Does it make sense use Storyboard and SceneDelegate together? - ios

Does it make sense to use Application Scene Manifest without SwiftUI? Anyway view controller is added from storyboard ti window already.
I have seen this in an example code, and I am worried it is pointless.

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Storyboard and Programmatic design simultaneously

I use programmatic way to create design parts and I won't use storyboard for design. But at some design I feel it will be easy with storyboard, is it possible to do design in both storyboard and programmatic in one project simultaneously. If so please tell me the process.
You can. Everything you can do in the designer you can do in code (though not vice versa).
You can instantiate the storyboard using the "UIStoryboard FromName" methods. From the storyboard object you can then use "InstantiateInitialViewController" to get the initial view controller of the storyboard. From this point on the storyboard segues will perform as expected.
If you want to jump to a certain part of the storyboard, you simply use the other method on UIStoryboard which takes an Identifier.vc.
Once you are done with your storyboard view controllers you can then get rid of it programmatically as expected (use pop/dismiss depending on how it was presented).
It is similar to the technique used for splitting large storyboards into smaller ones. If you google "splitting large storyboards" you will be able to find a lot of articles which will help you.
Absolutely. Most (if not all) of the objects you see in storyboard are part of the UIKit, which you'll see is imported at the top of every View Controller Xcode makes for you. You can add UI Objects, like a UILabel, to a View using addSubview, for instance.
Technically, you don't need to use the Interface Builder at all (and there was a time when you couldn't), it just makes things incredibly faster to produce.

Display new iOS UIView everywhere in existing app [duplicate]

I am subclassing UIApplication to intercept and display touches in my TouchDisplay view. I would like to extend the Application, Window, Delegate or Main ViewController in order to keep my TouchDisplay view on top of all other views. As my and most other applications work, views and controllers are added and removed all the time. I figure the correct answer will be able to deal with these additions and removals and stil keep the TouchDisplay view on top.
Thanks for your help,
Joe
Here are a few approaches you could take for this:
If you're targeting iOS 5+ and iPad only, you can make a top-level view controller which has two contained view controllers. The first would be a view controller for your "TouchDisplay" view. The second would be the application's normal root view controller. (i.e. your existing main view controller; you'll need to set definesPresentationContext to YES on this view controller) Since you're writing the container view controller, you can order those two subviews however you like. There is a WWDC 2011 Talk on view controller containment that goes into great detail about this. This is the most "correct" approach IMHO, because it gives you a view controller for your TouchDisplay view, handles rotation and generally plays nice with others. (This only works on iPad, because on iPhone a new modal view always covers the full screen.)
A more straight-forward approach is to simply add your TouchView to your existing top-level UIWindow as a subview with addSubview:. Most applications don't actually remove the top-level view controller or add new top-level ones; they just present other view controllers from it. A view you add in the top-level window will stay above those. Of course, your app may not follow this rule, in which case you might try option #3 instead. This has rotation gotchas (your view will not auto-rotate when the device rotates, so you need to do this yourself.) You could also force your view back to top, say, on a 1-second timer, if you are having issues with other things covering it. This is also not as nice as option #1 because you don't get a UIViewController, just a UIView.
The most extreme approach is that you can create another UIWindow and give it a higher window level, such as UIWindowLevelAlert and put your TouchDisplay view in that. You can then make the window background transparent, and it will stay above your normal app content. There are lots of gotchas here, especially about auto-rotation and which window is the keyWindow (which is why you should use #1 or #2 instead if you can).
After some time I was able to get my app working. I have made an easy to use overlay that shows touch feedback over your existing application.
You can download the project here:
https://github.com/megaplow/FingerTracks/tree/master/FingerTracks
Happy coding,
Joe

