Is it a bad thing to create views programmatically? [closed] - ios

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So I'm new to iOS development and I found it easier to write the views all programmatically. So my views have UIViews, ScrollViews, UIButton, UILabel all created and positioned programmatically. (So I never used AutoLayouts).
I've now pretty much finished my app and want to make the iPad views, and realized maybe it was a bad idea to do it like this.
Is this bad practice or should I really be using auto layouts as much as I can?
If it's ok to do it how I'm doing it right now, what is the correct way to add different views for iOS and iPad? I've seen this answer below on how to find the device, is a simple if else statement sufficient? - iOS: How to determine the current iPhone/device model in Swift?

I am using programatic views in a live app and its awesome. A bunch of people I know us this as well.
Here is a little algorithm I use to choose between the two methods:
Are you building a fast app for a client or a hobby? Use storyboard with autolayout.
Are you building an open source project that will be used by many people? Use programatic UI
Are you building an app for the long run? (1+ year) Use programatic UI
Its also harder to make an app thats supposed to be rotated without autolayout. Because doing that with code takes much more work than autolayout. Most good apps dont use this feature anyways so I don't see much problem.
A good tip is never to use constants while writing programatic UI.
If you are going to make a button thats 100px in width, do not type in 100px anywhere in the code. Instead figure out the screen sizes and place the main views according to screen sizes. Then place the subviews or secondary views according to the position of the main views. If you do this correctly you will have more powerful multidevice layout support than autolayout.
Here is a little library I wrote, please inspect and play with the code on how I place the view: https://github.com/goktugyil/CozyLoadingActivity/blob/master/CozyLoadingActivity.swift
Also here is a good article I like about this:
http://www.toptal.com/ios/ios-user-interfaces-storyboards-vs-nibs-vs-custom-code

This is only fine, If you have enough time, patience, good skill on calculations and relationship configurations between different UI elements.
However, using Auto Layout is pretty useful and low time consuming than manual calculations.
We can easily create a dynamic and versatile interface that responds appropriately to changes in screen size, device orientation, and localization with minimal effort.
Read Adopting Auto Layout,to implement the Auto Layout in your existing application

TL;DR
It depends
Longer version
Clearly one size does not fit all. AutoLayout is pretty powerful both in Interface Builder and code (be it visual language format, or simple constraint setting), but sometimes it just seems like you're "rubbing your right ear with your left hand" - that's when adding views programmatically comes in. But beware of not having it different in each view controller - you don't want to introduce too much complexity in your project, right?
I personally like using AutoLayout as much as I can and whenever I can't use it anymore, or the StoryBoard View would get too messed up with millions of constraints, I try to separate views into containers - have the container be resized by AutoLayout and have the subviews handled by code.
Example would be a custom Media Player - maybe I want to have two stripes below and above the video - I could have the video and two UIView extended stripes handled by the AutoLayout. But the subviews (controls) in the stripes themselves would be added by code. It gives me the control over my code but still it doesn't introduce too much complexity.

First of all - if you want to develop for iOS you have to learn Autolayout. There are already a lot of different devices with different resolutions and maybe will be even more in future.
Secondary - if you want to work effectively with IB you have to read guide / watch tutorial videos and have some practice. It could be difficult to start but then you will realize that IB is powerful, fast and often the best way to develop GUI. Often, but not always!
Code advantages:
Easy to copy-paste and reuse GUI. It could be critical if you have
several similar views or want to reuse some old code.
Easy to resolve merge conflicts and check commits.
Easier to make styles - like the same font for all labels depending on the country.
More powerful (there are things that could not be done with IB) so you have to use it sometimes.
IB advantages:
You can see your GUI during development for different resolutions/localizations so you do not have to compile and run a project on different devices/simulators to check is GUI ok or not. Also IB will show you warnings if you forget some Autolayout constraints or there are conflicts. Saves a lot of time if you have a complex GUI with non-trivial Autolayout constraints.
It is much easier to understand someones else code if it is developed in IB. Especially important for complex GUI - not so easy to find a required label or button in a few hundreds lines of code.
Small bonus - if you want to use a custom control developed via code you can make it IBInspectable and use it without problems in IB
Just to summarize - if you do not need IB benefits (for example GUI is quite simple and does not use Autolayout) developing GUI via code could be easier and faster. But in case you have to support different resolutions and/or you have hundreds lines of GUI code in each view controller I strongly recommend to try IB.

