Creating custom operators in Swift

What are custom operators?

Custom operators are operators that are defined by us and are not part of the programming language natively.

We are all aware of the built in operators in the Swift Language. 

Operators like: + – * % > == ! to name a few.

These operators are defined by the system. It is also possible for us to overload some of these operators. However there are situations where we would like to create our own operators that perform operations not defined by the system. 

Thats exactly what Custom operators are. They are operators defined by the developer. These are not overloaded operators but completely new operators that don’t exist otherwise.

These operators are used within the project that we are working on. Though it is possible for us to share these operators using Swift Packages or XCFrameworks.

These operators are typically associated with a specific type and their behavior is also defined by us.

Why do we need them?

There are many reasons why we would want custom operators:

  1. Allow for more compact and concise syntax.

Using custom operators allows our code to be more compact. Entire function calls can be condensed into a single operator.

  1. Make the code more readable

This also improves the readability of our code. Properly chosen symbols can convey the message immediately and easily. 

  1. Allow for consistency in design of code

One of the other things that custom operators help us achieve is consistency. By using standard operations as operators we make our code more familiar and consistent to others who may read it. Programmers are familiar with the concept of operators and using them for different operations. So even if they may not immediately recognise the operator they would understand that there is some task for them to perform.

And finally it encourages reusability.

What do we need to create custom operators?

There are a couple of things that we need to create custom operators:

  1. A logic for the action being performed by the operator
  2. A list of valid symbols
  3. Information about the operators attributes like prefix, postfix, infix.
  4. The precedence of the operator if it is an infix operator

Operator Rules

There are some rules that must be followed when we are constructing the symbol for our operator. Most of the requirements are rather straightforward. However, choosing the right symbol is a very important task. There are a set of symbols that are allowed. 

There are rules as far as whitespace around operators is concerned.

And finally there are certain symbols are allowed only in combination with other symbols. 

Operator types
TypeDescription
PrefixOperators that appear before a variable or value. These are unary operators.
PostfixOperators that appear after a variable or value. These are unary operators.
InfixOperators that appear in between variables or values. These are binary operators.

Allowed Characters

This is the important bit. Which characters are allowed for usage as an operator. 

We can have ASCII symbols that are used for builtin operators.

There are also many mathematical symbols that can be used as operators.

Note that the list of symbols show in the slide are not complete. 

TypeExamples of different symbols
ASCII Characters/, =, -, +, !, *, %,<, >, &, |, ^, ?, ~
Mathematical Operators,
Miscellaneous symbols, dingbats*
∝, √, ⊆, ≿, ∫

Here are some more

U+00A1–U+00A7U+2190–U+23FF
U+00A9 or U+00ABU+2500–U+2775
U+00AC or U+00AEU+2794–U+2BFF
U+00B0–U+00B1U+2E00–U+2E7F
U+00B6U+3001–U+3003
U+00BBU+3008–U+3020
U+00BFU+3030
U+00D7U+0300–U+036F
U+00F7U+1DC0–U+1DFF
U+2016–U+2017U+20D0–U+20FF
U+2020–U+2027U+FE00–U+FE0F
U+2030–U+203EU+FE20–U+FE2F
U+2041–U+2053U+E0100–U+E01EF
U+2055–U+205E

Whitespace

The next important bit is the whitespace around the operator.

If an operator has a whitespace on both the sides or doesn’t have whitespace on both the sides then it is interpreted as a binary operator. This is what would appear for infix operator.

If an operator has whitespace only on the left then it is a prefix unary operator.

If an operator has whitespace only on the right then it is a postfix unary operator.

If an operator does not have whitespace on the left but is followed by a dot then it is treated as a postfix unary operator.

Finally, any round, brace, square brackets appearing before or after the operator along with comma, colon, & semicolon are treated as whitespace

Making sure that we put the whitespace in the correct place while using these operators is very important.

No.RuleExample code
1If an operator has a whitespace on both the sides or doesn’t have whitespace on both the sides then it is interpreted as a binary operatora**b 
or 
a ** b
2If an operator has whitespace only on the left then it is a prefix unary operator**a
3If an operator has whitespace only on the right then it is a postfix unary operatora**
4If an operator does not have whitespace on the left but is followed by a dot then it is treated as a postfix unary operatora**.b is treated as a** .b
5(, {, [ before the operator and ), }, ] after the operator along with ,, :, ; are treated as whitespace

There are some exceptions to the rules we just saw. Especially with exclamation mark & question mark.