How to see a particular view clearly amongst lots of overlapping UIViews

When a view controller (VC) has hordes of views and subviews it becomes very difficult to modify a subview because I can't even see it completely (it is hidden behind some other subview). For example please have a look at current state of one of my VC:
I can't see highlighted "Congratulations - UILabel" or its UIView.
Is there a way I can see a specific view clearly (may be at the top of all the other views)?
Generally I drag drop a UIView on a different dummy blank VC, design view completely on that VC with all constraints and finally drag drop it back to my actual VC. This works most of the times but it seems like an inefficient approach to me.
I've observed that seeing overlapping views used to be easier in iOS6 but it is Very difficult in iOS7. Is there any feature in iOS7 Interface Builder that I am missing? Thanks for your precious time.
Update: Would Spark Inspector help me here? I am newbie to development so don't want to waste my time trying and understanding new plugin if it doesn't help me achieve what I want. Thanks.
This is widely considered one of the weak points of Xcode's new Storyboards feature. They're great for apps that require a large number of simple controllers, but they become difficult to work with when your interfaces get complicated. Most experienced developers use Storyboards in some places and individual controller XIBs in others, depending on what they're building.
Here's how to solve your problem:
Step 1. Break the View Controller out of your Storyboard into it's own XIB
From the File menu, choose New File and choose an Empty XIB file (from the User Interface section). Name it "YourExactVCClassName.xib".
Go to your Storyboard. Copy the entire View of your View Controller and then delete it.
Paste the View Controller into your new XIB. Change the class of "File's Owner" to be your View Controller, and set it's "view" property by drawing an outlet from the view to File's Owner.
When your app runs, it will try to instantiate the view controller
from your storyboard. When it realizes there's no view in the
storyboard for that controller, it will automatically find the file
MyViewController.xib and load it from there.
Step 2. Organize the contents of your main view into detached views that make sense.
In your example above, it looks like you have different views for different states of the game (game over, high score, etc.) Take each of those and remove them from the main view. With your controller in it's own XIB file, you can just drag the view out in to the whitespace around your controller. Each view you drag out becomes a top level object in the XIB file that you can design and see easily.
You're no longer stuck with an iPhone-5-sized workspace.
Create IBOutlets for each of your detached, top level views so you can reference them in your controller.
In viewDidLoad, programmatically add each of the separate views to your main view. Note that you may want to set their frames, make some of them invisible, etc. You have to write more code, but it's generally worth it for an easily maintainable XIB.

What type of ViewController should I use in this simple iPhone app

I'm trying to make my first Xamarin iPhone app. I have 2 views right now and i'm not sure how to be wire it up and then switch to the 2nd one.
AuthenticationViewController. This is a simple login/create account view.
TabbedViewController. A few sub views all connected by a tab controller. eg. listview, settings and about/info.
right now, i'm setting the root = new AuthenticationViewController and that works fine. just not sure how to swap roots and if this is the correct way to do things.
or should this all be done with a storyboard (which i think is an overkill, here)?
The user should always understand where he is. For that Apple suggests animations removing old content and showing new content. One possibility is the UINavigationController. You can create an empty UINavigationController with your AuthenticationViewController as Root. When the authentication succeeded, you can push your new ViewController (which is the TabbedViewController) on the stack. If you have a log-off in your TabbedViewController, you come back by PopViewController.
The other alternative is the PresentModalViewController. In the appearing controller you define the modal transitions style. This can be anything and especially for this a FlipView-Animation is in my opinion not a bad choice.
All this exists in Xamarin like in iOS.
StoryBoard is doing the same thing but visualizes what should happen underneath. (like InterfaceBuilder for the ViewController itself).
At least in objective-c you can change the root view controller of the window without problems. The only drawback is that you cannot apply transitions doing things this way. But it is totally fine to do so.

Best practise in creating an uiview and presenting them in iOs

Is it a good practise to creates views in xcode and hide them and when required show them?
I am asking that because I prefer to create views visually and not in code.
If the view is to complex(a lot of subviews) should I create a new view controller to it?
I know there isn't a specify question here but I really need a clarification on this matter.
Regards
One of my first iOS applications had a tab bar and views that the user could switch between. Originally it was done by hiding and showing the right views depending on what the user pressed on the tab bar. This ended up being a complex disaster.
I then rewrote the app so that each tab bar view had its own UIViewController with its own set of views. That turned out to be so much easier to manage. (I also changed from using Interface Builder to straight code for creating the views, but that's beside the point and you can continue to use IB if you want.)
As for me, I prefer folowing practice:
Usually, a use storyboards,where views are placed, but if a view is complex, I create a separate XIB file, arrange all subviews there, and then in storyboard drag an UIView subclass and connect my XIB view with it.It helps to avoid mess in storyboard.
As for hiding views, I also don't recommend such practice as it can become very complex to understand your code and all those views are allocated when XIB is loaded, so the mobile developing rule "do as lazy as u can" is not met. We should try to spend as less memory as it's possible.
UIView is the best way to create iOS app, esp. if you want to reuse the code.
For example if you have same view to present in iPad n iPhone then using UIView can result in lots of similar code in View-controller
In another case if your view might need to have multiple table view it can be quite complex to handle each with delegates in ViewController. But separate view will solve this problem.
I have made my 1st open source code after learning how to use View
https://github.com/bishalg/BGRadioList
which I had learned from
http://www.raywenderlich.com/1768/uiview-tutorial-for-ios-how-to-make-a-custom-uiview-in-ios-5-a-5-star-rating-view
About the hiding view - I have used lots of hide and show view codes in my apps but believe me at one point it will become complex and unmanageable if you have lots of views.

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