Related

iOS 10 Swift and best practices for defining the UI

I'm working on an iOS app in Swift. The other app I created was one I did in Objective C and release around this time in 2014. Storyboards seem to have made UI stuff both easier and more complicated at the same time, so I'm trying to figure out current best practice in terms of view development.
Size classes and constraints seem like almost a necessary timesaver at this point for multiple screen sizes. Back in 2014, this was less the case, and programmatically keeping track of UI layouts as CGRect code made programmatically mucking with UI layout much simpler and better for code reuse vs creating a whole new view controller for just adding new UI elements to much the same view. Doing the same thing with constraint code seems less appealing, but also necessary if I want more code reuse there.
So I'm wondering what the current practice is here as I'm just thinking in terms of code reuse. Programmatic constraints just seem less elegant than storyboard defined ones, but I'm not sure they're the end all be all for UI code since they seem problematic for programmatically updating the UI on the fly.
Is the best strategy at this point to enclose everything in layout preserving superviews and keep most of this storyboard centric or would it still make sense to do swift programmatic code for these layouts since I'd have to for iPad and iPhone specific changes anyway? On that subject would it still make sense to split drastically different UIs into multiple storyboards (e.g. 2 different iPad and iPhone storyboards as that was a default at one point)?
Thanks in advance for answers to this. Device specific stuff just seems to not always be code reuse, but I just want reuse to be relatively simple I guess. Otherwise I'm just creating more swift classes than I strictly need.
This is inherently opinion based. Everything from no Interface Builder to only StoryBoards is likely being used in production applications, and you can make just about anything work.
My personal tendency is to use Storyboards for everything other than TableView/CollectionView cells. I find it removes almost all interface boilerplate code from my classes and makes it so I only need to handle the interface between my ViewControllers. Here are the guidelines I generally try and follow: (again...opinion)
Use multiple storyboards organized in a useful way:
Large storyboard become hard to maintain and performance while editing suffers noticeably. We have the option to use StoryboardReferences, so might as well use them.
The more Scenes and ViewControllers, the better. (within reason)
This makes things more maintainable and re-usable. E.g. a header that could be used in multiple Scenes. It can be a bit annoying to have to use containerVCs and deal with segues everywhere, but I rarely regret separating something into it's own ViewController.
Don't use separate interface files for different sizes.
It's more code to maintain and will force you to swap ViewControllers in-out if you want to support resizing on iPad (or any future devices). Not to mention going forward it's clear Apple is assuming you're using size classes rather than swapping ViewControllers and is clearly where the future is headed in Apple platforms development
When you need animations, try and narrow it down to changing a single constraint.constant
This greatly simplifies your code and usually avoids having to deal with size-classes anywhere other than the storyboards. It's not always possible for complicated animations, but you can do a surprising amount if you're willing to mess around. It makes it possible to narrow down a toggling action to 2 lines of code, which is quite nice. Using StackViews can also help with this a lot.
The other thing to focus on is avoiding as much of the stringly-typed nature of IB as possible. This is much easier in Swift and there are some decent solutions using string-backed enums and extensions, but specifics are probably out of the scope of this question.

it's better/faster making a view and add subviews programatically than using a storyboard [duplicate]

