods on classes too, which is how you create objects. In the example below, we call the string method on the NSString class, which returns a new NSString object:
id myObject = [NSString string];
The id type means that the myObject variable can refer to any kind of object, so the actual class and the methods it implements aren't known when you compile the app.

In this example, it's obvious the object type will be an NSString, so we can change the type:
NSString* myString = [NSString string];
This is now an NSString variable, so the compiler will warn us if we try to use a method on this object which NSString doesn't support.

Notice that there's a asterisk to the right of the object type. All Objective-C object variables are pointers types. The id type is predefined as a pointer type, so there's no need to add the asterisk.

Nested Messages

In many languages, nested method or function calls look like this:
function1 ( function2() );
The result of function2 is passed as input to function1. In Objective-C, nested messages look like this:
[NSString stringWithFormat:[prefs format]];
Avoid nested nesting more than two message calls on a single line, as it easily gets unreadable.

Multi-Input Methods

Some methods take multiple input values. In Objective-C, a method name can be split up into several segments. In the header, a multi-input method looks like this:
-(BOOL)writeToFile:(NSString *)path atomically:(BOOL)useAuxiliaryFile;
You call the method like this:
BOOL result = [myData writeToFile:@"/tmp/log.txt" atomically:NO];
These are not just named arguments. The method name is actuallywriteToFile:atomically: in the runtime system.
2

Accessors

All instance variables are private in Objective-C by default, so you should use accessors to get and set values in most cases. There are two syntaxes. This is the traditional 1.x syntax:
[photo setCaption:@"Day at the Beach"]; output = [photo caption];
The code on the second line is not reading the instance variable directly. It's actually calling a method named caption. In most cases, you don't add the "get" prefix to getters in Objective-C.

Whenever you see code inside square brackets, you are sending a message to an object or a class.

Dot Syntax

The dot syntax for getters and setters is new in Objective-C 2.0, which is part of Mac OS X 10.5:
photo.caption = @"Day at the Beach"; output = photo.caption;
You can use either style, but choose only one for each project. The dot syntax should only be used setters and getters, not for general purpose methods.
3

Creating Objects

Object Instance
There are two main ways to create an object. The first is the one you saw before:
NSString* myString = [NSString string];
This is the more convenient automatic style. In this case, you are creating an autoreleased object, which we'll look at in more detail later. In many cases, though, you need to create an object using the manual style:
NSString* myString = [[NSString alloc] init];
This is a nested method call. The first is the alloc method called on NSString itself. This is a relatively low-level call which reserves memory and instantiates an object.

The second piece is a call to init on the new object. The init implementation usually does basic setup, such as creating instance variables. The details of that are unknown to you as a client of the class.

In some cases, you may use a different version of init which takes input:
NSNumber* value = [[NSNumber alloc] initWithFloat:1.0];
4
Object Instance

Basic Memory Management

If you're writing an application for Mac OS X, you have the option to enable garbage collection. In general, this means that you don't have to think about memory management until you get to more complex cases.

However, you may not always be working with an environment that supports garbage collection. In that case, you need to know a few basic concepts.

If you create an object using the manual alloc style, you need to releasethe object later. You should not manually release an autoreleased object because your application will crash if you do.

Here are two examples:
// string1 will be released automatically NSString* string1 = [NSString string]; // must release this when done NSString* string2 = [[NSString alloc] init]; [string2 release];
For this tutorial, you can assume that an automatic object will go away at the end of the current function.

There's more to learn about memory management, but it will make more sense after we look at a few more concepts.
5
Editor Window

Designing a Class Interface

The Objective-C syntax for creating a class is very simple. It typically comes in two parts.

The class interface is usually stored in the ClassName.h file, and defines instance variables and public methods.

The implementation is in the ClassName.m file and contains the actual code for these methods. It also often defines private methods that aren't available to clients of the class.

Here's what an interface file looks like. The class is called Photo, so the file is named Photo.h:
#import <Cocoa/Cocoa.h> @interface Photo : NSObject { NSString* caption; NSString* photographer; } @end
First, we import Cocoa.h, to pull in all of the basic classes for a Cocoa app. The #import directive automatically guards against including a single file multiple times.

