Avoiding type name conflicts in Swift - ios

I am writing a static library in Swift that will be reused in multiple projects. The problem is class and struct names I am using are common and can easily conflict with other libraries/frameworks. I don't see any obvious way to create my own namespace in Swift. What's the best way to avoid name collision between classes in multiple libraries/frameworks?

You don't to have to avoid. Just use the name you like. Then when you want to access to your class/struct/protocol..., just use your module name as a namespace.
Example:
import MyModule
let a: MyModule.Result // the Result type defined inside the `MyModule`
let b: Result // Swift's Result type

As others have said, if there is a conflict, you can always fully qualify the symbol name with the module name (See Cong's answer.)
Apple's suggested way to handle this in the days of Objective-C was to use your intials or your company's initials as a prefix for your symbol names. I'm not a big fan of that since it creates ugly names that obscure the underlying meaning.
Using an abbreviated version of the module name/framework name is a little better, and what Apple tends to do, e.g. UIKit views are UIViews, and AFNetworking's connection object might be an AFNConnection.
Others are arguing strongly in the comments that this is no longer needed and no longer recommended. (Like I said, I've never liked it anyway.)

Related

Creating and storing generic methods in ruby on rails

I'm making a method inside a Ruby on Rails app called "print" that can take any string and converts it into a png. I've been told it's not good to make class methods for base ruby classes like String or Array or Hash, etc. so "some string to print".print is probably not something I should do.
I was thinking about making a subclass of String called Print (class Print < String) and storing it in my lib/assets folder. So it would look like: Print.new("some string to print"). So my question is, am I on the right track by 1) creating a sub-class from String and 2) storing it in lib/assets?
Any guidance would be greatly appreciated!
Answers to your question will necessarily be subjective because there are always be many answers to "where should I put functionality?", according to preference, principle, habit, customs, etc. I'll list a few and describe them, maybe add some of my personal opinions, but you'll ultimately have to choose and accept the consequences.
Note: I'll commonly refer to the common degenerate case of "losing namespacing scope" or "as bad as having global methods".
Monkeypatch/Extend String
Convenient and very "OO-message-passing" style at the cost of globally affecting all String in your application. That cost can be large because doing so breaks an implicit boundary between Ruby core and your application and it also scatters a component of "your application" in an external place. The functionality will have global scope and at worst will unintentionally interact with other things it shouldn't.
Worthy mention: Ruby has a Refinements feature that allows you to do do "scoped monkeypatching".
Worthy mention 2: Ruby also lets you includes modules into existing classes, like String.class_eval { include MyCustomization } which is slightly better because it's easier to tell a customization has been made and where it was introduced: "foo".method(:custom_method).owner will reveal it. Normal Monkeypatching will make it as if the method was defined on String itself.
Utils Module
Commonly done in all programming languages, a Util module is simply a single namespace where class methods/static methods are dumped. This is always an option to avoid the global pollution, but if Util ends up getting used everywhere anyways and it gets filled to the brim with unrelated methods, then the value of namespacing is lost. Having a method in a Util module tends to signify not enough thought was put into organizing code, since without maintenance, at it's worst, it's not much better than having global methods.
Private Method
Suppose you only need it in one class -- then it's easy to just put it into one private method. What if you need it in many classes? Should you make it a private method in a base class? If the functionality is inherent to the class, something associated with the class's identity, then Yes. Used correctly, the fact that this message exists is made invisible to components outside of that class.
However, this has the same downfall as the Rails Helper module when used incorrectly. If the next added feature requires that functionality, you'll be tempted to add the new feature to the class in order to have access to it. In this way the class's scope grows over time, eventually becoming near-global in your application.
Helper Module
Many Rails devs would suggest to put almost all of these utility methods inside rails Helper modules. Helper modules are kind of in between Utils Module and Private Method options. Helpers are included and have access to private members like Private Methods, and they suggest independence like Utils Modules (but do not guarantee it). Because of these properties, they tend to end up appearing everywhere, losing namespacing, and they end up accessing each other's private members, losing independence. This means it's more powerful, but can easily become much worse than either free-standing class/static methods or private methods.
Create a Class
If all the cases above degenerate into a "global scope", what if we forcibly create a new, smaller scope by way of a new class? The new class's purpose will be only to take data in and transform it on request on the way out. This is the common wisdom of "creating many, small classes", as small classes will have smaller scopes and will be easier to handle.
Unfortunately, taking this strategy too far will result in having too many tiny components, each of which do almost nothing useful by themselves. You avoid the ball of mud, but you end up with a chunky soup where every tiny thing is connected to every other tiny thing. It's just as complicated as having global methods all interconnected with each other, and you're not much better off.
Meta-Option: Refactor
Given the options above all have the same degenerate case, you may think there's no hope and everything will always eventually become horribly global -- Not True! It's important to understand they all degenerate in different ways.
Perhaps functionality 1, 2, 3, 4... 20 as Util methods are a complete mess, but they work cohesively as functionality A.1 ~ A.20 within the single class A. Perhaps class B is a complete mess and works better broken apart into one Util method and two private methods in class C.
Your lofty goal as an engineer will be to organize your application in a configuration that avoids all these degenerate cases for every bit of functionality in the system, making the system as a whole only as complex as necessary.
My advice
I don't have full context of your domain, and you probably won't be able to communicate that easily in a SO question anyways, so I can't be certain what'll work best for you.
However, I'll point out that it's generally easier to combine things than it is to break them apart. I generally advise starting with class/static methods. Put it in Util and move it to a better namespace later (Printer?). Perhaps in the future you'll discover many of these individual methods frequently operate on the same inputs, passing the same data back and forth between them -- this may be a good candidate for a class. This is often easier than starting off with a class or inheriting other class and trying to break functionality apart, later.

