ios - Code VS Storyboard opinion - iphone

I have just spend a lot of hours re writing my app to have it all in code instead of using storyboard.
Mainly because I wanted to understand what the storyboard did for me.
Obviously with this, I have noticed that my files have become severely big in terms of lines of code.
Apple seems to be more in favor of storyboard then writing lines of code, as per their WWDC videos.
As fellow developers do you still feel that writing everything out in code is the better way to go? I hope to get a good few opinions on this as I want to see if my feelings on the matter are supported by your ideas, having done this for a longer period of time no doubt.
Thanks in advance.

There are few advantages and disadvantages of both.
Advantages of adding controls by Code
You can prefer writing everything to code if most of controls are dynamic. So that you can load controls whenever required.
Its easy to reuse code and make application more dynamic e.g you want to make UI themes for application
Advantages of Storyoard/ XIB
Using Storyboard/ XIB load all controls(Better if application is static) at once for that view you have to just bind properly.
Design UI with storyboard/ XIB is easy as compare to code.
These are few advantages of both as per my understanding.

making application through the code, helps developer lot, it gives flexibility.but going through the storyboard decreases lines of code. for mobile application development decreased number of lines codes or less code is always welcome.

Related

Storyboards vs. doing it in code

I'm working in a company where we have several iOS developers and we use GIT to work in the same projects together. We never use Storyboards or .xib files in our development process as it's nearly impossible to merge them correctly.
With the introduction of the iOS7 I thought about the fundamental differences between Storyboards and coding all the UI "the old way", without the use of Interface Builder.
Is there anyone here who does just that? And most importantly, is there something you CAN do in Storyboards that you can't do in code in XCode 5?
I'm going to split your question into two: NIBs, and storyboards.
As far as NIBs are concerned, source control issues can be painful but manageable, mainly because you've typically got one NIB file per view controller. You could imagine a situation where you have two developers working on two different sections of your NIB powered app without any merging issues. Storyboards are different, since you have one single file that describes most - if not all - of the UI of your application. Clearly there is a far greater potential for conflict issues there.
NIBs can be extremely useful and time saving, if used correctly. Here's an example: the iPhoto App on iPad has a very complex UI. The vast majority of that UI is laid out programatically. However, the app also uses NIBs to load in graphical elements which are then laid out in code. This is how the brush panel works - all the brushes are created in a NIB. This means that Apple don't have to have dozens of identical image/image view alloc/init pieces of code. All the creation can happen in a NIB (this was discussed in some detail in a WWDC 2012 session on the iPhoto UI - it's well worth tracking down).
So NIBs - sometimes good, can save you a lot of time, and whilst there are merge issues they can in many cases be easily managed and handled.
Then we come to storyboards. Storyboards are interesting. On the one hand, they are extremely helpful and useful for straightforward apps and developers new to the platform. I've just converted a UINavigationController based app from NIBs to storyboards and found some significant time savings (particularly around table views, since with storyboards you can take advantage of prototype cells).
However, if you're working on a large scale project with several developers I'm not convinced storyboards are that beneficial. There are, as you say, big issues with merge conflicts, and unlike NIBs it's not easy to resolve them since that single storyboard file controls all of your app UI.
Here's what I'd suggest (and feel free to ignore me!) - if you're currently developing apps and doing your layout/UI entirely in code consider whether NIBs might save you time. They may well not - they're not for everybody - but it's well worth at least considering. You may be surprised at how many large apps actually use NIBs (iPhoto, as I mentioned, but also many built-in apps provided by Apple, as well as many popular third party apps by large teams). I probably wouldn't consider storyboards unless you were a sole developer working on an app with fairly straightforward navigation. That's not to do down storyboards in any way - I love using them - it's just they're not really suitable for collaboration.
Somebody posted this comment in reply to your question - I wanted to discuss it:
There is nothing you can do in storyboard and can't do in code. Objects, gesture recognizers, segues, even constraints - are all available for you to build programmatically
This is technically true, but in reality there are things in storyboards/NIBs that are much easier than code. A good example of this is auto layout. Whilst you can certainly manage your auto layout contraints entirely in code, the harsh reality is that the ASCII auto layout representation is much harder to work with than the visual representation you get in IB. This is especially true on XCode 5, where there are massive improvements to auto layout in IB (I can't detail it too much as it's still under NDA, but Apple publically talk a bit about the changes here).
For me the only big drawback of storyboards is the slow loading time and the usual lag that comes when navigating the storyboard. I'm not talking about 2-5 view controllers apps. I'm talking about 10 and more...
My personal preference is smaller storyboards if I really have to use them(UITableView prototype cells) or just plain xibs.
Doing it in just plain code is just a matter of .... do you have enough time on your hands? :) Usually you wont gain a lot from doing it this way.
You should consider these issues in your dessision:
Development time -
Obviously, working with the xcode UI designer is much more faster and easy to learn when creating new applications from scratch.
In the programmatically way, you will have to define in code each and every element property you'll want to set.
Working with storyboard will make the development process much faster.
Code reuse -
When working with storyboard you will have to bind UI elements to the controller with bullets that adds additional hidden code in the storyboard file. Same stubs are added when creating segues between controller.
This addition hidden code will make make it more difficult to reuse the controllers in other apps that you'll build.
If you are planning to make mass reuse of you controllers code, than creating the UI elements programmatically will be more suitable.
Source code integration -
Conflicts resolving is a common thing when several developers commits changes to the file.
Creating and changing UI elements with storyboard additional changes are added to the storyboard file that sometimes makes the conflicts resolve kind of tricky.
On the other hand, when changing UI elements programmatically only the changes that you'll make will be added the the controller file.

