Iphone – What’s better: Writing functions, or writing methods? What costs more performance

cocoa-touchiphoneuikit

Currently I am making some decisions for my first objective-c API. Nothing big, just a little help for myself to get things done faster in the future.

After reading a few hours about different patterns like making categories, singletons, and so on, I came accross something that I like because it seems easy to maintain for me. I'm making a set of useful functions, that can be useful everywhere.

So what I did is:

1) I created two new files (.h, .m), and gave the "class" a name: SLUtilsMath, SLUtilsGraphics, SLUtilsSound, and so on. I think of that as kind of "namespace", so all those things will always be called SLUtils******. I added all of them into a Group SL, which contains a subgroup SLUtils.

2) Then I just put my functions signatures in the .h file, and the implementations of the functions in the .m file. And guess what: It works!! I'm happy with it, and it's easy to use. The only nasty thing about it is, that I have to include the appropriate header every time I need it. But that's okay, since that's normal. I could include it in the header prefix pch file, though.

But then, I went to toilet and a ghost came out there, saying: "Hey! Isn't it better to make real methods, instead of functions? Shouldn't you make class methods, so that you have to call a method rather than a function? Isn't that much cooler and doesn't it have a better performance?" Well, for readability I prefer the functions. On the other hand they don't have this kind of "named parameters" like methods, a.f.a.i.k..

So what would you prefer in that case?

Of course I dont want to allocate an object before using a useful method or function. That would be harrying.

Maybe the toilet ghost was right. There IS a cooler way. Well, for me, personally, this is great:

MYNAMESPACECoolMath.h

#import <Foundation/Foundation.h>


@interface MYNAMESPACECoolMath : NSObject {
}

+ (float)randomizeValue:(float)value byPercent:(float)percent;

+ (float)calculateHorizontalGravity:(CGPoint)p1 andPoint:(CGPoint)p2;

// and some more
@end

Then in code, I would just import that MYNAMESPACECoolMath.h and just call:

CGFloat myValue = [MYNAMESPACECoolMath randomizeValue:10.0f byPercent:5.0f];

with no nasty instantiation, initialization, allocation, what ever. For me that pattern looks like a static method in java, which is pretty nice and easy to use.

The advantage over a function, is, as far as I noticed, the better readability in code. When looking at a CGRectMake(10.0f, 42.5f, 44.2f, 99.11f) you'll may have to look up what those parameters stand for, if you're not so familiar with it. But when you have a method call with "named" parameters, then you see immediately what the parameter is.

I think I missed the point what makes a big difference to a singleton class when it comes to simple useful methods / functions that can be needed everywhere. Making special kind of random values don't belong to anything, it's global. Like grass. Like trees. Like air. Everyone needs it.

Best Answer

Performance-wise, a static method in a static class compile to almost the same thing as a function.

Any real performance hits you'd incur would be in object instantiation, which you said you'd want to avoid, so that should not be an issue.

As far as preference or readability, there is a trend to use static methods more than necessary because people are viewing Obj-C is an "OO-only" language, like Java or C#. In that paradigm, (almost) everything must belong to a class, so class methods are the norm. In fact, they may even call them functions. The two terms are interchangeable there. However, this is purely convention. Convention may even be too strong of a word. There is absolutely nothing wrong with using functions in their place and it is probably more appropriate if there are no class members (even static ones) that are needed to assist in the processing of those methods/functions.