@ -96,11 +96,23 @@ The project consists of the following packages:
The application's entry point is defined in Go.
The application's entry point is defined in Go.
[`main.go` ](https://github.com/jordanorelli/dws/blob/8dee9e5b564edb92c6cbd10103701495dd33f5d6/main.go )
[`main.go` ](https://github.com/jordanorelli/dws/blob/8dee9e5b564edb92c6cbd10103701495dd33f5d6/main.go )
contains the definition of [the `main`
contains the definition of [the `main`
function](https://github.com/jordanorelli/dws/blob/8dee9e5b564edb92c6cbd10103701495dd33f5d6/main.go#L27):
function](https://github.com/jordanorelli/dws/blob/8dee9e5b564edb92c6cbd10103701495dd33f5d6/main.go#L27),
which gives us a bird's-eye view of the application's structure:
``` go
``` go
func main() {
func main() {
// ...
runtime.LockOSThread()
desktop := ui.Desktop()
uiEvents := make(chan events.UserEvent, 1)
bgEvents := make(chan events.BackgroundEvent, 1)
go bg.Run(bgEvents, uiEvents)
if err := desktop.Run(uiEvents, bgEvents); err != nil {
exit(1, "UI Error: %v", err)
}
}
}
```
```
@ -109,18 +121,28 @@ We start by [calling
to lock the `main` function to the main thread of the application. This is
to lock the `main` function to the main thread of the application. This is
because of a Cocoa requirement: OSX will only send events to an application's
because of a Cocoa requirement: OSX will only send events to an application's
main thread, so we need to make sure that we're launching our Cocoa app from
main thread, so we need to make sure that we're launching our Cocoa app from
the main thread.
the main thread. Boring.
Next, we initialize our Cocoa app by [calling
Next, we initialize our Cocoa app by [calling
`ui.Desktop()` ](https://github.com/jordanorelli/dws/blob/8dee9e5b564edb92c6cbd10103701495dd33f5d6/main.go#L31).
`ui.Desktop()` ](https://github.com/jordanorelli/dws/blob/8dee9e5b564edb92c6cbd10103701495dd33f5d6/main.go#L31).
Our `Desktop` function is defined [in
The UI itself is written to be opaque to the backend so that we can build many
`ui/ui_darwin.go` ](https://github.com/jordanorelli/dws/blob/8dee9e5b564edb92c6cbd10103701495dd33f5d6/ui/ui_darwin.go#L7),
different UI implementations over the same backend.
which is compiled on OSX and OSX alone because the file ends with `_darwin.go`
(more about conditional compilation in Go can be found [here on Dave Cheney's
Next we create a pair of channels, `uiEvents` and `bgEvents` . These channels
blog](https://dave.cheney.net/2013/10/12/how-to-use-conditional-compilation-with-the-go-build-tool)).
will be passed to both the backend and the frontend. The UI will listen on the
We could conceivably write a drop-in win32 presentation layer by defining a
`bgEvents` channel for messages from the backend and send any user events such
conformant `ui.Desktop()` function in `ui_windows.go` , but no such win32
as clicks or menu selections as `events.UserEvent` messages on the `uiEvents`
implementation has been written yet.
channel. Similarly, the backend will listen on the `uiEvents` channel to accept
and respond to the user's actions. The `bgEvents` channel is used by the
backend to send messages that should be displayed to the user. Since our
application is an http server, that's things like "started handling an http
request" and "finished handling an http request". Next we kick off the
background in its own goroutine so that it can run independently of the UI's
run loop. Finally, we call `desktop.Run` to start the application's run loop
and block until it has completed. We'll talk about the presentation layer
first, then come back to the background server functionality.
## setting up the Cocoa UI
Our [`ui.Desktop`
Our [`ui.Desktop`
definition](https://github.com/jordanorelli/dws/blob/8dee9e5b564edb92c6cbd10103701495dd33f5d6/ui/ui_darwin.go#L7-L9)
definition](https://github.com/jordanorelli/dws/blob/8dee9e5b564edb92c6cbd10103701495dd33f5d6/ui/ui_darwin.go#L7-L9)
@ -132,12 +154,50 @@ func Desktop() UI {
}
}
```
```
This is where we first encounter [the `ui/cocoa`
Since our `Desktop` function is defined [in
package](https://github.com/jordanorelli/dws/tree/8dee9e5b564edb92c6cbd10103701495dd33f5d6/ui/cocoa).
