Logic Behind when a Function is Called in Objective-C - ios

I am having a hard time as a beginner to Objective-C with learning how and when a function is being called, as I am not seeing it explicitly stated. Below is some code for logging into, and playing a song from the Spotify SDK that I found online.
#import "AppDelegate.h"
#interface AppDelegate ()
#property (nonatomic, strong) SPTAuth *auth;
#property (nonatomic, strong) SPTAudioStreamingController *player;
#property (nonatomic, strong) UIViewController *authViewController;
#end
#implementation AppDelegate
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
self.auth = [SPTAuth defaultInstance];
self.player = [SPTAudioStreamingController sharedInstance];
// The client ID you got from the developer site
self.auth.clientID = #"5bd669abf2a14fb59839c2c0570843fe";
// The redirect URL as you entered it at the developer site
self.auth.redirectURL = [NSURL URLWithString:#"spotlightmusic://returnafterlogin"];
// Setting the `sessionUserDefaultsKey` enables SPTAuth to automatically store the session object for future use.
self.auth.sessionUserDefaultsKey = #"current session";
// Set the scopes you need the user to authorize. `SPTAuthStreamingScope` is required for playing audio.
self.auth.requestedScopes = #[SPTAuthStreamingScope];
// Become the streaming controller delegate
self.player.delegate = self;
// Start up the streaming controller.
NSError *audioStreamingInitError;
NSAssert([self.player startWithClientId:self.auth.clientID error:&audioStreamingInitError],
#"There was a problem starting the Spotify SDK: %#", audioStreamingInitError.description);
// Start authenticating when the app is finished launching
dispatch_async(dispatch_get_main_queue(), ^{
[self startAuthenticationFlow];
});
return YES;
}
- (void)startAuthenticationFlow
{
// Check if we could use the access token we already have
if ([self.auth.session isValid]) {
// Use it to log in
[self.player loginWithAccessToken:self.auth.session.accessToken];
} else {
// Get the URL to the Spotify authorization portal
NSURL *authURL = [self.auth spotifyWebAuthenticationURL];
// Present in a SafariViewController
self.authViewController = [[SFSafariViewController alloc] initWithURL:authURL];
[self.window.rootViewController presentViewController:self.authViewController animated:YES completion:nil];
}
}
- (BOOL)application:(UIApplication *)app
openURL:(NSURL *)url
options:(NSDictionary *)options
{
// If the incoming url is what we expect we handle it
if ([self.auth canHandleURL:url]) {
// Close the authentication window
[self.authViewController.presentingViewController dismissViewControllerAnimated:YES completion:nil];
self.authViewController = nil;
// Parse the incoming url to a session object
[self.auth handleAuthCallbackWithTriggeredAuthURL:url callback:^(NSError *error, SPTSession *session) {
if (session) {
// login to the player
[self.player loginWithAccessToken:self.auth.session.accessToken];
}
}];
return YES;
}
return NO;
}
- (void)audioStreamingDidLogin:(SPTAudioStreamingController *)audioStreaming
{
[self.player playSpotifyURI:#"spotify:track:3DWOTqMQGp5q75fnVsWwaN" startingWithIndex:0 startingWithPosition:0 callback:^(NSError *error) {
if (error != nil) {
NSLog(#"*** failed to play: %#", error);
return;
}
}];
}
#end
I am wondering how exactly these functions are being called sequentially, and specifically how the audioStreamingDidLogin one is being run.
Additionally I was wondering how it would look to call that function from the view controller with some sort of input coming from the UI.
Any help with this logic would be greatly appreciated! Thanks.

Your question is closely tied to the Spotify framework being used. It is not a question of when Objective-C is executing something - the language has a standard sequential execution model - but how the framework is doing callbacks, e.g. audioStreamingDidLogin, to your code and utilising threads/GCD to do concurrent execution.
First you should read the Spotify framework documentation.
You can also place a breakpoint at the start of each method and then run under the debugger. When a breakpoint is hit check which thread has stopped and the stack trace. That should give you a good idea of execution flow and the concurrent threads being used.
HTH

UIApplicationDelegate method application:didFinishLaunchingWithOptions: is called first, followed by application:openURL:options:.
That first app delegate method sets self as the delegate for an AudioStreamingController. This is how audioStreamingDidLogin gets called. You're telling the streaming controller, "Tell me (self) when interesting things happen". (See the SPTAudioStreamingControllerDelegate docs for what else it might tell you about).
You probably wouldn't (shouldn't) call this function directly, especially if there's a chance that you might call it before auth is complete. Doing so would likely result in an error on the call to playSpotifyURI. If you're certain that the user is authenticated, then you don't need to call it. Just call what it calls: playSpotifyURI.

