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  • [ Music ]

  • >> Stanford University.

  • >> Alright, so welcome to Stanford CS193p,

  • fall of 2013-14 academic year.

  • This is our very first lecture and we are going

  • to be covering developing applications

  • for iOS, so specifically iOS7.

  • Today's lecture kind of has a first part and a second part.

  • The first part is a little bit of logistics.

  • The second part is I'm going to dive right

  • into the course material because there's a lot to cover and so,

  • we need to start covering it.

  • [Pause] So, what will I learn in this course?

  • I think you know what you're going to learn in this course.

  • You're going to learn how to build cool apps, okay?

  • iOS is a really cool platform for building apps,

  • you probably already know that.

  • The apps look cool, they've got animation.

  • What's really cool is they're in your pockets

  • so you can whip them out and show them to your friends.

  • You don't have to send them to a website or go get a computer.

  • It's also really easy to develop really powerful apps

  • in a really short amount of time, as you're going to find.

  • This course is only 10 weeks long,

  • and while this is Stanford, I know, you're all really,

  • really good programmers and all that, it still,

  • 10 weeks is not a lot of time, so when we get to the end,

  • you're going to see that it's a very leveraged platform

  • for building things.

  • And, you know, the community is quite vibrant,

  • being able to distribute your apps via the app store

  • and not have to put them in a box and put them on a shelf

  • in a store, is really a big, big difference when it comes

  • to marketing a product.

  • Okay? And you'll, you'll see that.

  • The second thing you're going to learn

  • in this course though is real-world application,

  • a lot of the computer science things you're learning

  • in other classes.

  • Okay? So, we're going to be doing networking,

  • we're going to do multithreaded,

  • we're going to be doing all kinds of graphics,

  • we're going to be doing animation,

  • we're going to do object-oriented databases,

  • we're going to do all that stuff for real, okay?

  • You're going to see what it looks

  • like to apply all those computer science concepts, especially how

  • to combine them into a real-world platform,

  • where you're making real apps, okay?

  • And quite a few, many dozens

  • of my former students have shipped their apps

  • on the app store and you may well too.

  • Okay? So this is really, this is a good course to kind of combine

  • or synthesize all of the things you've learned in a lot

  • of your other computer science classes and touch it

  • up against the real world.

  • Okay? The prerequisites for this class are super duper important,

  • okay?

  • This, it's just key to make sure you have these prerequisites

  • and really think long and hard, if you don't, whether you want

  • to give this class ago.

  • CS 106 A&B or, or CS16x are absolutely required, okay?

  • If you don't have that or equivalent, definitely,

  • don't even think about it.

  • The second requirement I've added this quarter,

  • based on experience, is CS107 or CS108, which is great,

  • by the way, if you're taking CS108,

  • you'll really be ready for this class.

  • Or even CS110, and part

  • of the reason I'm requiring these extra classes is just

  • so you're farther along the programming experience curve

  • because this class is a lot of programming, and so for those

  • of you who are used to a lot of programming,

  • you, you're used to it.

  • But for those of you who aren't it's kind of like, whoa,

  • do a lot of programming here.

  • It's going to be a little unbalancing.

  • So, that's why I've required all those.

  • Now if you've done a summer internship

  • of you've done some programming or something like that,

  • that's definitely a substitute for CS107, 108, or 110, right?

  • Or if you've done some other CS class that's even more advanced

  • than these, that's fine too.

  • You've just got to understand that this class is, you know,

  • a programming class, there's a lot of programming.

  • And most importantly, you got to really be comfortable

  • with object-oriented programming.

  • So I put a bunch of terms up here, like message

  • and instance variable and superclass and subclass,

  • if you don't know these terms like the back of your hand,

  • it's going to be hard for you to get this class,

  • because I'm going to be throwing those terms

  • out left, right, and center.

  • iOS7 is completely object-oriented.

  • Okay, the whole structure,

  • the design of the thing, is object-oriented.

  • So, you just got to know that, and if you don't know that,

  • you definitely want to go get that first.

  • Okay? Take CS106a&b equivalent first,

  • and then get a little more programming experience

  • and then you're good to go.

  • Okay? We're going, you're going to be writing apps in this class

  • with dozens of classes that you're going to write

  • by the fifth, sixth week so, you know,

  • if the biggest app you've ever written is got 3, or 4,

  • or 5 classes in it, oh, this is going to be a step up.

  • Okay? The assignments, we've got this weekly assignments

  • for the first six or seven weeks,

  • and then you've got a final project at the end.

  • All of the homework assignments have detailed write-up

  • of the required task and what we're evaluating you on.

  • And they also have hints in there, because I'm not trying

  • to make the homework assignments be really, really hard,

  • and all the homework assignments also directly are re [pause],

  • they're basically reinforcing what has been taught in lecture

  • in that week, they're not a bunch

  • of random new stuff to learn.

  • I'm a big believer in a teaching methodology, which is I'm going

  • to tell you about a concept, via slides, and then I'm going

  • to show you it by demoing it to you,

  • actually writing an application that does, then I'm going

  • to ask you to do it on the homework.

  • So that's three times you're going

  • to see every single thing pretty much in this class.

  • By the end of that, you're going to know how to do it.

  • Okay? And you're going to feel confident

  • and experienced to do it.

  • So the homework is all about that.

  • It's about just doing what you saw me do in class and talk

  • about in class and apply it.

  • Alright. Now I'm going to really briefly go over what's in iOS,

  • I think most of you know what's in iOS,

  • hopefully you've all seen an iOS device or you have one

  • in your pocket, I bet 90 percent of you do in this room,

  • but I'm going to try and summarize it,

  • this is really hard to do because I'm going to try

  • and do it in four minutes or less, or five minutes,

  • and it's so big that, I mean, I could have two lectures

  • where I just talk about all the different things

  • and just summarize them.

  • So, this is going to try and group them into some sort

  • of sensible groups so you have an idea of what's there

  • from a development standpoint, then when we go off

  • and start doing it all then you'll start realizing whoa,

  • and once you learn how to look in the documentation you'll see,

  • oh, look at all that stuff in there, and you'll figure it out.

  • So this is just a high-level overview.

  • So, I, I've used this division into these four, kind of groups.

  • Core OS, which is the stuff that's close to the hardware.

  • Core services, which is an object-oriented on top of that,

  • that kind of makes it

  • so you always are programming an object-oriented layer.

  • Media, because these devices are basically iPods with a phone

  • in them or with a big screen on them,

  • but media is really important to these devices,

  • and then finally Cocoa Touch, which is the UI layer.

  • Okay? Of buttons and all the switches, things like that.

  • So let's talk about what's in each of those layers, kind of,

  • little skimming the surface of what's in those layers.

  • At the Core OS layer, near the hardware, is a Unix kernel.

  • Okay? This is a Unix operating system on this device.

  • And BFD-based mock, and so you get everything you get

  • with Unix.

  • You're getting sockets and you're getting file system,

  • permissions, all that stuff, plus you're getting a bunch

  • of other stuff that's kind of specific to a mobile device

  • like this, like power management, and key chain access

  • to kind of manage the security of things.