`ui/ui_darwin.go` ](https://github.com/jordanorelli/dws/blob/8dee9e5b564edb92c6cbd10103701495dd33f5d6/ui/ui_darwin.go#L7),
Since we've imported the `cocoa` package, the Go tool compiles all of the
it will only be compiled on MacOS. The `_darwin.go` suffix tells the Go
`.go` files, which is just one file:
compiler to only compile the file on Darwin. Attempting to compile this program
[`ui.go` ](https://github.com/jordanorelli/dws/blob/8dee9e5b564edb92c6cbd10103701495dd33f5d6/ui/cocoa/ui.go ). In this file we see a cgo import statement:
will fail on all other operating systems because `ui.Desktop` will only be
defined on MacOS. (more about conditional compilation in Go can be found [here
on Dave Cheney's
blog](https://dave.cheney.net/2013/10/12/how-to-use-conditional-compilation-with-the-go-build-tool)).
We could conceivably write a win32 presentation layer by defining a conformant
`ui.Desktop()` function in `ui_windows.go` , but no such win32 implementation
has been written yet. In essence, this file tells the Go compiler to only
define the `Desktop` function on MacOS, and that its invocations should be
forwarded to `cocoa.Desktop` . We'll use the `ui/cocoa` package to contain all
of our Mac-specific code.
### the cgo import
Since we've imported the `cocoa` package, the Go tool compiles all of the `.go`
files, which is just one file:
[`ui.go` ](https://github.com/jordanorelli/dws/blob/8dee9e5b564edb92c6cbd10103701495dd33f5d6/ui/cocoa/ui.go ),
which contains our `cocoa.Desktop` definition:
``` go
func Desktop() *ui {
if instance != nil {
return instance
}
C.ui_init()
instance = new(ui)
return instance
}
```
`instance` in this case is just a pointer to a package global, which exists to
ensure that we only attempt to initialize the Cocoa UI once, like a poorly-made
singleton with no synchronization. Not very strong, but fine for our use case.
We then initialize our Cocoa app by calling `C.ui_init` . This demands closer
inspection.
First, it should be immediately clear to Go programmers that we're calling what
appears to be an unexported function on a different package. `C` in this case,
and in all cases of cgo, is not a package in the sense that it is a true Go
package: it is a pseudo-package that acts as an interface to our C code. Let's
take a look at how we imported this package:
``` go
``` go
/*
/*
@ -149,15 +209,91 @@ Since we've imported the `cocoa` package, the Go tool compiles all of the
import "C"
import "C"
```
```
This is where the Go tool observes that it needs to use cgo to invoke a C
This comment block is a [cgo ](https://golang.org/cmd/cgo/ ) import statement. It
compiler. The `#cgo CFLAGS` line allows us to pass arguments to our C compiler
instructs the Go tool to use cgo, which will in turn, invoke a C compiler. In
(clang). Specifically, we enable Objective-C compilation. `LDFLAGS` allows us
our case, that means clang, because that is the default C compiler on Darwin.
to specify linker flags: this is where we ask the linker to link against the
More literally: clang is selected because the value of the `CC` environment
Cocoa framework. The next two lines are plain C. We could write more C code
variable is `clang` . We provide a few options to clang that are relevant to our
here, but I prefer to keep it to header includes and to avoid writing too much
project using the `#cgo` statements. The `CFLAGS` statement allows us to pass
mixed Go and C in the same file. `<stdlib.h>` has to be included to define
arguments to clang. Specifically, we enable Objective-C compilation. `LDFLAGS`
`C.free` , which allows us to call C's `free` from Go to release memory
allows us to specify linker flags: this is where we ask the linker to link
allocated on the C heap. We also include `ui.h` , our header file for our Cocoa
against the Cocoa framework. Cgo will follow similar rules to the rest of the
ui. We'll take a look at that in a second.