Related

Call block method and wait for user to finish then get respond back

I am using the following block method to call a Photo picker but i want to wait for the user input and then get a response...how is this possible?
I call the method using the code below
[self callmethod:[PHPhotoLibrary sharedPhotoLibrary] withCompletion:^(BOOL success, NSError *error, id responce) {
if(success)
{completion(prevStatus == PHAuthorizationStatusAuthorized);
NSLog(#"==%#",responce); // here i get response once user selected photos
}
}];
The method i call using the previous code
-(void)callmethod:(PHPhotoLibrary*)sharedPhotoLibrary withCompletion:(void(^)(BOOL success, NSError* error, id responce))completion
{
if (#available(iOS 14, *)) {
[sharedPhotoLibrary presentLimitedLibraryPickerFromViewController:self];
}
if (completion){
dispatch_async(dispatch_get_main_queue(), ^{
completion(YES,nil,sharedPhotoLibrary); // here that call when method complete
});
}
}
In iOS 15, there is a rendition that takes a completion handler. But in my tests, there are scenarios where it is not called (i.e., no changes) or is called multiple times (!). IMHO, that violates the “completion handler” informal contract. Besides, that is iOS 15, only. So, I would not be inclined to use the completion handler pattern at all.
As suggested in WWDC 2020 video, Handle the Limited Photos Library in your app, you can use PHPhotoLibraryChangeObserver. For example, if a view controller:
#interface ViewController () <PHPhotoLibraryChangeObserver>
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
[[PHPhotoLibrary sharedPhotoLibrary] registerChangeObserver:self];
...
}
- (void)dealloc {
[[PHPhotoLibrary sharedPhotoLibrary] unregisterChangeObserver:self];
}
- (void)photoLibraryDidChange:(nonnull PHChange *)changeInstance {
...
}
#end

iOS - singleton is not working as supposed in delegate

Currently I'm working on an app that uses four protocols for communication between classes. Three are working fine, but one is still not working. I've set it up same as the others but the delegate is always losing its ID. I'm quite new to Objective-C so I can't get to the bottom of it. Here is what I did:
I have a MainViewController.h with the delegate
#property (weak, nonatomic) id <PlayerProtocol> player;
and a MainViewController.m
- (void)viewDidLoad {
[super viewDidLoad];
[[Interface sharedInstance] Init];
NSLog(#"Player ID: %#", _player);
NSLog(#"viewDidLoad: %#", self);
}
- (void)sedPlayer:(id) pointer{ //sed is no typo!
_player = pointer;
NSLog(#"sedPlayer ID: %#", _player);
NSLog(#"sedPlayer: %#", self);
}
+ (instancetype)sharedInstance {
static dispatch_once_t once;
static id sharedInstance;
dispatch_once(&once, ^{
sharedInstance = [[self alloc] init];
});
return sharedInstance;
}
In the Interface.m (NSObject)
- (void)Init {
[[MainViewController sharedInstance] sedPlayer:self];
}
And of course a protocol.h but this is not of interest as the delegate does the trouble! When I run the code I get the following output on the console:
sedPlayer ID: <Interface: 0x1700ab2e0>
sedPlayer: <MainViewController: 0x100406e30>
Player ID: (null)
viewDidLoad: <MainViewController: 0x100409550>
So it is obvious that the singleton is not working as the instance of the MainViewcontroller is different. For the singleton I'm using the dispatch_once standard method as I do with the other protocols that work fine. ARC is turned on. Does anyone has a clue what is wrong here and why the singleton is not working?
Here's how I think you ended up with two instances of the MainViewController. The first one, I assume, is created when navigating to the screen associated with MainViewController. The second one is created when you call [MainViewController sharedInstance] in Interface.m.
As the ViewController view is lazy loaded ("View controllers load their views lazily. Accessing the view property for the first time loads or creates the view controller’s views." from the Apple docs under ViewManagement), you see the viewDidLoad: <MainViewController: 0x100409550> log only once, when the first MainViewController gets navigated to and loads up the view.
Here's my suggestion:
Since you do the Interface initializing in the - (void)viewDidLoad, you might as well set self.player = [Interface sharedInstance].
The code would look something like this:
- (void)viewDidLoad {
[super viewDidLoad];
self.player = [Interface sharedInstance];
NSLog(#"Player ID: %#", _player);
NSLog(#"viewDidLoad: %#", self);
}
You should also get rid of - (void)sedPlayer:(id) pointer and + (instancetype)sharedInstance in your MainViewController. It is never a good idea to have a ViewController singleton, since you might end up messing up the navigation or having multiple states of it.
For a more in-depth article on avoiding singletons, you can check objc.io Avoiding Singleton Abuse