  • Bonjour, which is this kind of network,

  • finding other things on the network.

  • So it's got all that stuff,

  • it's a very powerful underlying operating system.

  • But all of that API or most of it is in C,

  • and we want to be programming kind

  • of purely object-oriented layer.

  • So we're going to be mostly operating when we're talking,

  • touching those things at the Core surfaces layer.

  • So this layer has things like language, things that,

  • that kind of make the language more powerful, like arrays

  • and dictionaries, and strings and things like that,

  • plus it has object-oriented ways to access the file system,

  • it has object-oriented ways to find out the GPS location

  • of your device, for example.

  • It has ways to do multithreading.

  • All this stuff what you want to be able to do, but you want

  • to stay in an object-oriented kind of mindset

  • as you're doing them all.

  • There's a huge layer, foundational layer there

  • at Core services for doing that.

  • At the media layer, don't sleep on this layer,

  • really important layer, you've got video here,

  • you've got video editing, you got images, of course,

  • that it can display, it's incredibly powerful audio

  • for doing 3D audio, if you have games,

  • you can make the Thai fighters feel

  • like they're ripping by you and stuff.

  • All that stuff is in here.

  • This is part of, the part of iOS

  • that really I can't cover in a lot of depth.

  • I'm just going to try and let you know that it's there

  • and you're going to dive down depending on what kind

  • of applications, later in your life, you want to build.

  • But there's an enormous amount there.

  • This is a fundamentally, a multimedia device, obviously,

  • and then, Cocoa Touch is where we're going

  • to spend most of our time.

  • This is where you are going to be building buttons and sliders

  • and text fields, talking to each other, and animation happening,

  • things sliding in and out, and, you know,

  • fading out and fading in.

  • If you want to get the, a picture from the camera

  • from the user, you can do that.

  • Things like localization so that you're app can run

  • in many countries in the world and up your sales by doing that.

  • A whole map kit for doing all the 3D maps

  • that you've probably seen in iOS7 and all

  • that stuff is all in there.

  • And, there's even a view

  • in there that's an entire web browser in a little rectangle

  • that you can just plop right into your app.

  • So these are really high-level objects, and we're going

  • to really be diving into this layer, alright?

  • So this is really the primary.

  • And it's called Cocoa Touch because the API

  • in here was originally developed for Mac OS X,

  • and it was called Cocoa, and of course then when they went

  • to iOS, they adapted, and a lot of API is shared

  • between the two platforms, and, in fact,

  • if you develop an iOS app and then you say someday, oh,

  • I want to develop an app for the Mac using Cocoa,

  • it's going to be very similar.

  • Okay? You're going to be really, it's going to look familiar.

  • So Cocoa Touch, obviously,

  • is the touchscreen version of that, of Cocoa.

  • Okay?

  • This technology, Cocoa, has been around a long time, okay?

  • Probably almost 30 years, believe it or not.

  • From even before Apple acquired it to make Mac OS,

  • what is now Mac OS X, and so it's a very mature API, okay?

  • And it's very well thought out, so, especially if you go

  • with the flow of it, it's very easy

  • to build really powerful things.

  • So, that's what's in there.

  • So let's talk about the tools we use as programmers,

  • as developers, to build these apps, okay?

  • And I've divided those into kind of four sections here.

  • One is the tools, the actual programming tools,

  • and what's great, on this platform,

  • is itÕs pretty much a one-tool fits all.

  • Okay? There's this one tool, XCode 5,

  • and everything's in there.

  • You're debugger's in there, all your source code editing,

  • your source code control, the UI building,

  • everything is in this one app.

  • There's a little adjunct there, instruments, which is for things

  • like profiling your app and things like that.

  • Memory usage, those kind of things, but you're really,

  • all was inside XCode 5, which is really nice because, you know,

  • when you're debugging, you're usually editing your code

  • at the same time, back and forth, back and forth,

  • you're going to different apps and all that would be a pain

  • in the neck, and they've really done a good job

  • of arranging the screen space so that it's sharing

  • between all these different tasks that you need to do.

  • So that's the primary tool, XCode 5, you should all,

  • right after this class if you want, go to the Mac App store,

  • not the store on you iOS device, the Mac App Store

  • on your Mac, and download this.

  • It's free, available, came out last Friday,

  • and you can download it, install it, and, you know,

  • start playing around with it.

  • Some of you might have already used XCode, like in CS106,

  • raise your hand if you've used XCode before for anything.

  • Okay, so two-thirds or more, three-quarters of you.

  • So, you're going to be used it.

  • You're just going to start using XCode now

  • to develop for iOS, alright?

  • There's a new language for you to learn, objective C,

  • it's kind of a funny-looking language, okay,

  • its square brackets and colons, no parentheses on message calls,

  • which is kind of weird for people who are coming

  • from Java or C++ or whatever.

  • The arguments are not put in parentheses or whatever,

  • and I'm going to show you all about objective C,

  • I don't expect you to know anything about it coming in,

  • and if you know Java and C++, which you should

  • if you've taken CS106A&B, then objective C is not going

  • to be a big leap for you.

  • It's a little bit different language,

  • it's a little more fast and loose than Java, for example,

  • and it's a little more, kind of simple and elegant, than C++,

  • when it comes to the object-oriented stuff.

  • So, I think you'll like it.

  • It won't. Some of you who are very, you know,

  • correct programming kind of thing, you love Java,

  • might find objective C a little wild west for you,

  • but you'll get over it.

  • Frameworks, obviously, any big system like this groups all

  • of its objects into libraries, essentially.

  • We call them Frameworks in iOS,

  • so there are dozens of frameworks in iOS.

  • The two main ones we're going to look at, at the beginning

  • of the course, are foundation, that's where all

  • that core services stuff is, like arrays

  • and dictionaries and all that.

  • And then UI kit, okay, that's where buttons and sliders

  • and all those things area, so those are the two main ones,

  • but, there's a whole bunch of other ones, like,

  • you see the Core Data written up there,

  • that's the object-oriented database.

  • Okay? So we're going to be doing that.

  • Core Motion, that's the gyro and accelerometer.

  • Map Kit, obviously the maps.

  • And there's dozens more, okay?

  • And we'll cover as many of them as we can,

  • obviously we can't do it all in 10 weeks,

  • but we'll do as much as we can.

  • And then the last part of developing application

  • in this platform is a design strategy called MVC.

  • Now, this is not unique to iOS, other platforms use MVC,

  • Model View Controller, as their fundamental design strategy.

  • So how many people in this room have used MVC on any platform?

  • Okay, so about half, so you'll know what this is.

  • So, I'm actually going to go over MVC for those of you

  • who haven't and I'll go through it pretty quickly,

  • because it looks like most of you, half of you have done it,

  • and [pause] the main thing to see in MVC here,

  • for those of you who already know what it is,

  • is to see how I talk about it so that when we get into iOS

  • and I start saying things like your model is UI independent,

  • you'll know what I'm talking about

  • and we'll all be on the same page.