Is prefix necessary for methods in iOS?

I'm a bit confused with Apple documentation relating to the explanation of whether to use prefix for methods or not?
Apple Doc Explanation 1:
Use prefixes when naming classes, protocols, functions, constants, and typedef structures. Do not use prefixes when naming methods; methods exist in a name space created by the class that defines them. Also, don’t use prefixes for naming the fields of a structure
Apple Doc Explanation 2:
If you are subclassing a large Cocoa framework class (such as NSView or UIView) and you want to be absolutely sure that your private methods have names different from those in the superclass, you can add your own prefix to your private methods. The prefix should be as unique as possible, perhaps one based on your company or project and of the form "XX_". So if your project is called Byte Flogger, the prefix might be BF_addObject:
For Classes which contains project related storylines/stuffs, there prefixes are not required.
But if we are using Apple Classes by extending few methods as given in example, like UIView to MBView then we should add prefix to methods to private methods in private category ( in .m file).
This is because ObjC does not support namespaces. Instead you should you capital letter prefixes(as you properly read in documentation). You could read this SO discussion why to use them.
Note that Apple uses two-letter prefixes(UI(View), NS(String), etc.) and advises programmers to use 3 letter prefixes.
I think you should use a prefix when you can, it can become a good practice and you can identify, by the name which part of your big software you're playing with.
Let's say your program name is Byte Flogger, then all your classes should start with :
BF prefix. BFBaseList for exemple, and if you want to prevent rejections when submitting your app to the AppStore, it's also a good practice to name your methods bfMyMethodName so that you still respect CamLCase naming conventions.
So for an image, you could name a property bfContentMode without being suspected by Apple to use one private API feature.
Now, let's say you handle some modules, a core module, a network module, etc...
If your class name is BFCObject, you could know that you're working with a Core object of your program.
So it is not necessary, but not doing it could force you to refactor your code in the last moment of submission. In a time driven project, I wouldn't even take that risk.

What's the best practice for naming Swift files that add extensions to existing objects?

