Friday, April 16, 2010
My love/hate relationship with the iPhone SDK
There is a lot to hate about the iPhone SDK. But there's also a lot to love.
My app iTravel goes out and gets Wikitravel pages, and then gets subpages in the background. (eg if you ask for "New York City", it'll also go out and get "Manhattan", "Upper West Side", etc.) It also plots listings (sights, restaurants, etc.) for all these pages on a map. I wanted the background thread that was loading this data to automatically a new page's listings to the map, if the viewer was using one; so they can go to "New York City", go to the map, and then watch Manhattan slowly get barnacled by map annotations, one neighbourhood at a time.
I thought this was going to be difficult. I couldn't have been more wrong. Here's the background-thread code, in its entirety:
I'd like to do this in Android, too...but a) their map implementation works a lot slower, b) I don't think there even is a method to get the currently active Activity.
Now, the "showAnnotations:" method within MapViewController is obviously trickier. For one thing, it's synchronized, lest the user try to filter a map just when a background thread is adding listings - not really a UI issue, since this usually takes all of 1-2 seconds:
What follows is one of the reasons I hate the SDK. Basically, I want to do some fairly basic set arithmetic to ensure that we remove undesired annotations from the map (but keep them in our local "annotations" set in case we need to add them again) and add new ones that are desired. Because the "-unionSet:" etc. methods on NSMutableSet don't work at all like you'd expect, though, I basically have to do that by hand. I'll skip over that messy part to the good stuff:
My app iTravel goes out and gets Wikitravel pages, and then gets subpages in the background. (eg if you ask for "New York City", it'll also go out and get "Manhattan", "Upper West Side", etc.) It also plots listings (sights, restaurants, etc.) for all these pages on a map. I wanted the background thread that was loading this data to automatically a new page's listings to the map, if the viewer was using one; so they can go to "New York City", go to the map, and then watch Manhattan slowly get barnacled by map annotations, one neighbourhood at a time.
I thought this was going to be difficult. I couldn't have been more wrong. Here's the background-thread code, in its entirety:
-(void) refreshMapIfActive {
UIApplication *app = [UIApplication sharedApplication];
iTravelRightAppDelegate *appDelegate = app.delegate;
UINavigationController *controller = [appDelegate navigationController];
NSArray *viewControllers = [controller viewControllers];
UIViewController *currentController = [viewControllers lastObject];
if ([currentController class] == [MapViewController class])
[currentController performSelectorOnMainThread:@selector(showAnnotations:) withObject:nil waitUntilDone:NO];
}
I'd like to do this in Android, too...but a) their map implementation works a lot slower, b) I don't think there even is a method to get the currently active Activity.
Now, the "showAnnotations:" method within MapViewController is obviously trickier. For one thing, it's synchronized, lest the user try to filter a map just when a background thread is adding listings - not really a UI issue, since this usually takes all of 1-2 seconds:
-(void)doShowAnnotations:(NSArray*)annotationsToShow {
//autorelease pool
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
@synchronized (self) {
@try {
NSArray *wikiPageMarkers = [WikiPage getPageMarkersWithin:mapView.region];
BOOL added=NO;
double pageLevel = [Settings getMapPageLevel];
BOOL abovePageLevel = mapView.region.span.longitudeDelta > pageLevel || mapView.region.span.latitudeDelta > pageLevel;
if (abovePageLevel && [mapView.annotations count] > [wikiPageMarkers count]) { //clear away low-level annotations
[mapView performSelectorOnMainThread:@selector(removeAnnotations:) withObject:[annotations allObjects] waitUntilDone:YES];
[annotations removeAllObjects];
}
else if (!abovePageLevel)
{
UITabBarItem *selected = [self.tabBar selectedItem];
if (selected!=nil) {
//first, remove all annotations that don't fit the selection
NSMutableArray *toRemove = [NSMutableArray arrayWithCapacity:[mapView.annotations count]];
for (NSObject *annotation in mapView.annotations) {
if ([annotation class] == [Listing class]) {
Listing *listing = (Listing*) annotation;
if (!(selected.tag==MY && [listing isInMyListings] || selected.tag==[listing.category intValue]))
[toRemove addObject:listing];
}
}
[mapView performSelectorOnMainThread:@selector(removeAnnotations:) withObject:toRemove waitUntilDone:YES];
}
if (annotationsToShow==nil) { //if we don't have a specific request, get all the listings within the map's region
NSNumber *category = selected==nil ? nil : [NSNumber numberWithInt:selected.tag];
annotationsToShow = [ListingManager getListingsWithin:mapView.region forCategory:category];
}
//the following is incredibly messy because NSSet and NSMutableSet are unusable for our purposes.
