Development

UIMotionEffect: Easily adding depth to your UI

One of the “delightful” features of iOS is the almost imperceptible UI effects they add to give the illusion of depth. One of the most under-appreciated features is UIMotionEffect, which ties the device’s gyroscope to your views to make them adapt to how the user moves their phone.

This can be seen throughout iOS, from your lock screen to your app icons in Springboard (the iOS app launcher). Done right, the user won’t consciously notice these views moving, but it helps set certain views apart from the rest of the app’s UI, helping them “pop” and be more noticeably separate from the rest of the app.

In this post I’ll go over what UIMotionEffects are, how they work, and will share my approach for simplifying how to add motion effects throughout your application.

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Styling your app using custom UIAppearance properties

UIAppearance is analogous to CSS for UIKit, while being compatible with both Interface Builder and traditional styling in code, without sacrificing performance. It’s a way of declaratively assigning UI style values to your views, without needing to manually tweak settings throughout your codebase. This makes it easy to define your app’s visual style centrally, which makes maintenance simpler when changes are necessary.

In this post, I’ll talk about how you can define your own custom UIAppearance properties in your views, allowing you to declaratively style your app giving you more flexibility and reusability.

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Working with multiple architectures & compiled binaries

When working with iOS apps (or really anything within Apple’s ecosystem) I’ve sometimes found the need to deeply introspect the libraries and executables built in my project to answer questions like “Is bitcode enabled for all architectures?” or “Which architectures was this binary compiled for”, and so forth.

These aren’t easy questions to answer unless you know your way around the command-line, and which commands to invoke. So I thought I’d go over how to analyze compiled binaries, and share some helpful scripts I wrote to simplify the process.

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In defence of Apple’s bug process

Everyone has a love/hate relationship with bug reports. For the user, they’re a nuisance to file. For the engineer receiving a bug report, it means extra work and the sad realization that your product isn’t perfect.

I’ve been frustrated with Apple’s handling of bug reports just as much as everyone, but haven’t really thought much about it recently. But with some recent talk on the topic, I felt like playing the devil’s advocate and wanted to share a few thoughts in defence of Apple’s engineers.

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LLVM Module Maps to the rescue!

I recently wrote about Cocoa / Cocoa Touch frameworks, and in writing about it I was sorely tempted to dive into Modules, since they are pretty important to modern frameworks. But it was such a huge topic, I decided to break it out into a separate post.

In a nutshell, LLVM Module Maps were invented as a way to improve how source code imports other frameworks.

If you’ve ever worked on traditional C/C++ software projects (Makefile, CMake, gcc…any of these ring a bell?) you’ll know that the more code you add, the longer it takes to build, and the more likely you are to have conflicting types or macro definitions.

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Cocoa Dynamic Frameworks

If you don’t know the nuts and bolts of how your code is compiled, linked, and executed on target devices, you aren’t alone. And lets be honest, this is perfectly fine! That’s the great thing about abstraction: not everyone need be an expert at everything in order to be effective.

There are times though where a little bit of knowledge can go a long way to help troubleshoot particularly onerous problems. So I thought I’d explain a bit about how apps work in Cocoa (and by extension, Cocoa Touch), particularly how frameworks work.

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Don’t live to work…

Many people have heard the phrase “Don’t live to work; work to live”.  This usually means that the goal of working should be to enable you to live your life, rather than allowing work to consume your life.  Far too many people in the tech industry sacrifice their families, spouses, children, and even their sleep, in order to make it in this industry.

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My App Store release checklist

For the longest time it seemed that releasing an update to an iOS app was a random whack-a-mole process that I’d invariably get wrong in some way.  It was maddening, especially since iTunes Connect has only recently become a decent web application.  By switching to Jenkins for continuous integration of my iOS app builds I’ve greatly improved my process, but things didn’t really improve until I created a checklist for keeping track of my releases.

Since I’ve been asked many times about this very topic recently – both at work and on Twitter – I thought I’d write a post about how I bring some sanity to my release process so my app updates are timely and predictable.
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Logging with CocoaLumberjack and TestFlight

Consider the following situation that happens far too often in mobile app development: You’ve just released an app that works perfectly for you, and you’ve tested it extensively. You’re proud of your accomplishments and submit the app to the world, only to have several emails sent to you from users who have nothing but difficulties in running the app. You send a bug fix release to the App Store, but since you’re still unable to reproduce the problem you’re at the whim of luck and end-user feedback. You can hope your users know how to send you a crash report, but what if the app isn’t actually crashing? Wouldn’t it be great to be able to access your app’s log information from that client to be able to troubleshoot the problems?
Read More »Logging with CocoaLumberjack and TestFlight