  • So this is mostly kind of getting us all

  • on the same page terminology-wise.

  • So MVC, Model View Controller, is essentially a strategy

  • for how to organize all the classes in your application.

  • And what we do fundamentally is we divide all the classes

  • into one of three camps.

  • The model camp, the controller camp, or the view camp,

  • and what, how you decide what goes in each of these camps,

  • well, the model is essentially the what of your program.

  • What is your program?

  • So, as we're doing this MVC talk, I'm going to talk

  • about our first application we're going to build

  • which is a card matching game.

  • Okay? So we're going to build this game, it's gotta bunch

  • of cards on the screen, like playing cards, you know,

  • Ace of Clubs and all that, and you're going to be able

  • to go choose the cards

  • and you'll get certain points if the match.

  • Like the suit matches or the rank matches, or whatever,

  • you get more points, less points whatever, but you're doing that.

  • In that kind of application, a little card matching game,

  • the cards and the deck, and even the logic

  • for how the game is played are all UI independent

  • and in the model.

  • Okay?

  • So how the cards get drawn

  • on screen is the job of the controller.

  • So the controller is, it's job to figure out how am I going,

  • you know, take this set of cards and display them on screen,

  • and then animate their movement and things like that.

  • Okay? That's up to the controller.

  • So the controller controls how the model is presented

  • on screen, and the view, the minions,

  • the classes that the controller is going to use,

  • kind of like the building blocks, the Lincoln Logs,

  • I don't know maybe that's before all your time, but, you know,

  • the things we're going to do build our UI we're going to use

  • in the view, so, the stuff that's

  • in the view is pretty generic.

  • Generic UI elements, the stuff

  • in the controller is very specific to how your UI works,

  • and the stuff in the model is completely independent

  • of how you're UI works.

  • Okay? So, doing MVC is about knowing where things go,

  • but also about how to communicate

  • between these three camps and so I'm going to try

  • and summarize how the communication works

  • between these camps and I've used road markings,

  • you see the double yellow line and then the dashed white line,

  • so that's like you're driving in your car, try to use them

  • as that I have an image for how this communication happens,

  • where it's allowed, where it's not allowed.

  • Okay? So let's talk about the controller talking to the model.

  • Okay? Going from that side of the road

  • over to the model side is a dashed white line,

  • in other words, you can head right across there,

  • you probably want to look before you go,

  • but you can go right across, okay?

  • The controller has to know everything about the model

  • and it has to have complete ability to talk to the model,

  • use its public API as much as it wants,

  • because the controller's job is to present the model

  • to the user using its view as its minions,

  • so it has to have this access.

  • So that's full, unrestricted access the controller has

  • talking to the model.

  • This is a one-way era, or one-way arrow,

  • from the controller to the model.

  • And similarly from the controller to the view,

  • is also unlimited communication

  • because the controller is responsible for talking, using,

  • it's own minions, the view is the controllers' minions to lay

  • out the user interface and all that stuff,

  • so the controller can do anything it wants,

  • I've put that little green word outlet up there

  • because when we have a property of a controller that points

  • into the view, we call it an outlet.

  • Okay? And you're going to see that in the demo on Wednesday,

  • I'm going to say oh, let's create an outlet

  • from our controller to our view

  • so our controller can talk to its view.

  • Alright? What about this communication?

  • Model to view, never, and why is that?

  • 100 percent obvious.

  • The model is completely UI independent.

  • So there's absolutely no way it could talk to a view or object

  • or anyone in that camp.

  • Because the view objects are fundamentally UI objects,

  • they're kind of generic,

  • but they're still fundamentally UI objects.

  • Similarly, since the view objects are kind of generic,

  • they can't be talking to any specific model.

  • They need a controller to interpret a model for them.

  • Okay? So there's never any communication this way,

  • that's why it's a double yellow line,

  • that's why these lines are red, that's why there's fire, okay?

  • Never go across that line, ever.

  • [Pause] What about the view talking back to the controller?

  • You got these generic view objects, like buttons,

  • can they talk to the controller?

  • Well...yes, they can, but they have to be careful

  • because the view objects are generic,

  • so they can't really know much about the control, so,

  • they can only communicate back to the controller

  • in a blind way, where they don't know the class

  • of the thing they're talking to, and, in a structured way,

  • a way where we all agree, we're going to communicate this way,

  • between the view and the controller,

  • so what's an example of a structured way?

  • Well one is called target action.

  • So the controller basically drops a target on itself

  • and then it hands out an action, which is like an arrow,

  • to the view and says to the view, okay,

  • when you do what you do, like you're a button

  • and someone touches you or you're a slider

  • and someone moves you, send me that action.

  • Okay? So in this way, the generic button, or slider,

  • is communicating back to the controller, it has no idea

  • that it's a card game controller or a space game controller,

  • it doesn't know what kind of controller it is,

  • all it knows is that when something happens in itself,

  • boom, it sends messages to targets.

  • So that's a blind, simple, structured way for the view

  • to communicate with the controller, okay?

  • But what about more complicated ways?

  • Sometimes the view, things are happening in the view

  • that are somewhat complicated and the controller needs

  • to be informed of what's going on,

  • synchronizing what's happening.

  • And one way to think about this is these words I put here, will,

  • should, and did, when the view is kind of like [pause],

  • let's say on the scroll view and I'm scrolling around,

  • and I want to let the, the controller, somebody,

  • know that the user just did scroll.

  • Okay?

  • Or the user puts down the touch and is about to scroll,

  • I want to let the controller know the user will be scrolling.

  • Okay? Or the user puts a touch down and the scroll view wants

  • to know, should I allow the user to scroll here, is that allowed?

  • All those things, the scroll view itself might not have

  • enough logic to know the answer to those questions,

  • so what it does is it delegates the authority

  • to answer those questions to some other object.

  • Now it doesn't know the class of that object, all it knows is

  • that other object can answer these questions, will, should,

  • did, this, that or the other thing, like,

  • should allow scrolling,

  • did scroll to point, things like that.

  • So those are the kind of methods you're going to see

  • in these delegate protocols.

  • Now I know that CS106A&B do not teach protocols, the word proto,

  • how many people know what the word protocol means

  • in object-oriented programming?

  • See, very few of you, so I will be teaching that.

  • A protocol is just a blind way to talk to another object.

  • You're, you're going, when I teach you, you're going

  • to be like, oh yeah, I know what that is,

  • we didn't really call it protocol, or whatever.

  • But, that's how we do delegation, okay,

  • this blind communication.

  • Also, another important thing is

  • that views should not own the data that they're displaying.

  • They should not own it.

  • In other words, it shouldn't be a property inside of them

  • where that's the truth of that data.

  • And the easiest example for this is all the songs in your iPhone,

  • on your phone or your iPad, right?

  • You might have 10,000 songs in there.

  • So if you have some kind of generic list view in your view,

  • you can't transfer all 10,000 songs to its instance variables

  • and expect it to hold 10,000 songs so it can list through it.

  • A, that would be inefficient, and B, that information,

  • those 10,000 songs belongs where?

