What’s in a Name?

Naming has been acknowledged in many texts as a difficult aspect of practical computer programming. The problem with assigning appropriate names for entities is that it is not quite as cut and dry as most other aspects of the craft. The rules are not very objective. Choosing a good name requires applying a certain amount of heuristics drawn out of experience and intuition.

Good names are easy to overlook because they stay out of the way. But a smart programmer can learn much about the kind of naming schemes to avoid simply by having to maintain code with poor quality naming conventions. Badly named variables can make this task so difficult that there might be some merit in the idea of exposing programmers to such a maintenance exercise specifically to teach them this valuable skill.

We look over a simple example of how poor naming conventions inhibit the design, and conversely, how a well chosen name can make short work of extending the application in the future.

This signature declares a method that takes an integer spoke count as input and returns a Wheel instance. Fred calls the method in the following manner.

This gets flagged by his pair programmer Dave for using a magic number. So Fred changes the code.

It isn’t the most elegant snippet they have encountered. But both Fred & Dave agree that this code no longer uses a magic number. So they commit the code and go home.

Two years later, the specifications change. The client can now build lightweight wheels with just 16 spokes. Fred is no longer on the team. Susan, the maintenance programmer, takes up the task and inspects the code. She finds the line where the number of spokes is declared and edits it.

Technically, the code is fixed. But it has deteriorated a bit more in quality and maintainability.

A few months later, the client sees resurgent demand from their customers for high-spoke count wheels due to their durability and higher resilience to handle bad surfaces. So they wish to make the number of spokes a customisable option that can either be 32 or 16. Two weeks into the modification they also release a new 12-spoke wheel. The code now looks like this.

This is a very minor, localized problem in the code. It has relatively negligible impact on the performance of the application. Dozens of minor warts such as this fester in any sizeable code base. Programmers are human too, and make mistakes sometimes. Maybe the deadline inched too close and they had to roll out right that minute. The key is to identify and fix those code smells as soon as they’re encountered. Queuing them up for a grand refactoring project risks turning these minor issues into full-blown architectural challenges.

Things often get trickier when such names are used in giant mudballs with extremely wide scope, such as singleton objects or global buckets. Nobody wants to read the code surrounding all 28 references to the constant THIRTY_TWO, without which making the change would be extremely hazardous. So THIRTY_TWO continues to live on in the code base, forever doomed to contain just half of what it denotes.

This type of problem can be nipped in the bud very easily by simply spending a moment thinking about the names of objects. In this case, the method signature itself provides a hint for the correct name of the parameter – spokeCount. Then Fred’s iteration would have looked like this.

When Susan comes in to add two new spoke count options, she realizes that the constant SPOKE_COUNT already exists. This nudges her into defining two more constants – LOW_SPOKE_COUNT, MID_SPOKE_COUNT. If Susan uses a reasonably modern IDE, it would also allows her to rename the old constant to HIGH_SPOKE_COUNT.

Suddenly, by simply choosing a name that better reflects the purpose of the entity rather than its value, the application programmer has made its intended usage clearer, and nudged future maintenance programmers towards using similar appropriate names to new code that they write.

A Guide to Effective Version Control

We have come a long way since 2008 when I wrote this introductory article about version control systems. Their rising popularity in the past few years is a notable sign of maturity in the software development community. Whereas they were once a bastion of only “serious” development operations, now even app developers working alone use them regularly.

In this article, I talk about how a team can use a version control system to its advantage by describing a preferred way to store the files in the repository and some processes to complement the structure.

There are myriad ways of organizing a version control repository. It is a sophisticated file system, after all. A well-structured repository can be a valuable asset to a software team by creating a clearly defined workspaces for programmers, opening up the opportunity to create a continuous integration pipeline, and standardizing deployment.

Repository Layout

In my preferred layout, the trunk is used for the main development line. In addition, branches are created for releases and feature sandboxes. This style of organization is loosely based on trunk-based development.

The Trunk

All the primary development of the project occurs in this directory. The trunk is further organized into sub-directories for every project that constitutes the final product. For example, a product might consist of separate web and desktop components. Or it might have a dependency on a separate static or dynamic library. The exact arrangement of this is determined by the programmers and release engineers working together. All these projects reside side-by-side in the trunk.

A feature or bug fix is considered open until the code has not been committed to the trunk. Hence, all developers have access to this directory and must make it a regular part of their daily work.


Maintenance Branches

Once the product reaches a milestone and is deemed ready for release, the release engineer is responsible for generating a binary and deploying the product. But the first step is to make a maintenance branch. This branch is a snapshot of the trunk that can be used by developers to provide bug-fixes to an already deployed product without accidentally releasing new features.

It is named according to whatever convention the team decides (I prefer a numeric x.y scheme).


If bugs are discovered in the product post release, they are patched in the trunk and merged into the active maintenance branch. Other developers, meanwhile, can safely continue adding new features on the trunk without inadvertently bringing them into the current deployed versions.

A bug-fix release is made out of the maintenance branch after a bug is patched.

It is important that bug fixes should originate in the trunk and later be merged into the branch rather than the other way around. If the fix is made in the branch and the developer forgets to merge it back into the trunk, it can cause a regression later down the line. By patching in the trunk, the developer uses the process to automatically ensure that patches exist in both places.


Release binaries should always be made out of a clean export from the repository. But which revision should one export? If you’re creating a maintenance branch, you could use its HEAD revision. But you’re out of luck if you need to generate a previously released build again after subsequent edits have been made to the branch. Unless you tagged the branch before generating a binary.