This question already has answers here:
Adding Views. Storyboard VS. Programmatically [closed]
(2 answers)
Closed 6 years ago.
Is it more efficient to add views and subviews programmatically than using a storyboard to add them ?
What is be the best practice ? Does the best practice depend on the situation ? If so, when is it preferable to use the one method over the other ?
Storyboard vs Code comes up an awful lot. And I think looking at it as which is better often starts flame wars. So instead I'll list out pros and cons for each, then you can hopefully make an informed decision.
This is by no means an exhaustive list. I'd love to see edits or comments adding additional bullet points.
Storyboard Pros
Storyboards are great for getting a concept working quickly.
They're great for seeing your actual app and previewing it on multiple devices.
They make it really easy to customize appearances and explore whats possible.
They're fantastic for beginners as they remove one barrier and let you focus on code for your app rather than some boiler plate UI.
Storyboard Cons
Storyboards and Xibs are not great for merging. Its possible to read the XML and make decisions about merge conflicts, but its certainly not enjoyable.
Overtime as you customize your app and build the custom parts that make it special, Storyboards can't keep up. This means that the benefit of seeing and previewing your app as you see it on device slowly loses its value as more and more of your app is done in code out of necessity.
Storyboards don't have a huge performance hit for actual users, but they definitely slow Xcode down on even the fastest machines.
You can't customize everything in Interface Builder that you can in code, so its inevitable you'll have some code and some Storyboard customization. Later when you want to change something, you'll have to check at least two places for the right place to change it.
If you're using the same fonts and colors throughout the app, its easy to change in code in one place. In Storyboard you'll need to change it for every single label or view you've set up. You can easily set fonts and colors in code while using Storyboard for the rest of your layout, but over time you'll find your storyboards represent less and less of your actual app.
While its possible to have pixel perfect designs in Storyboard, drag and drop isn't as precise as entering specific numbers. Storyboard does support entering those numbers, but you need to navigate to multiple places and if you drag it later the numbers are all reset.
Reusing views typically involves copy and pasting them. These causes issues later when you need to make changes.
Showing and hiding views at certain times is doable, but again leaves your storyboard in an unrealistic state compared to your actual app.
Programmatic Pros
All your code is in one place making it easier to debug or change later.
Subclasses and custom properties are no different from first class views and properties. Your customizations will be easy to manage.
Views that are reused throughout the app only need to be created once.
Merge conflicts are often easy to understand and make decisions.
Dependency Injection is one of the safest ways to instantiate UIViewControllers and ensure necessary information is passed in, its not possible with Storyboards leading to less straight forward and more bug prone code.
Programmatic Cons
The additional complexity can be a stumbling block for beginners.
Writing a few lines of code can take longer than clicking a few checkboxes.
When working with layouts, you'll need to visualize it in your head or run your app to see what your layout looks like as you make changes. This can be difficult or slower for some.
Storyboard exposes checkboxes and buttons for many customizable properties like background color, font, etc. This makes it easy to see at a glance what you can customize. (Though as mentioned above its not everything) In Code, you'll need to look at documentation or headers to understand what you can customize.

Adding Views. Storyboard VS. Programmatically [closed]

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I have been in a struggle for a long time with this one.
Lets say I have a UIViewController and need to place an UIImageView with an UIImage in that controller.
So I have two ways to do it:
1.) Via Storyboard
2.) UIImageView *imageView = [UIImageView new];
imageView.frame = CGRectMake(bla, bla, bla);
[self.view addSubview: imageView];
Also I need to support different screen sizes (from iPhone 4 till iPhone6+), and autolayout with constraints isn't fully clear for me. And I'm sh*tcoding like
int wrapperHeight = (screen.height == 480) ? 100 : 200
I feel that i'm doing something wrong.
When i started to learn objective-c, I have seen some opensource projects, and there was no storyboard at all, so i thought that adding views programmatically is a good practice.
Could you please explain me the "right way" ?
I'd say that most of the times storyboard with autolayout is the best choice. It has a number of advantages:
It separates presentation from the logic. Creating the entire interface in a controller is usually a bad design. And for simple interfaces declaring them in an imperative way brings in to much overhead. Very often you'll end up having hundreds of lines of code for the interface that could be done in a storyboard or xib in a 10 minutes without any effort.
With storyboards you have a great WYSIWYG editor, where you can see how the screen will look like on different devices without having to rebuild the project and run it on dozens of devices or simulators. Well, not dozens but 4 different resolutions for iPhones + 2 resolutions for iPads stills a lot. Also there may be tiny differences in text sizing and rendering between retina and non-retina screens
Autolayout. Of course, you can use it in code as well, but default apple's interfaces for them suck. There are some 3rd party libs which make working with autolayout a bit easier, but anyway with storyboards you're not gonna worry about autolayout in code at all in ~80% of the times. And the rest 20% would be just something like adding constraint outlet to the controller and then changing it's constant or priority with a single line of code
Size classes. Again, you may work with them in code, but with storyboards you'll probably wouldn't have to. Size classes allow you to have one single interface for all possible device form-factors, different device orientations, etc. Before size classes developers had to have 2 different sets of interfaces for iPhones and iPads.
However, there are certain places where storyboards aren't the best way to achieve the goal. For example, if you have some view that is used in different places of the app. With storyboards-only approach you'd have to have copies of this view in many places, so when making changes in one of them - you have to remember to make this changes in other copies as well. In such cases it's better to use a separate xib file with such view and then use it in a storyboard.
Also, autolayout may be quite expensive in terms of performance. So if your app starts lagging and you determined (with profiler) that autolayout routines are the reason of the lags - then it may make sense to handle creation and layout of certain views in code manually. But this could be the case only for a really complicated interfaces. Most of the times performance wouldn't be an issue.
You said that autolayout isn't clear for you. That's not the reason to deny using it. You'll have to do a lot more work to make an app look good on all devices without autolayout than with it. "some opensource projects" that you saw could have been written for the first iPhones (4s and before), which all had the same resolution in points and where all sizes and positions could be just hardcoded. Now, as I said earlier, we've got almost a dozen of different resolutions. And handling that all in code manually is a real struggle. Autolayout would make you life easier :)
Also you may take a look at these debates about when and where to use storyboards, xibs and manual view handling: http://www.raywenderlich.com/51992/storyboards-vs-nibs-vs-code-the-great-debate
And on the same site (http://www.raywenderlich.com) you could also look up for autolayout tutorials to understand it better.
Both ways has its own advantages, as a programmer you should be comfortable with both, and to use which one depends on your situation, sometimes its easy to use storyboard/xib and sometimes its easy to build view programmatically
Some advantages of creating views programmatically -
Better to work with team. It's easier to merge code and resolve conflicts when committing to a repository than it is in case of storyboard.
When debugging it's easier to trace errors and you don't have to look to IB.
Creating views programmatically gives you more control
Some advantages of adding views in storyboard -
It's faster to develop view in storyBoard, it helps you to put everything together, like centering views,aligning them, connecting their actions etc.
Your code is not crowded with UI related stuffs, so you have much cleaner code.
Also for people who just start developing apps, its pretty easier for them to use storyboard, and gives them confidence as they can see things they are building.
Bottom line is it depends on your situation and you should choose wisely, suppose you have static UI that doesn't change much or animate, its always easier and faster to use storyboard, but if you have some dynamic UI like it has lot animations and you need to manipulate your constraints then its easier to build your UI programmatically
Also keep in mind that XIB file loading time is longer than build UI programmatically.