It's possible to add extensions to existing Swift object types using extensions, as described in the language specification.
As a result, it's possible to create extensions such as:
extension String {
var utf8data:NSData {
return self.dataUsingEncoding(NSUTF8StringEncoding, allowLossyConversion: false)!
}
}
However, what's the best naming practice for Swift source files containing such extensions?
In the past, the convention was to use extendedtype+categoryname.m for the Objective-C
type as discussed in the Objective-C guide. But the Swift example doesn't have a category name, and calling it String.swift doesn't seem appropriate.
So the question is: given the above String extension, what should the swift source file be called?
Most examples I have seen mimic the Objective-C approach. The example extension above would be:
String+UTF8Data.swift
The advantages are that the naming convention makes it easy to understand that it is an extension, and which Class is being extended.
The problem with using Extensions.swift or even StringExtensions.swift is that it's not possible to infer the purpose of the file by its name without looking at its contents.
Using xxxable.swift approach as used by Java works okay for protocols or extensions that only define methods. But again, the example above defines an attribute so that UTF8Dataable.swift doesn't make much grammatical sense.
I prefer having a + to underline the fact it contains extensions :
String+Extensions.swift
And if the file gets too big, you can then split it for each purpose :
String+UTF8Data.swift
String+Encrypt.swift
There is no Swift convention. Keep it simple:
StringExtensions.swift
I create one file for each class I'm extending. If you use a single file for all extensions, it will quickly become a jungle.
I prefer StringExtensions.swift until I added too much things to split the file into something like String+utf8Data.swift and String+Encrypt.swift.
One more thing, to combine similar files into one will make your building more faster. Refer to Optimizing-Swift-Build-Times
Rather than adding my comments all over the place, I'm surfacing them all here in one answer.
Personally, I take a hybrid approach that gives both good usability and clarity, while also not cluttering up the API surface area for the object that I'm extending.
For instance, anything that makes sense to be available to any string would go in StringExtensions.swift such as trimRight() and removeBlankLines().
However, if I had an extension function such as formatAsAccountNumber() it would not go in that file because 'Account Number' is not something that would naturally apply to any/all strings and only makes sense in the context of accounts. In that case, I would create a file called Strings+AccountFormatting.swift or maybe even Strings+CustomFormatting.swift with a formatAsAccountNumber() function if there are several types/ways to actually format it.
Actually, in that last example, I actively dissuade my team from using extensions like that in the first place, and would instead encourage something like AccountNumberFormatter.format(String) instead as that doesn't touch the String API surface area at all, as it shouldn't. The exception would be if you defined that extension in the same file where it's used, but then it wouldn't have it's own filename anyway.
If you have a team-agreed set of common and miscellaneous enhancements, lumping them together as an Extensions.swift works as Keep-It-Simple first level solution. However, as your complexity grows, or the extensions become more involved, a hierarchy is needed to encapsulate the complexity. In such circumstances I recommend the following practice with an example.
I had a class which talks to my back-end, called Server. It started to grow bigger to cover two different target apps. Some people like a large file but just logically split up with extensions. My preference is to keep each file relatively short so I chose the following solution. Server originally conformed to CloudAdapterProtocol and implemented all its methods. What I did was to turn the protocol into a hierarchy, by making it refer to subordinate protocols:
protocol CloudAdapterProtocol: ReggyCloudProtocol, ProReggyCloudProtocol {
var server: CloudServer {
get set
}
func getServerApiVersion(handler: #escaping (String?, Error?) -> Swift.Void)
}
In Server.swift I have
import Foundation
import UIKit
import Alamofire
import AlamofireImage
class Server: CloudAdapterProtocol {
.
.
func getServerApiVersion(handler: #escaping (String?, Error?) -> Swift.Void) {
.
.
}
Server.swift then just implements the core server API for setting the server and getting the API version. The real work is split into two files:
Server_ReggyCloudProtocol.swift
Server_ProReggyCloudProtocol.swift
These implement the respective protocols.
It means you need to have import declarations in the other files (for Alamofire in this example) but its a clean solution in terms of segregating interfaces in my view.
I think this approach works equally well with externally specified classes as well as your own.
Why is this even a debate? Should I put all my sub classes into a file called _Subclasses.swift. I think not. Swift has module based name spacing. To extend a well known Swift class needs a file that is specific to its purpose. I could have a large team that creates a file that is UIViewExtensions.swift that express no purpose and will confuse developers and could be easily duplicated in the project which would not build. The Objective-C naming convention works fine and until Swift has real name spacing, it is the best way to go.

