Pro Objective-C


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Intro to Objective-C Tutorial

Viewed 1k times. Are there other plugins that may decompile the ARM? Shuzheng Shuzheng 8 8 bronze badges. Are you only looking for Objective-C output, and do you need it to be compilable? Or would you accept anything that resembles a higher-level language to make it easier to understand? Awesome answer - which one would you recommend? I'd try both of the free ones first snowman and RetDec. The Hexrays decompiler is pretty good, but expensive. Sign up or log in Sign up using Google.

Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. Looking to understand which API is best for a certain task? It would be nice to have some options for setting different colors and stroke sizes. Then we have another requirement: It allows the user to change stroke colors and sizes. But just allowing the user to scribble is not enough; we should also allow the user to save it. So we have another requirement for that: It allows the user to save a scribble.

So here we go: It allows the user to open a saved scribble. It allows the user to delete the current scribble. It would be nice to allow the user undo and redo what he or she has drawn. So here comes another requirement: It allows the user to undo and redo scribbling. The list can go on and on, but for now we have some basic requirements to kick-start our design with.

But before we dive into a design phase, we should make sure we have the look-and-feel of it so we can get a pretty good idea about what the app should look like. It allows the user to change stroke colors and sizes. It allows the user to save a scribble.


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It allows the user to open a saved scribble. It allows the user to undo and redo scribbling. 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. But they all deal only with technical details. However, Look-and-Feel—driven design can let us focus on the user experience at a very early stage. Even in development, with the look-and-feel of the application and UI design ready, developers who are busy cutting their code will have some good visual clues about what exactly they are working on.

It can increase productivity, as many possible hard-to-find bugs or design flaws can be found at an early stage.


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How should we get started? A pen and a piece of paper or, if you prefer, graphical stencils drawn on a computer should be a good start. Here is the first look of our app in Figure 2—1. Figure 2—1. The first wireframe as a main canvas view for our first requirement We feel OK about this part. The wireframe just looks like a typical iPhone app that does allow the user to draw something with a finger.

It also allows the user to change other settings that are related to the session.

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We are happy with the look for now. Figure 2—2. The wireframe of a palette view that can fulfill our second requirement In this wireframe, the user can adjust the stroke color and size by varying various color component sliders. The grayish box in the middle of the page will show the current stroke color based on the selected RGB values. Adjusting the slider at the bottom section of the page can set the stroke size. This wireframe fulfills our second requirement: it allows the user to change stroke colors and sizes. Tapping the Done button will take us back to the main canvas view, as shown in Figure 2—1.

Our first question about that requirement is, how does the user know So definitely we need some sort of browser so the user can browse through a whole bunch of them and pick the one he or she wants. We can picture it as a thumbnail view. Our rough wireframe for a thumbnail view is shown in Figure 2—3. Figure 2—3.

Pro Objective-C Design Patterns for iOS

The wireframe of a thumbnail view that can fulfill our fourth requirement Once the user hits the palette button on the main canvas view, it will bring up the thumbnail view as shown in Figure 2—3. The user can scroll through a list of scribble thumbnails by swiping the page upward and downward. The user can also tap any one of them to open it on the canvas view, so the user can continue to work on it.

Otherwise, the user can go back to the main canvas view by hitting the Done button. We can refine the design later if needed, but we are pretty happy with the look-and-feel of the wireframes.

Objective-C Development: Get Started Building Mac and iOS Apps

We can elaborate some design problems out of those requirements or use cases , so we can find some possible ways to solve them later. We are going to lay out and examine some problem domains elaborated from the original requirements. Each of them has some refined, specific features or sub-problems related to the principle domain.

A model represents the data that is presented by a view. A controller stands between a view and a model to coordinate them. In iOS development, that kind of controller is referred to as a view controller.

Table of Contents: Pro Objective-C design patterns for iOS

From the wireframes we have in the previous section, we have an idea of what the TouchPainter app should have. There are three views, and each of them should be maintained by a corresponding controller. PaletteViewController maintains a bunch of user control elements so the user can adjust the color and size of a stroke, as in Figure 2—2. Any new settings will be forwarded to the model of the CanvasViewController. The ThumbnailViewController showcases all previously stored scribbles as thumbnails, so the user can browse through all of them until he or she taps one to open it, as illustrated in Figure 2—3.

All necessary information about that scribble will be forwarded to the CanvasViewController to display the scribble on the canvas view. There are some interactions between different view controllers. They are tightly dependent on each other. Things can become chaotic, especially if we want to add more view controllers to the application later. Likewise, a hit on the button that opens a thumbnail view on the CanvasViewController will bring up the view of the ThumbnailViewController.

When the user taps the Done button on the navigation bar to finish his or her business, it will take the user back to the view of the CanvasViewController. Figure 2—4 illustrates their possible interactions. Figure 2—4.

Also, if we modify the way the views change, code changes in each of them are almost unavoidable.

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