A tag is a branch that everyone agrees to never edit. It is given a unique name from the rest of its siblings. My preference is to go the x.y.z scheme, where the x and y components of the name come from the maintenance branch from which it derives its lineage.


The z component of the tag name is set to 0 when the first maintenance branch is made. This number is incremented whenever subsequent tags are made out of the maintenance branch.

Using the Repository

Once the structure is ready, some processes need to be put in place in order to utilize it. The typical developer role has it easy – keep committing error-free code into the trunk, and make sure the working directory is updated from the trunk as often as possible.

Feature Releases

A new feature release begins when one of the managers green-lights it. The repository is locked down temporarily and a maintenance branch and a tag are created from the head revision of the trunk. These two copies are named according to the version convention in place for the project.

This maintenance branch supersedes all previously generated branches, which may even be deleted from the repository. The repository is then unlocked and developers can go back to making commits in the trunk.


When bugs are discovered in a released product, the developers investigate in the trunk and attempt to fix it there. If found and fixed, they notify the release engineer who then cherry-picks the relevant commits and merges them into the current maintenance branch.

The maintenance branch is tagged after it is deemed ready for release. The binary generation and deployment process remains the same – clean export from the newly created tag, followed by compilation and deployment.

If a bug cannot be located in the trunk, the developer may have to look for it in the maintenance branch and fix it if it is found there. In this case, the bug fix may be merged back into the trunk if deemed necessary.

Release Generation

The release engineer’s work is not done yet. The release binaries are yet to be created from the newly created tag. For this, the tag is exported from the repository into an empty directory. This is important so that no unnecessary files are accidentally added into the binaries. This step cannot be emphasized enough.

All binaries must be generated from a clean and complete export from the repository.

Generating binaries from partially exported directories runs a high risk of including incorrect or outdated files into the binary. This inaccuracy can be the source of impossible-to-reproduce bugs or regressions. At the minimum, it is a sign of a poorly managed process.

Once the binary is generated, it is packaged to its final consumption form – an archive or installer for distribution – then deployed to wherever it is needed (such as a file server or web server).

The binaries and installers may be added into the repository for posterity.

Asynchronous AIR Native Extensions

What could be worse than attempting to build an image processing application in ActionScript? While the language has its positives, handling large data sets quickly is not one of them. This was the dilemma we were up against in a recent assignment. And the images themselves were expected to be hot off the camera sensors. At a time when even tiny point-and-shoot cameras regularly reach 12 megapixels, our target audiences of photographers and studios were expected to hit us with a minimum of 24 megapixels.

That works out to 72 megabytes of data per image. Now multiply that by a few hundred images and you know why we were very concerned. The task in question was not very complicated – just resizing images. But the volume of data ensured that even this mundane operation took forever to complete, without any feedback to the user because ActionScript runs on a single thread.

We flirted a bit with ActionScript Workers, but they were an incomplete solution. Our UI thread became available again, but the processing still remained unacceptably slow.

Our fallback came in the form of Adobe’s Native Extension API, that allows ActionScript applications running in the Adobe Integrated Runtime to access libraries written in C or similar languages.

Well, that’s that then. This task was easy enough. Bang out some functions to resize and encode images and make a call from ActionScript. Since it was native, it would be fast and the user would never even notice the pause.

Unfortunately, it didn’t turn out that straightforward.

While this operation became faster by an order of magnitude, it still stuttered when loading really high resolution images. And when multiplied by a hundred or so photos to be batch processed, the frequent freezing of the UI was very obvious.

So it was back to the drawing board.

Asynchronous Processing

The native extension API offers the ability to dispatch events from the native code back into the runtime. This has been designed precisely for such situations. The extension spawns a new thread that handles the processing and returns control back to the runtime on the UI thread. After the computations are complete, the native extension dispatches an event that the runtime listens for.

To illustrate, let us implement a simple native extension that runs a timer and notifies the runtime when the allocated time is up. For simplicity, this timer will run for ten seconds. It can be made to run for arbitrary durations by passing the interval value as a parameter to the native side. We’ll call this extension the Ten Second Timer. Its ActionScript class definition is as follows.

This class extends EventDispatcher. Collectively, the client, TenSecondTimer and the native code set up a chain. The client listens for events from TenSecondTimer, which in turn subscribes for events from the native code. When the native code dispatches an event, TenSecondTimer creates its own Event instance and dispatches it. The client thus receives an indirect notification from the native code through the TenSecondTimer class.

On the native side, the start function is implemented with the function signature required of all native API functions.

When this function is invoked by the runtime, it spawns a new thread (using the pthread API in this case) and immediately returns control back to the runtime. A reference to the waitForDuration function is passed to the pthread_create function. The newly created thread executes that function.

The waitForDuration function calls the usleep API that suspends the thread for 10 seconds. The CPU wakes this thread again after this duration has elapsed, and the function dispatches an event through FREDispatchStatusEventAsync.

In order to notify the runtime, the native coded needs to maintain a reference to the context. The context is passed as a parameter by the native extension API to the context initializer function. This function must store the reference somewhere that is accessible to the thread. A global variable works nicely in a pinch.

The runtime then kicks back into action, and passes on the event notification to the TenSecondTimer class. The context_statusHandler method is triggered, which in turn dispatches a complete event for the client to handle.