What follows is one of the reasons I hate the SDK. Basically, I want to do some fairly basic set arithmetic to ensure that we remove undesired annotations from the map (but keep them in our local "annotations" set in case we need to add them again) and add new ones that are desired. Because the "-unionSet:" etc. methods on NSMutableSet don't work at all like you'd expect, though, I basically have to do that by hand. I'll skip over that messy part to the good stuff:
NSMutableArray *thereNotRequested = [NSMutableArray arrayWithArray:mapView.annotations];
for (annotation in mapView.annotations) {
if ([requested objectForKey:[annotation title]] != nil)
[thereNotRequested removeObject:annotation];
}
[mapView performSelectorOnMainThread:@selector(removeAnnotations:) withObject:thereNotRequested waitUntilDone:YES];
if ([arrayToAdd count]>0) {
[mapView performSelectorOnMainThread:@selector(addAnnotations:) withObject:arrayToAdd waitUntilDone:YES];
added=YES;
}
if (!added)
[self performSelectorOnMainThread:@selector(activityDone) withObject:nil waitUntilDone:NO];
}
@catch(NSException *exception) {
[Util doLog:[NSString stringWithFormat:@"Warning: adding annotations to map view failed: %@", [exception reason]]];
[self performSelectorOnMainThread:@selector(activityDone) withObject:nil waitUntilDone:NO];
}
@finally {
[pool release];
}
}
Labels: currentController, iPhone, maps, MapView, NSMutableSet, Objective-C, performSelector:, selector, selectors, sets, synchronization, threading, UINavigationController
Monday, February 8, 2010
Android vs. iPhone: A Developer's Perspective, part II
(See also Part I.)
OS features
The big winner here is Android, due to its multitasking. You can call other apps, eg a browser or a file-system picker, get results from them, and use those results in your own app; all these things are completely impossible on the iPhone, where (aside from a few special cases like iTunes) only one app may run at a time. (And even if you want to sacrifice yourself to launch another app, you can only do so in very restricted circumstances - if they have registered a URL scheme.)
The browser special-case is worth mentioning; you can include browser windows in your own app, and mine do so in a few different places - but this is often not as full-featured or convenient to the user as opening up the full Safari browser.
You can also write Android services that run in the background, and you can launch them at boot time (if the user permits) by registering for the BOOT_COMPLETED intent. What it doesn't really, provide, though, is "push" notifications (other than by faking it with eg Comet HTTP Push) which the iPhone does offer. That's the iPhone's only advantage in this category, though.
Phone features
The iPhone is locked down. You don't get direct Bluetooth API access; you do in Android. You don't get direct SMS access; you do in Android. For security reasons, they claim in Cupertino. At least (like Android) it now lets you access the proximity sensor.
But to its credit, the features it does offer are a joy to work with. In particular, the built-in camera/preview screen (for iPhone) / picture selector (for iPod Touch) is excellent, and requires all of a half-dozen lines of code to launch and respond to. The Android camera code, last I looked at it, was much more complex.
Location management is a little messy and complex on both systems, but overall Android's registration model is easier to work with than the iPhone's delegation model.
The iPhone SDK comes with this daft notion that all settings for all apps should probably be in a single System Settings screen accessible from the main menu; you can roll your own, but it's inconvenient. Android, by contrast, lets you create a settings screen by simply writing XML, no Java required unless you want to customize it. On the other hand, the iPhone simply makes "your default settings" available, whereas Android provides the possibility of multiple sets, which is doubtless more flexible and powerful but also more annoying to work with.
Accessing system and app resources (eg image files) is a little counterintuitive on Android; at compile time, it scans a predetermined bunch of directories, and automatically builds an "R" file with a bunch of final static ints, each of which uniquely identifies a resource; you then use those in code to access resources. (There's also an Android.R for built-in-resources.) This is confusing at first, but fine once you get used to it.
The iPhone makes the basics easy for you in code -
[Image imageNamed:@"myImage.png"]- but if you want to go beyond that, the whole resource-bundling thing is less than intuitive, and while I had no trouble accessing bundle resources, I never felt like I had a clear idea of what was actually going on, unlike with Android.
Screen building
No sense pussyfooting around: when it comes to actually building the screens of your app, the iPhone has a massive advantage. It provides an excellent WYSIWYG tool, and the components it offers - buttons, lists, etc - mostly just look a whole lot nicer and sexier than the Android ones.
(That said, I have two minor complaints about the iPhone UI components: 1) No drop-down options in menus - instead you either have to code an ActionView or use one of the huge screen-eating spinners. 2) The absence of a border around TextViews does not look good and just serves to confuse users.)
In general, though, the iPhone wins here. The delegate model of TableViewController gives you powerful and fine-grained control far more easily than the adapter model of ListActivity. As far as "complicated, hard-to-work-with, but useful subclasses of your basic list view" goes, I'll take the iPhone's LocalizedIndexedCollation over Android's ExpandableListView, though I sure wish both were more developer-friendly.
