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Creating basic view controllers
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You can think of a view controller as being like the glue of your application. It connects your view components to the underlying models. View controllers provide interaction with the interface through IBOutlets and IBActions. Now that we re getting into user interaction, we re ready to examine how it works in more depth, and that s the focus of the next chapter. We ll examine the underpinnings of user interaction: events and actions.
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The SDK s event modeling How events and actions differ Creating simple event- and action-driven apps
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In the previous chapter, you learned how to create the basic view controllers that fulfill the controller role of an MVC architectural model. You re now ready to start accepting user input, because you can send users to the correct object. Users can interact with your program in two ways: by using the low-level event model or by using event-driven actions. In this chapter, you ll learn the difference between the two types of interactions, and how to implement them. Then we ll look at notifications, a third way that your program can learn about user actions. Of these three models, events provide the lowest-level detail and ultimately underlie everything else (they re essential for sophisticated programs), so we ll begin with events.
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An introduction to events
We briefly touched on the basics of event management in chapter 2. But as we said at the time, we wanted to put off a complete discussion until we could cover events in depth; we re now ready to tackle that job. The fundamental unit of user input is the touch: a user puts a finger on the screen. This may be built into a multitouch or a gesture, but the touch remains the building block on which everything else is constructed. It s the basic unit that we ll examine in this chapter. In this section, we ll look at how touches and events are related. Let s start by examining the concept of a responder chain.
The responder chain
When a touch occurs in an SDK program, you have to worry about what responds to the event. That s because SDK programs are built of tens perhaps hundreds of different objects. Almost all of these objects are subclasses of the UIResponder class, which means they contain all the functionality required to respond to an event. What gets to respond The answer is embedded in the concept of the responder chain. This is a hierarchy of different objects that are each given the opportunity, in turn, to answer an event message. Figure 6.1 shows an example of how an event moves up the responder chain. It starts out at the first responder of the key window, which is typically the view where the event occurred where the user touched the screen. As we ve already noted, this first responder is probably a subclass of UIResponder which is the class reference you ll want to look to for a lot of responder functionality. Any object in the chain may accept an event and resolve it; when that doesn t occur, the event moves farther up the list of responders. From a view, an event goes to its superview and then its superview, until it eventually reaches the UIWindow object, which is the superview of App everything in your application. It s useful to note that Delegate from the UIWindow downward, the responder chain is the view hierarchy turned on its head; when you re The building hierarchies, they do double duty. Application Although figure 6.1 shows a direct connection from the first responder to the window, there can be any numThe Window ber of objects in this gap in a real-world program. Often, the normal flow of the responder chain is interrupted by delegation. A specific object (usually a First Responder view) delegates another object (usually a view controller) to act for it. You already saw this put to use in your table view in chapter 5, but you now understand that del- Figure 6.1 Events are initially sent to the first responder but egation occurs as part of the normal movement up the then travel up the responder chain until they re accepted. responder chain.
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