  • In the model, okay?

  • Because you're song database is a model.

  • It has nothing to do with UI's, just a list of songs and artists

  • and albums and all that, it's in the model.

  • Some controller has to look at that database

  • and tell a view how to display all those songs, okay?

  • So, we need that communication to happen here

  • and the view is displaying some sort of list,

  • and you're touching down and you're flicking on the list

  • and trying to see more songs,

  • how does that communication happen, and the answer is,

  • we have another special kind of delegate,

  • which we call a data source.

  • Now the data source doesn't do the will, did, should,

  • it's going to be asking questions like count,

  • like how many songs are there?

  • And the controller looks in the model, 10,000.

  • Response to the view, there's 10,000.

  • The view makes space, internally, for 10,000 things,

  • it doesn't know what they are,

  • moves the scroll bar indicator a little bit, so that you know

  • where it is, and then you start scrolling, flipping through it,

  • and its start sending the message to the controller,

  • give me the data at [pause] line 150, next 10 items.

  • See what I mean?

  • And then you flick down some more, now it's saying 250,

  • 10 more items, and so the controller is going back

  • to the model and saying give me more, give me more data,

  • and it's providing it to the view in this blind way.

  • So see how the view is getting data from the model

  • through the controller, in this kind of blind structured way.

  • Okay? That makes sense to everybody?

  • So data source is just a kind of delegate, it's a specific kind

  • of delegate for getting data.

  • So you're going to see that there are classes in iOS

  • that have a data source,

  • and they usually also have a delegate.

  • Most sophisticated classes in iOS have a delegate, the will,

  • did, should kind of things.

  • Some of them have a data source,

  • it depends on whether they're showing a lot of data or not.

  • Now simple data, like if I had a view, if I invented a view

  • for my card game called playing card view,

  • and it just has a suit and a rank, okay, we're not going

  • to do count data at for just suit and rank, we are going

  • to set those properties.

  • And so the view then would have those, that data set in it,

  • but it wouldn't be owning it, right?

  • The model would still be owning the suit and rank,

  • the view is just getting that data to present it.

  • Okay? So simple data we might transfer to the view,

  • but it's merely for it to display it.

  • Okay. This all adds up to the controller's job being

  • to interpret and format the model data for the view.

  • That's the controller's job.

  • And when we do our demo, I'm going to be marking like, oh,

  • see, I'm writing this code,

  • this makes the controller perform its job,

  • which is to take the model data and put it in, and using it

  • to view minions, put it on screen, okay?

  • That's what the controller does.

  • What about this communication?

  • Can the model talk to the controller?

  • Again, obviously that's verboten because model knows nothing

  • about UI, so it couldn't possibly talk

  • to a UI object like the controller.

  • But sometimes things change in the model

  • and the controller needs to know about it.

  • Okay, data changes, a database changes

  • or the model is some network database

  • and somebody changes something on the network and it changes,

  • and the controller needs to find out.

  • So, how do we do that communication?

  • We do that using kind of a radio station model.

  • Okay? So the model, a radio station concept,

  • the model will use this concept

  • to essentially broadcast information

  • to anyone who's interested, okay?

  • And the mechanisms for doing this

  • in iOS are called notification and key value observing,

  • KVO we call it, and so the model can just say, oh,

  • anytime something changes in my model, I'm just going

  • to broadcast on my radio station

  • and then the controller simply tunes into that radio station.

  • And it can find out things are changing.

  • And when it finds out something changes,

  • it's going to communicate via its green arrow to the model,

  • and say, okay, give me that data that changed.

  • Alright? Does that make sense?

  • So towards the end of the quarter,

  • we'll start seeing a little how to do notification to find out,

  • for example, if the data in the database changes.

  • We'll get a notification, the UI can then, you know,

  • the controller can then go talk to the model to get the info.

  • Okay? [Pause] Some people have asked, can a view tune

  • into the radio station?

  • They probably could, but you probably wouldn't want

  • to do that.

  • That would probably be a violation of MVC.

  • Alright, so, we do this, we have all this nice communication

  • and all these rules, and we can imagine building something

  • simple using this, but what if we want

  • to build a big, complicated app?

  • An app that has multiple screens on our iPhone

  • or on an iPad it's got, you know,

  • three or four different areas on screen

  • where things are happening, how do we do that?

  • Well, we're essentially going to combine multiple MVC's, okay?

  • Because you, an MVC can use, as part of its view, another MVC.

  • Okay? So, an MVC, an entire MVC,

  • can be one of the minions of some bigger MVC.

  • Okay? And by doing that and cascading it down,

  • we can build more and more complicated applications.

  • So, an example of this is you might have your calendar app,

  • and it's showing you the entire year, and you click on a month,

  • and now it shows you a month view.

  • Well a month view looks a lot different than a year view.

  • Month view just has all the days and maybe some circle

  • that tells you where you have an appointment on a day,

  • and then when you click on a day, and now you get a day view.

  • Okay? And the day is showing you the hours

  • and what all your appointments are, and you click

  • on an appointment, and now you get an appointment view

  • and it's showing the detail of where you're going

  • and when it is etc. Okay?

  • Well each of those views, the year view, the month view,

  • the day view, and the appointment view are their

  • own MVC's.

  • Okay? But you can see how the last three, okay, are used as,

  • essentially, a minion of the top-level view,

  • the year view, to show more detail.

  • Okay? So the year view, you click on a month,

  • it's going to use the month view MVC to show more detail,

  • so it's part of its view, okay?

  • So, you see this also in iOS with tab bar controllers, right?

  • You have the tab bar, along the bottom, I have four

  • or five things you can choose, well there's some MVC at the top

  • who has four pointers to four minions,

  • which are the four MVC's that are each going

  • to appear in a tab bar, okay?

  • We'll be doing that, for example,

  • in assignment number two or three,

  • where we'll be making a tab bar and you're going

  • to have to do multiple MVC's.

  • Okay? So, that basically results in a picture

  • that looks kind of like this.

  • Alright? Where you got this MVC

  • and you see the purple one that's

  • like underneath the word together there, and it points

  • to three other MVC's outside of its view thing, okay?

  • That's how we're going to build this,

  • that might be a tab bar controller

  • and those might be the three tabs.

  • Okay, and each one is its own little MVC,

  • completely independent, operates on its own,

  • doesn't even know it's a generic, reusable view

  • like thing at this point, it doesn't even know

  • that it's in a tab bar.

  • Okay? It just knows that it's supposed to do whatever it does.

  • And so it's modular in that way.

  • You can also see that there's no communication between any other,

  • there's no other arrows, except for some of the models.

  • You see some of the models are communicating with each other,

  • you know, a big application might have single, shared model.

  • Or, you know, the models might be split off into pieces

  • to be used by sub MVC's, okay?

  • But that's the only kind of communication you're going

  • to have there, all other communication is either the

  • structured communication we saw in the MVC or it's using MVC's

  • as part of the view of another MVC.

  • Any question about that?

  • So we definitely don't want to be having designs

  • that look like this, okay?

