Developer tools for iOS. Runs on the device, no browser or computer needed.
(think Firebug or Webkit Developer Tools)
During development we rely heavily on the simulator to quickly view and test features, but often when we finally install our app on a device, the experience is not up-to-snuff with what was going on in the simulator. Views are off by a few pixels, performance is not what we expect, and crashes occur where we never saw them in the simulator. Sometimes these are device problems, sometimes it has to do with dropping in and out of signal, all sorts of scenarios that we cannot easily test for in the simulator.
And of course there is the problem that iOS devices have more features than the simulator! Bluetooth 4, for example, is not easy to get setup in the simulator (and you have to buy a USB bluetooth module).
My thesis is that we need to make on-device testing a more enjoyable and useful testing environment, so that we are compelled to test on it sooner and more often.
Kiln is such a solution. During development you can use Kiln as a UI inspector, or to monitor the console log, preview how accessibile your app is (to blind and color blind developers), or you can create a plugin that provides information specifically useful to your app. Below I'll show how to create a new plugin. Check out the plugins folder for some examples.
If you clone and run Kiln in the simulator, you will see a very boring app:
Activate a "shake" gesture by pressing ⌘⌃Z and Kiln will activate, which displays this:
The application shrinks down to a quarter size, and the development environment takes up the remaining space. That is Kiln, an in-app debugging and development environment! :-D
gem install kiln
- Replace
UIWindow
withKiln::KilnWindow
That's enough to have the Kiln.toggle
command fired whenever you shake the
device. If you want to use some other mechanism that launches Kiln (a
complicated gesture recognizer would be a good candidate), you can call
Kiln.toggle
(which calls either Kiln.fire_up
or Kiln.cool_down
). The
Kiln::KilnWindow
class is only used to listen for the shake event, so using it
will not affect your app in any other way.
When you shake your phone and activate Kiln, you are presented with three panes and a toolbar at the bottom:
All the views under the main window are placed in the Preview
area:
If you touch this area, you can get a quick preview of the view, or you can quickly change to another view, or change orientation. After a few seconds, kiln will automatically be displayed again. If you want to leave the Kiln debug area, you should shake the phone again.
This pane shows the view hierarchy of your app:
All the views on screen can be selected here, and a red box will show the bounds
of that view in the Preview
pane. If you touch it again, that view will be
sent to whatever plugin you have visible, or you can press the "down" button in
the bottom-right corner of this pane.
Not all plugins respond to the selected view. For instance the accessibility
plugin will always display the entire screen, regardless of which view is
selected. The log plugin, on the other hand, displays the inspect
information
about the view. And of course the UI plugin will change so that you can edit
the properties of that view.
The button in the upper-left corner expands this view, so that you can see the tree easier.
In the upper-right corner is the button to activate a visual view selector:
You can tap a view to get information about it, or press and hold to make that view "go away" so that you can choose the view behind it, or double-tap to select that view.
Here's where the inspector and other plugins live, with a toolbar at the bottom to select what plugin you want to view:
It is very easy to create new plugins, I'll go over that below. After you create a new plugin, you register it with Kiln:
Kiln.register(YourPlugin.new)
included automatically
The original idea for Kiln was just this UI plugin. The other plugins came later. I realized that it could (and should) be a generic "development environment" instead of a "UI editor". Also, some early feedback from the HipByte team helped open up this world of possibilities. :-)
UIPlugin
uses a pluggable architecture. First, there are the editors:
Kiln::TextEditor
Kiln::ColorEditor
Kiln::BooleanEditor
Kiln::FrameEditor
Second, these editors get associated with the view properties in a Hash
that
is returned by the class method UIView##kiln
. In custom views you only need
to return the properties that your custom view uses; any editable properties
in views you inherit from will be included. Don't do any merging in your kiln
method, that is handled by the plugin (by UIView##build_kiln
, in
kiln_ext.rb
)
class << UILabel
def kiln
{
'Content': { # section name
text: Kiln::TextEditor, # property => editor class
}
}
end
end
If you inherit from a view and you want to disable one of the editors, assign
nil
as the editor for that property. UIWindow
does this to prevent editing
frame
, hidden
, and userInteractionEnabled
properties from getting changed.
