Where should we place our auto layout code? - ios

I usually set all my auto layout code in the updateCOnstratins method of my view controller for the constraints of all the subclasses defining the view. Then in the subviews I place my constraints in the updateConstraints methods there. This makes me have a property of every single view in my class so I can reference it later on after I set translates.... to false. But Im reading that you don't have to set it in updateConstraints. Just not I read an article where the person says an apple engineer said that if the constraints are only made once then you can put them pretty much where ever. Yet, if you have constrains that change during the views lifecycle you place them in updateConstraints? Here are the links http://swiftandpainless.com/where-to-put-the-auto-layout-code/ http://swiftandpainless.com/dont-put-view-code-into-your-view-controller/.
So where should It go? Was this just an old way of doing this and now it has changed?

What you said in your post is what you would generally want to do. Put any constraints that might change in updateConstraints. This also means you should keep a reference to them to be able to update them or remove/replace them. Any static ones can be put after your initialization code (the init method of a UIView or the viewDidLoad method of a UIViewController, for instance). The only real requirement there is you can only add constraints to views that are actually in a view hierarchy together, so anytime after you've added the appropriate views would be fine.

There is usually no reason not to put your constraint creation code in viewDidLoad, which has the advantage of being called only once. For constraints that change, I like to associate that code with whatever directly precipitates the change, such as a change in size class or the removal or insertion of a view.

Related

The right way to write masonry code? in “- init” or “- layoutSubViews”

Both ways seem to work, are there any differences in performance?
Well it really depends on what you want to do. You can call it from init but then the code will only be called when you instantiate the class. If you put it in layoutSubviews you can have the code called multiple times by making the view redraw.
So if you need to update constraints based on things changing it could be advantageous to use layoutSubviews but if you don't need to modify the constraints I would personally make a new method called setConstraints which would contain all the constraints and call that from init

Autolayout constraints update with size classes

I know, how to create autolayout constraints with size classes perfectly.
But I am not getting when to call layOutIfNeeded(), setNeedsDisplay(), layOutSubViews(), setUpdateConstraints().
Can someone tell how to properly call this function to update UI after constraints changed.
Another my concern is, when to call only single function out of above and call with other functions.
It must be really clear that your layout is calculated by a routine that is called at specific times at runtime.
It could happen that you need to modify the current layout, for instance changing the constant of a specific constraint. If you just do that you will notice no changes in the UI, this is because the routine is still not called.
What you can do is force the layout routine to be called, and you do that by these two methods:
setNeedsLayout : You are telling that the view needs a layout. The next time the routine is called knows that this view need to have a layout refresh
layOutIfNeeded(): You don't want to wait the next call and you are telling the system to force layout calculation ASAP
Same thing happen with setNeedsDisplay() and displayIfNeeded(), with the first you tell that a view needs to be rendered again, and with the second you tell do ASAP.
If you are asking yourself why, the reason is performance. Is useless to re-render everything each time, this lazy approach will save system resources.
The methods - setNeedsUpdateConstraints and -updateConstraintsIfNeeded are basically the same concept applied to constraints, the difference is that you will not see any changes in UI until you force a layout, why this methods are useful? because sometimes you need to check after a change in constraint if the layout is still valid without changing the aspect of your UI.

