Please join me at my new location bryankyle.com

Friday, April 16, 2010

The iPad, iPhone OS 4.0 and Dropbox

From the looks of the iPad it's designed to be used primarily as a content consumption device with support for content creation. It's a good position for a first release since consumption doesn't require Apple to work out all of the kinks around how to use this brand new computing device as a way to create content. However, Apple seems to be slightly schizophrenic about the device with the release of the iWork applications for the platform. From what I've been reading the problems with using the device as a content creation platform are numerous. Most of the complaints I've read fall into one of two buckets: the device is designed as a touch screen device and input is fraught with problems, and there's no built in support for syncing work between the iPad and another machine.

Obviously Apple is aware that people aren't going to get any serious work done with a touch screen keyboard, hence the iPad Keyboard Dock and support for Bluetooth keyboards. But allowing users to hook up a keyboard to the device is only a half solution; you still need to interact physically with the device to perform some operations. John Gruber of Daring Fireball sums this up nicely in his article about the iPad:

The iPad is fundamentally a touchscreen device. You absolutely do not need a hardware keyboard for it. But if you re hoping to do any amount of serious writing with it ... you re going to want one. There are a few places in the iPad UI where I really wish the keyboard was useful but it isn t. For example, Safari location field suggestions. ... On the iPad, you must use touch to select from the list. Since you re already typing if you re entering a URL, this is just begging for arrow key support. (Ditto for suggested results from the Google search field in Safari.) The Esc key does not dismiss popovers, but that s probably OK. It s only possible to invoke popovers via touch, so it seems OK that you must dismiss them via touch as well.

As an aside, it's nice that Apple's including the Bluetooth functionality for the iPhone as well. I'm not sure how much use it will be, but it's a nice little feature that other phones won't have.

The other issue that's been brought to light is that the sync story for apps on the iPad, as well as the iPhone and iPod Touch, is really weak. Apple hasn't provided an API to allow apps to sync their data with a Mac. In fact, given that the iWork apps don't sync with the Mac I'm not even convinced that the functionality exists. Sure, you could say that since the iWork apps are smaller, lighter versions of the iWork applications for the Mac they might not want to automatically sync since there isn't feature-set parity between the two suites.

The lack of any syncing support is really surprising to me given that Apple is trying to position the iPad as a light-weight computer. The fact that it wasn't available in the initial release is forgivable but when the iPhone OS 4.0 announcement came and went without any indication of it being in the pipeline I was annoyed.

The lack of a native sync story for 3rd party apps has really turned out to be a ghetto. Each application has its own way of synchronizing data between the sattelite - the iPad, iPhone, iPod Touch - and the mothership - the Mac. Developers are forced to come up with their own way of syncing data between the two devices. Obviously this isn't a good place to be in for developers or users.

From the developer's perspective they have to either write their own custom syncing protocol or use something like WebDAV, FTP or iDisk to transfer the data to location that's accessible to both the Mac and the device. Clearly this is a waste of time on the developer's behalf and it's not even that good of a solution since it has the fatal flaw that the app can only sync data if it's running on the mobile device.

As for users: it's a complete usability nightmare. Each app has to have its syncing configured separately. The app on the mobile device has to be running for the sync to work and potentially so does the sibling application on the Mac. If either isn't running the sync will fail and user's will have to figure out why. This shouldn't be. Syncing is one of those things that users just expect to work. Period.

Synchronizing data is a common enough problem that the platform really should address it in a standard way. The fact that sync support didn't make it into iPhone OS 4.0 but iAds, an advertising API did is just appalling.

So, if you read the title of this post I think you'll know where I'm headed: Dropbox. For the un-initiated, Dropbox is a service that automatically keeps a directory on multiple machines synchronized. Best of all, for small amounts of data - up to 2GB - it's free! Dropbox could provide the infrastructure needed for mobile and desktop devices to keep their data synchronized, a great place to be. The fact that Apple's dropped the ball on such an important piece of the puzzle leaves an opening for Dropbox to become a de-facto standard for synchronizing between mobile and desktop devices.

There's only one slight problem: as of this moment there is no public API available for Dropbox. This means that even if developers want to integrate with Dropbox they can't. From what I've heard an API is in the works, but it's not ready quite yet. All I have to say is that they had better get their act together and soon before Apple comes along and eats their lunch with an integrated solution.