  1. ! & ? which are predefined are always treated as postfix if there is no whitespace on the left
  2. If we wish to use ? In optional chaining then it must not have whitespace on the left
  3. To use it as a ternary conditional operator ?: it must have whitespace on both the sides
  4. Operators with a leading or trailing <, > are split into multiple tokens. For example, in Dictionary<String, Array<Int>> the last 2 arrows are not interpreted as shift operator.

Operator grammar

There are rules for constructing operators. Only certain combinations are allowed.

Each operator contains a symbol which forms the operator head. The head is the first character in the operator. 

The head may or may not be followed by 1 or more characters which are operator characters. 

The head and the optional characters combined together form the operator. 

The head itself can contain a one out of a set of valid symbols. Or it can contain a period.

These are some of the symbols allowed for usage as the head of the operator. You can choose any one of those.

/, =, -, +, !, *, %,<, >, &, |, ^, ?, ~U+2055–U+205E
U+00A1–U+00A7U+2190–U+23FF
U+00A9 or U+00ABU+2500–U+2775
U+00AC or U+00AEU+2794–U+2BFF
U+00B0–U+00B1U+2E00–U+2E7F
U+00B6U+3001–U+3003
U+00BBU+3008–U+3020
U+00BFU+3030
U+00D7
U+00F7
U+2016–U+2017
U+2020–U+2027
U+2030–U+203E
U+2041–U+2053

For the successive characters you can use any of the symbols allowed for the head plus some additional allowed symbols. The list above contains all the allowed symbols.

/, =, -, +, !, *, %,<, >, &, |, ^, ?, ~U+2055–U+205E
U+00A1–U+00A7U+2190–U+23FF
U+00A9 or U+00ABU+2500–U+2775
U+00AC or U+00AEU+2794–U+2BFF
U+00B0–U+00B1U+2E00–U+2E7F
U+00B6U+3001–U+3003
U+00BBU+3008–U+3020
U+00BFU+3030
U+00D7U+0300–U+036F
U+00F7U+1DC0–U+1DFF
U+2016–U+2017U+20D0–U+20FF
U+2020–U+2027U+FE00–U+FE0F
U+2030–U+203EU+FE20–U+FE2F
U+2041–U+2053U+E0100–U+E01EF
Examples
.+.
≈
√
**

Operator Precedence

As far as infix operators are concerned there is also the question of precedence. Precedence is used to determine the operator priority when there are multiple operators in a single statement. 

precedencegroup <#precedence group name#> {
    higherThan: <#lower group names#>
    lowerThan: <#higher group names#>
    associativity: <#associativity#>
    assignment: <#assignment#>
}

While the first 2 values are straightforward, they simply help determine the exact position of the newly created precedence as compared to existing precedences, the associativity and assignment are extra items that are not immediately clear.

TypeDescriptionValues
AssociativityDetermines order in which a sequence of operators with the same precedence are evaluated in the absence of grouping bracketsleft, right, none
AssignmentSpecifies priority when used with optional chaining. 
TRUE: Same grouping rules as assignment operator from standard libraryFALSE: Same rules as operators that don’t perform assignment
true, false

The assignment of a precedence group specifies the precedence of an operator when used in an operation that includes optional chaining. When set to true, an operator in the corresponding precedence group uses the same grouping rules during optional chaining as the assignment operators from the standard library. Otherwise, when set to false or omitted, operators in the precedence group follows the same optional chaining rules as operators that don’t perform assignment.

Determines order in which a sequence of operators with the same precedence are evaluated in the absence of grouping brackets. so for example 4 – 6 – 7 has the minus sign which has left associativity. The operation 4-6 is grouped and then the – 7 operation is performed.

Nonassociative operators of the same precedence level can’t appear adjacent to each to other.

The priority for the built in precedences can be seen in Apple’s documentation.

Creating the operators

It is fairly easy to create our own operators. You can try the code in a playground. We will be creating 1 operator of each type: postfix, prefix, infix.

  1. Create a new playground.
  2. Declare the creation of the prefix operator as shown. This will be used as a squaring operator.
prefix operator **
  1. Now we will provide a generic version of the operator implementation.
prefix func **<T:Numeric> (inputValue : T) -> T {
    return inputValue * inputValue
}

That’s it. It is that simple to create our own prefix operator. Now let us test it.