The @interface says that this is a declaration of the class Photo. The colon specifies the superclass, which is NSObject.

Inside the curly brackets, there are two instance variables: caption andphotographer. Both are NSStrings, but they could be any object type, including id.

Finally, the @end symbol ends the class declaration.

Add Methods

Let's add some getters for the instance variables:
#import <Cocoa/Cocoa.h> @interface Photo : NSObject { NSString* caption; NSString* photographer; } - caption; - photographer; @end
Remember, Objective-C methods typically leave out the "get" prefix. A single dash before a method name means it's a instance method. A plus before a method name means it's a class method.

By default, the compiler assumes a method returns an id object, and that all input values are id. The above code is technically correct, but it's unusual. Let's add specific types for the return values:
#import <Cocoa/Cocoa.h> @interface Photo : NSObject { NSString* caption; NSString* photographer; } - (NSString*) caption; - (NSString*) photographer; @end
Now let's add setters:
#import <Cocoa/Cocoa.h> @interface Photo : NSObject { NSString* caption; NSString* photographer; } - (NSString*) caption; - (NSString*) photographer; - (void) setCaption: (NSString*)input; - (void) setPhotographer: (NSString*)input; @end
Setters don't need to return a value, so we just specify them as void.
6
Object Instance

Class Implementation

Let's create an implementation, starting with the getters:
#import "Photo.h" @implementation Photo - (NSString*) caption { return caption; } - (NSString*) photographer { return photographer; } @end
This part of the code starts with @implementation and the class name, and has @end, just like the interface. All methods must appear between these two statements.

The getters should look very familiar if you've ever written code, so let's move on to the setters, which need a bit more explanation:
- (void) setCaption: (NSString*)input { [caption autorelease]; caption = [input retain]; } - (void) setPhotographer: (NSString*)input { [photographer autorelease]; photographer = [input retain]; }
Each setter deals with two variables. The first is a reference to the existing object, and the second is the new input object. In a garbage collected environment, we could just set the new value directly:
- (void) setCaption: (NSString*)input { caption = input; }
But if you can't use garbage collection, you need to release the old object, and retain the new one.

There are actually two ways to free a reference to an object: release andautorelease. The standard release will remove the reference immediately. The autorelease method will release it sometime soon, but it will definitely stay around until the end of the current function (unless you add custom code to specifically change this).

The autorelease method is safer inside a setter because the variables for the new and old values could point to the same object. You wouldn't want to immediately release an object which you're about to retain.

This may seem confusing right now, but it will make more sense as you progress. You don't need to understand it all yet.

Init

We can create an init method to set inital values for our instance variables:
- (id) init { if ( self = [super init] ) { [self setCaption:@"Default Caption"]; [self setPhotographer:@"Default Photographer"]; } return self; }
This is fairly self-explanatory, though the second line may look a bit unusual. This is a single equals sign, which assigns the result of [super init] to self.

This essentially just asks the superclass to do its own initialization. The ifstatement is verifying that the initialization was successful before trying to set default values.

Dealloc

The dealloc method is called on an object when it is being removed from memory. This is usually the best time to release references to all of your child instance variables:
- (void) dealloc { [caption release]; [photographer release]; [super dealloc]; }
On the first two lines, we just send release to each of the instance variables. We don't need to use autorelease here, and the standard release is a bit faster.

The last line is very important. We have to send the message
[super dealloc] to ask the superclass to do its cleanup. If we don't do this, the object will not be removed, which is a memory leak.

The dealloc method is not called on objects if garbage collection is enabled. Instead, you implement the finalize method.
7

More on Memory Management

Objective-C's memory management system is called reference counting. All you have to do is keep track of your references, and the runtime does the actual freeing of memory.

In simplest terms, you alloc an object, maybe retain it at some point, then send one release for each alloc/retain you sent. So if you used alloc once and then retain once, you need to release twice.
That's the theory of reference counting. But in practice, there are usually only two reasons to create an object:

1. To keep it as an instance variable
2. To use temporarily for single use inside a function

In most cases, the setter for an instance variable should just autoreleasethe old object, and retain the new one. You then just make sure to release it in dealloc as well.