Tuesday, April 6, 2010

What is Source Code?

Bryan
Hey, I've got a question for you. Can you define source code?
Kyle
Seriously? Source code is source code. What's wrong with you?
Bryan
No, seriously! I'm having a philosophical debate with myself about what source code is and so far I'm losing. I need an outside opinion.
Kyle
Let's see. Hmmmm. Well, I'd say that source code is some human readable form that tells a computer what to do.
Bryan
What do you mean by 'human readable?' Do you mean that it's made of letters and numbers and other things that humans write with?
Kyle
Yeah, human readable, like with words and numbers and stuff.
Bryan
Does it have to make sense to people in order for it to be human readable?'
Kyle
Well, I guess so. To a certain degree anyway. I mean you wouldn't expect just anybody to be able to read it and make sense of it.
Bryan
Ok, so source code is something that's human readable, in the sense that some people may be able to make sense of it, that tells a computer what to do.
Kyle
Yeah, how does that sound?
Bryan
Full of holes!
Kyle
Such as?
Bryan
Well, your definition seems to imply that the human readable form is run directly by a computer. So basically everything that most people think of as 'source code' falls outside of your definition.
Kyle
Like what?
Bryan
How about source code that's run through an interpreter, or a compiler, or a VM!?
Kyle
You know what I mean!
Bryan
Suppose I don't! That's the point of the debate!
Kyle
Alright. Source code is something that's human readable, in the sense that some people may be able to make sense of it, that is processed in some way to produce some output that then tells a computer what to do.
Bryan
That's better. But let's say hypothetically there is a computer that can understand and follow the instructions in the human readable form?
Kyle
I think you're splitting hairs here.
Bryan
Humor me.
Kyle
Fine. Source code is something that's human readable, in the sense that some people may be able to make sense of it, that may be processed in some way to produce some output that then tells a computer what to do, or is interpreted directly by the computer. Satisfied?
Bryan
Not even close. What's this computer you speak of?
Kyle
You're kidding me, right?
Bryan
Nope.
Kyle
A computer, ya know? A thing that runs the source code or the stuff output by the process that processes it.
Bryan
Interesting take on things. Ya know, I seem to recall the word 'computer' has many meanings. Before there were computing machines there were people whose job was to run computations. They were called computers. So far both the machine and the human definition of 'computer' fit your definition of 'source code'.
Kyle
Oh god, what's wrong with you?
Bryan
Pedantry. But I wouldn't say it's something that's wrong with me. Can you define computer for me?
Kyle
...
Kyle
A computer is an electronic device that performs computations.
Bryan
Humans use electrical impulses...
Kyle
ARGH! Fine, an electronic device that you plug in that performs computations.
Bryan
Well, that definition seems rather crude, but I'll accept it just to keep the ball rolling. So what about configuration files? They're human readable and tell a computer what to do. Take emacs for example, its configuration is a bunch of data structures that get interpreted by emacs, well the lisp interpreter part of emacs anyway and are run.
Kyle
What's with you and that stupid editor?
Bryan
What's with you and your stupid editor? What's it called again? 'six?'
Kyle
It's called 'vim' and if you're truely going to be pedantic, VIM in roman numerals is 6000.
Bryan
Whatever, both the fact and question remain.
Kyle
What fact?
Bryan
Your editor sucks.
Kyle
It does not suck, it's awesome. You just don't grok it.
Bryan
Look, why are you arguing with me about text editors? We're supposed to be talking about source code.
Kyle
Very well. I'm not sure that I agree with your assertion that configuration counts as source code. It doesn't tell the computer what to do, it tells a program what to do.
Bryan
That's true, it does tell the program what to do not the computer. But the configuration is still human readable, and processed, and tells the computer what to do. Maybe there's no intermediate form that's produced but I don't see that as being the sole determinant between source code and configuration. If that were the case then source code for an interpreted language would be considered configuration if the interpreter simply walked over the AST.
Kyle
Yeah but, it's configuration. I think you picked a bad example since most people think of lisp as a language, not configuration. What about simple configuration files that are just key-value pairs.
Bryan
I would argue that it could still be considered source code depending, of course, on what's reading and interpreting the configuration. I would say Turing-completeness shouldn't enter the picture at all. Simple configuration or extremely rich configuration doesn't matter. Some people consider HTML and CSS to be source code, but neither are Turing-complete. Conversely what about TeX and PostScript? Both are Turing-complete but nobody considers documents in either to be source code.
Kyle
Look, I'd love to debate with you about what is and isn't source code but I have some work to do that involves writing source code, not just thinking about it.