Advantages and disadvantages of using Storyboarding? [closed]

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I've been writing iOS apps for a while now and gradually went from doing the UI entirely programmatically to using the Interface Builder intensively. I'm now thinking about using the new Storyboarding feature for some of my new projects, but I don't have enough experience or knowledge with it to calculate the advantages and disadvantages of doing so.
Can anybody give some examples or information about when using Storyboarding payed off and when it was a waste of time?
Advantages of Storyboarding
It's cool - suave way to design interfaces
Use of StoryBoardSegues to identify navigation/modal relationships
If your app supports multiple devices, good way to organize different views (by storyboard file rather than naming, etc)
Nice for prototyping
Prototype UITableViewCell can save time
Disadvantages of Storyboarding
It's a runtime feature, so I believe it is only available in iOS 5
StoryBoardSegues are kind of rigid in my experience and you may make use of prepareForSegue a lot
Like IB, not very friendly with other display engines and toolkits
Makes it hard to share designs for a single view or set of views - you have to send all or nothing
These seem kind of superficial, I guess I haven't given it much thought... At first I was gung-ho about story boards, but now I've reverted to IB or even just programatic view configuration... The more I use them, the less I like them, and the more they feel like a gimmick/waste of time.
Edit
I wrote this answer a few years ago. I have left it the same as before for posterity, although some points are likely no longer relevant (ie the fact that it requires iOS 5+).
After some time, my opinion hasn't changed on storyboards. As others have mentioned, they're okay if you are working solo on an app with few views to manage, but they become a real pain with source control & collaboration. In addition, I prefer one-file-one-object, and storyboards obviously bundle stuff together (as does IB, but to a lesser extent).
If I were writing an app meant to be maintained for any serious length of time, I would go with programmatic view configuration over IB, but definitely IB over storyboards.
Another disadvantage with Storyboarding not mentioned is that merges can be very difficult if not impossible if there are conflicts.
Update: It also occurred to me that it puts logic in two places. If your segue is not doing the right thing it might be because of an error in prepareForSegue or it might be because you named your segue incorrectly. Doing things programmatically is, in the end, not that hard.
At the latest WWDC (2013) Apple Devs strongly recommend using storyboard and built in IB stuff to do most of your code for you instead of writing it by hand because you are much more likely to avoid deprecation and take advantage of feature updates via automated conversions.
The lone disadvantage is the difficulty in allowing git collaboration on storyboards, as there will be conflicts on virtually every commit.
If you are a solo programmer, you should always be using storyboards.
I have a similar background to you - I started with mostly building my iOS UI programmatically since IB was not really user-friendly, but lately decided to use IB more and more, since it is better for designing the UI and works fine for standard-elements.
With the new Xcode I switched to Storyboard, since they provide a full view of the application. It is possible to generate the complete UI (with all views) in a single File, which can be used for prototyping and which I can view my colleagues before writing the first code line. It is far better and easier than designing with photoshop or similar tools.
However if you use a lot of your own UI elements/controls or something using a different "engine" (cocos2d, OpenGL, etc.) it is usually better to generate the UI programmatically, since these "engines" are not really integrated with IB/Storyboards.
I have learn the storyboarding by following the tutorials from the raywenderlich's website and there is a lot of stuff about the storyboard.
Here is the link to site: http://www.raywenderlich.com/5138/beginning-storyboards-in-ios-5-part-1
Advantages of storyboard:
1) Before you start developing app you can see all the screens of the app.
2) You can visually see the relationship between each screen.
3) It can help to reduce the amount of the code specially in case of UITableView you can use prototype cells and static cells to design your TableView in storyboard.
4) In case if you have to work on someone else code you can get the better understanding of the flow of the app by viewing storyboard in short time.
5) You can setup the user interface for iPhone 4 and iPhone 5 by applying the retina form factor from storyboard, without running the app again and again.
6) If you are doing client based work then some clients want to see the prototype of the app before start developing it, here storyboard helps you a lot.
Disadvantages of storyboard:
1) For storyboard you will need a big screen specially in case of iPad.
2) I also experience a difficulty while copying views from other apps to storyboard.
3) I also experience problems in storyboard when multiple developers work on the same project by using git repository.
By reading and understanding the advantages and disadvantages you can judge your self when to use storyboard.
One Word (DON'T)
One of the biggest disadvantages of storyboard aside from the git conflicts that make it impossible for two or more persons to work on it. but also if the project went so big and you have +40 screens , if you insane enough to move anything just one pixel in any view controller you have in the storyboard, you'll have a very huge compilation time, that you can build your app and make it run in more than 5 minutes, and of course don't let me start with archiving to give some one adhoc of the app .
after this painful experience I totally fell back to the oldy goldy great xib files and deleted the storyboard file in a huge fire celeberation .