This pattern of triggering actions in the runtime from the native code can be used for a variety of other tasks that require asynchronous execution. The function invoked by the thread can perform whatever task may be required of it in place of the usleep call.

In our case, we implemented the native extension method to resize images asynchronously. Since loading the original image was taking the most amount of time, it went straight into the separate thread. The thread also took care of resizing the image after it was loaded and saving the resized file back to disk.

Packaging AIR Native Extensions

Native extensions are a handy improvement to the AIR ecosystem. There are numerous benefits of being able to to drop into some C code for processor-intensive tasks or extending the Flash API into domains outside of the standard library provided by Adobe.

But anybody who has had to deal with developing their own extensions knows that the packaging process is less than straightforward. It requires maintaining at least two different code trees – one for the native portion of the extension, and the other for the ActionScript library that glues the client application to the native portion. The two projects have to be compiled separately – the ActionScript library through the compc tool, and the native portion with its relevant compiler. Finally, both binary outputs have to be packaged into a single ANE file, which is equivalent in structure and function to a SWC.

In addition to all these, the ADT tool which packages the ANE has its own quirks with relative paths (learned at the school of hard knocks), which are best dealt with by placing all the files required for the extension into a single directory rather than scattered across different directories on the hard drive. Which means copying all the various output binaries and XML files into a single directory every time they are changed.

Running all these activities by hand is time consuming and error prone. However, they are mechanical tasks that computers are well-suited to handle. The following batch script is designed for a Windows build chain that compiles both source trees and packages them into an ANE for consumption into the client application.

  1. Delete the previously generated binaries to begin with a thoroughly clean slate.
  2. Create a new designated build directory. This is the directory where your binaries are copied into and packaged into an ANE.
  3. Compile the ActionScript library using the compc tool. It becomes much easier if you pass a flex-config.xml file as a parameter to the tool rather than passing every setting as a parameter to the command line.
  4. Copy the output SWC into the build directory. Alternatively, the compc tool has an -output parameter that can be used to specify the location and filename of the generated binary.
  5. Extract the library.swf file from the SWC generated in the previous step into the build directory. Unfortunately, Windows does not ship with a native command line utility to extract files from an archive. Alternatives such as 7-zip help fill up that gap.
  6. Compile the native code using your compiler toolchain of choice.
  7. Copy the native runtime library along with a previously authored descriptor.xml into the build directory.
  8. Package all these files into an ANE using the ADT tool. Invoke the ADT command from inside the build directory.

Runtime Shared Libraries with Plain ActionScript

Using RSLs is still a bit of a black art in ActionScript. This is partly due to the fact that documentation on it is sparse, partly because of the complex ActionScript code that mxmlc generates when compiling MXML files, and partly because the process itself is a bit unintuitive. These notes are the result of a few days of research on the topic.

A runtime shared library is simply a SWF file that is loaded into the application at launch. The code and assets in the library are then available for the application to use. This makes it handy when using third-party code libraries, or even your own libraries which are built to a published specification and are not going to change frequently. By making them external to the application, you can also share them between several different applications.

The Flex Way

ActionScript developers working with mxmlc directly outside the Flash Builder IDE may be familiar with the following warning.

This warning indicates that the programmer may have overlooked the task of loading external libraries at runtime. The Flash Player will throw a runtime exception and halt further execution of the application if attempts are made to execute code which is not yet loaded.

The solution is to add a Frame metatag at the top of the application class and set its factoryClass attribute to point to a class that will be responsible to load external libraries.

If you were to inspect the output of the mxmlc compiler on a Flex application, you will see hard-coded references to all the RSLs that the application is using in the factoryClass designate. These references come from the configuration options passed on to the compiler through either its command-line parameters or the compiler configuration file.

The class that contains these references is usually a child of the mx.managers.SystemManager class and generated automatically by mxmlc. The SystemManager class provides the infrastructure to load these files along with error handling and progress feedback to the user.

This generated class also contains a reference to the entry point class – the one that extends from the Application class. When all the library files are loaded, the framework instantiates this class and adds it to the display list of the factoryClass designate. This makes the factoryClass the root document class, while the Application-derived class is actually a child of the loader in the display graph.

The programmer still provides the Application-inheriting class as the compiler target. But when the compiler encounters the Frame metatag, it automatically associates the Preloader class with the document root and makes the Application a child of the Preloader.

An ActionScript Implementation

When using ActionScript directly instead of the Flex framework, the developer must manually add the Frame metatag to the top of the application entry point class.

The Preloader Class

The preloading is a straightforward consumption of the flash.display.Loader API. It is implemented here using the Preloader class. This class must fetch every external library file needed by the application. The paths to the libraries are supplied to the Preloader class. When using the Flex framework, the mxmlc compiler bakes in the references to the library files into the code that it generates. The example below also uses the same technique. However, the URLs of library files can also be supplied from any other source such as a web service or external text file. All standard Flash Player APIs are already available to the Preloader class.

It is important to note that the library has to be loaded into the same application domain as the main application. Otherwise, it will not have access to the classes in the library and any attempt to instantiate them will trigger a VerifyError at runtime.

Using the Runtime Shared Library API

After the library has been downloaded, the Preloader class instantiates the application class and adds it to the display list. The developer must use the flash.system.getDefinitionByName API to get a reference to the application class. This is necessary because application class contains a reference to the IntegerArithmetic class. If the Preloader references Main directly, the compiler will pick up the complete chain of references and statically link the IntegerArithmetic class into the application SWF. By deferring to reference the application class until runtime, the compiler is prevented from scanning the dependency chain and statically linking the library classes into the application SWF.

