Pro Objective-C Design Patterns for iOS by Carlo Chung

By Carlo Chung

It’s time to capitalize in your mastery of Cocoa with seasoned Objective-C layout styles for iOS. You’ve built apps that inspired and played, and now you’re able to leap into improvement practices that might depart you with more advantageous, effective, point apps. This booklet is the point you must make the bounce from journeyman to master.

All too usually, builders grind via construction reliable apps on dedication and a energetic specialise in code improvement, leaving them ignorant of and not able to profit from the underlying structural and practical layout styles.

Pro Objective-C layout styles for iOS will educate you these layout styles that experience continually been current at a few point on your code, yet have been by no means well-known, stated, or absolutely applied. Implementation of particular development methods will end up their worth to any developer operating within the iOS software area. You’ll discover ways to grasp vintage styles like singleton, summary manufacturing unit, chain of accountability, and observer. You’ll additionally notice much less recognized yet worthwhile styles like souvenir, composite, command, and mediator.

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This is a similar scenario as in Figure 3–2, but the actual resource in memory is copied during the cloning operation. Using Object Copying in the Cocoa Touch Framework The Cocoa Touch framework provides a protocol for any NSObject descendent to implement deep copying. Any subclass of NSObject needs to implement the NSCopying protocol and its method, (id)copyWithZone:(NSZone *)zone. NSObject has an instance method called (id)copy. The default copy method calls [self copyWithZone:nil]. For subclasses that adopt the NSCopying protocol, that method needs to be implemented, otherwise it will raise an exception.

It allows the user to undo and redo scribbling. Designing the Look-and-Feel Do you remember the last time you were asked or you decided to make last-minute changes on the user interface and/or user experience for your app? Moments like that aren’t fun. So a better practice, at least in iOS development here, is to design the entire look-and-feel as well as user experiences that are close to the final product as early as possible. I call it Look-and-Feel–driven design. We have heard about data-driven design, event-driven design, and test-driven design.

Draw it on the screen), the data structure needs to be highly organized and predictable. “What” Can Be Drawn Onscreen? Before we think of any possible data structure that can be used to hold the touch data, let’s take a look at how we should define a stroke. If the user first touches the screen and then moves his or her finger, it creates a stroke. However, if the finger doesn’t move but finishes the touch at the same location where it started, that should be considered a dot. These are illustrated in Figure 2–6.

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