Audio file plays over itself

I'm building an app with multiple view controllers and I have coded an audio file to play at the start up of the app. That works fine and when I click on the button to view a different screen the audio file still plays without skipping a beat just like it's supposed to but my problem arises when I click on the button to go back to the main screen. When I click to go back to the main screen the audio file plays over itself reminding me of the song Row Row Your Boat. The app is re-reading that code that tells itself to play the audio file thus playing it all over again. My problem is that I can't figure out how to make it not do that. I have coded the app to stop the audio when clicking on the start game button, which is what I want it to do but not until then. I just need help getting the app to not play the audio file over itself when going back to the main screen. The audio file is coded to play infinitely until the "start" button is clicked. If anyone can make since out of what I'm trying to say then please help me code this thing correctly. Thanks to anyone who can make it work right.
Here my code:
-(void)viewDidLoad
{
NSString *introMusic = [[NSBundle mainBundle]pathForResource:#"invadingForces" ofType:#"mp3"];
audioPlayer0 = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:introMusic] error:NULL];
audioPlayer0.delegate = self;
audioPlayer0.numberOfLoops = -1;
[audioPlayer0 play];
}
The problem is that you start a sound in a local variable when your view is loaded, start it playing on endless repeat, and then forget about it. Then you close the view controller, leaving the now-forgotten audio player playing. Next time you invoke the view controller, it's viewDidLoad method creates another audio player and starts that one playing too, and then forgets about that one. Every time you open a new copy of that view controller, you'll start yet another sound player, adding another voice to your round of "row, row, row your boat."
The naive solution is to put the code that starts the sound player in the app delegate. Set up the AVAudioPlayer as a property of you app delegate. Create a startPlaying method and a stopPlaying method. In your didFinishLaunchingWithOptions method, call startPlaying.
It's cleaner app design not to put app functionality in your app delegate, but instead create a singleton to manage sound play. (Search on "iOS singleton design pattern" to learn more.) Create an appDidLaunch method in the singleton, and call appDidLaunch from didFinishLaunchingWithOptions to start playing your sound. That way the app delegate doesn't need to have app specific logic in it, but simply calls appDidLaunch and goes on it's way.
EDIT:
If you want to call a method in the app delegate, and your app delegate is declared as:
#interface AppDelegate : UIResponder <UIApplicationDelegate>
Then you'd call it from another file like this:
First, import the app delegate's header:
#import "AppDelegate.h"
And the actual code to call your app delegate's stopPlaying method:
//Get a pointer to the application object.
UIApplication *theApp = [UIApplication sharedApplication];
//ask the application object for a pointer to the app delegate, and cast it
//to our custom "AppDelegate" class. If your app delegate uses a different
//class name, use that name here instead of "AppDelegate"
AppDelegate *theAppDelegate = (AppDelegate *)theApp.delegate;
[theAppDelegate stopPlaying];
Here's some example code to wrap an AVAudioPlayer in a singleton -
BWBackgroundMusic.h
#interface BWBackgroundMusic : NSObject
// singleton getter
+ (instancetype)sharedMusicPlayer;
/* public interface required to control the AVAudioPlayer instance is as follows -
start - plays from start - if playing stops and plays from start
stop - stops and returns play-head to start regardless of state
pause - stops and leaves play-head where it is - if already paused or stopped does nothing
continue - continues playing from where the play-head was left - if playing does nothing
replace audio track with new file - replaceBackgroundMusicWithFileOfName:
set background player to nil - destroyBackgroundMusic
NOTE:- change default track filename in .m #define */
// transport like methods
- (void)startBackgroundMusic;
- (void)stopBackgroundMusic;
- (void)pauseBackgroundMusic;
- (void)continueBackgroundMusic;
// audio source management