The Main class then continues with its business as normal. In this case, it is instantiating a type declared in the library and calling its method.

Deploying Runtime Shared Libraries

The confusing bit about using a runtime shared library is realizing that the SWF has to be extracted from the SWC at the time of deploying the application. This was not immediately obvious and I ended up spending days placing a compiled SWC file in various locations and wondering why the application was unable to load it at runtime. An obscure article on the Adobe website made explicit this particular step and set things straight.

Again, when placing the files, standard path rules apply. The Preloader can refer to relative or absolute paths. If the files are on external domains, the Flash Player attempts to fetch a crossdomain policy file before attempting to download the SWF. The policy file is to be specified as an additional value to the -runtime-shared-library-path parameter to mxmlc.

Sharing Code – Static and Dynamic Libraries in ActionScript

When I was in school, practically nobody had access to the internet. As a result, every student would have two essential items in his toolkit – an encyclopedia and a membership to a library. Homework, projects and supplementary studies were highly dependent on both of them.

Encyclopedias ranged from simple one-book units that specialized in a single subject, to multi-volume tomes spanning practically every topic imaginable (or at least deemed allowably imaginable by its publishers) by a school student. In both cases, the research was already done by someone else. When we were assigned a project on the solar system, nobody expected us to discover the planets in it. The planets remained discovered. All we had to do was read about them and share the information when making a presentation to the class.

Code Libraries

It is heartening to know that somebody creating computer languages took this to heart and invented the concept of code libraries – units of code written by people who are really good in the domain, then shared with the also rans who just wanted to implement their business applications without knowing the mathematics of relational databases or the bit-juggling that network libraries perform.

Libraries are compiled separately from the application that ends up eventually using them. They are linked to the application through a process that maps function calls in the application code with function addresses in the library. This process, predictably, is called linking.

Code stored in statically linked libraries is copied into the application executable at compile time, resulting an individual copy being created for every application that uses the library. Static libraries become an integral part of the application that uses them and cannot be shared with other applications. If the library is modified in any manner, the application must be recompiled and relinked with the new version in order to utilize those changes.

Dynamic libraries are stored in a shared location, and are linked to the application at runtime by the operating system or other environment controller such as a virtual machine. The metaphor falls apart a bit when it comes to sharing dynamic libraries – in a physical library, only one member can borrow a book at a time, whereas any number of programs can concurrently use the code stored in a dynamic library.

With static linking, it is enough to include those parts of the library that are directly and indirectly referenced by the target executable (or target library). With dynamic libraries, the entire library is loaded, as it is not known in advance which functions will be invoked by applications. Whether this advantage is significant in practice depends on the structure of the library.

Other than the obvious benefit of being able to compile units of code separately, either type of libraries offer their own individual benefits also. Statically linked code guarantees that all required code units are present and compatible with the application. Dynamically linked libraries may be of a different version than what the application requires, or not be present at all. Either case either causes a runtime error, or requires defensive code and reduced functionality in the application. Static linking also simplifies product distribution by reducing the number of files to be shipped and installed.

All said and done, both types of libraries are popular and well-worn concepts in computer programming. Many modern languages support either method, usually both.

Code Libraries in the Flash Ecosystem

Adobe’s MXML compiler offers several parameters for programmers to employ libraries – both static and dynamic – in their code.

Static linking is almost identical to how it is used in conventional languages. Dynamic linking works slightly differently from Windows’ Dynamically Linked Libraries and Unix’s Shared Objects due to the browser-based operation of the Flash Player. But these differences are at an implementation level only. The concepts remain the same.

Static Linking

To statically link a library into an application, the compiler offers the library-path and include-libraries directives.


When a library is specified using the library-path directive, the compiler includes only those assets and classes that are referenced in the application. For example, if the Math library contains IntegerArithmetic and FloatArithmetic for performing arithmetic operations on two separate numeric data types, but the client application only uses integers, the FloatArithmetic class is excluded from the output. This reduces the file size of the application SWF.


The include-libraries directive packages the entire library, irrespective of what the compiler thinks is used in the application. This comes in handy in a dynamic language like ActionScript because all method calls do not necessarily get tested for linkages by the compiler.

The include-libraries directive is used like this.


This directive is a convenient shortcut to convert runtime shared libraries into static libraries without significant changes to the compiler configuration files. Simply setting its value to true causes the compiler to embed all RSLs into the application. This is a handy way to investigate library-related problems when debugging the application.

Dynamic Linking

A Runtime Shared Library (commonly abbreviated to RSL) is loaded by the application before it begins execution. Loading a RSL is a complicated task if done in plain ActionScript, but is taken care of automatically if the application builds on the Spark or MX Application class.

Adobe-provided framework libraries are the most obvious use case for using RSLs. All Flex-based applications depend upon these files. By caching them after the first time they are downloaded, future applications can be started much faster as they do not need to download the same code again. Custom libraries can also take advantage of the same technique.

Flash libraries are compiled using the compc utility, that ships as part of the Flex SDK. It generates a SWC file which is a compressed archive containing a SWF (named library.swf) and an XML (catalog.xml). To use this library, the developer must manually extract the SWF from the SWC using an archival utility (such as PKZip) and place it where the application can download it at runtime. As a good practice, the SWF is also usually renamed from library.swf to something more meaningful.