Best practices for iOS / monotouch programmatic UI layout

New to iOS, coming from the Java / Swing world, where I'm used to creating UIs programmatically, letting components size themselves and using various clever layout managers to arrange things.
It already seems clear that the iOS way is to make heavy use of Interface Builder, with a lot of fixed sizing and positioning. I'm not sure IB is ever going to come naturally, but I guess fixed layouts make sense given that you're working with limited space and a fixed window size.
It still seems like I'm writing a lot of boilerplate, though, and violating DRY, and so on.
Can somebody point me to a good primer on laying out iOS UIs, particularly programmatic UIs?
You don't really need to use IB to write MonoTouch apps. I almost never do. The CocoaTouch API is fairly simple and straightforward to develop on.
I haven't really found any writeup on UI development other than the apple documentation (which is really good, by the way, worthy reading), so here goes a couple of tips, based on my experience:
Inheritance is key to maintaining the code clean. You can inherit from basically any class in the API, like buttons, controllers, views, etc. Inherit and add your customizations in those classes. Don't shove everything in the AppDelegate like many examples show. You'll thank me later on.
Have I mentioned inheritance already?
The one thing iOS doesn't have is a layout manager, so if you're used to Java like you mentioned, this will sound a little strange. Different from what Java people think, this is not a big deal. UITableViews help tremendously with this (vide next point).
A lot of iphone apps are built on top of the UITableViewController, even apps that don't look like tables. It's a great framework to do anything related to scrolling. Learn to use it well. Almost anything that scrolls vertically is a UITVC. Follow the guidelines that define when you create and when you dispose cells and objects.
Be careful every time you add a Frame location in your control. Instead of setting hardcoded values, try using offsets from other locations (x+40, for example) whenever possible.
Make sure you add your views to the proper container as necessary. For example, if you're adding a global "Loading" view, add it to the Window object, while if you're adding a image on the left side of a table cell, use the ContentView. iOS changes those special views automatically all the time (resizing screen to fit "on call" bar at top, or rotating phone).
Miguel de Icaza has created a great framework for managing forms and tables, called MonoTouch Dialog. Take a look, and enjoy.

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