- (void)replaceBackgroundMusicWithFileOfName:(NSString*)audioFileName startPlaying:(BOOL)startPlaying;
- (void)destroyBackgroundMusic;
#end
BWBackgroundMusic.m
#import "BWBackgroundMusic.h"
#import <AVFoundation/AVFoundation.h> // must link to project first
#define DEFAULT_BACKGROUND_AUDIO_FILENAME #"invadingForces.mp3"
#interface BWBackgroundMusic ()
#property (strong, nonatomic) AVAudioPlayer *backgroundMusicPlayer;
#end
#implementation BWBackgroundMusic
#pragma mark Singleton getter
+ (instancetype)sharedMusicPlayer {
static BWBackgroundMusic *musicPlayer = nil;
static dispatch_once_t onceToken;
dispatch_once (&onceToken, ^{
musicPlayer = [[self alloc] init];
});
//NSLog(#"sample rate of file is %f",[musicPlayer currentSampleRate]);
return musicPlayer;
}
#pragma mark Initialiser
- (id)init {
//NSLog(#"sharedMusicPlayer from BWBackgroundMusic.h init called...");
if (self = [super init]) {
// self setup _backgroundMusicPlayer here...
// configure the audio player
NSURL *musicURL = [NSURL fileURLWithPath:[NSString stringWithFormat:#"%#/%#", [[NSBundle mainBundle] resourcePath], DEFAULT_BACKGROUND_AUDIO_FILENAME]];
NSError *error;
if (_backgroundMusicPlayer == nil) {
_backgroundMusicPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:musicURL error:&error];
}
if (_backgroundMusicPlayer == nil) {
NSLog(#"%#",[error description]);
} else {
[self makePlaybackInfinite];
[_backgroundMusicPlayer play];
}
}
return self;
}
#pragma mark Selfish methods
- (void)makePlaybackInfinite {
// access backing ivar directly because this is also called from init method
if (_backgroundMusicPlayer) {
_backgroundMusicPlayer.numberOfLoops = -1;
}
}
- (CGFloat)currentSampleRate {
NSDictionary *settingsDict = [self.backgroundMusicPlayer settings];
NSNumber *sampleRate = [settingsDict valueForKey:AVSampleRateKey];
return [sampleRate floatValue];
}
#pragma mark Transport like methods
- (void)startBackgroundMusic {
// plays from start - if playing stops and plays from start
if (self.backgroundMusicPlayer.isPlaying) {
[self.backgroundMusicPlayer stop];
self.backgroundMusicPlayer.currentTime = 0;
[self.backgroundMusicPlayer prepareToPlay];// this is not required as play calls this implicitly if not already prepared
[self.backgroundMusicPlayer play];
}
else {
self.backgroundMusicPlayer.currentTime = 0;
[self.backgroundMusicPlayer prepareToPlay];
[self.backgroundMusicPlayer play];
}
}
- (void)stopBackgroundMusic {
// stops and returns play-head to start regardless of state and prepares to play
if (self.backgroundMusicPlayer.isPlaying) {
[self.backgroundMusicPlayer stop];
self.backgroundMusicPlayer.currentTime = 0;
[self.backgroundMusicPlayer prepareToPlay];
}
else {
self.backgroundMusicPlayer.currentTime = 0;
[self.backgroundMusicPlayer prepareToPlay];
}
}
- (void)pauseBackgroundMusic {
// stops and leaves play-head where it is - if already paused or stopped does nothing
if (self.backgroundMusicPlayer.isPlaying) {
[self.backgroundMusicPlayer pause];
}
}
- (void)continueBackgroundMusic {
// continues playing from where the play-head was left - if playing does nothing
if (!self.backgroundMusicPlayer.isPlaying) {
[self.backgroundMusicPlayer play];
}
}
#pragma mark Content management
- (void)replaceBackgroundMusicWithFileOfName:(NSString*)audioFileName startPlaying:(BOOL)startPlaying {
// construct filepath
NSString *filePath = [NSString stringWithFormat:#"%#/%#", [[NSBundle mainBundle] resourcePath], audioFileName];
// make a url from the filepath
NSURL *fileUrl = [NSURL fileURLWithPath:filePath];
// construct player and prepare
NSError *error;
self.backgroundMusicPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:fileUrl error:&error];
[self.backgroundMusicPlayer prepareToPlay];
[self makePlaybackInfinite];
// if startplaying then play
if (startPlaying) {
[self.backgroundMusicPlayer play];
}
}
- (void)destroyBackgroundMusic {
// stop playing if playing
[self stopBackgroundMusic];
// destroy by setting background player to nil
self.backgroundMusicPlayer = nil;
}
#end
To use simply call [BWBackgroundMusic sharedMusicPlayer]; This will instantiate the singleton if not already instantiated, start the player automatically, and will loop infinitely by default.
Furthermore you can control it from any class that imports BWBackgroundMusic.h
For example to pause the player use
[[BWBackgroundMusic sharedMusicPlayer] pauseBackgroundMusic];

How does Apptimize \ Optimizely work on iOS?