  1. Create a variable of type Float and use the operator we have just created.
var lengthOfSideOfSquare : Float = 1.1

var areaOfSquare : Float = **lengthOfSideOfSquare

print("The area of a square whose side is \(lengthOfSideOfSquare) centimeters long is \(areaOfSquare) square centimeters")

  1. Similarly declare a postfix operator. This one will perform conversion to a string.
postfix operator ~>
  1. Now we will implement this operator. To do that let us make a simple type which will have the to string operator capability.
struct Person {
    var name : String = ""
    var age : Int = 0
}

extension Person {
    static postfix func ~> (inputValue : Person) -> String {
        return "NAME: \(inputValue.name)\nAGE: \(inputValue.age)"
    }
}
  1. Let us try this operator out and see.
var developer : Person = Person(name: "Arun Patwardhan",
                                age: 35)

var description : String = developer~>

print(#line, description)
  1. Now let us implement an infix operator. The one that we are going to implement is a similarity operator which can be used to determine the degree of similarity between objects of the same type. To do that let us start off by declaring an enum which holds the values for the degree of similarity.
enum DegreeOfSimilarity {
    case exactly_the_same
    case almost_the_same
    case slightly_similar
    case completely_different
}
  1. Infix operator can also have a precedence associated with it. Let us declare our own precedence and use it for our operator.
precedencegroup DegreeOfSimilarityPrecedence {
    higherThan: AdditionPrecedence
    lowerThan: MultiplicationPrecedence
    associativity: none
    assignment: true
}

Let us examine the values we have given:

higherThan: This indicates that our precedence has higher priority than the Addition precedence

lowerThan: This indicates that our precedence has lower priority than the Multiplication precedence

Associativity: This indicates that our operator is not associative. So we cannot combine multiple occurrences of our operator in one statement.

assignment: This indicates that out operators has the same behaviour, as other operators that assign, when it comes to optional chaining.

  1. Now we can declare our infix operator.
infix operator ≈ : DegreeOfSimilarityPrecedence

It is useful to save your new operator symbols as code snippets to easily use them. You can read this article if you don’t know how to create a code snippet.

  1. Let us look at the implementation. I am going to use the same person type we used earlier.
extension Person {
    static func ≈ (lhsValue : Person, rhsValue : Person) -> DegreeOfSimilarity {
        guard lhsValue.name == rhsValue.name else {
            return DegreeOfSimilarity.completely_different
        }
        
        guard lhsValue.age == rhsValue.age else {
            return DegreeOfSimilarity.almost_the_same
        }
        
        return DegreeOfSimilarity.exactly_the_same
    }
}
  1. Now we will test them and see.
var employee1 : Person = Person(name: "Jack",
                                age: 22)

var employee2 : Person = Person(name: "John",
                                age: 21)

var employee3 : Person = Person(name: "Jack",
                                age: 23)

var employee4 : Person = Person(name: "Jack",
                                age: 23)

print(#line, employee1 ≈ employee2)

print(#line, employee1 ≈ employee3)

print(#line, employee3 ≈ employee4)
  1. Run the code and see the end result.

Feel free to create more operators and play around. You could also package these operators in a swift package and share them around. I have shared links to

Summary the new operator

Creating operators is very easy. Most of the requirements are rather straightforward. However, choosing the right symbol is a very important task.

The one thing that we should keep in mind is not to over use these. It can be tempting to do this. But abstracting everything can make the code look a little too vague.

So that is how you can create operators. 

Download the sample project

I have uploaded some of the custom operators, that I have shown above, as a Swift Package. You can download the package as well as a demo project, which shows how to use them, from the links below.

Video

Here is the video describing what we discussed above.

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Creating custom templates for iOS App Development

What are Xcode templates?

Xcode templates are basically pre-created files which we use when we create new projects or project files. So every time you go through the process of creating a new project File > New > Project > iOS > Single View App you are using the Single View App template.

While most of the templates are good enough we can easily create our own templates.

Why do we need custom templates?

The templates available out of the box are good for common situations. But we find that most of the times we end up creating a lot of file in our project. Sometime we implement common design patterns and architectures on a regular basis.

In such situations creating out own custom templates will help us save a lot of time during development.

The other advantage is that this promotes a more consistent development experience in any organisation.

Now that we know what templates are and why we may need custom templates let us look at how we can create them.