class << UIWindow
def kiln
@kiln ||= {
'TurnOff' => {
frame: nil,
hidden: nil,
userInteractionEnabled: nil,
},
}
end
end
Writing custom editors can be time consuming, because they are often very UI
heavy (check out the ColorEditor
to see what I mean). That said, the concept
is very easy:
-
extend the
Kiln::PropertyEditor
class. -
Return your editor in the
edit_view(container_width)
method. You don't have to use the entire width, but your editor view can't be any wider.If you want, you can return a "preview" that just shows the value, with a button that opens a much larger editor.
ColorEditor
andTextEditor
behave this way. -
To get the value of the property being edited, use the method
get_value
. It will introspectself.target
looking for a the appropriate getter method. -
Whenever the value changes, assign the new value to
set_value
, and that will fire aKilnNotificationTargetDidChange
notification, which is used byKiln::SaveUIPlugin
.set_value
will, likeget_value
, look for an appropriate setter.
The editors should be able to be used for many properties, but if you're writing
a one-off editor, I suppose you could call the getters and setters directly, but
you should post the KilnNotificationTargetDidChange
notification if you do
this.
After you have made your changes to your UIView
s, you will want to save those
changes, right? This plugin is your friend. It is not included by default,
though, because not everyone uses teacup or pixate.
Many of the properties that you'll be editing will already have the appropriate
output in this plugin (it uses #inspect
), but the way that Kiln records your
changes can be customized in two ways:
-
Change the
type
of output that you want. The default isteacup
, but it is possible to setup theSaveUIPlugin
to record NUI or Pixate changes as well.Kiln.registerPlugin(Kiln::SaveUIPlugin.new) # use teacup Kiln.registerPlugin(Kiln::SaveUIPlugin.new(:pixate))
-
Register custom output, by class. This will be used for any property, for instance if you want
UIColor
objects to be persisted as an array of RGB values, you could register that output like this:register(:teacup, UIColor) { |color| "[#{color.red}, #{color.blue}, #{color.green}]" }
Because Kiln uses SugarCube, a lot of the hard work is done for us there
(because SugarCube implements lots of useful to_s
and inspect
methods)
included automatically
This plugin provides two screenshots of the current screen. One that mimics how a sightless person would "see" your app, and another that mimics how a (very) color blind person would see it. Each one is at best, an approximation, but the goal is that having this quick metric handy will encourage more developers to spend some time on accessibility. A little goes a long way!
This plugin generated a lot of excitement when I announced Kiln at the
RubyMotion conference, #inspect2013. We had all heard [Austin
Seraphin's][austinseraphin] talk the previous day, about how to improve
accessibility. This plugin tries to provide a visualization of the
recommendations he gave us - first and foremost, he recommended that you should
at least set the accessibilityLabel
on custom views.
The left side shows a screenshot of your app with only red and green squares. Green squares mean "you're doing OK". It does NOT mean that your app has "good" accessibility, but at a minimum you should at least get all your screens "in the green" before you send your app to an accessibility consultant.
The other screenshot is a your app in black and white, with colors desaturated. An attempt to mimic how a color blind person would see your app. There are many types of color blindness, and down the road I would love to see a few different screen shots for each specific type in this pane. For now, it takes the "common denominator" approach, which is to remove all color.
included automatically
This plugin requires more involvement in your application code, if you want to
make it useful. You basically need to use the Kiln::Log.log
family of methods,
and each of them will write to the Kiln::LogPlugin.log
buffer. Here's a quick
way to do this:
Log = Kiln::Log
Log.info('info!')
Log.error('an error occurred!')
