How to avoid bloated ViewController in MVC with Swift? - swift

I am trying to keep to the Apple MVC design pattern where the view receives input and passes it on to the controller. To keep the controller thin and to avoid it turning into a bloated GodClass doing all the work, I am attempting to create a subclass of UIView and to receive user input there to be passed to the controller for processing. But I am running into problems with how to best do this in Swift.
In order to pass the user input from the view to the controller my UIView subclass will need to communicate with the associated ViewController, but I've seen posts on SO about how that is not recommended. This Q&A, for example, advises that this is bad but suggests a delegate approach. A comment from the same Q&A also notes that this is bad.
Apple's own MVC example doesn't demonstrate a separate UIView subclass, but uses the existing UITableView, which is all coded within the parent UIViewController, making it a bloated, rather than a thin controller.
How to best approach this?

I recommend you read the apple's doc on MVC pattern since I noticed you do not really understand the principle of the pattern: Model-View-Controller
In order to build lighter ViewController, look at this issue: Lighter View Controllers
You may also interested in MVVM (which used in Cocoa&CocoaTouch for VC thinning)
have a look at this article: Introduction to MVVM

Your experience with bloated View Controllers is not necessarily the fault of your misunderstanding the MVC pattern. The iOS developer Ilya Punchka writes about this in his tutorial post about View Controller Thinning and writes:
A lot have been said on this topic already, even more will be said in future cause unfortunately there is no silver bullet and view controller still stay massive in many projects. Recently Andy Matuschak presented Let's Play: Refactor the Mega Controller! a live coding session on this topic. So you can see it's a well know and still actual problem.
The situation isn't helped by Apple's sample code which also demonstrates massive view controller syndrome! Check out the above links (although the first is in Swift 2.0 and I've had troubles updating his dependancies to Swift 3.0), they both give useful oversight on some ideas around this subject.

I'd recommend taking a look at LetsBuildThatApp episode "Swift: Firebase 3 - How to Refactor View code out of Controller (Ep 23)" here:
https://youtu.be/F3snOdQ5Qyo
Shows a pretty good way to refactor the View code out of the Controller.

Related

Are MVVM-based applications required to have a controller?

I'm having a hard time wrapping my head around MVVM as I'm in the progress of learning SwiftUI development with Swift for iOS. After reading various tutorials and watching YouTube videos, this is my understanding:
View: The UI
Model: Data layer
ViewModel: "Glue" between view and model. Contains business logic.
However, after doing additional research, I found this article which talks about the role of controllers in MVVM. Now, this confuses me a lot because my understanding was that the ViewModel in MVVM already takes care of what a controller would do e.g. in MVC and therefore controllers would not exist in apps based on MVVM.
Question: Do controllers exist in apps based on MVVM or is the article simply wrong?
It is merely a question of terminology. This author’s choice of terminology is a bit unusual, and I would not get hung up on that. As you dive into these architectural patterns, you’re going to see all sorts of different uses of terminology. (Usually it is the term “view model” that is subject to some creative interpretation.)
Regarding this author’s particular use of the term “controller”, earlier in the document, when talking about view controllers, he starts referring to them as simply “controllers”. This is imprecise, but it is the terminology that he adopts throughout the article.
(As an aside, I would avoid referring to view controllers just as “controllers”, because for many of us, the term “controller” refers to something far more abstract, unrelated to the UI. E.g., see the discussion of “controllers” late in Dave Delong’s excellent video A Better MVC. But let’s set all of that aside and talk about the role of view controllers in MVVM.)
If you are employing MVVM in UIKit or AppKit, then you have a model, a view, and a view model. But you still have view controllers, too. So what happens to them? They do not disappear (unless you switch to something like SwiftUI).
Most/many of us simply consider the view controller as part of the broader “view” layer. A view controller is a UIKit object. It configures views. It is not some abstract object, but rather is an integral part of the UI. In MVVM, it often bears responsibility for hooking up the views to the view model, etc. Regardless of what architectural pattern you adopt, the hallmark of a good view controller implementation is that it is almost entirely restricted to UI related tasks.
So, in short, in that article you reference, the author is merely saying that view controllers are still in the mix (for non-SwiftUI projects, at least). He decided to describe it as a separate layer in his MVVM diagram. Many of us just consider the view controllers to just be part of the “view” layer. It is a question of terminology.

What is the best practice when using UIStoryboards?