Template Types

Before we go ahead and create templates let us examine what a typical template includes.

Navigate to the following path:

/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/Library/Xcode/Templates/

Notice that there are 2 folders already created out here. File Templates & Project Templates. Let us browse through these folders.

File Templates

These are the templates used when a developer wishes to add a new file to an existing project. Under file templates you should see different folders in there. Each folder represents a certain category of templates. For example, User Interface is one category. Select it.

You should see multiple folders under it. The screenshot above shows the View template. As we can see the template itself is a folder with multiple files inside. The template ends with an extensions xctemplate. Let us look at those files.

  • ___FILEBASENAME___.xib
  • TemplateIcon.png
  • TemplateIcon@2x.png
  • TemplateInfo.plist

The first one is the XIB file which will be generated by this template. The ___FILEBASENAME___ placeholder will be replaced with an actual name when it is created.

The next 2 are simply images that will be used as icons for the template when we bring up the template wizard in Xcode.

The last one is the more important one. The TemplateInfo.plist. This is where we describe how the file creation process works. This is also where we configure options which will be presented to the user. We will look at this file in greater depth later on when we try to create our own templates.

Project Templates

These are the templates that are used when a developer decides to create a new project. Under project templates you should see different folders in there. Each folder represents a certain category of templates. For example, Application is one category. Select it.

I have the single view app template inside it. This is the most commonly used template when starting out with iOS App Development. You should see other familiar project templates. Feel free to examine the files in the folder. Let us have a look inside the Single View App template folder. You should see these items:

  • ContentView.swift
  • Main.storyboard
  • TemplateIcon.png
  • TemplateIcon@2x.png
  • Preview Assets.xcassets folder
  • TemplateInfo.plist

The first 2 files are the UI related files. One of the 2 will be selected based on the users choice between Storyboard and SwiftUI.

The next 2 are simply images that will be used as icons for the template when we bring up the template wizard in Xcode.

The Preview Assets folder is used with SwiftUI for previewing purposes.

Here too we have the TemplateInfo.plist file which configures the template options at the time of creation. We will explore this file in greater depth when we try to create our own project template.

How can we create them?

In this article we will look at creating 2 types of templates.

  1. File Templates
  2. Project Templates

Warning: It may be a good idea to try this out on a test computer so that you do not break anything on the computer you use everyday.

Preparation

Before we get started let us prepare the folders where we will be storing our custom templates.

  1. Navigate to the following folder.
~/Library/Developer/Xcode/Templates/

Note, you may have to create this folder.

  1. There should be 2 folders inside: File Templates, Project Templates. If these folders are not there then go ahead and create them.

We will be placing our templates in these folders.


TopicPage
Creating File templates2
Creating Project templates3

Download

You can download the templates from these links.

Note

This code has been tested on Xcode 11.3.1 on macOS Catalina 10.15.3

Creating iOS Apps without Storyboard – Part 1

What are “nibless” apps?

Apps which are designed without the help of Storyboard are called as “Nibless” apps. Normally we design an app with the help of a Storyboard file. Earlier they were called Xib files or Nib files. Hence the term “Nibless”.

Why should we create Apps without storyboard?

There are a number of reasons.

  1. It makes for a better experience when implementing along with version control.
  2. Allows us to create UI elements dynamically.
  3. Makes reusable UI Components easier to distribute and reuse.

How can we create Apps without Storyboard?

There are a couple of things that need to be done. Firstly the Main.storyboard file needs to be removed and the project settings need to be updated to reflect this change.. We are doing this since we won’t be using the storyboard file.
Everything will now have to be started up by us manually. Many of these tasks were taken care of by storyboard, but since that was removed we will have to do it. This means we have to manually create the window, create the view controller set it as a the root view controller.
We also have to manually create each and every component on our own. That is the very thing we were trying to achieve.

This example is implemented on Xcode 10.3 on macOS 10.14.5. We are not implementing auto layout in this article. We will look at implementing that programmatically in the next article.