I'm trying to figure out a few things about the implementation going on "behind the scene" for manipulating UI elements on the fly, straight from the web console on Apptimize or Optimizely.
More specifically, I want to understand the following:
1) How does the client code (iOS) send the view hierarchy to the web-server in such a way that when you choose any UI element on the web dashboard it immediately shown on the iOS client?
I saw FLEX for example, and how it manage to get the view hierarchy, but I don't understand how the iphone client "knows" which view is picked in the web dashboard.
2) Moreover, in Apptimize I can choose any UI element from the web dashboard, change its text or color and it will immediately change in the app. Not only that, without adding any code, just by having the SDK.
The changes I make (text, background color, etc) will remain for all the future sessions of the app. How can this be implemented?
I'm guessing they are using some sort of reflection, but how can they get it to work for all users and for all future sessions? how does the client code find the right UI element? and how does it work on UITableViewCell?
3) Is it possible to detect every time a UIViewController is loaded? i.e. get a callback on each viewDidLoad? if so, how?
See some screenshots below:
My name is Baraa and I'm a Software Engineering Intern working on the mobile team at Optimizely, so I can share some high-level insight into how the Optimizely SDK works on both Android and iOS.
On iOS, the Optimizely SDK uses a technique called swizzling. This allows us to apply visual changes to the application based on whatever experiments are currently active in our data file.
On Android, Optimizely uses reflection to attach the SDK as a listener for interaction and lifecycle events to apply visual changes to the application based on whatever experiments are active in the data file.
For the full list of methods that we swizzle on iOS and listeners that we intercept on Android, please check out this help article: https://help.optimizely.com/hc/en-us/articles/205014107-How-Optimizely-s-SDKs-Work-SDK-Order-of-execution-experiment-activation-and-goals#execute
I wonder the same and couldn't find a definite answer, so here is my (hopefully) educated guess:
Thanks to the runtime environment it is actually not that hard to use Aspect-Orientated-Programming (AOP) in Cocoa(-Touch), in which rules are written to hook in in other classes method calls.
If you google for AOP and Objective-C, several libraries pop up that wrap the runtime code nicely.
For example steinpete's Aspect library:
[UIViewController aspect_hookSelector:#selector(viewWillAppear:) withOptions:AspectPositionAfter usingBlock:^(id<AspectInfo> aspectInfo, BOOL animated) {
NSLog(#"View Controller %# will appear animated: %tu", aspectInfo.instance, animated);
} error:NULL];
This method call
+ (id<AspectToken>)aspect_hookSelector:(SEL)selector
withOptions:(AspectOptions)options
usingBlock:(id)block
error:(NSError **)error {
return aspect_add((id)self, selector, options, block, error);
}
calls aspect_add()
static id aspect_add(id self, SEL selector, AspectOptions options, id block, NSError **error) {
NSCParameterAssert(self);
NSCParameterAssert(selector);
NSCParameterAssert(block);
__block AspectIdentifier *identifier = nil;
aspect_performLocked(^{
if (aspect_isSelectorAllowedAndTrack(self, selector, options, error)) {
AspectsContainer *aspectContainer = aspect_getContainerForObject(self, selector);
identifier = [AspectIdentifier identifierWithSelector:selector object:self options:options block:block error:error];
if (identifier) {
[aspectContainer addAspect:identifier withOptions:options];
// Modify the class to allow message interception.
aspect_prepareClassAndHookSelector(self, selector, error);
}
}
});
return identifier;
}
which again calls several other quite frightening looking functions that do the heavy lifting in the runtime
