Working With UIViews... Too Much? iOS - ios

Working on an app on which I have a few buttons at the top of the window, Hitting one of these buttons brings up a specific set of UI Elements (such as additional buttons or text fields). I was told during my Google travels searching for an answer, a best way to do this would be using more views, like showing a specific view when Button A was hit, or showing a specific view when Button B was hit. That works greatly, but it worries me. If I wanna have 20 buttons or so, would 20 different views be a problem performance wise? I just feel like thats a lot of views..
Is there a better way to go about this?
Thanks, Joe

In general the views will not be a performance problem.
Also in general don't optimize until you have a test that shows a performance problem. The key to writing good code it to write simple code that is easily understood. Later if there are performance problems investigate, find them and eliminate them. Xcode provides reasonably good tools for this in Instruments.
From Donald Knuth Premature optimization is the root of all evil (or at least most of it) in programming.

Views are the primary building block for UI in iOS. Having a lot of views is not likely to be a problem.
However, a UI with 20 buttons is likely to be cluttered and hard to use.

Related

How are apps with typical menu-bar-style navigation coded?

I’m a relatively new app developer working on a couple of individual projects. I’ve dumped at least one hundred hours into coding using Swift in Xcode, and, as embarrassing as it may be to admit, it seems I can’t fully grasp or find information pertaining to how popular apps such as Facebook, Instagram, YouTube, or Tinder implement non-linear view navigation via a menu bar at the bottom of the screen.
I’ve seen one particular app tutorial series that exemplifies how to go about making this menu bar style possible using a collection view of horizontally-placed views each equivalent to the size of the screen. I understand this gets rid of the issue of loading new views on top of existing old ones that sit in the background (my primary worry, outside of unnecessarily reloading information), but is this the typical method of implementing non-linear menu navigation in an app? I suppose a more pressing question at this point is “How can I go about making something like this using SwiftUI?”
If anyone can offer information, explanations, and/or sources, they would all be much appreciated. Thank you for your time!
So, upon receiving TylerTheCompiler’s comment on my post, I started researching the UITabView. It appears that this is used for creating exactly what I was trying to explain in the initial post. I subsequently searched for a way to implement this in SwiftUI and found the “tabbed view.” The tabbed view seems very easy to implement and is exactly what I’ve been looking for. I still wonder if popular applications have been utilizing the UITabBar rather than something else more practical that I am still unaware of. If you happen to know, please comment on this post — I would love to know, myself. As always, thank you for your time, everyone!

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.

iOS - UI design in coding and not in XIB or Storyboard is Feasible or not?

My doubt is very simple.
I want to develop one big iOS (iPhone) app of say 30 screens.
One my friend advice me to develop whole UI in coding only and do not use XIB's or storyboard.
I want to ask that, is it feasible for me to develop whole UI in coding instead using XIB and story board?
Will that affect my iOS app processing?
Will that affect my iOS app execution speed or not?
Please suggest me the proper way weather I use XIB and Storyboard of develop UI by Coding only ..... !!!!
Thank you.
Firstly, tell your friend not to give you advices again.(Just kidding! :)) You can develop the whole app programmatically but it's just a pain in the gut. Apple introduced the storyboards to ease the waste of having multiple xib files in your product.
For my personal opinion, use xibs in case of having lots of teammates working with you because of the pain of conflicts. If you're working solo, then storyboards would be the best fit.
Yes, there is no silver bullet that will solve all of your problems, every project is specific and your ability on predicting project requirements will enable you to decide. Here are some pros and cons of both approaches to help in making a decisions:
Storyboards/XIB pros: Very visual, Beginner friendly, Easy autolayout, MVC separation is straightforward on view side
Storyboards/XIB cons: SCM conflict are almost always unresolvable, not all parameters are configurable from IB so you still need to know how to do some stuff in code
Pure Code approach pros: Full control over entire presentation in code, conflicts resolvable easy as it can get
Pure Code approach cons: Might need more experience to master
My judgment would be:
Using storyboards/XIB is better solution for small to medium projects that consist of basic/stock UI elements.
Introducing visually complex solutions and non standard transitions will require that you start writing layout code more and more and stuff becomes easier without XIBs in your way.
From my experience if you are part of the bigger dev team, Storyboards and XIBs are a big NO..
I prefer not using IB at all even for smaller projects as pressing CMD+R after writing bunch of code, and seeing it come alive is very pleasing.. :-)
To answer your question literally: yes, you can make an app without any storyboards or xibs. I think with iPhone 6/6+ you have to have at least one because they check it to see if you support the bigger screens, but that's it.
In fact, my first app in 2013 had almost no Xib UI design. It was iPhone portrait only, I coded with frames and was happy with the precise results I got-- I also think I learned a lot. I think with Auto Layout, especially if you learned Visual Format Language (albeit that's not a easy thing to do) creating a robust interface entirely in code is doable.
That said, not using interface builder is not doing things "the Apple way." And not doing things the Apple way is usually -- not always, but usually -- going to be more difficult. On one level, WWDC videos, guides and sample code all assume you are using IB. Creating every label, subview and view controller in code is going to take several more lines, each, than using xibs or storyboard. You will be swimming against the current.
It's worth noting IB can be immensely frustrating at times. But generally it's worth it, and you learning how to relate it to the code is learning iOS programming. Also about IB , the files it generates are just XML files, it won't have any significant effect on size or performance- I'd be wary of advice from someone who told you that.
An all-code app is doable and would be a challenging way to learn, but this is not advice I would give anyone or second.

Monotouch, Monotouch.Dialog, the iPad and customization

I'm in the process of developing an iPad-only survey-app using MonoTouch. With monotouch.dialog (mt.d) I found that building these interfaces can come quickly, which is awesome.
However... I also found that mt.d only does about 80% of what I want. Makes me wonder: should I invest in extending mt.d to my needs or should I choose something differently over mt.d?
Some of my requirements:
Radiogroups without transitions: I like the options to be
presented right away (there's more than enough space on the iPad
screen)
A rating UI control, such as
http://www.cocoacontrols.com/platforms/ios/controls/dyrateview
Mixed radiogroups: like 3 predefined elements and a fourth which
allows for manually added content
What are your thoughts on this? Can this be done easily (I'm a trained programmer, but quite new to both C# and iOS development)? Do you guys know of any online repositories of custom UI components with C#/MonoTouch bindings?
Thanks a lot!
This is of course a subjective opinion, but my take on it is that if you believe you can do your UI in UITableView (which MonoTouch.Dialog is based on), then you should go for MonoTouch.Dialog. If UITableView will not fit your needs, you should look for a different approach. MonoTouch.Dialog is quite flexible, and open-source, so if you need anything to be different you can just use the source code and modify it at will.

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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