#define cgp(x,y) CGPointMake(x,y)#define cgpz CGPointMake(0,0)
#define cgf(x,y,w,h) CGRectMake(x,y,w,h)
#define NUM(i) [NSNumber numberWithInt:i]#define NUMF(f) [NSNumber numberWithFloat:
f]// etc if you need, I don’t// this one is MUST HAVE EVER#define IMG(name)
[UIImage imageNamed:name]#define NSTR(patern, value) [NSString stringWithFormat:patern,
value]#define NSTR2(patern, value1, value2) [NSString stringWithFormat:
patern, value1, value2]#define INT2STR(i) [NSString stringWithFormat:@"%d",
i]#define FLT2STR(i) [NSString stringWithFormat:@"%0.2f", f]// etc if you needThe most important reason not to use #DEFINE is code readability, imho. Everyone can define own abbriveations and then get dead code. I mean not an Unreachable code, but code that nobody else can support effectively, even an author after months left. It’s easy to get addicted and generate shorteners for every partially doubled line.
That’s why I propose only helpful #defines I use almost in every project. They look very simple and even obvious. I place them in the precomiled *.pch file to be availabe in all sources.
This helps with string creation and constants:
Other small objects:
There are 10 more for subviews creation, but it’s more like an approach than promitive shortneners. I’ll describe that later with samples.
I’ve googled a little and there are some nice links on that:
- xCode Objective-C macros Cheatsheet For iPhone Programmers
- how to create string consts right way, I’d prefer not to bother
- little xCode tips from stackoverclockers
- complete xcode keyboard shortcut list

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