So the only real work is managing local references inside a function. And there's only one rule: if you create an object with alloc or copy, send it arelease or autorelease message at the end of the function. If you create an object any other way, do nothing.

Here's the first case, managing an instance variable:
- (void) setTotalAmount: (NSNumber*)input { [totalAmount autorelease]; totalAmount = [input retain]; } - (void) dealloc { [totalAmount release]; [super dealloc]; }
Here's the other case, local references. We only need to release the object created with alloc:
NSNumber* value1 = [[NSNumber alloc] initWithFloat:8.75]; NSNumber* value2 = [NSNumber numberWithFloat:14.78]; // only release value1, not value2 [value1 release];
And here's a combo: using a local reference to set an object as an instance variable:
NSNumber* value1 = [[NSNumber alloc] initWithFloat:8.75]; [self setTotal:value1]; NSNumber* value2 = [NSNumber numberWithFloat:14.78]; [self setTotal:value2]; [value1 release];
Notice how the rules for managing local references are exactly the same, regardless of whether you're setting them as instance variables or not. You don't need to think about how the setters are implemented.

If you understand this, you understand 90% of what you will ever need to know about Objective-C memory management.
8

Logging

Logging messages to the console in Objective-C is very simple. In fact, the NSLog() function is nearly identical to the C printf() function, except there's an additional %@ token for objects.
NSLog ( @"The current date and time is: %@", [NSDate date] );
You can log an object to the console. The NSLog function calls thedescription method on the object, and prints the NSString which is returned. You can override the description method in your class to return a custom string.
9

Properties

When we wrote the accessor methods for caption and author earlier, you might have noticed that the code is straightforward, and could probably be generalized.

Properties are a feature in Objective-C that allow us to automatically generate accessors, and also have some other side benefits. Let's convert the Photo class to use properties.

Here's what it looked like before:
#import <Cocoa/Cocoa.h> @interface Photo : NSObject { NSString* caption; NSString* photographer; } - (NSString*) caption; - (NSString*) photographer; - (void) setCaption: (NSString*)input; - (void) setPhotographer: (NSString*)input; @end
Here's what it looks like once converted to properties:
#import <Cocoa/Cocoa.h> @interface Photo : NSObject { NSString* caption; NSString* photographer; } @property (retain) NSString* caption; @property (retain) NSString* photographer; @end
The @property is an Objective-C directive which declares the property. The "retain" in the parenthesis specifies that the setter should retain the input value, and the rest of the line simply specifies the type and the name of the property.

Now let's take a look at the implementation of the class:
#import "Photo.h" @implementation Photo @synthesize caption; @synthesize photographer; - (void) dealloc { [caption release]; [photographer release]; [super dealloc]; } @end
The @synthesize directive automatically generates the setters and getters for us, so all we have to implement for this class is the dealloc method.

Accessors will only be generated if they don't already exist, so feel free to specify @synthesize for a property, then implement your custom getter or setter if you want. The compiler will fill in whichever method is missing.

There are many other options for the property declarations, but those are outside of the scope of this tutorial.
10

Calling Methods on Nil

In Objective-C, the nil object is the functional equivalent to the NULLpointer in many other languages. The difference is that you can call methods on nil without crashing or throwing an exception.

This technique used by the frameworks in a number of different ways, but the main thing it means to you right now that you usually don't need to check for nil before calling a method on an object. If you call a method on nil that returns an object, you will get nil as a return value.

We can also use this to improve our dealloc method slightly:
- (void) dealloc { self.caption = nil; self.photographer = nil; [super dealloc]; }
This works because when we set nil as an instance variable, the setter just retains nil (which does nothing) and releases the old value. This approach is often better for dealloc because there's no chance of the variable pointing at random data where an object used to be.

Note that we're using the self.<var> syntax here, which means we're using the setter and picking up the memory management for free. If we just directly set the value like this, there would be a memory leak:
// incorrect. causes a memory leak. // use self.caption to go through setter caption = nil;
11

Categories

Categories are one of the most useful features of Objective-C. Essentially, a category allows you to add methods to an existing class without subclassing it or needing to know any of the details of how it's implemented.

