Re: Dictionaries vs iVars
Re: Dictionaries vs iVars
- Subject: Re: Dictionaries vs iVars
- From: Dorian Johnson <email@hidden>
- Date: Wed, 27 Jun 2007 16:14:36 -0500
I'm using this approach for a similar purpose. I'm simply doing it
because it makes serialization to file *really* easy. If the
properties are accessed a LOT, you'll run into performance problems,
but it definitely adds some flexibility.
Be careful, though, that you only use this for data objects and that
it doesn't convolute your object heirarchy. If it makes sense for the
objects themselves to perform actions (eg, drawing?), then it makes
no sense to use the dictionary approach.
It really depends on your needs. Run some profiling in shark - I'll
bet that you'll find that about 1% of time is spent on the dictionary
stuff.
On Jun 27, 2007, at 3:54 PM, Gordon Apple wrote:
I'm still toying with the idea of using dictionaries instead of
iVars in
my graphics objects and other types of data objects. My thinking
is to have
only one type of graphic object with a single dictionary and let the
relevant controller dynamically add properties as needed, e.g.,
shadows,
borders, shaders, content (pictures, QT, text, etc.) These can all be
accessed by key value by the renderer and editor. This seems like
it would
be a tremendous simplification of design and would offer great
flexibility
for later feature additions. It seems like it could simplify the
inspector
interface. It could also make it easy to view data structures when
needed
without having to resort to the debugger (e.g., field maintenance).
I would like to hear any comments on this approach. For example,
performance hits? Has anyone tried this?
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