> As of June 2020, Apple Reports that 92% of devices introduced in the last 4 years use iOS 13, while 81% of all devices (including the oldest) use iOS 13. Some businesses are not willing to part with that remaining 8%-19% of users. I'm surprised that so many people have the latest iOS. I was reluctant to use SwiftUI because I thought that more people have older iPhones which wouldn't support it.
iOS adoption rates are extremely high these days, especially with the long support periods devices get and various ways to reduce friction while updating.
Should I use SwiftUI in production? A code-to-code comparison to help you decide
11–20 of 76 posts
Re: Should I use SwiftUI in production? A code-to-code comparison to help you decide
#12Re: Should I use SwiftUI in production? A code-to-code comparison to help you decide
#13I've been working full time on an app in SwiftUI for the past 8 months or so. I'll sum it up this way: I frequently oscillate between thinking "This is amazing, it truly is a joy to work with SwiftUI" and "Holy FUCK this is the most infuriating thing I've ever experienced in my life". I can't comment on the documentation, because there isn't any. The closest thing you get is the WWDC videos from the past few years wh…
Re: Should I use SwiftUI in production? A code-to-code comparison to help you decide
#14> As of June 2020, Apple Reports that 92% of devices introduced in the last 4 years use iOS 13, while 81% of all devices (including the oldest) use iOS 13. Some businesses are not willing to part with that remaining 8%-19% of users. I'm surprised that so many people have the latest iOS. I was reluctant to use SwiftUI because I thought that more people have older iPhones which wouldn't support it.
As per this Wikipedia article[1], more than 2 billion iOS devices were sold by September 2018. 19% of 2B is 380M devices. So by going iOS 13 only quite a few potential users are left out. [1] https://en.wikipedia.org/wiki/List_of_iOS_and_iPadOS_devices
Re: Should I use SwiftUI in production? A code-to-code comparison to help you decide
#15> As of June 2020, Apple Reports that 92% of devices introduced in the last 4 years use iOS 13, while 81% of all devices (including the oldest) use iOS 13. Some businesses are not willing to part with that remaining 8%-19% of users. I'm surprised that so many people have the latest iOS. I was reluctant to use SwiftUI because I thought that more people have older iPhones which wouldn't support it.
As per this Wikipedia article[1], more than 2 billion iOS devices were sold by September 2018. 19% of 2B is 380M devices. So by going iOS 13 only quite a few potential users are left out. [1] https://en.wikipedia.org/wiki/List_of_iOS_and_iPadOS_devices
Re: Should I use SwiftUI in production? A code-to-code comparison to help you decide
#16Re: Should I use SwiftUI in production? A code-to-code comparison to help you decide
#17Re: Should I use SwiftUI in production? A code-to-code comparison to help you decide
#18SwiftUI is pretty and a pleasure to work with when you want to do something that is expected. The moment you need something more, SwiftUI is not your friend anymore. Too much is hidden away in internal implementation details and much of it is broken, incomplete or completely missing. It may be adequate on iOS, but on a Mac it is nowhere near usable at this stage.
Re: Should I use SwiftUI in production? A code-to-code comparison to help you decide
#19Thanks to Big Mountain Studio’s work on documentation and lots of blogs with nice articles (swift with majid) it’s possible to get a good grasp on the subject.
It’s definitely the future and a real joy to work with, definitely so in new projects.
The app I built is bulletweek.
Re: Should I use SwiftUI in production? A code-to-code comparison to help you decide
#20With the little experience I got, I agree with mikenew's comment. SwiftUI felt like an expressive way to define UI elements, but I had some small weird details that took long time to solve, perhaps because I defined something in a way that wasn't supposed to. Ultimately, I mostly got the code to look in the way I preferred, but for example regarding animation or gestures there were some problematic details I didn't want to spend time to get exactly right.
Overall I enjoyed it much more than UIKit but I would hesitate to use it in the future in a professional setting without properly investigating how mature it is at that point of time.
If anyone is interested, here's the Shogi app I developed, intended for two local two players, and as a reminder I am quite new to the iOS ecosystem: https://github.com/EvidentSolutions/toodim