  1. Let us start with an empty project. Open Xcode.
  2. Select File > New > Project
  3. Give it any name. Select the language as Swift & leave the checkboxes unchecked.
  4. Once the project loads select the Main.storyboard file and delete it.
  5. Switch to the Project settings file.
  6. Remove the entry for the main interface.
  7. It is a good idea to leave the LaunchScreen.storyboard file. The reason for this is to give the launch process a reference of the screen size it needs to produce. Else it will default down to the 0,0,320,480 which is the old iPhone size.
  8. Switch to the AppDelegate.swift file.
  9. Add the following property below the UI Window declaration.
      
    let mainScreenController : ViewController = ViewController() 
    
  10. Add the code to create the window and set root view controller in the didFinishLaunchingWithOptions method
       
    //1. Create the UIWindow object   
    self.window = UIWindow(frame: UIScreen.main.bounds)   
    
    //2. Set the root view controller   
    self.window?.rootViewController = self.mainScreenController   
    
    //3. Make the window key and visible  
    self.window?.makeKeyAndVisible()  
    
  11. Switch to the ViewController.swift file.
  12. Declare the following variables
      
    //UI Variables  
    var labelDemo   : UILabel?  
    var imageDemo   : UIImageView?  
    var buttonDemo  : UIButton = UIButton(type: UIButton.ButtonType.roundedRect) 
    var dataField   : UITextField?
    
  13. Implement the function to create labels. The process of creating a view programmatically is fairly straightforward. Barring a few variations depending on the view component nothing is drastically different.
      
    func createLabel() 
    {      
         //1. Specify the dimensions      
         let labelRect : CGRect   = CGRect(x: 100.0, y: 50.0, width: self.view.frame.size.width - 130.0, height: 60.0)     
    
         //2. Create the view object      
         labelDemo                = UILabel(frame: labelRect)      
    
         //3. Customise the view attributes      
         labelDemo?.text          = "This is my first Programmatic App."                
         labelDemo?.textColor     = UIColor.yellow      
         labelDemo?.textAlignment = NSTextAlignment.left  
         labelDemo?.numberOfLines = 0      
         labelDemo?.font          = UIFont.boldSystemFont(ofSize: 20.0)      
    
         //4. Add the view to the subview      
         self.view.addSubview(labelDemo!) 
    } 
    
    Let us examine the steps one by one.
     
    //1. Specify the dimensions 
    let labelRect : CGRect = CGRect(x: 100.0, y: 50.0, width: self.view.frame.size.width - 130.0, height: 60.0)
    
    This will define the dimensions of the view. As we are not implementing auto layout we will need to do this manually.
     
    //2. Create the view object
    labelDemo = UILabel(frame: labelRect) 
    
    Now that we have the dimensions we can go ahead and instantiate an instance of the label object using those dimensions. These 2 parts are the same as dragging a label from the object library onto the storyboard and placing it onto the storyboard per our requirements.
    //3. Customise the view attributes 
    labelDemo?.text          = "This is my first Programmatic App."     
    labelDemo?.textColor     = UIColor.yellow 
    labelDemo?.textAlignment = NSTextAlignment.center      
    labelDemo?.numberOfLines = 0 
    labelDemo?.font          = UIFont.boldSystemFont(ofSize: 20.0)
    
    This part is the same as changing the attributes in the attributes inspector. This is where we customise the label.
     
    //4. Add the view to the subview 
    self.view.addSubview(labelDemo!) 
    
    This last part also forms one part of dragging the label on to the storyboard. When we drag a view on to the storyboard it is placed within the main view that belongs to the ViewController. This statement completes the above process.
  14. Repeat the above steps for showing an image.
    func createImage()
    {
         //1. Specify the dimensions
         let imageRect  : CGRect  = CGRect(x: 30.0, y: 50.0, width: 60.0, height: 60.0)
    
         //2. Create the image model
         let imageModel : UIImage = UIImage(named: "logo.png")!
    
         //3. Create the view object
         imageDemo                = UIImageView(frame: imageRect)
    
         //4. Customise the view attributes
         imageDemo?.image         = imageModel
         imageDemo?.contentMode   = UIView.ContentMode.scaleAspectFit
    
         //5. Add the view to the subview
         self.view.addSubview(imageDemo!)
    }
    
    The code above is almost similar to the one created for labels except for the fact that we had to explicitly create a model object for the view. Images being different from strings, require this process to be done explicitly.
  15. Similarly let us implement the code for creating buttons
    func createButton()
    {
         //1. Specify the dimensions
         let buttonRect : CGRect = CGRect(x: 30.0, y: 220.0, width: 100.0, height: 50.0)
    
