Using static variable vs. passing through view controllers? iOS - ios

I've got an app that has a Main Page, a Room page, and then a subroom of the room page.
To know what to show on the detail page, the detail page needs a string value from the Main page, and in the subroom it needs a Room class object from the room page.
I've been just setting these as static variables on my Room class, so when I'm needing the string or object I'd do
selectedRoomname = Room.selectedName
selectedInstance = Room.selectedInstance
It would be very possible to pass these variables around with segues or use delegegates, but is there any reason to NOT continue what I'm doing? Considering it's only two variables I'm doing this with I can't imagine there's a big impact on memory usage. Is there a limit to how far I could go with using static variables? If I'm needing to access a variable such as the user's username, profile image, etc on almost every one of my view controllers, is there any issue with making a static User class object?
tl;dr, how intense is it to use static variables and is there such a thing as abusing them?

The pragmatic reason would be that it limits you to one unique instance of a Room. If you ever want to show more than 1 room, you'll have to redesign it. That type of design is fragile and inflexible.
The more philosophical reason is that it breaks OOP. A class should not keep track of itself, that's it's parent's job (with a possible exception singletons but that's a whole other can-o-worms). It also makes subclassing tricky. Should a LaundryRoom class have it's own static variables? should the LaundryRoom class also use Room's static variable? That's inherently confusing.
The way I tend to solve these problems is think about it from an IRL perspective. Do all rooms have the same name? Can only 1 room ever be inhabited? If these attributes are individual to an instance and not the concept, it should be an instance variable.

Related

Make an independent copy of a model instance

I would like one instance of a model in memory to serve as a template for creating other objects for performance reasons, so that duplicates look like the original object but otherwise share no common components with the object they are initialized from, as if they were loaded with Model.find(template_object.id). I've tried some of the available solutions but none seems to do what I need: .dup and .deep_dup will create a new object with nil id and .clone will make some of the fields common to both the initializer and the initialized.
Currently my API is giving out the original objects that I keep as class variables, but I discovered that it leads to obscure memory leaks when the code using the objects manipulates their associations - these are kept in memory indefinitely. I hope that by giving out copies the associations of the template objects will stay untouched and the leak will be gone.
This sounds like the use case for defining a class and just initializing instances. You can customize whatever properties you want shared in the MyClass#new method. Without knowing more about your needs I will add that if you must store a template in memory you could store it as a class variable perhaps MyClass##template but would need to hear more to opine further. 😄
What I found when browsing rails source is the .instantiate method:
MyModel.instantiate(#my_other_instance.attributes_before_type_cast.deep_dup)

