To download it, we are instructed to search for “Hardware IO Tools for Xcode”. However, in Xcode 8, this package changed its name to “Additional Tools for Xcode”. If you are looking for the latest supported HomeKit accesory types, search for the latest version.
I started using Swift. All new classes were written in Swift, and one small refactor (code I moved out from the AppDelegate) was rewritten in Swift as well.
There are some shell scripts, JSON files, etc, that were not present before. I integrated fastlane.
In the process, I also removed some third party dependencies we used. The app is now much tighter and less dependent on third party code that I don’t manage.
I solved all the deprecation warnings except one: I’m still using ABCreateStringWithAddressDictionary. As far as I can tell, the suggested replacement (CNPostalAddressFormatter) doesn’t quite cover my use case. I’ll review it in the future, and maybe rewrite that method, as it’s not that important for the app.
UI and AutoLayout
All the screens now use Auto Layout. Where there were animations that changed the frame, I changed to update the constraints and animate that change instead.
Short Term Work
Here’s a short list of things I’d like to tackle in the near future (wihtout counting major architecture changes such as using CloudKit):
Start using the default system font (San Francisco) instead of the custom font we are using.
Adopt Dynamic Type across the app.
Remove some graphics I think make the app look dated, like the logo on the Navigation Bar.
Localise the app in Spanish1. It’s currently English only.
Fix the missing deprecation warning.
Use the new location based notification trigger. Currently, we observe significant location changes, and when they match the areas we want, we trigger a Local Notification immediately. The new UserNotifications framework, allows you to set a location as a notification trigger, which would help eliminate part of this code. Since this is core to the app, I didn’t want to take on it now, as it will require more testing.
Add a new onboarding screen. As soon as you start the app, you need to allow location services and notifications. We simply throw the system dialogs to the user. We can do better.
Add @3x assets. I didn’t have them, and wanted to ship soon. They’ll come at a later update.
Make the app free, and show ads only to new users (the ones who got the app for free, basically).
Long Term Work
This list is shorter in items, but way harder, so I don’t know if or when I’ll do it:
Take on major refactors for the app. Adopt MVVM.
Start using CloudKit for sync.
Adopt a freemium model, where a one time payment unlocks some functionality.
Don’t let your apps rotten! Either pull them from the App Store gracefully, or spend the required time to keep them up to date at the very least through major OS versoins.
It’s hard giving up on an app you put effort on. I couldn’t, that’s why this version is on review. This is probably not the best example to follow.
In Shopster, when you edit an element in the main UITableView, we show a “ruler” to allow for selecting the item quantity. When the ruler is shown, we make the table view narrower, so the text is still visible to the user.
In iOS 10, however, Apple slightly changed the behaviour of UITableView, and the animation started failing as follows:
In the animation closure, we are simply changing the UITableView’s frame. As you can see on the video, this makes the animation “jump”. The disclosure arrows move before the animation even start.
The solution, luckily, is simple: just wrap the frame update in a beginUpdates / endUpdates pair as follows:
As I wrote previously, I decided to write my (missing) unit tests for an old Objective-C app in Swift.
Immediately after starting, I run into an issue: I can’t import the Swift module on the test target.
All the settings appear to be correct: I’m defining a module, including a bridging header. However, whenever I
import my module on Swift I get an error.
The only workaround I could find, was to include a Swift file in the Objective-C project. I’m not sure what dark magic this triggers in Xcode 8, but it makes the trick.
I’m trying to revive Shopster, an app we launched 2013, and I’m writing througout the process. If this is the first post you see, you can start here.
When I mentioned the pile of technical debt in Shopster, I neglected to say that it doesn’t have any unit nor UI tests1.
Now, with lots of changes to be done to fix deprecations, it’s one of those times when you regret not having those tests that give you the confidence to move forward with the changes.
So with a better late than never attitude, I created a test target on the project with a slight twist: I’ll write all the tests in Swift. This is a low friction place to start adding Swift to the codebase, without rewriting nor having to deal with too much interop. I’m pretty sure that as soon as I add new classes to the app, those will be Swift as well, but I haven’t hit that yet.
A nice thing about reviving a project, is that I get to choose the target platform again. In this case, I don’t see a reason not to make it iOS 10 only: up until iOS 9, the app worked (even if it was not optimized for), so users of iOS 9 can remain on the old version.
This gives me the chance of remove a lot of old stuff that I had laying around, mainly to support older OS versions.
So first step into the plan: clone the project’s repo, and see what breaks.
For starters, I did not follow my own CocoaPods suggestion1, so the Pods folder is not part of the repository.
Luckily, Shopster’s Podfile is pretty short:
Apart from these Pods, we are using Crashlytics and AskingPoint, which I no longer would like to have in the app.
First step to fix the Podfile then: remove old dependencies (TestFlight was acquired by Apple long ago!) and adopt the new syntax. The resulting Podfile looks like this:
This new Podfile has this warning: [!] OHAttributedLabel has been deprecated in favor of DTCoreText. I’ll deal with that later.
I also removed AskingPoint.framework. The project still fails to build. The pch (remember those?) is including <TestFlightSDK/TestFlight.h>, and of course, I’m initializing it in the AppDelegate and using it in a reporter class. Removing these makes the project build!
Current state: Shopster runs on the iOS 10 Simulator, just like it runs on my iPhone. All the low hanging fruit has been taken care of.
No wonder why: the post is from May 2014, and Shopster is from June 2013. A testament of how can I change my opinion on tools usage in a year. ↩