         //2. Provide the frame to the button
         buttonDemo.frame = buttonRect
    
         //3. Customise the view attributes
         buttonDemo.setTitle("Click Me", for: UIControl.State.normal)
         buttonDemo.addTarget(self, action: #selector(ViewController.clickMeTapped), for: UIControl.Event.touchDown)
    
         //4. Add the view to the subview
         self.view.addSubview(buttonDemo)
    }
    
    @objc func clickMeTapped(
    {
         print("Click me tapped!")
    }
    
    Again just minor variations here. Mainly the step to add a target function to be invoked when the button is tapped. We also need to write the target function itself.
  16. We will also implement the code to create a text field.
    func createTextField()
    {
        //1. Provide dimensions for the view
        let tfRect : CGRect             = CGRect(x: 30.0, y: 140.0, width: self.view.frame.size.width - 60.0, height: 50.0)
            
        //2. Create the view object
        dataField                       = UITextField(frame: tfRect)
            
        //3. Customise the attributes of the view
        dataField?.placeholder          = "Enter Name"
        dataField?.borderStyle          = UITextField.BorderStyle.roundedRect
        dataField?.keyboardType         = UIKeyboardType.namePhonePad
        dataField?.keyboardAppearance   = UIKeyboardAppearance.dark
        dataField?.returnKeyType        = UIReturnKeyType.go
            
        //4. Add the view to the subview
        self.view.addSubview(dataField!)
    }
    
  17. Next we need to call all these functions. I have implemented a single creator function for that.
    func createUIElements()
    {
         self.createLabel()
         self.createImage()
         self.createButton()
         self.createTextField()
    }
    
  18. Lastly we will call this function in the viewDidLoad method. Add the following lines to the viewDidLoad method.
    self.view.backgroundColor = UIColor.lightGray
    self.createUIElements()
    
    I have also added code to change the background colour so that we can see the background clearly.
  19. Run the project. Everything should appear normally.

Are there any benefits of creating apps without storyboard?

The points mentioned in the “why should we make programmatic apps?” section are some of the advantages. Beyond that there aren’t too many.
If you are looking at a team based project development then this approach is good.
There is no difference in terms of memory or performance when it comes down to apps design with or without storyboard.

Are there any drawbacks?

As can be seen from the example above, there are a couple of drawbacks

  1. The main drawback is that you can’t get a quick preview of how your app looks. You have to run the simulation every time you wish to see the end result.
  2. There is a lot more coding involved. Which can be daunting to those who are overly accustomed to designing with the help of storyboards

Note

A small point. I have left the LaunchScreen.storyboard file. I did not delete it. The reason I did that was to allow the app to allow the system to determine the dimensions on the device. If we do delete the file then the UIScreen.main.bounds return (0.0, 0.0, 320.0, 480.0) which are the old iPhone screen size settings.
While you can go ahead and make changes programmatically it is a lot easier to just leave the LaunchScreen.storyboard file there.

Carrying on from the previous point. It actually is okay if you leave the Main.storyboard file as is too. In which case you will have to skip steps 5,6,8,9,10. The code is still running programmatically but you do not have to create the main ViewController manually.

Download the Source Code

You can download the Xcode Project from this link.

Migrating to Swift from Objective-C

This article explores some of the advantages and challenges faced by developers while migrating to Swift from Objective-C.

1. Do we want to migrate?

Before you start the migration process remove the old adage:

If it isn’t broken, don’t fix it!

Start by identifying the reasons why you wish to migrate. Here are some possible reasons why.

  • The code is old and not updated for a very long time. You now wish to add new features.
  • The frameworks/libraries you are using in your project have upgraded to modern Swift and no longer support your old Objective-C syntax. *You may still want to just update to modern Objective-C, but this would be a good time to jump onto swift.
  • You see potential for improvement in code size/speed/performance by using new Swift features not available in Objective-C. For example: Generic Programming.
  • The developers who developed the app in Objective-C have left and the new employees are proficient at Swift. *Again not a strong reason, but a valid reason if there is no other alternative. Asking people to sit down and learn Objective-C may not be practical, especially if they don’t have a background in C Programming.
  • The app is due for a performance, stability, & bug fix update. This is a good time to consider migration to Swift.

Factors to keep in mind before considering migration.

  • The cost of migration. This is the cost of keeping a certain number of developers occupied in migrating the code. The cost is in terms of time as well as money.
  • Potential risks. Any change to the code increases the risk of bugs. The chances of introducing limits on backward compatibility also increase.
  • Benefits gained. An assessment needs to be done as to whether there are any benefits of migrating to Swift. The Return on Investment needs to be figured out.
  • Compatibility with 3rd Party or in house libraries that you might use.