Tips for Rapid iPhone/iPad Development

For my job, I've been writing an iPad application that the user can enter data into, view some pictures, etc. It's been annoying me that I'm reaaaallly slow at writing in Obj-C and I find myself bogged down in the UI (an example would be I always have to put in a UITableView which is time consuming...) I think that I have a pretty good handle on the language and Apple SDK.
Does anyone have any tips regarding how to speed up the development process from a UI perspective? Are there alternative tools to xCode and IB? Are there libraries with classes that are faster to program w/? Anything is appreciated,
mj
Interface Builder can already speed up your development considerably if you learn to use it. For example, see this custom table cell with IB tutorial.
For example, at my current employer I've seen a Cocoa Mac OS X app where the settings dialog was done completely in IB... there was no code for modifying or sync'ing the values in the NSUserDefaults with the interface elements, everything was done in IB.
Also, see this interesting article: Striking the Balance: Interface Builder vs. Code.
Avoid UITableViewController if you aren't already.
For speeding up TableView dev, I always keep a pretty generic implementation of TableView handy that I can copy and paste snippets from.
If you are constantly doing TableViews for different object types, try using Protocols to make the implementations more uniform.
Don't be afraid of UIViews as subviews as opposed to constantly using UIViewControllers. Sometimes a VC is just an extra layer of complexity that you don't need.
My experience is that the biggest thing you can do as an iPhone developer to become more efficient is to know when and when not to use Controllers as opposed to Views when doing complex interfaces.
Wish I could be more specific but your question is a little vague... there's nothing wrong with Interface Builder, it's just a steep learning curve.

iPhone xcode code vs interface builder

I've been using Xcode for a while and had a brief look at the interface builder when I first started but then went straight on to coding everything.
So far it's working OK but I just wondered if I'm missing something by not using the IB.
Is there any advantage to using the IB at all? I've even coded subviews and stuff without using the IB but I can't help thinking that it might be more advantageous to use it?
If not I'll keep on doing what I'm doing as it's working for me up to now :D
Thanks
If constructing everything in code is working for you, then great. Personally if it can be done in IB it's done in IB.
I'd be surprised if there's a best practice for this; everyone will have their opinion and preference.
I like to do UI related work in IB - if i'm dealing with presentational concerns I like to be in an environment that offers immediate visual feedback. It also cuts down the amount of boiler-plate code that you would have if constructing everything programmatically.
That said you can't do everything in IB. There are times you'll fall back on programatically constructing or laying out a view.
A little knowledge of both approaches goes a long way...
possible duplicate of: iphone app best practice - is using the IB a better way to design your app, or writing UI code on your own better?
at the end of the day its whatever you feel more comfortable doing. IB is horrible in my opinion, programming takes more effort - more thought. :)
I usually use IB, get immediate visual feedback and make the layout looks exactly easier. Only in one case that I have to give up with IB is performance with UITableView scrolling. In this case, the best solution I can find is to write code to draw everything in the cell using code. This makes the performance much better.
Generally, I recommend to use IB until you have some specific requirements like performance or you need to have really much control over the view
New projects always start off simple so people tend to gravitate toward IB naturally.
Personally I've found that as a view gets more dynamic and complex (and they always do), it makes sense to code it.
YMMV.

Good reasons why to not use XIB files?