  • Where everybody's talking to everybody,

  • we can't tell who's talking to what, it's just impossible

  • to debug a program like this and it doesn't scale.

  • You can't build really big programs this way,

  • it just becomes impossible

  • to know how touching anything would break everything, right?

  • So we're definitely not going to be doing that.

  • Okay? Okay, so that's MVC.

  • No questions about that?

  • Alright. Onto objective-C.

  • So, objective C is a strict superset of C,

  • so everything you can do and see, you can do in objective-C.

  • Okay? And we'll do a lot of C things in this class.

  • We'll do a lot of object-oriented stuff too,

  • but we're going to do a lot of C things, as well.

  • But, there's obviously a few things that you want

  • to think differently

  • about because you have object-oriented stuff added

  • onto a language, and we're going to talk about one of them today,

  • in addition to showing you a little bit of the syntax,

  • we're going to talk about one of these different,

  • think differently things about objective-C that's different

  • than C++ or Java, which is properties.

  • Okay? And I'm not going to read through all of this,

  • I'm just going to show it to you,

  • but properties are basically how we access our instance variable,

  • right?

  • Everybody knows what I mean by, raise your hand

  • if you know what I mean by instance variable?

  • Okay good.

  • So pretty much everybody.

  • So, we want to access the instance data of our objects.

  • And, normally, in Java or in C++, you just, you know,

  • have some syntax to access them and you just access them.

  • In objective-C we don't do that.

  • In objective-C, we have what's called a property,

  • and a property is basically a setter get method

  • and a getter method.

  • And that's how all access to the instance variable goes,

  • through a setter method to set the value

  • and a getter method to get it.

  • And some people who maybe are kind

  • of [pause] performance junkies might say, oh my gosh,

  • every instance variable I have

  • to call a method to set it or get it?

  • But, remember, you're building

  • for a user interface system here,

  • when the user touches down, that's taking million,

  • a million code, you know,

  • you're executing a million instructions there

  • in that amount of time.

  • So, having a few extra setters

  • and getters is completely irrelevant, right?

  • So it's the old [inaudible] thing, right?

  • You don't want to optimize things that don't need

  • to be optimized, okay?

  • You want to optimize the things that are taking a lot of time

  • and accessing instance variable turns out not to be taking a lot

  • of your time, so, let's look at what it looks like,

  • don't get freaked out here by seeing this syntax.

  • It's all new, so, it's going to take some getting used to.

  • In objective-C, every class we have and the class I'm going

  • to show you today is a, is in our, essentially our model

  • that we're going to build for our card game matching app.

  • We're going to have a card and a deck, and we're also going

  • to have a subclass of card called playing card

  • and a subclass of deck called playing card deck.

  • Those are the four classes that are going to be

  • in our model, to start.

  • And, so, I'm going to show you,

  • in today's lecture I'm just going to show you card,

  • only card, and then on Wednesday I'll show you deck

  • and playing card deck and playing card.

  • So, every class in objective-C, you have a header file, card.h,

  • and you have an implementation file, card.m. Okay, this is just

  • like in C++ you might have that h and dot c, or whatever,

  • this is dot m, m I guess is for implementation, I don't know.

  • But it's m [laughter], and so you have these separate things,

  • the difference here is card.h is the public API.

  • That's what your dot h is.

  • It's your public API.

  • Card.m is your private API and all your implementation, okay?

  • Don't get confused about dot h

  • and dot m. All dot h is your public API, that's all it is.

  • It's what methods in your class you want to make public

  • so that other people can call them, okay?

  • So, let's see what the syntax looks like.

  • In your public API, you must say who your superclass is.

  • Okay? You are not allowed

  • to make your superclass be a secret, okay?

  • It has to be public so we have to put it in the header file,

  • and you can see the syntax we use is at sign interface,

  • the name of our class, which should always match the name

  • of the file, by the way,

  • card.h should always have the interface for the class card.

  • And then a colon and then your superclass.

  • Now the superclass of the card class is NSObject.

  • NSObject is in the foundation framework

  • and it's pretty much the root class of every single class

  • in all of iOS, including all the classes you write.

  • Okay? It's this kind of basic class, we'll talk about it

  • when we talk about foundation, but it's going

  • to be the superclass eventually of every single class.

  • Right? Everything, eventually, inherits from NSObject.

  • Now, on the implementation side, it looks very similar,

  • but instead of saying at sign interface,

  • you say at sign implementation and the name of the class.

  • And here you don't specify your superclass, okay?

  • Because you're only allowed to specify that once,

  • and its public, so it goes in your header file.

  • Notice that the bottom of both of these,

  • little at sign end, do you see that?

  • Okay, that just means that's the end of the interface

  • or of the implantation.

  • Okay? So all of your public API goes inside this

  • at sign interface block, at sign interface,

  • and all of your implementation, your private implementation goes

  • in the at sign implementation part.

  • Now, if you import, if you have specified your superclass here,

  • you have to import it.

  • Okay? Which is like pound sign, include.

  • It's a little more powerful than pound sign, include, in fact,

  • it's a lot more powerful, as I'll talk

  • about in a second here.

  • >> But you must import it,

  • otherwise the objective-C compiler won't know what

  • that superclass is, so you have to, obviously,

  • import your superclass.

  • However, we don't usually,

  • when our superclass is something that's in iOS,

  • we don't usually import just that classes header file,

  • which in this case is foundation,

  • we actually import the entire framework.

  • Okay? Now you might say, oh, that's inefficient.

  • [Pause] A huge framework,

  • but of course this is all precompiled and optimized.

  • And, in fact, in iOS7, the syntax for this is really to say

  • at sign import foundation.

  • That means I'm going to use all the public classes

  • in the foundation framework.

  • iOS7 still supports the old important foundation slash

  • foundation.h so you can use that if you want.

  • Now on our implementation file,

  • we have to import our header file, obviously.

  • Okay? Because our implementation file needs

  • to know what we're committing to publicly, in terms of our API,

  • so we have to import that.

  • Makes perfect sense.

  • We can also have private declarations, okay?

  • Declarations of properties and methods that are private inside

  • of our implementation file by putting this little

  • at sign interface, name of our class,

  • open parentheses, closed parentheses.

  • Okay? And then at sign end.

  • So we can have a little space here

  • where we can little private declarations.

  • Now, objective-C does not require you

  • to declare something before you use it in a file,

  • you know what I mean by that?

  • And there's a lot, a lot of languages,

  • you have to declare a method before you can call it, right?

  • But you can do it out of order in objective-C,

  • you can implement a method here that calls,

  • you can implement method A, calls method B,

  • and then method B is implemented down here later in the file.

  • Okay? So you don't have to declare method B first,

  • then implement method A, and then implement method B. So,

  • this little private at sign interface we're mostly going

  • to use for properties.

  • Okay? Because when we declare a property, as you'll see,

  • that setter and getter get written for us.

  • So let's see what that looks like to declare a property.

  • So here's a simple property.

  • It's called contents.

  • So this is the content of the card.

  • This is what's on the card.