After having thought through all this you are ready for the next step: “Prepare to Migrate”

2. Preparing to Migrate

This is where you actually begin to work on the migration of the App.

  1. As a first step perform a full code review of the app.
  2. The next step is a major decision. Should you rebuild your entire app from scratch or do a piece by piece migration. We will explore the advantages a little later in the article.
  3. Look for Swift versions of 3rd frameworks/libraries you use. This is not strictly required, however, this is a good time to check for new APIs.
  4. Identify parts of the project to migrate. This is to be done if it is a piecemeal migration. This marks you as ready for the next step: “Starting the Migration”.

3. Starting the Migration

Once you have everything in place you are ready to begin.

Migrations happen class by class. Select an Objective-C class to migrate and start working on converting it to Swift.

If you have any pure C functions then you can either choose to make them work with Swift or rewrite them in Swift.

While migrating pay special attention to your code. Here are some conversions that you can make.

  • See if you can make it simpler by using Generic Programming instead of usingVoid *
  • Replace the use of NSError * with exceptions.
  • Use extensions to give types new capabilities.
  • Consider creating your own Data structures. You may use Swift Arrays, Dictionaries if you wish. But this might be a good time to improve performance by building your own data structures.
  • Embrace closures and protocols a lot more.
  • Make extensive use of the @available attribute to describe your changes and mark availability
  • Start incorporating Swift Markup to make the comments from your Objective-C code more readable.
  • Enums pulled in from Objective-C can be made more powerful in Swift by adding methods which work with enums as a part of the enum itself.
  • Use property observers to make code more reactive. In some situations this might be easier than setting observers.

Migration Steps

Here are some general steps you can follow. The steps below are for both a full app conversion or a piece meal conversion.

Note: The steps mentioned below are sample steps and not necessarily the only way to achieve this.
  1. If its a full app conversion then create a new project. Else duplicate the existing project.
  2. Start by looking for the frameworks you need and importing them in the necessary Swift files.
  3. Identify class(es) that you have in your Objective-C project. Start by creating empty versions of those in your Swift project. It is very likely that you may not need all the classes as you might be optimising or reworking your App’s architecture. Also it is possible that you may need new classes.
  4. Next identify data structures used in the class. Either convert them to their swift equivalents or explore other options.
  5. Migrate the functions directly associated with the data structures.
  6. Migrate the variables used in the Objective-C class.
  7. Lastly migrate the remaining functions to Swift.
  8. Do this till you have converted all the classes that you wish to convert.

One point left to talk about is testing. Thoroughly test you app after each step you complete. If you are using XCTests, migrate a single Unit test at a time. Corresponding to the changes that you have made above.

5. Things to watch out for

There are many things to keep in mind while migrating your code.

  • In a mixed language project (Swift and Objective-C) Swift only features won’t be supported. So Generic Programming cannot be implemented.
  • Blind copying of the code from Objective-C to Swift may not result in the best output. Try to examine each line for potential optimisation opportunities.
  • Watch out for OS version compatibility. You may have to choose your Swift version accordingly.

6. Full Conversion versus Part by Part Conversion

Full Conversion

PROS:

  • The advantage of building the app from scratch is that your overall development time is less as different parts of the app can be refactored at development time.
  • You also have the advantage of adopting new development approaches or architectures such as Model View View Model (MVVM) or Test Driven Development (TDD).
  • You are in a better position to take advantage of all the Swift features as there won’t be any challenges with compatibility.
  • The advantages of Swift viz: Speed, Safety, and compact code are more easily achieved
  • If you want to support older versions of iOS then having a pure Swift and pure Objective-C version helps.

CONS:

  • Of course this means that your development time is large.
  • There is a potential for writing duplicate code in Swift especially if it is being reused in Objective-C projects. You may end up with 2 code bases for the same feature.

Part Conversion

PROS:

  • The advantage of migrating parts of your app is that you can split the migration over a larger period and use your resources on other projects.
  • In terms of cost this is less expensive and more resource friendly
  • The potential for duplicate code is reduced

CONS:

  • But on the flip side every time you take a new part to migrate you will have to make changes to the Swift code written earlier. This increases the development time and may affect the quality of the app in the long run.
  • You cannot take advantages of all the Swift features.
  • There is a chance that once the migration is complete the App may have to undergo an overhaul to take advantage of the Swift features & improve on Speed, Safety & Size.