Tuesday, February 23, 2010

A Programmer's Toolbox

Every programmer needs to have a scripting language in their toolbox.  The more languages the better, but at least one is a necessity.  For the longest time I've been torn between a few different general purpose scripting languages.  Endlessly debating over the relative strengths and weaknesses of each:  "Python is a fairly ubiquitous, but the libraries aren't consistent."  "Ruby has consistent libraries but there seems to be a steep learning curve before I can be a ninja."  Forgetting, of course that in the end it doesn't matter which one I choose, just so long as it solves a particular problem.

Well, the other day I had just a problem that I needed a scripting language to solve.  I was re-re-reading one of Steve Yegge's terrific blog posts (yes, I've read them a few times).  Specifically it was the one about 10 challenging books every programmer should read.  One of the books he mentioned was Structure and Interpretation of Computer Programs by Harold Abelson and Gerald Sussman.  I'd heard of the book before, and being a fan of lisp I'd always wanted to read it but somehow never got around to it.  I'd even seen the free copy online and the lectures posted on the book's website.  Finally I decided that I'd done enough procrastinating and while I wasn't going to want to read through the book, the lectures might be a good thing to watch when I have some time.  The only problem was I didn't want to have to download each of the 20 torrents and start them up myself.  Clicking on links is for suckers, in case you didn't know.

I needed a way to automate the downloading of all of the torrent files.  I'd heard of a library for Python called Beautiful Soup, but I'd also heard good things about the late _why's Hpricot.  Since I'd already dipped my toes in the Ruby water for a small tool I started working on the other day (more on that another time) I figured I'd try Hpricot.  After about 10 minutes of playing around with the library I had a working script that would scan through the page and download all of the torrents of the .avi versions of the lectures.  Below is the code I wrote, with an explanation to follow.

require 'rubygems'
require 'hpricot'
require 'open-uri'

url = 'http://groups.csail.mit.edu/mac/classes/6.001/abelson-sussman-lectures/'
document = open(url) { |f| Hpricot(f) }

document.search('a') do |a|
  if a[:href] =~ /.avi.torrent/ then
    open(File.basename(a[:href]), 'wb') do |f|
      f.write open(url + a[:href]) { |f| f.read }
    end
  end
end

The above code makes some fairly heavy use of blocks, one of my favourite features of Ruby.  The code is fairly straight forward if you understand that functions and blocks implicitly return the result of their last expression.  Here's a play-by-play of what's going on:

  • Lines 1-3: A few libraries are loaded.
  • Line 6: The web page containing the links I want to read is loaded and parsed.  Since the block being passed returns the result of its last expression the document is returned.
  • Line 8: The document is searched for all of its links.  For each of the elements found the passed block is executed.
  • Line 9: Weed out any links that don't target the files I'm looking for.
  • Line 10: Open a local file to write the contents of the file pointed to by the link.
  • Line 11: Read the target of the link.  The result of the block passed will be written to the local file.

That's it.  15 lines of code and I didn't have to click a single one of the links.  Yes, I probably could have done it faster manually, but by taking the time to write a script this little task is a great saw sharpening exercise and the amount of productivity gained from that is well worth the investment of time.

Saturday, February 6, 2010

Integrating Growl - A Quick Start Guide

As promised, here is a quick start guide to integrating Growl support into a Cocoa application. The documentation expects that you've worked with Xcode before and are familiar with creating new build phases and writing Objective-C code. For the impatient and those that just want to play around I've created a gist with the project. You'll probably want to clone the project instead of looking at it online because it contains some binaries..

git clone git://gist.github.com/297221.git gist-297221

The first thing you'll need to get started is a copy of Growl.framework. As of this writing the latest is version 1.2. Once you have a copy of the framework you'll need to link your application against it. To do so, simply drag and drop the framework onto the Linked Frameworks item in your Xcode project. Since the framework will need to be shipped along with your application you'll also need to ensure that it gets copied into your application's bundle. Create a new Copy Files build phase for your application's target, make sure that you set the Destination to Frameworks. Drag and drop Growl.framework from Linked Frameworks to the newly created build phase. At this point your application will compile against the framework and include it when building.