Go tool: all of the source code files in the directory will be included in the
compilation. This means _all_ of the `.go` , `.h` , and `.m` files will be
compiled and included in our binary automatically, and we don't need to write a
Makefile. (If you're curious about compiler caching, it's the same situation as
Go in general: `go build` will always rebuild the entire application, while `go
install` will cache the intermediate objects. `go install` is, in general,
faster beyond the first compile, but since it moves your binary, we use `go
build` in our explainers later because it is simpler to reason about.)
The next two lines are plain C. We could write more C code here if we so
desired, but restricting ourselves to only includes helps to keep our languages
in order. `<stdlib.h>` has to be included in order to define `C.free` , which
allows us to call C's `free` from Go to release memory allocated on the C heap.
We also include
[`ui.h` ](https://github.com/jordanorelli/dws/blob/360224ce612984b83ad033a549192cbd0df08672/ui/cocoa/ui.h ),
our header file for our Cocoa ui. We see in this file the definition for the
`ui_init` function:
``` c
void ui_init();
```
This C declaration corresponds to the `C.ui_init()` call we saw in `cocoa/ui.go` . Its implementation can be seen [in `ui.m` ](https://github.com/jordanorelli/dws/blob/360224ce612984b83ad033a549192cbd0df08672/ui/cocoa/ui.m#L9-L14 ):
### setting up a Cocoa application without XCode or Nib files
``` objective-c
void ui_init() {
defaultAutoreleasePool = [NSAutoreleasePool new];
[NSApplication sharedApplication];
[NSApp setDelegate: [[AppDelegate new] autorelease]];
[NSApp setActivationPolicy:NSApplicationActivationPolicyRegular];
}
```
We start by initializing our
[NSAutoreleasePool ](https://developer.apple.com/documentation/foundation/nsautoreleasepool ),
which is used for
[reference-counting ](https://en.wikipedia.org/wiki/Reference_counting ) in both
our code and in Cocoa's code. Without this line, any Objective-C objects that
were memory-managed using `autorelease` messages will never be released, and
our application will leak memory. Even if we didn't use `autorelease`
ourselves, Cocoa uses it internally, so leaving this off would cause Cocoa to
leak. We'll see quickly that the differing memory management systems between
Go, C, and Objective-C have noticeable effects on our application.
Next, we initialize our
[NSApplication ](https://developer.apple.com/documentation/appkit/nsapplication?language=objc ),
the base application type for managing a Mac application. Sending a
[`sharedApplication`
message](https://developer.apple.com/documentation/appkit/nsapplication/1428360-sharedapplication?language=objc)
to NSApplication returns the application instance, creating it if it doesn't
exist yet. We're not interested in the return value, we just call this function
for its side effects.
Next we set our application's delegate with a [`setDelegate`
message](https://developer.apple.com/documentation/appkit/nsapplication/1428705-delegate?language=objc).
It turns out that Cocoa's extensive use of the delegation pattern makes Cocoa
programming very easy for Go programmers to reason about. An Objective-C
_delegate_ property in the general case is a reference to an object that
implements a _protocol_ in the Objective-C parlance, but for a Go programmer,
we can think of a delegate property as being a struct field with an interface
type. NSApplication's `delegate` property is of [`NSApplicationDelegate`
type](https://developer.apple.com/documentation/appkit/nsapplicationdelegate?language=objc),
which is a protocol.
Our AppDelegate is declared [in `AppDelegate.h` ](https://github.com/jordanorelli/dws/blob/360224ce612984b83ad033a549192cbd0df08672/ui/cocoa/AppDelegate.h#L4-L5 ):
``` objective-c
@interface AppDelegate : NSObject < NSApplicationDelegate >
@end
```
and implemented [in
`AppDelegate.m` ](https://github.com/jordanorelli/dws/blob/360224ce612984b83ad033a549192cbd0df08672/ui/cocoa/AppDelegate.m).
We'll take a look at some of the methods we've decided to implement when we
send our `NSApplication` a `run` message.