This article just talks about some of the advantages and challenges with Migration to Swift. There are multiple approaches available and you will have to pick and choose the approach based on your needs or situation. I had written an article some time back about choosing between Swift & Objective-C, you can have a look at that too. Here is an article, for your reference, written by Apple on Migrating to Swift. Good luck & Happy Programming! Do feel free to share your experience migrating to Swift.

 

When to use Swift & when to use Objective-C?

Over the past few years I have received a number of questions with regards to Swift & Objective-C. Specifically related to the future of the 2. I will try to address those questions in the form of an FAQ.

Should I learn Swift or Objective-C?

This is a question that I get from developers new to iOS/macOS App Development. Ideally speaking, you should learn Swift. As that is going to become the main language for App development on Apple’s ecosystem. However, the reality is a little different. There are a large number of applications that are written in Objective-C. You are likely to encounter them at your workplace. You may also have to maintain, upgrade & improve those apps. In such a case, it makes sense to learn Objective-C too.

Can I mix Swift & Objective-C in the same project?

Yes! But remember that you should check for feature compatibility between the 2 languages. Adding Swift code to an Objective-C project may not be very beneficial as only those features that are compatible with Objective-C can be written in Swift.

Going the other way round is not a problem. You can read more about that here:Mixing Swift & Objective-C

Will Objective-C be deprecated in the future?

That is an interesting question. There is no formal announcement from Apple stating the Objective-C is going to be deprecated. However, one can expect more attention to be paid to Swift. That is where most of the newest techniques, tools & technologies are going to be available. Objective-C will keep running as it is as of now.

Can I mix Swift with other Programming Languages?

Swift can easily be mixed with Objective-C. If you wish to incorporate C++ or C code in your Swift Project then wrapping them in Objective-C code allows you to achieve this.

Apart from that Swift does support working with C code code. You can read about that here:Interacting with C APIs.

Swift does not provide interoperability support for any other languages as of now.

Which version of Swift should I use?

It is recommended that you use the latest available version of Swift. However, the actual version that you work on depends on many other factors like: compatibility with OS Versions, support & business related choices.

Why shouldn’t we just convert all our Objective-C code to Swift and keep things simple?

A very tempting proposition. However, practical realities prevent us from doing this. The process of converting from Objective-C to Swift is time consuming. Apart from having to convert the syntax, the code also needs to be optimised taking into account the new features that are available. This will mean extensive testing and quality assurance. Most companies will not invest their resources into this endeavour.

A better approach is to migrate to Swift gradually. Here are some ways to do this:

  1. If its a brand new product/app that you are creating, start it in Swift.
  2. Any new reusable code components that are being created should be done in Swift (they should be Objective-C compatible if you intend to use this code in Objective-C projects).
  3. If any part of a product is going to undergo heavy change, either due to a bug fix or a new feature. This is a good time to convert it into Swift.

A good example is how Apple is approaching the process of migrating to Swift. They are doing it component by component.

I have been developing apps in Objective-C for some time. I am able to create any reasonably complicated app now. If Objective-C hasn’t been deprecated then should I start making apps in Swift?

This is a choice that you have to make. It is recommended that new apps (at the very least) be made in Swift as that is the language that will undergo the maximum amount of changes & improvements in the future.

What do you suggest as a trainer?

Another question that I get very often. It depends on the situation. I would say learn both Swift & Objective-C. You can skip learning Objective-C if you are confident that you will not have to work with any projects written in that language.

If I am starting on a brand new project I would use Swift. But if its an Objective-C project I would stick to Objective-C.

Can Swift development only be done on macOS?

No! Swift development can also be done on Linux. However, iOS/macOS/tvOS/watchOS App Development can only be done on macOS through Xcode.

How should I migrate to Swift?

There are different approaches that one can use. It all depends on the situation and needs of your organisation. Here are some things that you can do:

  • Start development of brand new apps (from scratch) in Swift.
  • If you are creating a brand new library which will be used for future projects then go ahead with Swift.
  • If a major component of an existing app is going to be changed significantly then you can go ahead with Swift.

You can do all or some of the above. There may be other strategies too. You should also factor in the cost of migration from one language to another.