The next thing you'll need to do is create a plist file called Growl Registration Ticket.growlRegDict containing the registration information that will be required by the framework. Below is an example of such a file. You'll need to make sure that this file makes it into the application, this can be done by ensuring that its in the Copy Bundle Resources build phase.

In order for Growl to allow your application to send notifications you'll need to register the notifications that your application will be sending with the framework. To do this you'll need to create and implement a bare-bones delegate. All that's required is that you implement the (NSDictionary*) registrationDictionaryForGrowl method. The implementation of this method will simply need to return a dictionary whose contents come from the plist file created previously. The body of this method can be as simple as:

- (NSDictionary*) registrationDictionaryForGrowl {
   NSString* path = [[NSBundle mainBundle] pathForResource: @"Growl Registration Ticket" ofType: @"growlRegDict"];
   NSDictionary* dictionary = [NSDictionary dictionaryWithContentsOfFile: file];
  return dictionary;
}

Once this method is implemented, and an instance of the class is set as Growl's delegate by calling [GrowlApplicationBridge setGrowlDelegate: X] you'll be able to send messages to Growl using [GrowlApplicationBridge notifyWithTitle:description:notificationName:iconData:priority:isSticky]

That's about all there is to it. It's a fairly simple framework to integrate with, but the documentation neglects the fact that you have to implement (NSDictionary*) registrationDictionaryForGrowl

An example project exists as a gist on github.

git clone git://gist.github.com/297221.git gist-297221

Thursday, February 4, 2010

Trials and Tribulations with Growl

A few nights ago I had just finished getting the core piece of a new application I started working on. It occurred to me that my little application and its users would benefit from having Growl support. It was pretty late, midnight or so and I didn't want to be up much later so I just downloaded the framework and had a quick skim of the developer documentation. It seemed pretty simple, but it was late and I knew that if I started that late I'd be up few a few more hours getting no where and end up going to bed feeling defeated. "Tomorrow, " I thought, "I'll do this tomorrow. If its as easy as the docs say then I'll have enough time to add at least 2 other features!".

I got up the next morning feeling great, I knew that come that evening I'd have integrated Growl support. Evening rolled around and I sat down and got to work. I re-read the documentation...well, skimmed is more acurate, and started following the instructions. I created the plist file containing the information that the documentation said I needed. I added a build step to copy the plist to my application's Resources directory. I double checked the name of the file -- the documentation says it's case-sensitive. I linked Growl.framework to my application. I added a build step to copy the framework to my application's Frameworks directory. And lastly I added the code from the documentation to send a notification to Growl ensuring, of course, I was sending one of the notification names that was in my plist file.

I clicked the Build and Run button, and my application compiled and my application's Dock icon started to bounce. By this point I felt like a kid at Christmas. I'd written my letter to Santa, stuffed it in an envelope, and very carefully, in my tidiest printing I wrote the address: "North Pole." I placed my stamp and tossed it in the mailbox. My letter must have gotten there, it hadn't been returned to sender so I knew that good stuff was heading my way.

The Dock icon stopped bouncing and my application's window opened up. "This is it, " I thought to myself "the moment of truth!" I clicked the button to fire off the notification aannnddd...nothing.

Silence.

"That's ok," I thought "it's probably some silly little thing I did wrong."

I looked at my run logs and they were eerily quiet. No messages at all. Surely if I'd done something wrong the framework would tell me. That must mean that the framework didn't get copied to my application's bundle. But if that's the case, then shouldn't there have been an error in the log about my code trying to perform a selector on a class that didn't exist? So that must mean that my code that posts the notification was never called. This sounds like a job for Captain Breakpoint!