This directive is used to specify the location of RSL files for the compiler. The compiler requires the names of both, the SWC as well as the extracted SWF, separated by a comma.

Related Directives

The Flex compiler provides two other directives to externalize the application’s assets and code fragments. The compiler tests linkages against these assets at compile-time, but leaves them out of the application binary. Libraries that contain these assets or classes are required at runtime, and the Flash Player throws a runtime error if they are not available.

These directives are useful when creating modules which are loaded dynamically into an application that they share code with. The application is linked to the requisite RSL, and the module does not need to fetch it again. However, the compiler still needs to test the linkages against the symbols – either against the original source code or a compiled binary. These directives assist in that task.


The compiler uses SWC files specified at these paths to test linkages with the application code, but does not compile the binaries into the application itself.


This directive points to source files containing assets or classes which will be available at runtime. The compiler uses the source files for link testing, but does not compile them into the application binary.

A Spreadsheet of Posts for WordPress

When Microsoft was working on Excel during the early nineteen nineties, their research indicated that many people did not use spreadsheets for the mathematical tasks (such as financial planning, bookkeeping or simulations) which were the original goals of the spreadsheet genre. Instead, they were used for making lists – grocery shopping, planning parties for their kids, logging project tasks, so on. Microsoft took this research into account and reoriented the functional specifications to make list-making much easier than the competition and previous versions of their own product. Joel Spolsky, who was program manager for Microsoft Excel during this period, states the following.

When we were designing Excel 5.0, the first major release to use serious activity-based planning, we only had to watch about five customers using the product before we realized that an enormous number of people just use Excel to keep lists. They are not entering any formulas or doing any calculation at all! We hadn’t even considered this before. Keeping lists turned out to be far more popular than any other activity with Excel. And this led us to invent a whole slew of features that make it easier to keep lists: easier sorting, automatic data entry, the AutoFilter feature which helps you see a slice of your list, and multi-user features which let several people work on the same list at the same time while Excel automatically reconciles everything.

The Process of Designing a Product, Joel on Software

If you abstract away the specifics of the application, you can easily see that the spreadsheet grid is a one-table database. Having multiple tables can be much more efficient, but a single table is easier to understand for people who do not use databases regularly.

The simplicity of spreadsheets as databases goes beyond just reading.

Adding columns? A database engine needs, at the least, the column name and its data type. In a spreadsheet all you need to do is place the cursor over the first empty cell in the first row and type its name. Filtering is one of the simpler tasks in a database, but spreadsheets even make that easier by providing a dropdown of valid values to choose from. Even inserting new records is much easier in a spreadsheet as compared to a database engine. And more importantly, the grid is a good way of capturing an aggregate view of the entire database and making wholesale changes to groups of records quickly.

A spreadsheet application can be the subject of some really grimy IT horror stories that can involve file shares, multiple users and overwritten records. But if put into a proper data validation framework, the spreadsheet interface is robust and easy to use. Many database management clients use the it to represent their table interface, even for multiple relationships.

Extending to multiple dimensions comes at the cost of some loss of elegance when representing one-to-many relationships. While this UI works, it likely marks the limits of a spreadsheet interface. Nested relationships quickly become difficult to understand. And each nested level can represent only one relationship. It comes as no surprise then that so many database-oriented applications (not the management clients themselves) eschew the spreadsheet interface in favour of a form-driven approach.

But I still think that the spreadsheet interface is vastly underused on the web. As I have mentioned above, it does work for simpler collections of records, such as articles in a content management system or user lists.

Spreadsheet of Posts is a WordPress plugin that aggregates all posts into a spreadsheet interface. While WordPress is a fairly simple to use product for even laypersons, the Post creation process leaves a bit to be desired. The sheer amount of shuffling back and forth between the All Posts and the Edit Posts screen takes away a lot of time. This is similar to the REP loop that interpreted languages provide. The visual difference between two screens is bad enough. To that, the delay caused by network activity, fetching the same data repeatedly from the database, regenerating almost identical markup each time and then rendering it again on the client side increases the effort of getting into the flow. Any boredom while performing such a task is justified.

Spreadsheet of Posts attempts to address these shortcomings by putting all the posts into a grid. Edits are made in-place on the grid itself. New records are inserted by filling in a blank row. Records are deleted by selecting any cell and hitting delete. The record that corresponds to the selected row is deleted. The plugin uses standard page-based navigation to cycle through records that do not fit into a single page. It also provides an alternative to display all the records in a single page. Cell heights can be varied to fit the content, or be set to a fixed constant.

The underlying grid is the Hands on Table jQuery grid editor. While there are more functionally complete alternatives, the interactions and appearance of Hands on Table come closest to replicating Excel. Even the bare bones demo on their home page evokes a lot of familiarity to Microsoft’s product. This is a big necessity to make users more comfortable with Spreadsheet of Posts. The rest of the back end of the plugin uses the standard WordPress framework.

Spreadsheet of Posts is still work in development. A current version can be downloaded from here.

Objective-C Primer for C# Developers

A Different C with Classes

Objective-C is a different take at an object oriented implementation of C, and a rather elegant one at that. The language supports all the principles of the paradigm – inheritance, encapsulation and polymorphism. It is a strict superset of C, which is a fancy way of saying that all C code is already valid Objective-C code, and C code can be freely interspersed within an Objective-C program (and yes, you also have to deal with pointers). Objective-C compilers can compile code from both languages without trouble. While the language is staple among developers using OS X and iOS, it is perfectly suited for general purpose programming as well. However, thinking in Objective-C requires getting used to its unique syntax and an eclectic model of programming that infuses Smalltalk-style messaging, C-style statements and modern OO constructs such as protocols, understanding the role of the language runtime, and getting your head around slightly different terminology.