  • So this might be ace of clubs.

  • Okay? And because this is your first day,

  • we're going to make the contents be very simple, just a string.

  • Okay? So these cards, they can be like a flashcard, maybe,

  • for learning a foreign language, maybe this is the,

  • the contents are the word that you're trying to learn

  • and maybe it's a flashcard of images

  • where this content is the name of some image and it's up to UI

  • to display an image that matches it.

  • Or in the case of our playing cards,

  • we're going to have this be like, literally the character A

  • and then the character clubs,

  • because there's Unicode character clubs, so the A clubs,

  • that would be the content.

  • So this is the content of the card, what's on the card.

  • And you can see that it's an NSString star.

  • You see at sign property is how we're going to declare

  • that we need storage, per instance of card,

  • in other words every card has its own contents, and it's going

  • to be a string, and so we say property NSString star, now,

  • it's important to understand that in objective-C all objects,

  • all of them, live in the heap and we have pointers to them.

  • Okay? There's no such thing as making an object on the stack

  • or anything like that, okay?

  • They're all in the heap.

  • Everyone knows what the heap is?

  • Any questions about that?

  • That's just where you allocate free memory.

  • So all objects are there.

  • What's' really cool about objective-C is,

  • objective-C will manage all that storage for you.

  • It will allocate for you and free it for you.

  • Okay? Now how does it know when to free it?

  • And the answer is this strong thing,

  • you see the word strong there?

  • If, your properties can either be strong, like this one,

  • or weak, two things, strong or weak.

  • Okay? And all pointer properties have to be strong or weak

  • because the objective-C has to know what to do

  • with the memory and the heap.

  • Strong means keep the memory for this,

  • for the thing this points to, in the heap, as long as I

  • or anyone else has a strong pointer to it.

  • Okay? So, this is called reference counting,

  • it's not garbage collection, its reference counting.

  • So we're going to, the objective-C is going

  • to keep track of every single strong pointer to an object

  • in the heap and as long as at least one strong pointer exists,

  • it's going to keep that thing in heap.

  • As soon as there are no strong pointers left,

  • it will free the memory out of the heap, instantly.

  • Not garbage collected later.

  • But actually instantly, reclaim that memory.

  • Okay? So this is probably new to you, you're probably used

  • to like garbage collection in Java, for example,

  • or explicit memory management in other languages.

  • This is called automatic reference counting

  • and it's awesome.

  • It's really very predictable, this is much better

  • than garbage collection, because, you know,

  • the garbage collector can come along later and do,

  • wreak havoc on the performance of your application as it goes

  • and collects things from the heap.

  • This is very predictable, you know exactly

  • when things are going to be released,

  • it's when there's no strong pointers left to it.

  • What would it mean if this was weak?

  • Okay, if you have a weak pointer, that tells objective-C,

  • okay, I have a pointer to this thing in the heap and keep it

  • in memory as long as someone else has a strong pointer to it.

  • But as soon as no one else has a strong pointer to that thing,

  • it gets freed from memory and this pointer,

  • if it was weak, gets set to nil.

  • Nil means this pointer doesn't point to anything, okay?

  • Nil is the same as zero.

  • Okay? In other languages, you're probably afraid of nil pointers.

  • Okay? Because you do reference a nil pointer,

  • it crashes your program, right?

  • In objective-C, you can send messages to nil pointers even

  • and it will not crash your program.

  • In fact, if you send a message to a nil program,

  • to a nil pointer, it will not execute any code, obviously,

  • because there's no instance there.

  • And it will return zero from,

  • if that message had a return value, it'll return zero.

  • So you have to be a little careful of messages

  • that return structs, okay,

  • but as long as it returns a primitive type or a pointer,

  • it'll just return zero.

  • So, this is going to take getting used to.

  • The fact that we are going to program knowing

  • that we can send messages to nil,

  • to pointers that are nil and that that's good.

  • We'll actually make our code work nicely and we'll use

  • that to our advantage.

  • And that is definitely going to be a change for you who are used

  • to if pointers not nil,

  • then send message all the time, right?

  • Protecting against crashes, you don't do that in objective-C,

  • you just don't code it that way.

  • Okay? So, this pointer could have the value nil, n-i-l,

  • which means it doesn't point to anything.

  • Alright? So if you have a strong pointer and it points

  • to something and then you set it to nil,

  • now that strong pointer doesn't point to that thing,

  • as long as no one else points to it, you can clean

  • up that memory, objective-C will clean the memory up for you.

  • Or if you have a pointer that points to something in the heap,

  • then you make it point to something else in the heap,

  • then you no longer have a strong pointer to that other thing

  • in the heap and as long as no one does, it'll get cleaned up.

  • Okay? And remember weak not only cleans it up,

  • but it sets your pointer to nil,

  • because you only wanted a weak pointer, you only wanted it

  • to point to that thing as long as someone else does.

  • Okay? So that's the strong versus weak.

  • The other thing we're going to put

  • in this little parentheses is nonatomic, okay?

  • Nonatomic means calling this setter and getter that go along

  • with this property is not thread safe.

  • Okay, so you can't have two threads trying

  • to set this property at the same time.

  • Why do we say nonatomic here, why do we want this

  • to not be thread safe?

  • Because the way we do multithreading in iOS is not

  • by having a single object that multiple threads are setting on,

  • we usually have a separate set of objects that are running

  • in another thread, like your model, and then other,

  • than your UI stuff is running in the UI thread

  • and they're talking thread to thread.

  • Okay? So we don't need this and not only that, what's going

  • to happen here when we do this

  • at sign property is objective-C is going to create that getter

  • and setter methods that I told you

  • about to set these contents automatically for us,

  • and we want them to be simple, okay?

  • This is what they're going to look like.

  • We want them to be simple.

  • If we don't say nonatomic, there's going to be all kinds

  • of locking code in there, right?

  • If you have multiple threads and you're allowing multiple threads

  • to access the setter and getter here,

  • then you need locking code, and we don't want locking code,

  • especially if we're going to implement the setter

  • and getter ourselves, which we're going to, sometimes.

  • Okay? But the default here is

  • that we don't implement this setter and getter,

  • it's automatically in there forest.

  • So you can see there's three parts to this.

  • There's the at sign synthesize, you see that?

  • That's basically just saying underbar contents is the name

  • of the instance variable

  • in which the property contents is going to be stored.

  • Now we could say at sign synthesize contents equals foo

  • [phonetic], and then contents property would be stored

  • in an instance variable called foo.

  • But that would be very confusing,

  • so we always use underbar name of the property.

  • Okay? And so that's part one,

  • just basically allocating an instance variable

  • to store this contents property.

  • Then there's the getter, that's NSString contents,

  • return contents, so the dash, parentheses,

  • NSString contents is a method declaration in objective-C,

  • the dash means this is a method,

  • parentheses NSString star means this is a method

  • that returns a pointer to a string,

  • and contents is the name of the method.

  • Okay? So the name of the method of the getter is the same

  • as the name of the property.

  • Then, the implementation is just return

  • that instance variable that we synthesized.

