Best way to share code between multiple projects in iOS - objective-c

We're planning to launch a serie of applications in AppStore. They will be for some kind of different journals, showing different contents downloaded from a server via XML. So these applications will be made from exactly the same code (It's an universal application, so It'll work both in iPhone/iPad).
My initial idea was, in order to upload the application, compile just changing the images, logos and configurations (plist) that makes the application react as a particular journal. The compressed file would be uploaded to the AppStore.
However, this has resulted a horrible method, which promotes failures and mistakes. If I forget to change some image, as you can't see them in the compiled file (as it is included) they will end up in the store (and I will need four or five days in order to get the application changed).
I'm trying to look up for a better approach, wich keep the projects as independent as possible. I would like to be able to share the entire codebase: views, classes and nibs and create different projects for every journal.
Which is the best method to achieve that?. What structure would let me group both logic (controllers, classes) and UI and use it in the different projects?.
I hope I've explained.
As always, thank you very much.

You should keep most of your common code as a library project. Each final project should link with this project and provide images/assets along with code to mention these assets to common code. In my day job, I write a common library too, which gets used by 2 products/apps at my employer.

An Xcode project can have multiple Targets, all the Targets sharing code, but each Target getting its own resources (icons, images, text, plists, etc.) from a different subdirectory/folder within the same project directory/folder. Then you can check the whole thing, or just the shared source, into your source control repository.
You should also be testing each of your apps, built exactly the same way as any submission except for the codesigning, on a device before uploading to the store.

You can have a single Xcode project that creates multiple applications. You'll need to create a separate Info.plist with a different bundle identifier for each app.

If you are using a git repository you can just branch for each different app you want and that would keep track of all the differences and if you need to switch which you are working on you just have to checkout that branch. This would allow for the exact same structure just minor differences between the actual code for each.

Related

Build multiple apps with same core

I have few separate apps that have absolute same logic and functions but have different icons and some design elements. The problem is that when some changes to logic and functions are made - I need to manually add this functionality to all apps and after this - I need to resubmit each app.
Maybe there is some way to separate all logic so I need to change it only in one place, and all my apps would get it?
In my opinion the neatest solution is to have one codebase with multiple targets. Yes you still have to resubmit each app when you change some code, but you would have to do that anyway would you not?
You can pick one of your apps to convert to your 'main' codebase.
E.g. Pick app one and duplicate the target multiple times:
You will want to change your scheme names after doing this:
You can set the bundle identifier and deployment info separately for each app just as you did before, and icon sets:
To differentiate between your apps in code you can use compiler flags (Target -> Build settings - Other swift flags) :
You can then do something like this in your code:
#if APP_ONE
...
#else
...
#endif
One solution (though not necessarily the best) is to have a single code base. I.e. you have only one physical copy of each of your classes. All your code files are located in a folder of one of the projects and the other projects use those files as well. It's just a matter of setting paths.
In this structure when you change or add some code in one of the projects (and doesn't really matter which one), all the projects are updated.
The image catalogs are different for each project.
The disadvantages of this approach are that you still need to build and submit each app separately and when adding a new class you need manually to add it to all the projects. Otherwise they won't compile.
The advantages are that when building an app, you build only one app and not all together (less time). It's also easy to manage changes to a specific app - you can just add some extension with additional functionality to only one project - the rest won't need it.