Creating and storing generic methods in ruby on rails

I'm making a method inside a Ruby on Rails app called "print" that can take any string and converts it into a png. I've been told it's not good to make class methods for base ruby classes like String or Array or Hash, etc. so "some string to print".print is probably not something I should do.
I was thinking about making a subclass of String called Print (class Print < String) and storing it in my lib/assets folder. So it would look like: Print.new("some string to print"). So my question is, am I on the right track by 1) creating a sub-class from String and 2) storing it in lib/assets?
Any guidance would be greatly appreciated!
Answers to your question will necessarily be subjective because there are always be many answers to "where should I put functionality?", according to preference, principle, habit, customs, etc. I'll list a few and describe them, maybe add some of my personal opinions, but you'll ultimately have to choose and accept the consequences.
Note: I'll commonly refer to the common degenerate case of "losing namespacing scope" or "as bad as having global methods".
Monkeypatch/Extend String
Convenient and very "OO-message-passing" style at the cost of globally affecting all String in your application. That cost can be large because doing so breaks an implicit boundary between Ruby core and your application and it also scatters a component of "your application" in an external place. The functionality will have global scope and at worst will unintentionally interact with other things it shouldn't.
Worthy mention: Ruby has a Refinements feature that allows you to do do "scoped monkeypatching".
Worthy mention 2: Ruby also lets you includes modules into existing classes, like String.class_eval { include MyCustomization } which is slightly better because it's easier to tell a customization has been made and where it was introduced: "foo".method(:custom_method).owner will reveal it. Normal Monkeypatching will make it as if the method was defined on String itself.
Utils Module
Commonly done in all programming languages, a Util module is simply a single namespace where class methods/static methods are dumped. This is always an option to avoid the global pollution, but if Util ends up getting used everywhere anyways and it gets filled to the brim with unrelated methods, then the value of namespacing is lost. Having a method in a Util module tends to signify not enough thought was put into organizing code, since without maintenance, at it's worst, it's not much better than having global methods.
Private Method
Suppose you only need it in one class -- then it's easy to just put it into one private method. What if you need it in many classes? Should you make it a private method in a base class? If the functionality is inherent to the class, something associated with the class's identity, then Yes. Used correctly, the fact that this message exists is made invisible to components outside of that class.
However, this has the same downfall as the Rails Helper module when used incorrectly. If the next added feature requires that functionality, you'll be tempted to add the new feature to the class in order to have access to it. In this way the class's scope grows over time, eventually becoming near-global in your application.
Helper Module
Many Rails devs would suggest to put almost all of these utility methods inside rails Helper modules. Helper modules are kind of in between Utils Module and Private Method options. Helpers are included and have access to private members like Private Methods, and they suggest independence like Utils Modules (but do not guarantee it). Because of these properties, they tend to end up appearing everywhere, losing namespacing, and they end up accessing each other's private members, losing independence. This means it's more powerful, but can easily become much worse than either free-standing class/static methods or private methods.
Create a Class
If all the cases above degenerate into a "global scope", what if we forcibly create a new, smaller scope by way of a new class? The new class's purpose will be only to take data in and transform it on request on the way out. This is the common wisdom of "creating many, small classes", as small classes will have smaller scopes and will be easier to handle.
Unfortunately, taking this strategy too far will result in having too many tiny components, each of which do almost nothing useful by themselves. You avoid the ball of mud, but you end up with a chunky soup where every tiny thing is connected to every other tiny thing. It's just as complicated as having global methods all interconnected with each other, and you're not much better off.
Meta-Option: Refactor
Given the options above all have the same degenerate case, you may think there's no hope and everything will always eventually become horribly global -- Not True! It's important to understand they all degenerate in different ways.
Perhaps functionality 1, 2, 3, 4... 20 as Util methods are a complete mess, but they work cohesively as functionality A.1 ~ A.20 within the single class A. Perhaps class B is a complete mess and works better broken apart into one Util method and two private methods in class C.
Your lofty goal as an engineer will be to organize your application in a configuration that avoids all these degenerate cases for every bit of functionality in the system, making the system as a whole only as complex as necessary.
My advice
I don't have full context of your domain, and you probably won't be able to communicate that easily in a SO question anyways, so I can't be certain what'll work best for you.
However, I'll point out that it's generally easier to combine things than it is to break them apart. I generally advise starting with class/static methods. Put it in Util and move it to a better namespace later (Printer?). Perhaps in the future you'll discover many of these individual methods frequently operate on the same inputs, passing the same data back and forth between them -- this may be a good candidate for a class. This is often easier than starting off with a class or inheriting other class and trying to break functionality apart, later.

How to get all allocated instances of specific class in Objective C?

I am trying to implement component for possibility to apply different skins to views and controllers at runtime without reinitialising these controls. I want to use such logic:
Declare protocol with methods for applying skins.
All necessary classes implements this protocol.
When user selects skin all instances of classes that conform to protocol receive message to apply skin.
So I know how to get all necessary classes that conform to my specific protocol by using objc_getClassList and class_conformsToProtocol functions.
But how to get all allocated instances of these classes for sending message to them?
I know that it could be implemented by internal logic of every class by storing all instances in static storage and returning array by class method. But it isn't elegant solution. I'm finding more universal solution where I can add new skinnable controls in easy way.
It sounds very much like you're reinventing <UIAppearance>. You should at least start there. It's what it's for. Also see Peter Steinberger's writeup for discussion of adding custom properties.
To your basic question, there is not a runtime call to enumerate all allocated objects of a class. It would add a lot of overhead to provide that (objects come and go all the time and very quickly). Even if you could do it, you probably shouldn't. But since you're talking about visible views, then you can always do this by enumerating the view hierarchy under NSWindow. Any views not currently in the view hierarchy should be expected to correctly redraw in an new style the next time they come on the screen.
But I'd start with <UIAppearance>.