I placed a breakpoint on the first line of my method and started the application again. Application startup under the debugger always takes longer so I was caught off guard when my application's window opened up. I moved my mouse cursor over the button, knowing that I was one mouse click away from finding out that my code wasn't being called thereby giving me all the information I'd need to fix the problem. My eyes narrowed as I pressed the button.

Half a second later I was staring at the Xcode debugger, my line with the breakpoint highlighted and a stack trace showing me that execution was indeed stopped in my method. I felt totally disarmed like I'd just gathered up my courage to tell that guy what I really thought of him only to be knocked off my feet by an overpowering wall of cheap cologne.

"What...the...what?"

I gingerly stepped through the method stopping just shy of executing the line to post the notification. Pausing for a second to think about what could possibly happen next. If the debugger tosses me out of my method, I know that either the framework doesn't exist or my parameters are causing it to barf. If the debugger stops and the next statement in this method...well that doesn't sound easy to debug, so lets hope that doesn't happen. I stepped over the line and found myself looking back that beautiful line of code just after the call into the framework.

This doesn't make sense. The framework accepted my parameters without problem, ostensibly did something with them and succeeded. So what could it possibly be? The framework didn't log anything, so it must not be a problem with my code. But no notification showed up, so the problem must be that Growl just isn't running. At that moment notification showed up in Growl -- but not from my application.

"Well, if other apps can send notifications then it's gotta be something I'm doing wrong." Since the documentation told me that all I needed to do was create a plist file and make sure it was in my application's Resources folder I figured I'd double check, and sure enough it was there. I'd just been banished to developer's purgatory where I have to debug configuration..

I thought to myself, "If my application has to have one of these plists, then other apps must have to have them too!" The first few applications I found didn't have one of those plists and they were working just fine. Finally I found an application that had a plist. So I compared them to make sure I'd done it right and sure enough I found a problem with my configuration. I updated my file, saved, built and ran the app again. My application's window popped up and I clicked the button and this time...nothing happened...again.

Silence.

Not believeing that it was something that I'd done I cleaned, rebuilt, and ran the application a few times knowing that it shouldn't make any difference in the world but hoping that it would just magically start working. After several runs in vain I figured that maybe The Google would have an answer for me. Sure enough, after trying a few google-y incantations I found some source code buried on a page that showed how to initialize Growl implementing a delegate method. I modified my code in a similar way, saved and ran again. I clicked the button and was surprised to see my little notification appear on the screen - only an hour after I started.


Truth be told, the Growl documentation did mention that one could would have to implement a delegate if you were attempting to talk to Growl 0.7, but since my code was running against 1.2 I didn't think I'd need to. In any case I managed to get it to work, but not without some frustrations that could have very easily been avoided had the Growl team produced some other artifacts that were as easy to find as the developer's documentation.

The first of these is some sort of a quick-start guide that just provides the bare minimum steps that are needed to use the framework. The developer's guide was littered with documentation about old versions. I don't need to know that stuff. Just assume that I have the latest and tell me exactly what I need to do.

Another thing that would have really helped, especially for developers that like to get dirty is a downloadable example. I'm sure they have one somewhere, but I wasn't linked to from their documentation so it effectively didn't exist.

Last lastly, but certainly not least is some level of logging in the framework itself. This would have been immensely helpful since I'd be able to tell if the framework was finding my plist or not, or whether there was a problem with my parameters. Don't just leave me to figure it out on my own, give me some help!

I hope what I'm saying doesn't label me an Open Source Douchebag. Honestly, I'm really just trying to improve the project by making it easier to get people up to speed. And in the next few days (hopefully) I'm planning on uploading some sample code along with a quick-start blog post.

Thursday, January 28, 2010

On Subclassing

And now for another excursion into the depths of my experience and thinking about object oriented design and philosophy. This time I'm going to talk about some pitfalls I've seen with one of the most commonly used, and abused tools in the object oriented developer's toolbox: subclassing and access modifiers.

Subclassing has been around since the dawn of objected oriented programming. It's just one of many ways to enhance code reuse, but I've seen enough blood shed due to the misuse of this feature that I've stopped using it in cases where I can get away with another approach. The core of the problem with subclassing tends to be an eagerness to reuse as much code as possible without any consideration of how code reuse decisions will effect the overall design. Yes, reusing code means that there are fewer places to change when a change must be made, but subclassing is a merely a means to an end. There are other, better approaches that give the same benefits without the problems.