How to manage the code of multiple, very similar Xcode projects

Greetings Stackoverflow Community,
I have taken on the task of 'unifying' 4 mobile iPhone apps that share 95% of the code and differ only in 5% (this is somewhat of an over-simplification, but never mind). Each of the apps has its own hefty set of resources (media files).
After 'unifying' the 4 apps, I will be adding new functionality to the apps, mostly functionality that the apps will share.
I would appreciate hearing your opinions on what's the best way to manage the code of these apps. Here is the approach I'm taking at the moment.
I'm maintaining only one Xcode project which includes the functionality of all 4 apps. The functionality that is not shared among all apps is enclosed in a condition such as: if (appName == 'X')...
Each app has its own info.plist file, so I have 4 of such files: infoX.plist, infoY.plist, ...
Before I build an app, two things are done:
a. in the Build Settings, I specify the name of info.plist to use.
b. I ensure that only the app's resources (media files) are in the project. I delete the other apps' resources.
As the apps are 95% similar in their code, having only "One App to Rule Them All" ensures that when the code gets upgraded, all apps enjoy the upgrade. You can assume that the apps will remain very similar in their code.
As the apps' media files are large and many, I'm keeping them off the Git repository.
How does this all sound?
Many thanks!
There are better ways:
A. Move to framework
It depends on how generic are common parts of the apps. But you should think about putting parts of it in a separate project that is a framework. You can link your 4 apps against that framework. But, of course, not everything will go there.
B. Have different targets
For sure you should have 4 different targets. Xcode let you set build settings for each setting commonly per project or specially per target. Additionally you can customize the build phases (including copy of the media files) on a per target base. So you do not have to rename or delete and insert anything. You simply select a target, you want to build.
C. Project tree
Xcode allows you to have subprojects with common code. Maybe things like common "foundation" classes of your app. You can have different projects for each app in a single workspace, all using the subproject.
Probably the best way is a combination, depending on what is the subject. However I would start with B. and likely add the other techniques, if needed.
I encountered more or less the same case, and we decided to use one Xcode project with multiple targets. That way you can simply change the target before hitting the build button (or configure specific build scripts changing the target). In our project, we had a few files sharing the same names (in different folders), and associated each one with a different target. For example, we had three "Stylesheet.h/.m" with different UIColor & UIFont definitions stored in different folders, and each one of them was linked to a different target. Same thing for the "Localizable.strings".

Force a specific localization to be used for a target

I'm developing an app that, among other things, will play a large audio file (30MB).
I want to submit the app to the App Store in several countries. The audio file is different per target country, the rest of the app remains the same (Although localized).
I've created a target for each country, a bash script takes care of copying the correct audio file into compiled app based on the target, and it works great.
I've also localized the ressources (Images and Localized.strings) to make it easy to maintain.
Let's say I built my target for Sweden, I want to include only the swedish localization to force the app to always show swedish language (Which matches the audio file).
Here's the actual question:* How do I exclude all localizations from a target or force a target to ONLY use a specific localization, regardless of phone settings?
Based on your comment in answer to Lvsti (where you say the reason you're doing this is that translations in some of your languages aren't finished yet but you want to release what you have), perhaps as an alternative to deleting all the relevant localization files or messing with your build settings you can try to edit the list of languages in your XCode project? It's not per target but per project, but it might allow you to exclude languages you don't want in your build. See under Localizations in your project settings (there's a little - icon you can use to remove a language).
I think you might be able to pull it of by going to:
Target Settings => Info => Add a new row called Localizations => Add a new element to that array with the kind of language you want (I think the default is english)
I haven't tested it, just let me know if it worked.
If I understand your question, you don't actually need a localized app, or at least not a fully localized one. If that is the case, I would use a run-script build phase which is responsible for copying the appropriate non-localized but target-specific resources based on the current target. E.g. supposing you have an Audio folder in your project root with all the versions for the different languages, your script could look like:
cp "$PROJECT_DIR/Audio/$TARGETNAME.mp3" "$TARGET_BUILD_DIR/$UNLOCALIZED_RESOURCES_FOLDER_PATH/audio.mp3"
which would e.g. copy/rename "Swedish.mp3" to "audio.mp3" directly accessible from the bundle.

What is the best way to organize source code of a large Cocoa application in Xcode?