And since large Objective-C applications are typically written for Apple’s ecosystem, being able to converse in Cocoa is not half bad a thought. This primer assumes you already know terminology such as classes, objects and methods. With that in mind, we move on to introducing the Objective-C syntax for writing class-based code.

Classes and Instances

A class is split into two files – a header and an implementation. Let’s begin with a Shape class that we will flesh out and use through the rest of this document.

This file declares the public interface of the Shape class. The language loves its ‘@’ symbols, so get used to them. You’ll be using them more often than you think (just one of the eccentricities of the language). The implementation is stored in Shape.m and is written as follows.

Note: Separating the interface from the implementation might seem like a lot of effort, but it is one of the traits that Objective-C inherits from C. The advantages and disadvantages of this approach have been debated in many texts and discussion forums, which I encourage you to read. They are interesting in their own right and provide a valuable background to getting under the skin of the language.

This is very similar to how one might structure files in C.

You need to instantiate an object in order to do anything with it. However, the language does not have traditional constructors like in C#. Instead, the base NSObject class implements two separate methods for object allocation and initialization – alloc and init.

This statement allocates memory for an instance of the Shape class and initializes the object. It can also be simplified into a single message.

In both the above examples, alloc and new are class methods (also known as static methods). The init method is also implemented by the base class, but it is an instance method. Classes can override or implement their own versions of initializers.

A look into the past

The history of this two-step construction can be traced back to the days of NeXTSTEP, when the language was still in its infancy. The tight memory constraints of the hardware at that time often necessitated memory pooling. By separating allocation from initialization, programmers were able to reuse preinstantiated objects after reinitializing them. The practice continues today because it leaves programmers free to create custom initializers for their classes while gaining the benefits of a pre-written, generic and performant allocation method.

New allocation methods are seldom created because the existing methods meet almost every need. However, one or more new initializers are created for almost every class. Due to the separation of allocation and initialization stages, initializer implementations only have to deal with the variables of new instances and can completely ignore the issues surrounding allocation.The separation simplifies the process of writing initializers. – Erik M. Buck and Donald A. Yacktman, Cocoa Design Patterns


Procedural code gets information then makes decisions. Object-oriented code tells objects to do things. – Alec Sharp

Sending messages to objects imbibes the philosophy of tell, don’t ask as championed by Sharp. A message in Objective-C is identified by the enclosing brackets ([ and ]) around the message name and the receiver. Messages are sent by clients to instances or classes. Objects contain methods to handle those messages. Messages have a method type – either instance or class (denoted by the – and + symbols, respectively). Message signatures must declare a return type (or void if they return nothing), and the types of all parameters.

The syntax of a method declaration

All messages are declared in the class interface. The definitions are stored in the implementation.

Finally, the object is instantiated and called upon by a client class.

Messages are invoked upon an object instance through the unique double square-bracketed syntax of the language. The first token is the name of the object, the second the name of the message being passed. Each subsequent token is separated by a colon and denotes a parameter to be passed to the message.

Dissecting Messages

Dynamic messaging is one of the primary enhancements of Objective-C over plain C. Rather than being bound statically at compile time, messages are resolved at runtime by the language runtime. The message itself is identified by a selector, which is a null-terminated string that contains the name of the method. The selector points to a C function pointer that implements the method. An Objective-C call…

is compiled into…

While the internals of how a message is sent are not essential, some overview is useful when writing and debugging code.

In the example above, a Shape instance is initialized and its reference stored in the variable ‘rect’. It is then sent a message to move it 20 pixels on the X axis and 30 pixels on the Y axis. The message selector to effect the move is the string “translateX:Y:”. When the language runtime attempts to send the message to the object, it uses the entire string as the selector.

It is understandably easy to misinterpret the selector name to be a method name along with its named parameters. But it becomes clear once you read the objc_msgSend function call that Objective-C does not work this way.

A programmer can dispatch any message to an object. While the compiler will identify and warn of a potentially unsupported message, the program itself will compile. While this does seem error-prone, there is a method (heh heh) behind the madness.

Methods can be added or replaced on instances at runtime. The compiler cannot possibly identify which messages are going to be supported by an object when the program executes, due to which it allows sending messages which are not defined in the scope of the class interface.

When the program is executed, the runtime introspects the object to see if it can handle the message or not. If the object receives a message it cannot handle, the system will generate a runtime exception and your program will stop.

Declared Properties

Declared properties correspond to auto-implemented properties in C#. Unless explicitly overridden, the public interface to properties is automatically generated by the compiler.

This is the bare minimum that you need to write in order to implement properties in your class instance. The compiler automatically generates accessors and mutators for you. An accessor has the same name as the property name (width and height in this case) and the mutator is the property name capitalized and prefixed with the word ‘set’ (setWidth and setHeight).

To access the properties, clients can use the following syntax.

Properties can also be accessed through an alternative dot syntax.

Property Attributes

Property declarations can be embellished in the interface with attributes in order to control how they work. There is no change required in the implementation.

The readonly attribute makes the property only viewable. The compiler flags any attempts to call setWidth as errors and stops the compilation process. While property attributes have many subtleties that must be thoroughly understood in order to master the feature, beginners can go with the most general guidelines.