static void aspect_prepareClassAndHookSelector(NSObject *self, SEL selector, NSError **error) {
NSCParameterAssert(selector);
Class klass = aspect_hookClass(self, error);
Method targetMethod = class_getInstanceMethod(klass, selector);
IMP targetMethodIMP = method_getImplementation(targetMethod);
if (!aspect_isMsgForwardIMP(targetMethodIMP)) {
// Make a method alias for the existing method implementation, it not already copied.
const char *typeEncoding = method_getTypeEncoding(targetMethod);
SEL aliasSelector = aspect_aliasForSelector(selector);
if (![klass instancesRespondToSelector:aliasSelector]) {
__unused BOOL addedAlias = class_addMethod(klass, aliasSelector, method_getImplementation(targetMethod), typeEncoding);
NSCAssert(addedAlias, #"Original implementation for %# is already copied to %# on %#", NSStringFromSelector(selector), NSStringFromSelector(aliasSelector), klass);
}
// We use forwardInvocation to hook in.
class_replaceMethod(klass, selector, aspect_getMsgForwardIMP(self, selector), typeEncoding);
AspectLog(#"Aspects: Installed hook for -[%# %#].", klass, NSStringFromSelector(selector));
}
}
including method-swizzling.
It is easy to see that here we have a tool that will allow us to send the current state of an app to re-build this in a web-page but also to manipulate objects in an existing code.
Of course this is just a starting point. You will need a web service that assembles the app and sends it to the users.
Personally I never used AOP for such a complex task, but I used it for teaching all view controllers tracking capabilities
- (void)setupViewControllerTracking
{
NSError *error;
#weakify(self);
[UIViewController aspect_hookSelector:#selector(viewDidAppear:)
withOptions:AspectPositionAfter
usingBlock:^(id < AspectInfo > aspectInfo) {
#strongify(self);
UIViewController *viewController = [aspectInfo instance];
NSArray *breadCrumbs = [self breadCrumbsForViewController:viewController];
if (breadCrumbs.count) {
NSString *pageName = [NSString stringWithFormat:#"/%#", [breadCrumbs componentsJoinedByString:#"/"]];
[ARAnalytics pageView:pageName];
}
} error:&error];
}
update
I played a bit and was able to create a prototype. If added to a project, it will changes all view controllers background color to blue and after 5 seconds all living view controllers background to orange, by using AOP and dynamic method adding.
source code: https://gist.github.com/vikingosegundo/0e4b30901b9498ae4b7b
The 5 seconds are triggered by a notification, but it is obvious that this could be a network event.
update 2
I taught my prototype to open a network interface and accept rgb values for the background.
Running in simulator this would be
http://127.0.0.1:8080/color/<r>/<g>/<b>/
http://127.0.0.1:8080/color/50/120/220/
I use OCFWebServer for that
//
// ABController.m
// ABTestPrototype
//
// Created by Manuel Meyer on 12.05.15.
// Copyright (c) 2015 Manuel Meyer. All rights reserved.
//
#import "ABController.h"
#import <Aspects/Aspects.h>
#import <OCFWebServer/OCFWebServer.h>
#import <OCFWebServer/OCFWebServerRequest.h>
#import <OCFWebServer/OCFWebServerResponse.h>
#import <objc/runtime.h>
#import "UIViewController+Updating.h"
#import "UIView+ABTesting.h"
#import UIKit;
#interface ABController ()
#property (nonatomic, strong) OCFWebServer *webserver;
#end
#implementation ABController
void _ab_register_ab_notificaction(id self, SEL _cmd)
{
[[NSNotificationCenter defaultCenter] addObserver:self selector:NSSelectorFromString(#"ab_notifaction:") name:#"ABTestUpdate" object:nil];
}
void _ab_notificaction(id self, SEL _cmd, id userObj)
{
NSLog(#"UPDATE %#", self);
}
+(instancetype)sharedABController{
static dispatch_once_t onceToken;
static ABController *abController;
dispatch_once(&onceToken, ^{
OCFWebServer *server = [OCFWebServer new];
[server addDefaultHandlerForMethod:#"GET"
requestClass:[OCFWebServerRequest class]
processBlock:^void(OCFWebServerRequest *request) {
