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S to save your work. Holy implementation file, Batman! You re done!
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You have taken care of the EinSwitch01AppDelegate in terms of both its header and its implementation files. Referring back to Figure 6 10, we see that we have created the code for the einSwitchAppDelegate represented by the chess queen! Whew - time for a break!
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Continuing with our chess metaphor, you can tell yourself that you are finished working with the AppDelegate file the queen. Now it s time to focus on her immediate subordinate, the SwitchViewController. As you know, this figure, represented by the knight, has the role of commanding either of its underlings to hold up its image. In the steps ahead, we will deal with the header (.h) file and the implementation (.m) file of the SwitchViewController.
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CHAPTER 6: Switch View with Multiple Graphics
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Now we need code that tells the Ein1Controller to displays its photograph of our subject; then we can tell the Ein2Controller to display its photograph. So, scroll down in your Classes folder and open up the header file: SwitchViewController.h. We first need to make sure that the precompiler will even know who the Ein#Controllers are. See Figure 6 27. Remember that the @ symbol gets the computer s attention for the establishment of a specific relationship, and we use the @class precompiler directive to do this.
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#import <UIKit/UIKit.h> @class Ein1Controller; @class Ein2Controller; @interface SwitchViewController : UIViewController { } @end
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Figure 6 27. Copy the @class precompiler directive for Ein1Controller in order to create one for Ein2Controller.
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Next, we need to make sure that the implementation file will know who these Ein#Controllers are that they even exist. In technical terms, we say that we need to declare the instance variables that we need to use throughout the class. This is done inside the brackets, immediately following the directive @interface SwitchViewController: UIViewController. We do this by using a pointer yes, the asterisk, which, thus far, I ve been telling you to ignore. Well, it s time to consider it. We need to tell the implementation file to reserve a place in memory for Ein1Controller and Ein2Controller, and we do this by using a pointer for each of the subordinate roles:
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CHAPTER 6: Switch View with Multiple Graphics
#import <UIKit/UIKit.h> @class Ein1Controller; @class Ein2Controller; @interface SwitchViewController : UIViewController { Ein1Controller *ein1Controller; Ein2Controller *ein2Controller; } @end
Next, we need to use the @property directive to define these variables as properties, and we do this with the same code we ve used many times before:
@property (retain, nonatomic) Ein#Controller *ein#Controller
making sure to do it individually for each Ein#Controller that presents the user with a photograph of my grandfather. We do this as follows:
#import <UIKit/UIKit.h> @class Ein1Controller; @class Ein2Controller; @interface SwitchViewController : UIViewController { Ein1Controller *ein1Controller; Ein2Controller *ein2Controller; } @property (retain, nonatomic) Ein1Controller *ein1Controller; @property (retain, nonatomic) Ein2Controller *ein2Controller; @end
Our next item to address is that we need an action of some type to switch views. We ve called this an instance before, and we will still do so. Technically, we say: We need an instance method (and use the minus sign) to advertise to the implementation file that we will be incorporating an IBAction. In other words, it will shout out to the implementation file that a method in your code needs to be triggered, or called into action, and that these commands will be implemented in Interface Builder. We need to give this new action that s going to switch views a name, so let s call it hmm switchViews! Yeah! Thus, we will enter this code:
-(IBAction)switchViews:
This segment of our code, in turn, needs to point to a specific construct or role, and we use (id) for this purpose. Finally, we will need to add the sender component that will trigger the event. Thus, our latest code insertion is
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