iOS - Where to initialize views

If I want to initialize views programmatically, where in the viewcontroller lifecycle should this happen?
The initial intuition is loadView. However, here, we don't yet have the frame of the view itself (necessary for calculating the sizes/positions of the views). Ditto for viewDidLoad.
Next intuition is viewWillAppear- here we DO (finally) have a guarantee of the frame of the view. However, this has potential to be called many times throughout the vc lifecycle. Ditto for viewDidAppear, etc...
Finally, I found viewWillLayoutSubviews. This works for the initialization of most static layouts- however, whenever any view moves this gets called again (same problem as viewWillAppear).
I've seen recommendations to init the views in loadView and set their frames in viewWillLayoutSubviews (since setting frames should be idempotent, who cares if it gets called a couple times). But then why does apple so strongly encourage initWithFrame: as the standard initialization method of UIViews (https://developer.apple.com/library/ios/documentation/windowsviews/conceptual/viewpg_iphoneos/CreatingViews/CreatingViews.html)?
Would it be crazy to subclass all my UIViewControllers to have an initWithViewFrame: method? That way I can pass in a frame, manually set it immediately in loadView and be done with it? Or is it better to have a viewHasBeenFormatted flag in viewWillAppear that, if not set, calls the formatting of views and then sets it?
Or is this just apple's way of saying "use interface builder or you're screwed"?
Any help is appreciated!
edit- accidentally wrote loadView where I meant viewWillAppear (in final paragraph)
update- I guess I've come to terms with the fact that there is no place where
The frame is confidently known
The code will only be run once (on setup)
Looks like you're expected to initWithFrame: all your views in viewDidLoad (but then I guess the contents of that view shouldn't treat that frame as even remotely final? because how could it be when it was derived on an assumption? ugh...). Then re-set their frames in layoutSubviews. And make sure to manually handle the differences between initial layout and layout as a result of a moved view there... Man I feel like I've GOT to be missing something... (lol denial...)
I guess that, OR submit and use IB.
update2- viewWillLayoutSubviews WILL get called when one of its subviews is resized. So it is still disqualified as it fails property 2 of the required characteristics that I'm looking for. :(
If you're doing layout with IB, it's fine to do additional view initialization in viewDidLoad (for example, if you need to do stuff that IB doesn't handle well, or if you have UIView subclasses with properties not supported by IB). Alternatively, if you're not using IB, the documentation says you should use loadView to manually initialize your view hierarchy.
You're right, though, that you can't rely on the frame being accurate at that point. So you can accomplish layout via each view's autoResizingMask property, layout constraints (if you're iOS 6 and later), and/or overriding layoutSubviews.
My usual approach is to do layout to some degree in IB, then do anything else I need to (nontrivial layout, custom classes, etc) in viewDidLoad. Then, if I have layout to figure out that autoResizingMask doesn't cover (I'm supporting down to iOS 5), I override viewWillAppear (or layoutSubviews if I'm subclassing UIView) and do some pixel math. I've got a category on UIView to help with this that has things like:
-(void)centerSubviewHorizontally:(UIView *)view pixelsFromTop:(float)pixels;
-(void)centerSubviewHorizontally:(UIView *)view pixelsBelow:(float)pixels siblingView:(UIView *)sibling;
View controllers should not have initWithFrame: methods. What I do in all of my code (I never use IB) is to let the default loadView do its own thing. I create and setup all subviews in viewDidLoad. At this point the view controller's frame has at least a sane value. All subviews can be created with their own sane frames based on the initial size of the view controller's view. With proper autoresizingMask values this may be all you need.
If you need more specific subview layout, put the appropriate layout code in the viewWillLayoutSubviews method. This will deal with any view controller view frame changes including rotation, in-call status bars, etc.
If you don't use interface builder you should override loadView and initialize the views there. If you use autolayout you can also add your constraints there. If you don't use autolayout you can override the layoutSubviews method of your views to adjust the frames.

Where do I create custom UI elements?

A quick question from a wanna-be iOS developer. I want to create a UI for an iPhone app without Interface Builder, only programmatically. However, I want to stick to MVC recommendations and separate V and C and have a clean readable code, therefore:
I create UIView class files (e.x. SplashView.h and SplashView.m)
I create UIViewController class files (SplashViewController.h and SplashViewController.m)
I define my UI elements (view, subviews, buttons and text fields) in the UIView class files
I load the main view in view controller's loadView method, and then do other things in view controller's viewDidLoad method
Is this a correct approach to begin with?
Second part of the question, independent of Y/N answer to the first. Where do I define these custom UI elements?
- Inside the view's initWithFrame: method?
- In separate (property getter? property setter?) methods? I.e. do I have to declare each UI element as a property first in the .h file?
If these questions sound a bit ignorant, it must be because they are :) I found lots of sample code on StackOverflow, but little to indicate where you actually put it. I would be really grateful for any help, especially if you could paste/reference some relevant code.
Your list is correct. This is how I do all of my apps. No Interface Builder, just code.
Each custom view typically creates its own subviews in an appropriate initXXX method. This could be initWithFrame: but you could define others as needed. Subview layout can be done through constraints, autoresizing masks, or by implementing layoutSubview.
Each view controller would instantiate its needed views in the viewDidLoad. View layout can be done with constraints, autoresizing masks, or by implementing viewWillLayoutSubviews.
The use of properties is completely optional. Create public properties for anything to be set/get from an outside class. Optionally create private properties for values internal to the implementation.
Go to the Apple website for Sample Code; download everything that you can for applications that are similar to your goal.

Where to place the code to change the properties of a UIView

If I'm creating a UIView programmatically and I wish to change the UIView properties (background, for example, or actually, messing with CALayers), must I place the code outside of UIView such as in the View controller? Can I put the code somewhere inside UIView?
I was checking out the CoreAnimationKioskStyleMenu example, its code is inside UIView but it's loaded from Nib and can be placed at awakeFromNib, so it doesn't seem to apply to my case.
That depends. Obviously, a good way to handle this is to use a xib file, as it is designed to hold data like this, but that isn't always the best answer for every situation.
If the view is meant to be reused frequently (like a button, or some widget) throughout the application, its best to store all that customization in a subclass of the UIView.
If its a single larger view that will always be managed by a UIViewController, you can keep some of the information in the UIViewController. However, if you end up subclassing a UIView anyway it's probably best practice to keep the data in the UIView.
As a general note, I believe its worth your time to push as much of this data into a xib using interface builder. Magic values (like colors or sizes) peppered through your code will always be a problem if you want to modify it. I have found modifying a xib to be much easier.
Actually there are some methods where you could place initialization/ customization code.
(void)willMoveToSuperview:(UIView *)newSuperview;
(void)didMoveToSuperview;
will get called as soon as u add the view as a subview to another view, at which point you already have the frame and all the properties, and you can do further customizing as you wish.
(void)layoutSubviews -- generally used for changing subviews' frames and layout organization.
Will get called each time the view needs to be redrawn by the system, or when you specifically call [self setNeedsLayout] on your UIView.
Hope this helps.

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