Are there any good reasons why I should not use XIB / NIB files with an highly customized UI and extensive animations and super low memory footprint needs?
As a beginner I started with XIB. Then I figured out I couldn't do just about everything in them. It started to get really hard to customize things the way I wanted them to be. So at the end, I threw all my XIBs away and did it all programmatically.
So when someone asks me if XIB is good, I generally say: Yeah, if you want to make crappy boring interfaces and don't care too much about performance, go ahead. But what else could be a reason not to use XIB?
Am I the only iPhone developer who prefers doing everything programmatically for this reasons?
I think that Interface Builder is one of the biggest assets of Mac (and by extension, iPhone) software development. GUIs are visual; why not create them using a visual interface? IB is flexible enough that you can lay out an interface using its "generic" components, and then subclass them where necessary. Sure, if you have a unique interface you're going to have to subclass a view class and perform custom drawing, but you can also lay out your interface in IB and then easily use the inspector to switch the class to your custom subclass.
Honestly I think it's a spectrum of convenience. If you are comfortable writing everything in code then go for it. If you design your project well then it should be about the same amount of work creating new windows, etc. But I know that a lot of people aren't as comfortable with the GUI world so nib/xibs work well there.
I honestly find myself using XIBs as a base quite often and editing them with code to get the specific look I want. Personal preference.
For a specific con on that point, views can be difficult to configure after loading them from a xib. When you have conflicting settings between IB and code that can be nasty to troubleshoot.
Here's a question for the list. What is the performance hit to using a xib? I thought they were a plus because they don't get loaded into memory until you need them. That said, that load time is longer which will slow your program down. Thoughts?
One thing I found better about code is for the event connections on controls, when you search for uses of a method (message) you find them if they are coded and you don't find them if they were set in IB.
On the other hand laying out objects on a view is much easier in IB where you can see their size and positions. When you do that in code you have to guess at the size and origin settings and then run it and make adjustments, then run it again to see what it looks like.
When your application has some kind of "standard" views, go with the XIB. If you need real customization, depending on external content (XML...) do it programatically.
I started using XIBs and now it's all code, I find myself more comfortable this way. I had real problems with XIBs, and now writing the interfaces all in code really saves me time.
I save tons of time when dealing with UIControllers (UITabBarControllers, UINavigationControllers etc.) in the start up phase where all the navigation stuff is hooked up.
I just build X viewControllers with a accompanying XIB, throw in the stuff needed in IB, labels, images etc. This means that for almost any sort of app you can have a proof of concept up in a few hours. This is enough to justify spending some time learning the ins and outs of IB. Especially on the iPhone where you can have a ton of good UI ideas, but they all fail when they move from the Simulator to an actual device.
The best thing, in my mind, is to balance it out, if you find yourself using a lot of time doing the "change the frame 3 px -> compile -> ahh.. needs two pixels more -> change 2 px - compile -> ahh.. 1 more px" for something that could be done in IB, you will seriously start to waste time.
I start as above, but afterwards I often throw the XIBs away for custom stuff. The trick is to not spend hours on implementing versions of custom stuff in code over and over again, but figure out how it should be and do the custom stuff once:)
The XML content of a nib file is very complicated. This makes it extremely difficult to review changes or fix merge conflicts with a version control system like Git.
Interface Builder is a nice idea, but Bret Victor, in his talk "Inventing on Principle" and his essay "Learnable Programming," implicitly challenges Apple to build an even better IDE.
One idea, based on Bret Victor's principle: What if I could select a "Move Tool" in the iOS Simulator app that let me move a button in my app and then the frame code changed in the implementation (.m) file? This would be much better.

NIB/XIB files with Cocoa programming - faster development time?

I have been programming with the iPhone SDK for some time now.
I have not been using Interface Builder. This scares me a little. I know that in effect I may be 'fighting the framework' but I do not see it that way.
I find it very easy to just instantiate my UITabBarController in my app delegate, instantiate a UINavigationController, then push and pop view controllers as I go.
Naturally I do not have an extensive knowledge of how to architect an app with XIB files because I have never done so, however I do know the general gist of it, having built some Mac apps in Cocoa using NIBs. So I am not completely ignorant.
My question is whether there is an increase in development time when choosing to lay out UITableViewControllers and UIViewControllers using XIBs rather than programmatically instantiating them and then setting up the ivars.
As I see it, both methods still require you to subclass the view controller for customization which will probably occur for the majority of your views. As well, there are still manual classes required for delegates, and the process of connecting outlets from within the XIB seems comparable to me from setting an ivar.
Or am I missing some other major point?
Thanks!
Code takes much longer to write to configure UIs than IB does.
Plus, you can hand off design to designers and let them tweak the UI.
In the end they both accomplish the same thing. You should use either one depending on the circumstances. Most of the time writing the code to create and position views, and especially maintaining it down the road, will take much longer than using IB. In a simple app for the iPhone though, this might not be true and you'd be just as well off creating everything in code. Basically, you should know how to do both, and pick the path that involves the clearest code and quickest development.
IB shines when you're using it to actually lay out views; even two or three views can be a real hassle to lay out and configure in code. I do tend to use it for tab bar and navigation controllers, and sometimes for subcontrollers (usually only if I think the user is very likely to use it), but that's more just because I'm already there so I find it convenient.
With this new version 3 OS they're announcing next week, I'm hoping Interface Builder gains some of the flexibility it has in Cocoa, where you can add palettes for your own classes and even build up complex non-view data structures (by using custom palettes). We'll have to see, though.
Don't worry too much, IMO Interface Builder is a little over-rated too.
It's definitely useful for getting things up and running quickly, or if you have an app with a lot of screens that are tedious to setup, but you're not missing much.
For the uses you outline just doing things in code is fine, and possibly even a little easier to understand.
Laying out views, or custom cells though... then you get into a ton of font/color/position setting that quickly explodes into a lot of code, hard to maintain and tweak. Much easier to adjust what you want in IB in those cases.