Re: Defining Accessors in a Custom Palette for a NSArray for Cocoa Bindings
Re: Defining Accessors in a Custom Palette for a NSArray for Cocoa Bindings
- Subject: Re: Defining Accessors in a Custom Palette for a NSArray for Cocoa Bindings
- From: "E. Wing" <email@hidden>
- Date: Wed, 19 Jan 2005 10:52:13 -0800
> Have you looked at the bMoviePalette example in
> /Developer/Examples/bMoviePalette ? It doesn't use bindings but its a
> good start.
I don't know how I missed this one. So I've been taking a look at this
and I'm thinking this may be an easier way to go, creating two palette
objects (a view and a controller) and connecting them with outlets
instead of integrating them into one.
So now I'm trying to understand the differences between what I want to
do and what this example does. We both access data from an NSTableView
which is interesting to me. In my case though, I think I want to allow
for the editing of points in the table and auto update in the
GraphView and also allow for the GraphView to manipulate points
directly and see them update in the TableView.
To me, this screams Cocoa Bindings through an NSMutableArray. But I'm
not sure how to fit this in to the bMoviePalette example.
Does this mean the MovieController which is a subclass of NSObject
need to be a subclass of NSArrayController (though I'm not sure how
this works)? Or does this mean that I need to expose the
NSMutableArrays inside the MovieController to Bindings and leave
everything else the same? Or do I need to create both the
MovieController palette and another subclass ArrayController palette.
Or am I just overthinking everything and missing the obvious?
Thanks,
Eric
_______________________________________________
Do not post admin requests to the list. They will be ignored.
Cocoa-dev mailing list (email@hidden)
Help/Unsubscribe/Update your Subscription:
This email sent to email@hidden