  • Okay? And similarly, the next method is a method

  • in objective-C for setting it.

  • And, again, dash [inaudible] method.

  • Parentheses void means this method does not return anything.

  • Okay? That's what parentheses void means.

  • Then set contents colon, that's the name

  • of this method, set contents colon.

  • Parentheses NSString star is the argument to this method.

  • Contents is just the name of the argument, the local name

  • of the variable in the local contents, context,

  • and the implementation is just underbar contents,

  • our instance variable equals that argument.

  • Okay? So, before I move on,

  • does everyone understand how these two methods are allowing

  • you to set and get an NSString storage space inside your card?

  • Everyone understand that?

  • Question? [Inaudible background question] Okay,

  • so the synthesize line, again, is just specifying the name

  • of the instance variable that we're going to use

  • to store this stuff in, underbar contents.

  • It's kind of weird, you could maybe, it might be better saying

  • at sign synthesize contents to use instance variable

  • with name, underbar contents.

  • That equals, I know, is a little weird.

  • It sounds like it's assigning something, but it's just,

  • that's what, think about equals as, you know,

  • we'll use the instance variable

  • with the name, underbar contents.

  • So that's what the synthesize is doing.

  • If you don't put the synthesize, it's not going

  • to create the space in your card instance, and it won't,

  • there won't be any name for it so you can't refer to it

  • in your getter and setter, okay?

  • Everyone understand this?

  • Any other questions?

  • Okay, now, the thing about it is, when you type the

  • at sign property on the left, this gets added to your

  • at sign implementation; however, you will not see it there.

  • [Pause] Okay?

  • So it's there, but you don't see it.

  • Okay, objective-C is, made it for you, but it doesn't show it

  • to you, but it's there, okay, that setter method

  • and that setter-getter method are there.

  • Okay? They exist.

  • And not only that, they're public, because you put

  • that at sign property declaration in your header file.

  • Everyone got that?

  • So let's look at another couple properties just

  • to see the syntax a little more.

  • So here's two properties that are bullions [phonetic].

  • Okay? There's no bullion primitive in C,

  • so objective-C has to find, typedef all caps BULL,

  • probably a short or something or an int or a char,

  • I don't know what, but you can think of it as a primitive type,

  • it's a boolean, it's value can either be yes,

  • which is some non-zero value, or no which is zero.

  • And these properties don't need the strong or weak.

  • Do you understand why that is?

  • Because they're primitive types,

  • they're not stored in the heap, okay?

  • They're just a int or a float, so there's no memory to manage

  • so you don't need to know about strong and weak pointers,

  • there's no pointers involved here,

  • this is just a BULL, a bullion.

  • So there's no strong or weak, but we still have the nonatomic,

  • because we still want the setter and the getter to be simple,

  • not having any locking code or any of that business.

  • So we're always going to have nonatomic

  • on every property in this class.

  • We will not have a single property in this entire class

  • that is not nonatomic.

  • So just put it in there, I wish it were the default.

  • Okay? So that's what we're going to do.

  • You can see we've synthesized them both

  • and we've got the setter and the getter for them both,

  • and this is all being done for us by objective-C.

  • Now, one thing that's kind of cool is we may not like the name

  • of this getter, because we want our code to read something

  • like if card is chosen, then do something.

  • If card is matched, then do something.

  • So we really want the getter called is chosen,

  • not just chosen.

  • You know, if card chosen, not as nice as if card is chosen.

  • So it's actually possible to rename the getter

  • by saying getter equals the new name you want.

  • Okay? And that's essentially renamed it, same thing,

  • we'll do the same thing with this one.

  • Getter equals is matched,

  • now that getter is called is matched.

  • And I bring this up because you're going

  • to see how iOS does this with bullion properties,

  • it tends to rename them to is this or has this,

  • depending on what the verb there is.

  • Okay? And again, objective-C is writing all this code on,

  • in the implementation, but you don't see it.

  • But it's there.

  • Okay? Now, [pause] we're going to talk

  • about why properties are good and why it's better

  • than just accessing instance variables directly,

  • [pause] in later lectures, but the bottom-line is it's good

  • for doing things like balance checking,

  • it's good for doing things like when you set a property

  • and you want to updated the UI.

  • It's doing good for things for initializing pointers.

  • Like that end string star contents property is going

  • to start off nil.

  • All properties, in objective-C, all of them, start off zero.

  • So for pointer, that's nil.

  • Okay? So that contents property, when we create a new card,

  • it's going to not point to any contents.

  • That cards going to be blank, okay, it's not going

  • to have anything on it.

  • So, it's nice to use the setter and getter,

  • we implement our own setter and getter that will check to see

  • if it's nil, and if it's not, and sometimes,

  • not with contents, but with some properties, if it's nil,

  • we'll create something in memory.

  • Okay? So that's another reason you use it.

  • So you'll see all these reasons why we want properties

  • in the next lecture basically.

  • Alright, so now, let's look at a method.

  • Okay? Just a regular, old method.

  • You've seen some methods, the setter and getter methods,

  • but what if we wanted to find our own method,

  • our own public method, so I'm going

  • to define this method called match.

  • Remember that I'm building a model here

  • for a card matching game, where I'm going to put all these cards

  • on the screen and the user is going to try and match them.

  • Pick ones that match, alright?

  • So I need a match method.

  • A method that tells me whether two cards match.

  • Okay? So, I'm trying to make this simple,

  • so I've made a simple match method

  • that has the following semantics.

  • It takes another card as the argument,

  • and it returns it an integer.

  • That integer is zero if the cards don't match, otherwise,

  • it's an integer that is higher, the better a match it is.

  • Okay? So like a really good match might be a thousand,

  • but a not so good match might only be a hundred, and,

  • or, or it could be one.

  • Now, the semantics of what that number is, totally depends

  • on the cards, because we're only going to match cards

  • against other cards, alright?

  • And we're going to find out how good a match they are

  • by how that, whatever that card class is, and we're going

  • to make a subclass of this class, called playing card,

  • that's going to give more points for matching the rank, okay,

  • than it is for matching the suit.

  • Okay? But that's up to subclasses of cards

  • to determine what the point system is, okay?

  • So, for our implementation of match, okay,

  • we're going to do a really simple implementation, so,

  • first let's assume that they don't match.

  • Okay, so I just made this local variable int score equals zero,

  • you can see that you can assign a variable,

  • actually all local variables also start out zero,

  • so I don't even really need that equals zero,

  • but I'm a big believer in putting that in

  • if that's really, you know, what you intend,

  • and in this case I intend the score to be actually zero.

  • The score of this match until I go and see

  • if these cards match, right?

  • So it's just a kind of programming style thing here.

  • So, how I'm going to tell, how am I going to tell

  • if this card that's been passed in match, matches the card

  • that it's being sent to?

  • And the answer is I'm going to send some messages, okay?

  • You see the open square brackets notation there,

  • that's the first time you're seeing me send a message

  • in objective-C, and I'm also sending two other messages

  • in this one line.

