When SwiftUI was made by Apple a while ago, my thought was that it would take some time to use it on a day-to-day basis. The idea is only half confirmed, because at the beginning SwiftUI was a bit limited and the second version SwiftUI is still a bit limited, but I also see many advantages.
I’ve been using UIKit for 5 years and I’ve been using Swift for 4 years. The comfort zone is very large to stay with UIKit. But that is exactly what does not make a programmer. …
Before SwiftUI existed, apps were built using UIKit. Many associate UIKit with storyboards, but most of the time you just used code to create a UI. By getting rid of the storyboard. In this article, I’ll go into how to create an app in UIKit without a storyboard.
We are creating a VAT calculator app to calculate the gross price.
First we delete the Main.storyboard and move it to the trash, because we don’t need it!
After all the weeks in which SwiftUI 2.0 has been released, I’ll comment on it in this article. SwiftUI is excellent, but it also shows shortcomings at the moment.
I love programming apps, be it for iPhones or Macs and that’s one of the shortcomings. If I program a SwiftUI app, the customer needs at least iOS 13 and macOS 10.15 and if I want to use the new features of the second version, the customer needs iOS 14 and macOS 11. These restrictions are also the limits of SwiftUI and therefore I am forced to continue to use UIKit.
I recommend The Flutter Framework from Google to anyone who wants to create simple mobile apps for iOS and Android at the same time. The code is written in Dart, then it is compilable for iOS and Android. Flutter and Dart is still very young and is being further developed by Google.
The iOS app will then compiled via CocoaPods and Android will recognize the programming language Dart. Flutter uses widgets and everything is written and coded in widgets.
As an iOS Developer, I wanted to think outside the box and am satisfied with the Flutter Framework. Of course, the framework still shows limits, since it is still so young. Nevertheless I have to take the hat off to the Flutter development team, because they have done a good job so far.
I love developing small but nice mobile games. Predominantly for iOS, but since SpriteKit and SceneKit show borders, I have opted for an engine. Godot Engine is open source, that makes that engine so valuable to me.
Anyone looking for an alternative to Unity can recommend the Godot Engine. Even though the Godot engine is not so well known, there are already some games that were developed with Godot.
I am still at the beginning of learning the Godot Engine, but I am happy to develop beautiful games. The wonderful thing is that you can write a code and compile the game, for example for iOS and Android.
Godot Engine is open source, without restrictions and without fees. So I think that Godot has a better stand over Unity.
For me as a German Developer for iOS, macOS and front end, I learn everything by myself. But in Germany you always need a document, which proofs you can do it! That is very sad and that is also the reason that you are not up to date most of the time.
I break with this point of view. I learn by myself every day, so I am aware for future projects. For now I am freelancing and developing for myself. In the near future I would like to code for some Tech firms, of course.
I started full-time coding…
Swift (iOS, iPadOS & macOS) Developer