So what are some of the problems with subclassing? I think the central failing is that subclassing is the most tight form of coupling there is. When you decide to subclass an implementation, you've solidified part of your implementation. A common word of wisdom is that you should always code to interfaces so that implementations can be changed at a later date with a minimal of fuss. By subclassing an implementation you are publically declaring that you are and always will be a subclass of X.

Another problem with subclassing is that you cannot narrow the interface of the class to anything smaller than the subclasses interface, even if it doesn't make sense. A textbook example of this in Java is the java.util.Stack class. java.util.Stack extends java.util.Vector which in turn extends java.util.AbstractList which is an abstract implementation of java.util.List. The java.util.List interface contains methods such as add, get, indexOf, etc. If you've followed along that means that java.util.Stack, in addition to its own interface also has these methods. A stack should really only have two methods for mutating the stack (push and pop) and perhaps some methods to determine how many items are on the stack. By subclassing, java.util.Stack has guaranteed that it implements the java.util.List interface and therefore has methods that allow a developer to work around the stack encapsulation. Ah, but you can override those methods in the subclass with ones that do nothing or throw a java.lang.MethodNotImplemented exception. Certainly you could, but then if an instance of java.lang.Stack was passed to a method that accepted java.util.List it would not produce the desired result -- either by throwing an exception or not performing the operation.

No discussion of subclassing would be complete without mentioning the Liskov Substitution Principle. I think it's great advice it theory, but as we've all seen it's not exactly easy to follow. If the JDK developers can make such an error with all of their review process, how does a lowly developer stand a chance?

Aside from these problems there's always the minefield of access modifiers. In my opinion there should really only be 2 at the class level: public and private. Protected variables are a major cause of headaches since subclasses can easily muck around with the internals of a superclass, violating encapsulation. Protected methods provide a second interface to the class which has to be maintained and documented -- as if a single interface wasn't enough problems. So, private and public is really all that's needed - stuff that's internal and stuff that's public.

So if not subclassing then what? In a word delegates, specifically the delegation pattern. With the delegation pattern you simply implement interfaces, if applicable, and delegate parts of the implementation to a concrete class. By doing so you don't have to expose any information about how your class works internally. And since you're not subclassing you don't inherit interface that doesn't make sense for your class. As an added bonus, since you're using the public interface to the concrete class you don't have to worry about methods internal to the implementation changing or becoming deprecated.

Delegates are also an effective strategy for reusing code. You can encapsulate logic into a single class and use it from anywhere in your application. This is a great benefit when you have an irregular class heirarchy, it effectively gives you mixins without the headaches of trying to figure out which pieces of implementation are coming from which mixin.

Obviously there are times when subclassing is the right thing to do. But in my experience I see it used much more often than it should be and usually for the wrong reasons. I hope my thoughts have given you something to think about next time you reach for that subclassing hammer.

Saturday, January 16, 2010

First Impressions of Cocoa

Over the past few months I've been doing a lot of playing around with development on the Mac using Cocoa. Although I do disagree with some of the design decisions that have been made, but for the most part I really like both Objective-C and Cocoa. The developer community is extremely vibrant and very helpful, a feeling I haven't had elsewhere.

One of the things I really like about Cocoa is that it handles a lot of the mundane tasks for you. There's a technology called CoreData that handles object graph persistence. You simply setup your data model and the framework takes care of the rest. This is really great since one initial hurdle I always run into when coding, and where I usually lose steam is in persisting and reading data that my application is working with, CoreData takes care of this beautifully.

Another great technology is Bindings which is built on top of Key-Value-Coding and Key-Value-Observing. In essence, Bindings allows you to visually tie the value of a control to a piece of data in your data model. This removes the need for reams of "glue" code that you'd otherwise have to write to keep your View and Model consistent. With these two technologies all you really have to do is write your Controllers.

Granted, the Controller is generally where the rubber meets the road, but since the frameworks take care of the Model and View you're free to think almost exclusively on the problems and structure of the Controller.

So far I've been really happy with the results that I've been able to achieve with only a small time investment. Between the results and how supportive the developer community is I think the Mac is a great platform to develop for and look forward to doing so in the future.