Here is what I'm looking for:
I'd like to separate pieces of functionality into modules or components of some sort to limit visibility of other classes to prevent that each class has access to every other class which over time results in spaghetti code.
In Java & Eclipse, for example, I would use packages and put each package into a separate project with a clearly defined dependency structure.
Things I have considered:
Using separate folders for source files and using Groups in Xcode:
Pros: simple to do, almost no Xcode configuration needed
Cons: no compile-time separation of functionality, i.e. access to everything is only one #import statement away
Using Frameworks:
Pros: Framework code cannot access access classes outside of framework. This enforces encapsulation and keeps things separate
Cons: Code management is cumbersome if you work on multiple Frameworks at the same time. Each Framework is a separate Xcode project with a separate window
Using Plugins:
Pros: Similar to Frameworks, Plugin code can't access code of other plugins. Clean separation at compile-time. Plugin source can be part of the same Xcode project.
Cons: Not sure. This may be the way to go...
Based on your experience, what would you choose to keep things separate while being able to edit all sources in the same project?
Edit:
I'm targeting Mac OS X
I'm really looking for a solution to enforce separation at compile time
By plugins I mean Cocoa bundles (http://developer.apple.com/library/mac/#documentation/Cocoa/Conceptual/LoadingCode/Concepts/Plugins.html)
I have worked on some good-sized Mac projects (>2M SLOC in my last one in 90 xcodeproj files) and here are my thoughts on managing them:
Avoid dynamic loads like Frameworks, Bundles, or dylibs unless you are actually sharing the binaries between groups. These tend to create more complexity than they solve in my experience. Plus they don't port easily to iOS, which means maintaining multiple approaches. Worst, having lots of dynamic libraries increases the likelihood of including the same symbols twice, leading to all kinds of crazy bugs. This happens when you directly include some "helper" class directly in more than one library. If it includes a global variable, the bugs are awesome as different threads use different instances of the global.
Static libraries are the best choice in many if not most cases. They resolve everything at build time, allowing code stripping in your C/C++ and other optimizations not possible in dynamic libraries. They get rid of "hey, it loads on my system but not the customer's" (when you use the wrong value for the framework path). No need to deal with slides when computing line numbers from crash stacks. They catch duplicate symbols at build time, saving many hours of debugging pain.
Separate major components into separate xcodeproj. Really think about what "major" means here, though. My 90-project product was way too many. Just doing dependency checking can become a very non-trivial exercise. (Xcode 4 can improve this, but I left the project before we ever were able to get Xcode 4 to reliably build it, so I don't know how well it did in the end.)
Separate public from private headers. You can do this with static libs just as well as you can with Frameworks. Put the public headers in a different directory. I recommend each component have its own public include directory for this purpose.
Do not copy headers. Include them directly from the public include directory for the component. Copying headers into a shared tree seems like a great idea until you do it. Then you find that you're editing the copy rather than the real one, or you're editing the real one, but not actually copying it. In any case, it makes development a headache.
Use xcconfig files, not the build pane. The build pane will drive you crazy in these kinds of big projects. Mine tend to have lines like this:
common="../../common"
foo="$(common)/foo"
HEADER_SEARCH_PATHS = $(inherited) $(foo)/include
Within your public header path, include your own bundle name. In the example above, the path to the main header would be common/foo/include/foo/foo.h. The extra level seems a pain, but it's a real win when you import. You then always import like this: #import <foo/foo.h>. Keeps everything very clean. Don't use double-quotes to import public headers. Only use double-quotes to import private headers in your own component.
I haven't decided the best way for Xcode 4, but in Xcode 3, you should always link your own static libraries by adding the project as a subproject and dragging the ".a" target into your link step. Doing it this way ensures that you'll link the one built for the current platform and configuration. My really huge projects haven't been able to convert to Xcode 4 yet, so I don't have a strong opinion yet on the best way there.
Avoid searching for custom libraries (the -L and -l flags at the link step). If you build the library as part of the project, then use the advice above. If you pre-build it, then add the full path in LD_FLAGS. Searching for libraries includes some surprising algorithms and makes the whole thing hard to understand. Never drop a pre-built library into your link step. If you drop a pre-built libssl.a into your link step, it actually adds a -L parameter for the path and then adds -lssl. Under default search rules, even though you show libssl.a in your build pane, you'll actually link to the system libssl.so. Deleting the library will remove the -l but not the -L so you can wind up with bizarre search paths. (I hate the build pane.) Do it this way instead in xcconfig:
LD_FLAGS = "$(openssl)/lib/libssl.a"
If you have stable code that is shared between several projects, and while developing those projects you're never going to mess with this code (and don't want the source code available), then a Framework can be a reasonable approach. If you need plugins to avoid loading large amounts of unnecessary code (and you really won't load that code in most cases), then bundles may be reasonable. But in the majority of cases for application developers, one large executable linked together from static libraries is the best approach IMO. Shared libraries and frameworks only make sense if they're actually shared at runtime.
My suggestion would be:
Use Frameworks. They're the most easily reusable build artifact of the options you list, and the way you describe the structure of what you are trying to achieve sounds very much like creating a set of Frameworks.
Use a separate project for each Framework. You'll never be able to get the compiler to enforce the kind of access restrictions you want if everything is dumped into a single project. And if you can't get the compiler to enforce it, then good luck getting your developers to do so.
Upgrade to XCode4 (if you haven't already). This will allow you to work on multiple projects in a single window (pretty much like how Eclipse does it), without intermingling the projects. This pretty much eliminates the cons you listed under the Frameworks option.
And if you are targeting iOS, I very strongly recommend that you build real frameworks as opposed to the fake ones that you get by using the bundle-hack method, if you aren't building real frameworks already.
I've managed to keep my sanity working on my project which has grown over the past months to fairly large (number of classes) by forcing myself to practice Model-View-Control (MVC) diligently, plus a healthy amount of comments, and the indispensable source control (subversion, then git).
In general, I observe the following:
"Model" Classes that serialize data (doesn't matter from where, and including app's 'state') in an Objective-C 1 class subclassed from NSObject or custom "model" classes that inherits from NSObject. I chose Objective-C 1.0 more for compatibility as it's the lowest common denominator and I didn't want to be stuck in the future writing "model" classes from scratch because of dependency of Objective-C 2.0 features.
View Classes are in XIB with the XIB version set to support the oldest toolchain I need to support (so I can use a previous version Xode 3 in addition to Xcode 4). I tend to start with Apple provided Cocoa Touch API and frameworks to benefit from any optimization/enhancement Apple may introduce as these APIs evolve.
Controller Classes contain usual code that manages display/animation of views (programmatically as well as from XIBs) and data serialization of data from "model" classes.
If I find myself reusing a class a few times, I'd explore refactoring the code and optimizing (measured using Instruments) into what I call "utility" classes, or as protocols.
Hope this helps, and good luck.
This depends largely on your situation and your own specific preferences.
If you're coding "proper" object-oriented classes then you will have a class structure with methods and variables hidden from other classes where necessary. Unless your project is huge and built of hundreds of different distinguishable modules then its probably sufficient to just group classes and resources into folders/groups in XCode and work with it that way.
If you've really got a huuge project with easily distinguishable modules then by all means create a framework. I would suggest though that this would only really be necessary where you are using the same code in different applications, in which case creating a framework/extra project would be a good way to effectively copy code between projects. In practically all other cases it would probably just be overkill and much more complicated than needed.
Your last idea seems to be a mix of the first two. Plugins (as I understand you are describing - tell me if I'm wrong) are just separated classes in the same project? This is probably the best way, and should be done (to an extent) in any case. If you are creating functionality to draw graphs (for example) you should section off a new folder/group and start your classes and functionality within that, only including those classes into your main application where necessary.
Let me put it this way. There's no reason to go over the top... but, even if just for your own sanity - or the maintainability of your code - you should always endeavour to group everything up into descriptive groups/folders.