# available methods:
# Log.error, Log.warning, Log.log, Log.notice, Log.info, Log.ok, Log.debug
# only log information greater than or equal to log level "warning"
Log.level = Log::Warning
Or you can write a log method yourself that calls one of the Kiln::Log methods.
If you use CocoaLumberjack, it should be very easy to hook up Kiln::Log
, but
it will have to be done in Obj-C I think (I took a stab at it, but gave up when
I couldn't access the message
property).
The upside to using these Kiln::Log
methods is that they use pretty coloring,
they output to both the console and the Kiln log, and I'm planning on
including some awesome-print-like features to the log methods in the future
(or, more likely, delegate to awesome-print if it's available).
My hope is that you will identify places in your app where you would benefit from on-device feedback. Here are just some ideas as examples:
- Building an app that interacts with bluetooth devices: How about signal strength? Devices detected? Connect and disconnect buttons?
- Interfacing with an API: Logging requests, logging parameters sent and responses, interface to send arbitrary requests
- Building a game: framerate, number of textures on screen. To find out when the performance breaks down on the device, you can't trust the simulator!
So, let's get to it. I will use some code from AccessibilityPlugin
in this
example.
First, the most basic plugin structure:
class AccessibilityPlugin < Plugin
name 'Accessibility' # as you want it to appear in the toolbar
# canvas is the view where the plugin will be placed. You do not need to
# call `addSubview` on this object.
def plugin_view(canvas)
return UIView.initWithFrame(canvas.bounds)
end
end
So far we have:
- named our plugin 'Accessibility'
- returned an empty container
Let's add our two image views. We'll make use of geomotion, which is required by Kiln:
def plugin_view(canvas)
return UIView.alloc.initWithFrame(canvas.bounds).tap do |view|
view.backgroundColor = :black.uicolor
@accessibility = UIButton.alloc.initWithFrame(view.bounds
.thinner(view.bounds.width / 2))
@colorblind = UIButton.alloc.initWithFrame(view.bounds
.thinner(view.bounds.width / 2)
.right(view.bounds.width / 2))
view << @accessibility
view << @colorblind
end
end
When the plugin is activated, we should grab a screenshot of the app and assign
it to each view. The show
method is called on a plugin when it is selected.
def show
Dispatch::Queue.main.async do
@colorblind.setImage(get_colorblind_image, forState: :normal.uicontrolstate)
end
Dispatch::Queue.main.async do
@accessibility.setImage(get_accessibility_image, forState: :normal.uicontrolstate)
end
end
The AccessibilityPlugin
does a few more things like show spinners, display a
big screenshot image on touch, and I haven't implemented the
get_{accessibility,colorblind}_image
methods here, but hopefully this is
enough for you to get the gist of writing a plugin. Here is the entire list of
methods that you can call, or get called, on a plugin:
name
- the name as it appears in the toolbarview
- stores the plugin view that is returned byplugin_view
. This method is only created once (much likeUIViewController#loadView
)target
- the view that has been selected in the UI picker
plugin_view(canvas_view)
- the view returned by this method will be placed incanvas_view
when your plugin is selectededit(target)
- called when a new view is double-tapped in the UI picker. You should callsuper
, which assigns this view to thetarget
property. Then you can updateself.view
with any changes that you need to apply.show
- called when your plugin is selected (this will always be afteredit(target)
)hide
- called just before your plugin is removed from the canvas
Register your new plugin in the
AppDelegate#application(didFinishLaunchingWithOptions:)
method.
class AppDelegate
def application(application, didFinishLaunchingWithOptions:launchOptions)
@window = Kiln::KilnWindow.alloc.initWithFrame(UIScreen.mainScreen.bounds)
@window.makeKeyAndVisible
# include the SaveUIPlugin, which is not included by default
Kiln.register(Kiln::SaveUIPlugin.new)
# include a custom plugin
Kiln.register(CustomPlugin.new)
return true
end
end
Kiln depends on geomotion, which I don't feel bad about, and SugarCube. I would like to remove the SugarCube dependency, because not everyone uses it.