This is particularly useful because you can add methods to built-in objects. If you want to add a method to all instances of NSString in your application, you just add a category. There's no need to get everything to use a custom subclass.

For example, if I wanted to add a method to NSString to determine if the contents is a URL, it would look like this:
#import <Cocoa/Cocoa.h> @interface NSString (Utilities) - (BOOL) isURL; @end
This is very similar to a class declaration. The differences are that there is no super class listed, and there's a name for the category in parenthesis. The name can be whatever you want, though it should communicate what the methods inside do.

Here's the implementation. Keep in mind this is not a good implementation of URL detection. We're just trying to get the concept of categories across:
#import "NSString-Utilities.h" @implementation NSString (Utilities) - (BOOL) isURL { if ( [self hasPrefix:@"http://"] ) return YES; else return NO; } @end
Now you can use this method on any NSString. The following code will print "string1 is a URL" in the console:
NSString* string1 = @"http://pixar.com/"; NSString* string2 = @"Pixar"; if ( [string1 isURL] ) NSLog (@"string1 is a URL"); if ( [string2 isURL] ) NSLog (@"string2 is a URL");
Unlike subclasses, categories can't add instance variables. You can, however, use categories to override existing methods in classes, but you should do so very carefully.

Remember, when you make changes to a class using a category, it affects all instances of that class throughout the application.

Wrap Up

This is a basic overview of Objective-C. As you've seen, the language is pretty easy to pick up. There's not much special syntax to learn, and the same conventions are used over and over again throughout Cocoa.

If you'd like these examples in action, download the project below and look through the source code:
LearnObjectiveC Xcode 3.0 Project (56k)
 The Objective-C language is a simple computer language designed to enable sophisticated object-oriented programming. Objective-C extends the standard ANSI C language by providing syntax for defining classes, and methods, as well as other constructs that promote dynamic extension of classes.

Tuesday, February 22, 2011

Developers Tools "What's New in Xcode 4"


What's New in XCode 4

Created By iPhone Developers (MANAS) 23-02-2011
Xcode is the complete toolset for building Mac OS X and iOS applications - and with Xcode 4, the tools have been redesigned to be faster, easier to use, and more helpful than ever before. The Xcode IDE understands your project’s every detail, identifies mistakes in both syntax and logic, and will even fix your code for you. Quite simply, Xcode 4 will help you write better code.
Xcode 4 has a brand new user interface, built upon proven technologies that Apple itself uses to build Mac OS X and iOS, and that have produced over a quarter million Mac OS X and iOS apps.

Single Window

As an experienced Xcode user, the first thing you will notice about Xcode 4 is that the many windows used to perform the development tasks you work on every day have been consolidated into a single window. The Xcode 4 work area has several unique UI elements that make it easy to work on many different tasks, even multiple projects, without cluttering your work area. Your editor is always front and center.

Navigators

On the left side is a collection of navigators, including the list of files in your project, sorted symbols, a central search interface, issue tracking, debugging data with compressible stack traces, active and inactive breakpoints, and a persistent collection of logs. The unified navigator UI provides live filtering of content and search results, so you can focus on your current task.

Jump Bar

At the top of every editor pane is a path bar showing the relative location of your current file. Click any location in the path to immediately jump to any other file at that level. This is the Jump Bar, and it is so efficient you may wish to dedicate your entire desktop to source code, quickly jumping from file to file.

Interface Builder - Inside

In Xcode 4, Interface Builder has been completely integrated within the Xcode IDE - there is no separate application.
Selecting an interface file (.nib/.xib) in your project will open the IB editor within Xcode. Opening the right-hand Utility area will show the full complement of interface inspectors, as well as the library of controls and UI objects. Drag a control from the library, and drop onto the canvas, to layout your Mac OS X or iOS application.
The best part: you can drag connections directly from the UI design to the source code. Xcode 4’s new split editor layout makes it easy to wire up your actions and outlets simply by dragging a connection to existing code - one gesture and you’re done. Don’t yet have the code ready to connect? Xcode will create a new outlet or action for you, just drag to an empty space in your source file and Xcode will generate the code.