Cocoa/Objective-C Plugins Collisions

My application has a plugin system that allows my users to write their own plugins that get loaded at runtime. Usually this is fine but in some cases two plugins use the same libraries that will cause a collision between those two.
Example:
Plugin A wants to use TouchJSON for working with JSON and thus the creator adds the TouchJSON code to the plugin source and it gets compiled and linked into the plugin binary. Later Plugin B also wants to use that same library and does exactly the same. Now when my app loads these two different plugins it detects this and spits out an warning like this:
Class CJSONScanner is implemented in
both [path_to_plugin_a] and
[path_to_plugin_b]. One of the two
will be used. Which one is undefined.
Since my app just loads plugins and makes sure they conform to a certain protocol I have no control over which plugins are loaded and if two or more use the same library.
As long as both plugins use the exact same version of the library this will probably work but as soon as the API changes in one plugin a bunch of problems will arise.
Is there anything I can do about this?
The bundle loading system provides no mean to pacifically resolve name conflicts. In fact, we're told to ensure ourselves that the problem doesn't happen, rather than what to do if it happens. (Obviously, in your case, that's not possible).
You could file a bug report with this issue.
If this is absolutely critical to your application, you may want to have bundles live in separate processes and use some kind of IPC, possibly NSDistantObject, to pass the data from your program to the plugin hosts. However, I'm fairly sure this is a bag of hurt, so if you don't have very clearly-defined interfaces that allow for distribution into different processes, it might be quite an undertaking.
In a single-process model, the only way to deal with this is to ensure that the shared code (more precisely, the shared Objective-C classes) is loaded once. There are two ways to do this:
Put the shared code in a framework.
Put the shared code in a loadable bundle, and load the bundle when the plug-in is loaded if the relevant classes aren’t already available (check using NSClassFromString()). The client code would also have to use NSClassFromString() rather than referring to classes directly.
Of course, if you aren’t in control of the plug-ins you can’t enforce either of these schemes. The best you can do is provide appropriate guidelines and possibly infrastructure; for instance, in the second case the loading could be handled by the application, perhaps by specifying a class to check for and the name of an embedded bundle to load if it isn’t available in the plug-in’s Info.plist.