  • Card.contents and self.contents, you see both of those,

  • those are message sends, as well.

  • So there's two different syntaxes here

  • for sending a message.

  • One is open square brackets, okay, and we'll talk

  • about that one in a second.

  • And another one is dot notation, card.contents.

  • When do we use them?

  • We only use the dot notation for properties.

  • That's how we call the setter and getter

  • of properties, using dot notation.

  • Okay? Now, here we're calling the getter,

  • card.contents is calling the getter

  • of the contents property on the card instance.

  • Okay? How do we call the setter?

  • Exactly the same.

  • Card.contents, but we put it

  • on the left-hand side of the equals.

  • Card.contents equals, now we're calling the setter for contents.

  • You see? So here we're calling the getter.

  • We're also calling the getter

  • for contents on self, on our self.

  • So, in other language this might be called this, right,

  • but you know what self is, right, self is this instance

  • that this code is operating on.

  • So, we are going to compare these two strings, card.contents

  • and self.contents to see if they are equal and we are going to do

  • that with the NSString method is equal to string colon.

  • So [inaudible] equal to string colon can only be sent

  • to a string [pause], so is equal to string can only be sent

  • to a string and card.contents is a getter method

  • that returns a NSString, so we're good to go, right?

  • We're sending is equal string to a string, and the NS equal

  • to string takes as an argument, an NSString and, again,

  • self.contents is a getter method that returns NSString;

  • therefore, we have satisfied all the requirements of this equal

  • to string and we put square brackets around it,

  • and it's going to return a bullion is equal

  • to string is defined to return a bullion whether the contents

  • of those two strings are the same.

  • Notice we did not say equals equals.

  • Okay, we did not say card.contents equals

  • equals self.contents.

  • Because we'd just be impairing the pointers then,

  • not what the pointers point to, okay?

  • Everyone understand why we didn't use equals equals to see

  • if those two strings are the same?

  • So if those strings are the same,

  • I'm going to give one point, okay?

  • So this is either the dirt simple implementation of match,

  • which is if the cards are exactly the same,

  • their contents are exactly the same,

  • I'll get one point, otherwise I get zero.

  • Okay? Now we're going to do much better implementation in match

  • when we do playing card,

  • but this is our kind of dirt simple one.

  • Now, to give you just a little more about objective-C,

  • what if we changed this method, oh, so, yeah,

  • here's a little bit about who's the sender

  • and who's the receiver here.

  • You can look at this in the slides later.

  • Okay? But I'm going to make this a little more complicated.

  • I'm going to make the argument to match be an array of cards.

  • Okay? So now I'm matching this card that I'm sending this to,

  • to a whole bunch of other cards.

  • So now I'm going to need some new algorithm to match, right?

  • So, again, a playing card match,

  • if let's say you had matching three cards,

  • you might give a lot of points

  • if all three cards are the same rank, they're all jacks,

  • you get a lot of points.

  • If only two of them are jacks

  • and the other one is something else,

  • well you don't get very many points at all.

  • If they're all through the same suit,

  • you kind of get a medium amount of points, you see what I mean?

  • So, here I'm changing match to take an array

  • as the argument instead of just a single card.

  • And how would I change my implementation

  • to deal with that?

  • Well, I'm just going to put a four-loop around my if

  • and iterate through all the cards

  • and so this implementation, hopefully those of you

  • who are quick thinkers, you can know what this does,

  • this gives you one point

  • if the card that's receiving this matches any

  • of the cards in the array.

  • Any, not all, any.

  • Okay? Now you can imagine a lot better algorithms here.

  • Maybe you get one point for every card you match

  • in the array or you get two points for one match

  • and four points for two and eight points for three,

  • you know, some sort of binary thing, exponential point,

  • whatever, this is first day of lecture, we're just going

  • to give one point if it matches any, okay?

  • But mostly what I wanted to show you here is what it looks

  • like to have an array

  • as the argument instead of a single card.

  • So that you understand that the argument, what the argument

  • to the method is and also

  • so I can show you the four-loop there.

  • You see that four n [phonetic],

  • a lot of languages have that these days.

  • That just basically means it's a four-loop where it's going to go

  • through every object in that NS array and assign it to card,

  • card is the iteration variable, and execute that if once

  • for each of the cards in the array.

  • Everyone understand that?

  • If you have a question about that, ask?

  • No? Yeah? [Inaudible background comment] Oh, okay.

  • That's a great question.

  • So the question is if I just have that four-line,

  • but I said four card card,

  • not four card star card, in other cards, okay?

  • We'd get a syntax error.

  • Why? Because all objects are always pointed

  • to so we always have that star.

  • Okay? Always.

  • Alright? You can't have a card not being a pointer to it,

  • so the, you know, objective-C would give you a syntax error

  • there, it's impossible to not have that star.

  • Whenever you have the name of the class,

  • it's always going to have that star.

  • Question? [Inaudible background comment] Yes.

  • The question is, another great one,

  • can I use the square brackets to call the setter

  • and getter instead of using that dot notation?

  • And that's a really insightful question

  • and the answer is absolutely you can, it's perfectly legal,

  • because that setter and getter are completely normal methods.

  • There's nothing special about them whatsoever.

  • Okay? That dot notation is a nicety, syntactic sugar only.

  • The question is should you use square brackets for setter

  • and getter, and I think it's a matter of style.

  • You would definitely would want to be 100 percent consistent,

  • you would never want to mix them.

  • And I think most people,

  • most people would say use the dot notation.

  • It makes it clearer, it's a little simpler, nicer,

  • but, you know, you could.

  • In this class, please use the dot notation just

  • so I know you know how to use dot notation.

  • Question? [Inaudible background comment] Okay,

  • awesome question again.

  • Gosh, you guys are so good.

  • Can I use dot notation for a method that takes no arguments,

  • but is not a getter or a setter?

  • And the answer is objective-C will warn you about that,

  • not give you an error, but warn you,

  • and you should never do that in this class.

  • Okay? That is really not that good form,

  • whereas his question was kind of like you can argue,

  • that one, don't do it.

  • Okay? So. Use dot notations only for setters and getters.

  • Other questions?

  • Yeah?

  • >> How do you use a setter with dot notations?

  • >> So, yeah, question is how do you use a setter

  • with dot notation?

  • And it's exactly the same as a getter,

  • it's just that you're using it

  • on the left-hand side of an equals.

  • So card.contents equals, you know, A of clubs,

  • that would call the setter of contents, whereas, you know,

  • this is calling the getter, because it's not

  • on the left-hand side of the equal.

  • Okay? Excellent!

  • That's all I had today, so on Wednesday, we will do deck

  • and playing card and playing card and I'm going to dive right

  • into a big old demo of XCode 5

  • and show you how all this stuff is actually done,

  • and then next week we'll do, yet more objective-C.

  • Thank you very much!

  • >> For more, please visit us at stanford.edu.

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斯坦福大學開發iOS 7應用。第1講 班級後勤,iOS概述。 (Stanford University Developing iOS 7 Apps: Lecture 1 Class Logistics, Overview of iOS,)

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