IOS categories - Is it ok to create dependencies between categories?

Is it ok to create dependencies between categories in Objective C? Also between the categories and their base class?
I know that there should be no difference at runtime, they probably are just merged together at compile-time. For instance, let us say i break down my class B into:
B(base class)
B+categ1
B+categ2
B+categ3
My question is, is it wrong to either:
a) import B+categ2 and B+categ3 in B.m
b) import B+categ1 in B+categ3?
I'm asking both performance-wise and conceptually.
EDIT:
What would you suggest for a single screen app? Categories or Extending that class?
There's nothing deeply wrong with it, but it may suggest an overuse of categories. While they are a powerful tool for certain problems, and definitely can create some conveniences, I generally wouldn't build a complex system on them.
I usually find that overuse of categories is based on too much IS-A thinking rather than HAS-A thinking. In other words, if you're putting a lot of categories on an class to act as a fancy kind of subclassing, you may be better off using composition instead. Rather than adding lots of category methods to NSArray (as an example), you would want an data object that has an NSArray property and provides the interface you want.
But this is just advice if you're overusing categories. There's no fundamental problem with having categories import other categories. However, this claim is incorrect:
I know that there should be no difference at runtime, they probably are just merged together at compile-time.
Categories are resolved at runtime, not compile-time. The one major danger of that is that if two categories implement the same method, then the behavior is undefined. This is why you should never use categories to override methods, only to add them.
Avoid having a base class depend on a category of itself. Exceptions to this rule are made for private categories (use extensions instead) and categories intended to be used by subclasses of the base class. These are specialized exceptions and should not be thought of as a proper general purpose solution.
For categories depending on categories, if you make sure the dependency graph never has a cycle, then you should be fine.
As a final bit of advice, be explicit about dependencies.
// A+c2
#import "A+c1.h" // A(c2) relies on A(c1) declared methods/properties.
…
// A+c3
#import "A+c1.h" // A(c3) relies on A(c1) declared methods/properties.
#import "A+c2.h" // A(c3) relies on A(c2) declared methods/properties.
Even though A(c3) is implicitly including A(c1) by importing "A+c2.h", I still explicitly import it. This will save frustration as code changes in the future.

Regarding F# Object Oriented Programming

There's this dichotomy in the way we can create classes in f# which really bothers me. I can create classes using either an implicit format or an explicit one. But some of the features that I want are only available for use with the implicit format and some are only available for use with the explicit format.
For example:
I can't use let inline* (or let alone) inside an explicitly defined class.
The only way (that I know) to define immutable public fields (not properties*) inside an implicitly defined class is the val bla : bla syntax.
But there's a redundancy here. Since I'll end up with two copy of the same immutable data, one private, one public (because in the implicit mode the constructor parameters persist throughout the class existence)
(Not so relevant) The need to use attributes for method overloading and for field's defaults is rather off putting.
Is there anyway I can work around this?
*For performance reasons
EDIT: Turns out I'm wrong about both points (Thanks Ganesh Sittampalam & MichaelGG).
While I can't use let inline in both implicit & explicit class definition, I can use member inline just fine, which I assume does the same thing.
Apparently with the latest F# there's no longer any redundancy since any parameters not used in the class body are local to the constructor.
Will be gone in the next F# release.
This might not help, but you can make members inline. "member inline private" works fine.
For let inline, you can work around by moving it outside the class and explicitly passing any values you need from inside the scope of the class when calling it. Since it'll be inlined, there'll be no performance penalty for doing this.

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