And then there's maps. Jeez. In iPhone, if you want to add a custom marker for a map, then in the ViewController for that screen, you just override a method and write six lines of code:
- (MKAnnotationView *)mapView:(MKMapView *)myMapView viewForAnnotation:(id)annotation {
NSString viewImageName=@"myImage.jpg";
MKAnnotationView *myView = (MKAnnotationView*)[myMapView dequeueReusableAnnotationViewWithIdentifier:viewImageName];
if (myView==nil) {
myView = [[[MKAnnotationView alloc] initWithAnnotation:annotation reuseIdentifier:viewImageName] autorelease];
myView.image = [UIImage imageNamed:viewImageName];
}
return myView;
}
In Android, first you have to write a whole new inner class that extends ItemizedOverlay
class ListingsOverlay extends ItemizedOverlay{
private ArrayListoverlays=new ArrayList ();
public ListingsOverlay(android.graphics.drawable.Drawable defaultMarker) {
super(defaultMarker);
}
public void addOverlay(OverlayItem overlay, Drawable marker) {
super.boundCenterBottom(marker);
overlay.setMarker(marker);
overlays.add(overlay);
}
// necessary because populate() is protected
public void doPopulate() {
populate();
}
@Override
protected OverlayItem createItem(int i) {
return(overlays.get(i));
}
@Override
public int size() {
return(overlays.size());
}
and then something like this:
mapView = (MapView) findViewById(R.id.mapview);
mapOverlays = mapView.getOverlays();
mapOverlays.removeAll(mapOverlays);
Drawable drawable = getResources().getDrawable(R.drawable.map_fave);
itemizedOverlay = new ListingsOverlay(drawable);
OverlayItem overlay = new OverlayItem(point, mappable.getIDString(), mappable.getMapDetailText());
Drawable marker = MappableItem.GetMarkerForMappable(ITRMapView.this, mappable.getCategory());
itemizedOverlay.addOverlay(overlay, marker);
itemizedOverlay.doPopulate();
Menus and navigation are also easier and prettier on the iPhone; you can add sleek-looking buttons and toolbars and simply set them to call the selector of your choice, and you get a great NavigationController for iTunes-like interfaces, plus sexy animation. No real equivalent on Android.
On the other hand, Android's XML layouts, while tedious and irritating, and not as pretty or near as exact as the iPhone's WYSIWYG, do work well once you get the hang of them - and they make it much easier to support multiple screen sizes and different orientations. (My iPhone app simply doesn't do landscape orientation; my Android app handles it almost perfectly, without me ever having thought about it.) This wasn't a big deal for the iPhone until last month - but apps that previously were confident of a 320x480 screen now have to deal with the iPad.
The Internet
Accessing web services and launching in-app web views is easy and effective in both Android and iPhone. Edge to the latter, though; there are a couple of weird little bugs with Android's WebViews (though they can be worked around with ease) and the iPhone gives you both more SDK options and better documentation.
Release
Building an iPhone app is kind of scary. You're suddenly reminded that under the hood it's terrifying C++; the "Build" screens are full of dozens if not hundreds of byzantine, cryptic, intimidating options for compiling, precompiling, linking, etc., and you find yourself desperately hoping you've set up your import libraries perfectly and suddenly very careful not to touch anything.
That said, XCode works really well. (Have I mentioned that debugging is far easier with the iPhone SDK? Debugging is far easier with the iPhone SDK. With Android I usually wind up resorting to debugging with log messages.) What does not work really well is Apple's paranoid certification hegemony. God forbid that anyone run an app without going through the App Store!
So you need to go to Apple's site and futz around with it and with device IDs and create and download separate certificates for debug and release, and your temporary "provisioning" device certificates expire every three months, and while it is theoretically possible to build an app for someone else's device, email it to them, and have them install it, I have yet to actually succeed at this, despite repeated attempts. (It's somewhat easier if their device is plugged in to your machine.)
You know how it works on Android?
- You build your app.
- You sign your app. (Which Eclipse can take care of with a simple wizard.)
- Anyone in the whole world who wants to can now download and run the app.
There's a slight pitfall if you're working with Google Maps - you have to jump through hoops like Apple's to create separate debug and release Maps API Keys, and ensure you're using the right one - but by and large, it's miles easier and better than trying to finagle your way into Apple's walled garden.
Plus, if you've built an app and released it, and found some sort of subtle bug? With Android, you can fix that and have a new version up on the Android Market in five minutes. With Apple, it's ... a week? A month? Who knows? App Store approval is an infuriating black box.
Overall
They're both excellent systems. They both have their pros and cons. Overall I would rate the iPhone as better, both in terms of what you can do with it and how - but Android is superior in fundamental ways (eg multitasking and memory management) and catching up fast in terms of results. If Apple doesn't watch out, and move fast, they're going to find themselves superseded soon. Maybe this year.
Labels: Android, building, iPhone, maps, notification, preferences, push, release, resources, Settings
Subscribe to Posts [Atom]