OCFWebServerResponse *response = [OCFWebServerDataResponse responseWithText:[[[UIApplication sharedApplication] keyWindow] listOfSubviews]];
[request respondWith:response];
}];
[server addHandlerForMethod:#"GET"
pathRegex:#"/color/[0-9]{1,3}/[0-9]{1,3}/[0-9]{1,3}/"
requestClass:[OCFWebServerRequest class]
processBlock:^(OCFWebServerRequest *request) {
NSArray *comps = request.URL.pathComponents;
UIColor *c = [UIColor colorWithRed:^{ NSString *r = comps[2]; return [r integerValue] / 255.0;}()
green:^{ NSString *g = comps[3]; return [g integerValue] / 255.0;}()
blue:^{ NSString *b = comps[4]; return [b integerValue] / 255.0;}()
alpha:1.0];
[[NSNotificationCenter defaultCenter] postNotificationName:#"ABTestUpdate" object:c];
OCFWebServerResponse *response = [OCFWebServerDataResponse responseWithText:[[[UIApplication sharedApplication] keyWindow] listOfSubviews]];
[request respondWith:response];
}];
dispatch_async(dispatch_queue_create(".", 0), ^{
[server runWithPort:8080];
});
abController = [[ABController alloc] initWithWebServer:server];
});
return abController;
}
-(instancetype)initWithWebServer:(OCFWebServer *)webserver
{
self = [super init];
if (self) {
self.webserver = webserver;
}
return self;
}
+(void)load
{
class_addMethod([UIViewController class], NSSelectorFromString(#"ab_notifaction:"), (IMP)_ab_notificaction, "v#:#");
class_addMethod([UIViewController class], NSSelectorFromString(#"ab_register_ab_notificaction"), (IMP)_ab_register_ab_notificaction, "v#:");
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(.00001 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
[self sharedABController];
});
[UIViewController aspect_hookSelector:#selector(viewDidLoad)
withOptions:AspectPositionAfter
usingBlock:^(id<AspectInfo> aspectInfo) {
dispatch_async(dispatch_get_main_queue(),
^{
UIViewController *vc = aspectInfo.instance;
SEL selector = NSSelectorFromString(#"ab_register_ab_notificaction");
IMP imp = [vc methodForSelector:selector];
void (*func)(id, SEL) = (void *)imp;func(vc, selector);
});
} error:NULL];
[UIViewController aspect_hookSelector:NSSelectorFromString(#"ab_notifaction:")
withOptions:AspectPositionAfter
usingBlock:^(id<AspectInfo> aspectInfo, NSNotification *noti) {
dispatch_async(dispatch_get_main_queue(),
^{
UIViewController *vc = aspectInfo.instance;
[vc updateViewWithAttributes:#{#"backgroundColor": noti.object}];
});
} error:NULL];
}
#end
//
// UIViewController+Updating.m
// ABTestPrototype
//
// Created by Manuel Meyer on 12.05.15.
// Copyright (c) 2015 Manuel Meyer. All rights reserved.
//
#import "UIViewController+Updating.h"
#implementation UIViewController (Updating)
-(void)updateViewWithAttributes:(NSDictionary *)attributes
{
[[attributes allKeys] enumerateObjectsUsingBlock:^(NSString *obj, NSUInteger idx, BOOL *stop) {
if ([obj isEqualToString:#"backgroundColor"]) {
[self.view setBackgroundColor:attributes[obj]];
}
}];
}
#end
the full code: https://github.com/vikingosegundo/ABTestPrototype
The company Leanplum offers a Visual Interface Editor for iOS and Android: This requires no coding, and Leanplum will automatically detect the elements and allow you to change them. No engineers or app store resubmissions required.
Regarding your questions:
With installing the iOS or Android SDK in your app, you enable a feature called Visual Editor. While in development mode and with the Website Dashboard open, the SDK sends information about the view hierarchy in real-time to your Browser. The view hierarchy is scanned in a similar way a DOM is built on a regular website.
You can choose any UI element on your app and change the appearance of it in real-time. This works by identifying the exact element in the view tree and sending the changes to the SDK.
This can be achieved by adding custom hooks or a technique called "swizzling". Take a look at this blog post, how it works.
To learn more about the Leanplum Visual Interface Editor, check out leanplum.com. They offer a free 30-day trial.
(Disclaimer: I am an Engineer at Leanplum.)