Having used storyboards for a while now I have found them extremely useful however, they do have some limitations or at least unnatural ways of doing things. While it seems like a single storyboard should be used for your app, when you get to even a moderately sized application this presents several problems.
Working within teams is made more difficult as conflicts in Storyboards can be problematic to resolve (any tips with this would also be welcome)
The storyboard itself can become quite cluttered and unmanageable.
So my question is what are the best practices of use?
I have considered using a hybrid approach having logical tasks being split into separate storyboards, however this results in the UX flow being split between the code and the storyboard. To me this feels like the best way to create reusable actions such as login actions etc.
Also should I still consider a place for Xibs? This article has quite a good overview of many of the issues and it proposes that for scenes that only have one screen, xibs should be used in this case. Again this feels unusual to me with Apples support for instantiating unconnected scenes from a storyboard it would suggest that xibs won't have a place in the future but I could be wrong.
You are correct, breaking up the storyboards is the best way to go. Decomposition does more than just make parts of the UI more reusable. It also makes using storyboards in a team more manageable.
Lately, many of my storyboards have contained four or less scenes. It is easy enough for one person to solely build and maintain one or more of such UI modules. This practice reduces or eliminates merge conflicts.
In the case I do need something changed in a storyboard owned by someone else, I ask the owner first if he or she has any local changes. If so, I sometimes have the owner add the changes for me. Decomposition still requires some coordination, but it is substantially less than a full-app storyboard. Ever since I started this practice, I haven't had any merge difficulties.
As for XIBs, I don't think I wrote enough about them in my article. They are still very useful. They can be nice for single view controllers. However, this is not where they truly shine. XIBs have one advantage that storyboards may never have. The most basic unit of a XIB is a UIView, whereas the basic unit of a storyboard is a UIViewController. Since XIBs can hold collections of UIViews, they are great for visually creating custom controls. In a XIB, I can visually build a rotary dial or a GPS widget. Then I can drop these controls and widgets into storyboards or other XIBs. Such XIBs are seen more often in iPad apps since they have larger screens capable of holding many controls and widgets. It would be unnatural to build a UISwitch within in a UIViewController in a storyboard.
Now for the best news. It is possible to connect storyboards within Interface Builder and without writing any code. I was planning on releasing this technique after WWDC, since Apple may release similar functionality in iOS 6. However, since you asked, I decided to release it now. Rather than duplicate my explanations on how RBStoryboardLink works, you can find more details on my blog and on GitHub. This will make your UIStoryboard experiences much more enjoyable.
I found this article mentioned a lot of issues when using StoryBoard, one thing the author raised is using a huge of nib files in one StoryBoard, which I agreed he shouldn't do that, but there was other issues such as:
My root view controller has become a source view controller for lot of
segues and therefore its prepareForSegue: has become a stupidly large
method filled with a lot of “if (segue.identifier
isEqualToString:#”…”)” statements in a row
and
It is possible to assign view controllers in a storyboard an
identifier. Unfortunately this identifier property is not exposed in
the UIViewController class. This makes it very hard to perform safe
introspection of the view controller hierarchy at runtime. It would be
really nice if identifier was exposed for view controllers as well as
for segues.
and ...more other issues, I thought it does make sense, and I'm worry whether should or shouldn't use StoryBoard for now ??

How mvc pattern is implemented in iOS user interface? (view-based XCode temlpate)

I'm new to iphone development. There's a lot of books on this topic available. But most of the beginner's guides are mostly concerned with Interface Builder usage and lack the information about existing built in XCode code templates or something that could help me in understanding MVC implementation in code. I found that it is possible to write working iOS program without ViewController at all. Well, it seems to me like that after working with the sample code called ViewTransitions.
So, the question is - why is that possible to avoid ViewController implementation in a program that has an interface with a button? If the answer is going to be too long, could you please recommend kind of tutorial or manual covering this topic.
Thanks in advance.
#user697562's answer is essentially correct: in the case of ViewTransitions, the role of the controller is played by the app delegate. The app does next to nothing -- it just switches betweeen two views to demonstrate several possible transition effects -- so a UIViewController isn't really needed there.
Notice that there's also nothing in ViewTransitions that you could really call a model object. If you're looking for a strong example of MVC, ViewTransitions isn't the best project to look at. Other sample projects, such as TheElements, give a better demonstration of MVC in action.
There is a concept called delegation. A concept which helps maintain MVC. It helps to keep the model separate from controllers. For eg: - UITableView/UICollectionView , which knows how to display the data and other ui stuff.
But it does not know which cell to display or what data to display at a particular index. And this is where delegation and the delegate object comes into place. UICollectionView handles all the view part whereas all the non view part is handled by the delgate object, which gives the required data for the view. This way a delegate(usually a separate view controller) acts as a data source and UICollectionView as a ui renderer.
in ViewTransitions, there IS an App Delegate, which is kind of your sole "controller". Even ViewTransitions has:
transition.delegate = self;
IOS is a bit different from some frameworks in that you aren't as "in control" of what is going on. It often uses a delegation model where you set your code as the delegate, but it (IOS) is in control. Still, you can write in MVC style, it's just your "C" isn't fully in charge.