Assistant

Whether writing code, or designing an interface, no change happens in isolation. Even the smallest edit can have a cascading effect throughout your project. You often need to see more than just your current file; you need to see related documents as well.
With the new Xcode Assistant, the two-pane editor layout in Xcode 4 becomes dramatically more powerful. When you turn on Assistant, the IDE will anticipate which other files you need to see, as you work. Editing a new derived class? The Assistant will show you the code for the class you are inheriting. Writing new implementation code? The Assistant will automatically show you the corresponding header. When designing an interface, the Assistant will show you the appropriate controller, making drag-and-drop code connections extremely simple. Data model designing will bring up the classes that back your models - all automatically.
Completely Supports: C, Objective-C, C++

LLVM Compiler 2.0

The LLVM compiler is the next-generation, open source compiler technology, being used in high-performance projects around the world, and is led by engineers on Apple’s compiler team. With LLVM compiler 2.0, the full compiler stack - from the front end parser, to the back end code optimizer - completely supports C, Objective-C, and C++.
LLVM is fast. It compiles code twice as quickly as GCC, yet produces final applications that also run faster. This is because the compiler was built from the ground up as a set of highly optimized libraries, easy to extend, easy to optimize, and designed for today’s modern chip architectures.
With Xcode 4, the compiler is more than a command-line tool. LLVM is fully integrated into the IDE itself. Syntax highlighting, code completion, and every other index-driven feature is handled by the LLVM parser. If the compiler knows about a symbol, so does the Xcode IDE. C, C++, and Objective-C are all accurately understood at editing time, exactly as they are when building.

Fix-it

By utilizing the embedded LLVM engine, Xcode 4 can do a lot more than code completion and syntax highlighting. The new Fix-it feature alerts you to coding mistakes as you type. Just like a word processor will highlight spelling errors, Xcode 4 will highlight common coding mistakes, without the need to click ‘build’ first.

But why stop at alerting you to problems?

The IDE knows what you did wrong because it understands your code. It understands it so well, Xcode 4 can even fix it for you. A single key-press can correct an assignment to a comparison, or append that missing semicolon.
Fix-it is a great as-you-type companion to the rigorous testing performed by the Build and Analyze feature. The Xcode static analyzer will walk through thousands of potential code paths, looking for places where code, while valid, would behave in unexpected ways, such memory allocation mistakes, never-hit case statements, or improperly constructed loops.
Together, Fix-it and Build and Analyze will find bugs long before your users.

Version Editor

The new Version editor in Xcode 4 makes it easy to see any two versions of your source code, side by side, in a live editor. More importantly, the Version editor is a new way to think of source control management in an IDE, because the comparison view is also a timeline. Drag the slider in the middle and you travel back in time through your project, comparing any two versions.
The Version editor can also show you a detailed log of past events, and track blame for past check-ins. Complex SCM commands are managed for you behind the scenes. It is even possible to manage multiple projects within a single Xcode 4 workspace, one project managed in Subversion, the other in Git, all updated automatically.
3x Faster 2.5x More Efficient

New Debugger

Xcode 4 introduces LLDB, a brand new debugging engine contributed by Apple to the LLVM.org open source project. Like LLVM, the new LLDB engine is designed from the ground up to consume much less memory, and be a rocket when it comes to performance.
The new LLDB debugging engine is the perfect fit for the new Xcode 4 debugging interface. When your app is running, the navigator will show a stack trace you can expand or compress to show or hide stack frames as you debug. As you step through, you can even lock onto a single thread then click “continue” and follow that specific thread of execution. Multicore debugging in Xcode 4 is now as easy as multicore coding with blocks and Grand Central Dispatch.

Instruments for Xcode 4

Instruments has a streamlined interface, complete with the new Jump Bar, and stack compression from Xcode 4’s UI. Using Xcode4’s new launch schemes, it is easier than ever to create a robust test harness to run your app in Instruments. That includes launching Instruments in “deferred mode”, keeping the data collection UI off screen and saving system resources for running and metering your application.
New data collection instruments are also available, including OpenGL ES for tracking iPhone graphics performance, new memory allocation monitoring that can find unintended memory growth, Time Profiler on iOS for collecting samples with very low overhead, and complete System Trace for insight into how all system processes interact.
Instruments covers even more ground, has even lower overhead, and is more useful than ever before.