  • Use assign for scalar properties (native numeric types, structs, enums).
  • Use retain for object types (NSString, NSNumber, etc.). Creates a new reference to the object instance and releases the old one.
  • Use copy for object types. Creates a new instance based on the properties of the old one. Releases the old instance.
  • Use strong for object types that increment reference counts. This is the recommended technique for objects at the top of a hierarchy to reference their child objects. This ensures that the child objects will not be cleared as long as the parent object exists.
  • Use the weak attribute for references to parent objects from child objects. If the parent object is destroyed, its reference in the child object is automatically cleared off and prevents memory leaks.
  • The readonly attribute makes a property immutable. Outside classes cannot modify its value. The class itself also cannot make any changes through the property mutator (since there isn’t one), but can change the value of the underlying field directly.
  • The readwrite attribute makes a property mutable by outside classes by auto-generating the mutator and accessor methods.
  • Non-threadsafe code can get away with using nonatomic properties.
  • Use atomic for properties that must work in a multithreaded environment.
  • The getter attribute explicitly declares the name of the accessor method. Use this to override the default name of the accessor.
  • The setter attribute works similarly to declare the name of the mutator method.

Instance Variables

A field in C# corresponds to instance variables (or ivars) in Objective-C. An instance variable exists throughout the lifetime of the object and is accessible within the scope of the objects methods – public and private. Outside classes cannot access an ivar directly.

The compiler can automatically synthesize ivars for properties. The auto-generated variable has the same name as the property, prefixed by an underscore (_). This can be overridden in the implementation file using the @synthesize statement to link them to explicitly declared variables.


Protocols correspond to interfaces in C#. They are header files which declare a list of method signatures. Developers can declare that a class implements those methods in the header file. The compiler checks this and flags any classes that do not implement those methods.

Classes that implement all methods declared in a protocol fully are said to conform to it.

The Shape class can declare that it conforms to the FilledShape protocol by following its class name with the name of the protocol.

Classes can implement as many protocols as required. Each protocol name should be separated by a comma within the two angled brackets (<>).

Objective-C protocols offer the option of declaring required and optional methods. This makes it possible to write classes that implement only some, but not all methods of a certain interface. While this again does seem like a code smell to many programmers, it does come in handy given the dynamic nature of Objective-C.

All methods declared in a protocol are public. Protocols cannot define private methods.

In Closing

Like many other languages, the syntax and many features of Objective-C are fairly easy to grasp. Apple’s excellent implementation of the Foundation Framework, UIKit and Cocoa frameworks make it easy even for novices to write significant applications without much effort. But like everything else, true mastery comes only with practice and an understanding of the underlying runtime that powers the language.

Additionally, while OOP is great for increasing productivity, developers must also take time out to grasp the C underpinnings that form the foundation of Objective-C. This knowledge not only makes for a well-rounded education of the language, but also opens up the ability to harness the raw power of C when necessary, which is an important benefit of Objective-C.

WPF Game of Life

I was introduced to cellular automatons a good decade ago through books written by Peter Small. Back then, we were using Adobe (then Macromedia) Director as our primary development platform, where object-oriented programming was still a bit of a novelty. Small’s writings explained OOP using artificial life forms such as cellular automatons, with Conway’s Game of Life being an oft used concrete example. I was hooked and would spend hours running patterns on a simple implementation of the game that shipped with Windows Entertainment Pack.

But I never got around to implementing the application myself until now. The game has a fairly simple model that does not take much effort to build. This is handy when learning a new platform or language, leaves the programmer free to explore the features of the framework instead of spending cycles trying to nail down the business logic correctly using an unfamiliar language syntax.


There are plenty of resources available online that describe, implement and demonstrate this game. The basic essence of the game is a two-dimensional array of cells and an endless loop that iterates over these cells to update their state depending upon some simple rules.

  1. Any live cell with fewer than two live neighbours dies, as if caused by under-population.
  2. Any live cell with two or three live neighbours lives on to the next generation.
  3. Any live cell with more than three live neighbours dies, as if by overcrowding.
  4. Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
This implementation of the game also consists of the following features for convenience.
  1. Clicking on a cell toggles its state between being alive or dead.
  2. A Randomize button initializes the board by randomly setting the state of all cells to either alive or dead.
  3. A Stop button lets the user stop the cell update iterations in order to observe the arrangement of the board at any given time. This is useful for times when an interesting pattern appears on the screen that seeks further observation.
  4. A Next button complements the Stop button to let the user iterate to progressive generations of the board, one step at a time.


This implementation is made up of the following classes.

MainWindow.xaml and MainWindow.xaml.cs

The application window is a XAML class called MainWindow.xaml, which defines the layout of the application. The layout is built around a DockPanel that divides the screen into two – a controller toolbar and the board view.

The MainWindow class stores a reference to an instance of BoardModel as a private field. Buttons in the toolbar are wired to trigger event handlers in the MainWindow class, which in turn trigger public methods exposed by the model and view instances.


The model class is where the business logic behind the application is implemented. It contains two arrays of bytes of identical length, which store the state of the board in the current iteration and the next iteration. It also initializes a timer that is used to iterate over the board state automatically. In addition, it exposes public methods to control the state of the board – Next(), Start(), Stop(), Clear() and Randomize().

The model instance dispatches an Update event every time the board changes. The window class listens for this event and passes on the contents of the new board cells to the Update() method of the view instance.