How does the Model-View-Controller pattern apply to iPhone development?

Recently I've been reading up on the MVC pattern and wish to apply it to my iPhone development. However, there seem to be so many variations of the pattern that I'm not sure exactly how it should be applied.
As far as I gather, the view will notify the controller of any actions which have been performed and the controller will in turn update the data model (if required). The data model will notify the view whenever a change to the data occurs and the view then updates it's display of the data appropriately.
In this basic model, the controller only has knowledge of the data model. However, I can't seem to figure out how to employ this design within my iPhone app.
The following page suggests an alternative version of the pattern where the controller has an awareness of both the data model and the view and all communication between the model and view is performed via the controller. It also seems to suggest that the model and view have access to the controller. Would I be right in suggesting that the data model interacts with the controller via some form of notification (notifications or KVO) and that the view interacts with the controller via actions?
Is this second model correct?
http://www.bogotobogo.com/DesignPatterns/mvc_model_view_controller_pattern.html
Many thanks,
Danny
I found Paul Hegartys explanation on MVC in iOS very helpful. see his Stanford iTunes U video. MVC starts at minute 22.
edit
The link of the video doesn't bring you there as expected. it is 1. Introduction to Cocoa Touch, Objective-C, Tools, and MVC (September 21, 2010)
MVC has been around for a long time so there are many variations (or misquotes) to the pattern. Although, the concepts are much the same for most MVC implementations I have seen.
I would focus on how Apple defines MVC. Which can be found in the Cocoa Design Patterns guide and from sample code downloaded from the SDK site (MVCNetworking example).
With iOS you will often will have Models and ViewControllers(which are a merged role of both the controller and the view).
Also, Martin Fowler has some great MVC stuff in his GUI Architectures.
iOS development is very much orientated towards the MVC pattern.
It is usually done with viewControllers and a model. The view is build in Interface Builder, assigned to the controller and the model part is retrieved from elsewhere.
I would say that for Cocoa-Touch the second "version" of the pattern is the one that best describes what usually goes on.
The idea behind MVC is that the model and the view is reusable, but the controller is often fitted to the problem at hand.
This is also true for iOS development, especially if you use interface builder.
The view is hooked up to the viewController via actions/delegates and the model either broadcast its changes through KVO notification or by the controller pulling new data.
There is tons of code available from Apples developer portal and you should start out by looking at some of that code. Having your eyes and mind tuned to looking for the MVC pattern you will see they use it constantly, with the delegate pattern on top to provide event better abstraction
In my opinion, second one is better. Model and view should be separated completely. If view receives notification from model, the view will depends on design of model. By placing controller here, tightly coupled circular-dependency created.
Finally, each part cannot be developed independently, divide-and-conquer strategy is just impossible to use.
My advise for general cases:
Make view and model passive and independent as much as possible. Major mutation must be done with only external manipulation. It should not be changed actively.
Make controller actively controls both of them and other controllers.
In iOS, a UIView is a view which is fully passive. In most cases, all major mutation always done externally by UViewController. And model part should be implemented yourself completely as you want. (Or you can integrate models into controller if it's small enough, however, I don't recommend it)
In some big featured UIView, a sub-scale MVC patterns are used. Fractal!

iPhone GLPaint sample has architecture design flaw?

I'm brand new to iphone dev, but am familiar with the MVC pattern. Can anyone please explain why the GLPaint sample class PaintingView.m (the View) actually gets the data required from disk to write the "Shake Me!" text? The Data is the Model and should be read from the disk by the controller and passed to the View to render IMO. Correct?
Also, the Controller is adding UI controls to the view (color palette segmented control) - shouldn't the view be drawing this stuff?
Is this a bad example Apple have provided?
Thanks.
It's a good example of how to use OpenGL, but it's a poor example of MVC. I imagine that since MVC wasn't the focus of this example, it wasn't really written with it in mind.
At the end of the day, if the example works and shows you how to use the thing it's being an example of, then it's done its job.
I'm sure there are other examples of MVC out there from Apple that are done properly.
Thanks, I think it's a bit of a hack, but:
http://developer.apple.com/iphone/library/documentation/Cocoa/Conceptual/CocoaFundamentals/CocoaDesignPatterns/CocoaDesignPatterns.html#//apple_ref/doc/uid/TP40002974-CH6-SW8
Combining Roles
One can merge the MVC roles played by an object, making an object, for example, fulfill both the controller and view roles—in which case, it would be called a view-controller. In the same way, you can also have model-controller objects. For some applications, combining roles like this is an acceptable design.