Is it bad design to base control flow/conditionals around an object's class?

I'm currently working on a Rails project, and have found times where it's easiest to do
if object.class == Foo
...
else if object.class == Bar
...
else
...
I started doing this in views where I needed to display different objects in different ways, but have found myself using it in other places now, such as in functions that take objects as arguments. I'm not precisely sure why, but I feel like this is not good practice.
If it's not good practice, why so?
If it's totally fine, when are times that one might want to use this specifically?
Thanks!
Not sure why that works for you at all. When you need to test whether object is instance of class Foo you should use
object.is_a? Foo
But it's not a good practice in Ruby anyway. It'd much better to use polymorphism whenever it's possible. For example, if somewhere in the code you can have object of two different classes and you need to display them differently you can define display method in both classes. After that you can call object.display and object will be displayed using method defined in the corresponding class.
Advantage of that approach is that when you need to add support for the third class or a whole bunch of new classes all you'll need to do is define display method in every one of them. But nothing will change in places where you actually using this method.
It's better to express type specific behavior using subtyping.
Let the objects know how they are displays. Create a method Display() and pass all you need from outside as parameter. Let "Foo" know to display foo and "Bar" know how to display bar.
There are many articles on replacing conditionals with polymorphism.
It’s not a good idea for several reasons. One of them is duck typing – once you start explicitly checking for object class in the code, you can no longer simply pass an instance of a different class that conforms to a similar interface as the original object. This makes proxying, mocking and other common design tricks harder. (The point can be also generalized as breaking encapsulation. It can be argued that the object’s class is an implementation detail that you as a consumer should not be interested in. Broken encapsulation ≈ tight coupling ≈ pain.)
Another reason is extensibility. When you have a giant switch over the object type and want to add one more case, you have to alter the switch code. If this code is embedded in a library, for example, the library users can’t simply extend the library’s behaviour without altering the library code. Ideally all behaviour of an object should be a part of the object itself, so that you can add new behaviour just by adding more object types.
If you need to display different objects in a different way, can’t you simply make the drawing code a part of the object?

Guice: Varying the type injected according to how the owner has been injected

I have a guice based app that now needs multiple instances of a given type so I plan on using a named annotation to disambiguate the dependencies. However a dependency of this type also needs to vary based on which one I get.
To illustrate lets say I have
#Singleton
public class FooCache {
private final FooCacheListener listener;
#Inject
public FooCache(FooCacheListener listener) {
this.listener = listener;
}
// do stuff
}
and then lets say I have a need for 2 separate instances so I might have
#ThatOne FooCache
in one class and
#ThisOne FooCache
in another.
Now lets say I want a different listener in each case (maybe one writes something to a database and the other sends a notification over JMS or to some distributed cache). How would I do that? I can't see that I can stick a name on the FooCacheListener as I'd need a different name in one situation vs the other whereas I have just one place here. The only way I can think of doing this is by subclassing FooCache but that seems a really clumsy approach to me.
Cheers
Matt
You might be able to use PrivateModules. Go here and scroll down to How do I build two similar but slightly different trees of objects? It is a way to have two different instances of the same class,which sounds almost exactly what you are trying to do. You could pass in your cachelisteners instead of the "lefty" and "righty" passed in in the example.
There are more links with details from there if it looks like what you want.
Another option might be to inject a factory, which is also discussed in the link above, in the question How do I pass a parameter when creating an object via Guice?

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