The view class inherits from System.Windows.FrameworkElement in order to take advantage of its built-in layout functionality. The board is drawn using low-level Visual elements. While it is easier to implement the cell drawing by using Drawings or Shapes, it also adds a lot of overhead for unnecessary features such as styles, data binding, automatic layout and input events. DrawingVisuals provide a much more performant way of drawing large numbers of objects on the screen.

One must fetch a reference to a DrawingContext in order to draw content onto a DrawingVisual. This is done through the RenderOpen() method of the DrawingVisual. Since we are only drawing basic rectangles, we can use the in-built DrawRectangle() method of the DrawingContext class to draw this shape for us. Internally, this method still uses a GeometryDrawing and a subclass of the Geometry class, but abstracts away those details for convenience.

The drawing is displayed on the screen by adding the Visual instances to the visual tree of the BoardView class, which is done in its constructor.

Additionally, the BoardView class also overrides the VisualChildrenCount, GetVisualChild and MeasureOverride members of the FrameworkElement class.

The BoardView class instance also dispatches an event when the user clicks on a cell on the board. This is in turn passed over to the model instance via the window, causing the model to toggle the state of the cell that was clicked.


An instance of this class is passed as a parameter along with the Click event is dispatched from the BoardView class. It exposes two parameters to identify the X and Y coordinates of the cell which was clicked upon, relative to the board.

The Visual Studio solution for this project can be downloaded from here as a ZIP archive.

Storing Values with Bit Packing and Unpacking

Bit packing and unpacking is a handy way of consolidating multiple data values into a single variable, thus compressing the amount of data being stored or transmitted. The number of values that can be stored depends upon the width of the data to be stored as well as the type of the value that it is packed into. A simple byte can store up to 8 bits of data. Larger types such as ints can store up to 16, 32 or 64 bits. This is an especially efficient technique for storing several small-width values, often smaller than the smallest width supported by a platform (such as byte or boolean flags) into a single large value such as a 32-bit integer.

Bit flags are commonly used for implementing low-level features, such as storing file access-permissions or packing values into a single value before transmitting across a bus. However, they can be applied with equal ease to higher level tasks such as storing user preferences or choosing which widgets to display from an enumerated list. We will see here how to use bit flags to store font formatting preferences, and apply them later to a label.

Bitwise Operators

There are a couple of operators we need to understand before we can move on to the implementation. Bitwise operators, by definition, work on individual bits inside a value. Since they are implemented directly by the processor itself, they are much faster than arithmetic operators such as division and multiplication. We will use bitwise AND (&), bitwise OR (|) and left shifts (<<) in this exercise.

A bitwise AND operation takes the binary representations of two values and performs a logical AND operation on each bit. The result is 1 in every position where both the bits are 1, and 0 if either or both bits are 0.

Bitwise OR on the other hand, compares two bits in corresponding positions, and sets the result to 1 if either of them is 1, or to 0 if both of them are 0.

Bitwise left shift operator moves individual bits within a single value by the number of places specified in the second operand. The value is padded with 0s on the right, and the left-most bits are dropped off.


We set up a simple Windows Forms project and draw three checkboxes and one label on the form. The aim is to have the checkboxes control three font properties of the label – weight, style and underlining. All checkboxes are given appropriate labels and configured to execute the _changeFormatting method of the form every time the CheckStateChanged event is fired. The code for this method is shown below.


In the first statement, the flags variable is populated with the values of each checkbox. We want to store the three flags in the last three bits of a single byte.

Position Setting
7 Unused
6 Unused
5 Unused
4 Unused
3 Unused
2 Underline
1 Italic
0 Bold

In order to do so, we take the value of each boolean (either true or false), convert it into a byte, then shift it by an appropriate number of positions. The value of the underline flag is to be stored in the 2nd bit (starting from 0). So we left-shift its value by 2. Similarly, the italic flag is stored in the 1st position, so its boolean value is shifted by 1. The value of the bold flag does not need to be shifted at all.

A consolidated value can be generated by ORing the three values together.

The decimal value can then be stored in a database or other persistent storage system as an integer or byte. This is better than having to store three boolean fields. This information can transmitted across systems too as a packed unit, to be unpacked later only when the preferences have to be applied to a display element.

In our example, we are unpacking and applying the values immediately for brevity. But a more practical situation would probably involve serializing the value somewhere, then deserializing and applying the font properties later at another location.


In order to apply the font styles on a display element, the individual values of each style parameter must be extracted from the packed value and then applied. The .NET framework defines enumerations for each of these style parameters in the System.Drawing.FontStyle enum. The values for each style parameter are listed below.

Setting Decimal Value Binary Value
Regular 0 00000000
Bold 1 00000001
Italic 2 00000010
Underline 4 00000100

You will notice that each enumeration is double the value of its predecessor, hence moving the digit 1 by one position leftwards with every increase. This is a key feature of bit flags. Each element differs from the others only in the position of the 1 bit. Thus, the value of a given flag can be extracted from the packed value by ANDing the packed value with the value of the enumeration.

This operations shows that the value of the underline flag is true. If the packed value was the decimal 3 instead of 7, then the operation would play out as shown below, resulting in the value 0 for the underline flag.

All that is needed then is to convert the result byte into a boolean and apply it wherever required. In our example above, the constructor of the Font class requires the values packed together any way as a FontStyle enum. To do this, each bit is ANDed with its corresponding enum, then all of them are combined together again using an OR operation. The resultant byte is cast into a FontStyle before being passed to the constructor.