iphone nsoperation application freezes

I have made a subclass of NSOperation called ˚ to achieve multiple movie downloads . In the appDelegate.m , I have made an object of NSOperationQueue .
- (void)applicationDidFinishLaunching:(UIApplication *)application {
queue = [[NSOperationQueue alloc] init];
[queue setMaximumConcurrentOperationCount:5]
}
MovieDownloadOperation depends on a class called Downloader which actually downloads the movie
and gives callback movieCompletelyDownloadedWithUrl: .
Then , I have made a property called downloadState in MovieDownloadOperation . It has different values like "STARTED" , "DOWNLOADING" , "COMPLETED" , "ERROR".
MyDownloadOperation looks like
-(id)initWithUrl:(NSURL *)url
{
if (self = [super init])
{
_downloader = [[Downloader alloc] initWithUrl:url];
_downloadState = #"STARTED" ;
}
}
-(void)main
{
while(1)
{
if ([_downloadState isEqualToString:#"COMPLETED"])
{
NSLog(#"movie downloaded successfully");
break ;
}
}
}
-(void)movieCompletelyDownloadedWithUrl:(NSURL *)url
{
_downloadState = #"COMPLETED" ;
}
This works well for one movie , but when I try to download more than one movie , the UI freezes until the first is downloaded . I think the the problem is the while loop inside the main method , is there a better way to check if the _downloadState is changed to "COMPLETED" ??
It's unclear why the UI freezes with multiple operations, but not with only one download. But, your code sample provokes a couple of thoughts:
Concurrent Operation:
Rather than having a while loop in main, and you'd generally would define your operation to be concurrent (i.e. return YES from isConcurrent). Then movieCompletelyDownloadedWithUrl would post the isFinished event, which would trigger the completion of the operation.
In terms of how to make a concurrent operation, you might define properties for executing and finished:
#property (nonatomic, readwrite, getter = isFinished) BOOL finished;
#property (nonatomic, readwrite, getter = isExecuting) BOOL executing;
You'd probably want to have a strong property for the URL and the downloader:
#property (nonatomic, strong) NSURL *url;
#property (nonatomic, strong) Downloader *downloader;
And then you might have the following code in the operation subclass:
#synthesize finished = _finished;
#synthesize executing = _executing;
- (id)init
{
self = [super init];
if (self) {
_finished = NO;
_executing = NO;
}
return self;
}
- (id)initWithUrl:(NSURL *)url
{
self = [self init];
if (self) {
// Note, do not start downloader here, but just save URL so that
// when the operation starts, you have access to the URL.
_url = url;
}
return self;
}
- (void)start
{
if ([self isCancelled]) {
self.finished = YES;
return;
}
self.executing = YES;
[self main];
}
- (void)main
{
// start the download here
self.downloader = [[Downloader alloc] initWithUrl:self.url];
}
- (void)completeOperation
{
self.executing = NO;
self.finished = YES;
}
// you haven't shown how this is called, but I'm assuming you'll fix the downloader
// to call this instance method when it's done
- (void)movieCompletelyDownloadedWithUrl:(NSURL *)url
{
[self completeOperation];
}
#pragma mark - NSOperation methods
- (BOOL)isConcurrent
{
return YES;
}
- (void)setExecuting:(BOOL)executing
{
[self willChangeValueForKey:#"isExecuting"];
_executing = executing;
[self didChangeValueForKey:#"isExecuting"];
}
- (void)setFinished:(BOOL)finished
{
[self willChangeValueForKey:#"isFinished"];
_finished = finished;
[self didChangeValueForKey:#"isFinished"];
}
So, with these methods, you might then have movieCompletelyDownloadedWithUrl call completeOperation like above, which will ensure that isExecuting and isFinished notifications get posted. You'd also want to respond to cancellation event, too, making sure to cancel the download if the operation is canceled.
See Configuring Operations for Concurrent Execution section of the Concurrency Programming Guide for more details.
Don't initiate download until main:
I don't see your main method initiating the download. That makes me nervous that your Downloader initialization method, initWithURL, might be initiating the download, which would be bad. You don't want downloads initiating when you create the operation, but rather you shouldn't do that until the operation starts (e.g. start or main). So, in my above example, I only have initWithURL save the URL, and then main is what starts the download.
Using NSURLConnectionDataDelegate methods in NSOperation:
As an aside, you didn't share how your operation is doing the network request. If you're using NSURLConnectionDataDelegate methods, when you get rid of that while loop in main, you might have problems if you don't schedule the NSURLConnection in a particular run loop. For example, you might do:
NSURLConnection *connection = [[NSURLConnection alloc] initWithRequest:request delegate:self startImmediately:NO];
[connection scheduleInRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
[connection start];
If you're not using NSURLConnectionDataDelegate methods, or if you've already addressed this run loop issue, then ignore this counsel, but, bottom line, when you fix the main method in your operation, you might expose the NSURLConnection issue that your old main might have hidden from you.
How does Downloader invoke moveCompleteDownloadedWithUrl?
BTW, you're not showing how Downloader could possibly invoke moveCompleteDownloadedWithUrl. That looks suspicious, but I'm just hoping you simplified your code when you posted it. But if you're not using a protocol-delegate pattern or completion block pattern, then I'd be very nervous about how your multiple Downloader objects are informing the respective MyDownloadOperation objects that the download is done. Personally, I might be inclined to refactor these two differ classes into one, but that's a matter of personal taste.
You can use NSTimer to check whether your download is completed or not. It'll not freezes your UI
NSTimer *localTimer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(checkDownloadStatus) userInfo:nil repeats:YES];
-(void)checkDownloadStatus
{
if ([_downloadState isEqualToString:#"COMPLETED"])
{
NSLog(#"movie downloaded successfully");
[localTimer invalidate];
}
}

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