- Overview
- Naming
- Spacing
- Comments
- Classes and Structures
- Closure Expressions
- Types
- Control Flow
- Credits
This document captures the Swift style that is followed by all apps developed at Rocket Insights. We also have several higher level idioms and gotchas to look out for here.
Use descriptive names with camel case for classes, methods, variables, etc. Class names should be capitalized, while method names and variables should start with a lower case letter.
Preferred:
private let maximumWidgetCount = 100
class WidgetContainer {
var widgetButton: UIButton
let widgetHeightPercentage = 0.85
}
Not Preferred:
let MAX_WIDGET_COUNT = 100
class app_widgetContainer {
var wBut: UIButton
let wHeightPct = 0.85
}
For methods, when the first argument is part of a prepositional phrase, make the preposition the first label and use the actual argument name inside the method definition:
class Guideline {
func combine(with incoming: String, options: Dictionary?) { ... }
func upvote(by amount: Int) { ... }
}
- Use Id and not ID.
Use camelCase for enumeration values:
enum Shape {
case rectangle
case square
case triangle
case circle
}
- Indent using 4 spaces rather than tabs to conserve space and help prevent line wrapping.
- Method braces and other braces (
if
/switch
/while
etc.) always open on the same line as the statement but close on a new line. else
braces always open on the next line- Tip: You can re-indent by selecting some code (or ⌘A to select all) and then Control-I (or Editor\Structure\Re-Indent in the menu). Some of the Xcode template code will have 4-space tabs hard coded, so this is a good way to fix that.
Preferred:
if user.isHappy {
// Do something
}
else {
// Do something else
}
Not Preferred:
if user.isHappy
{
// Do something
} else {
// Do something else
}
- There should be exactly one blank line between methods to aid in visual clarity and organization. Whitespace within methods should separate functionality, but having too many sections in a method often means you should refactor into several methods.
When they are needed, use comments to explain why a particular piece of code does something. Comments must be kept up-to-date or deleted.
Avoid block comments inline with code, as the code should be as self-documenting as possible. Exception: This does not apply to those comments used to generate documentation.
For conciseness, avoid using self
since Swift does not require it to access an object's properties or invoke its methods.
Use self
when required to differentiate between property names and arguments in initializers, and when referencing properties in closure expressions (as required by the compiler):
class BoardLocation {
let row: Int, column: Int
init(row: Int, column: Int) {
self.row = row
self.column = column
let closure = {
print(self.row)
}
}
}
For conciseness, if a computed property is read-only, omit the get clause. The get clause is required only when a set clause is provided.
Preferred:
var diameter: Double {
return radius * 2
}
Not Preferred:
var diameter: Double {
get {
return radius * 2
}
}
Keep short func declarations on one line including the opening brace:
func reticulateSpline(_ spline: [Double]) -> Bool {
// reticulate code goes here
}
For functions with long signatures, still use one line, relying on IDE line wrapping, and separate the function body from declaration by an empty line for better readability:
func reticulateSpline(_ spline: [Double], adjustmentFactor: Double, translateConstant: Int, comment: String) -> Bool {
// reticulate code goes here
}
Use trailing closure syntax only if there's a single closure expression parameter at the end of the argument list. Give the closure parameters descriptive names.
Preferred:
UIView.animateWithDuration(1.0) {
self.myView.alpha = 0
}
UIView.animateWithDuration(
1.0,
animations: {
self.myView.alpha = 0
},
completion: { finished in
self.myView.removeFromSuperview()
}
)
Not Preferred:
UIView.animateWithDuration(1.0, animations: {
self.myView.alpha = 0
})
UIView.animateWithDuration(1.0,
animations: {
self.myView.alpha = 0
}) { f in
self.myView.removeFromSuperview()
}
For single-expression closures where the context is clear, use implicit returns:
attendeeList.sort { a, b in
a > b
}
Always use Swift's native types when available. Swift offers bridging to Objective-C so you can still use the full set of methods as needed.
Preferred:
let width = 120.0 // Double
let widthString = (width as NSNumber).stringValue // String
Not Preferred:
let width: NSNumber = 120.0 // NSNumber
let widthString: NSString = width.stringValue // NSString
In Sprite Kit code, use CGFloat
if it makes the code more succinct by avoiding too many conversions.
Constants are defined using the let
keyword, and variables with the var
keyword. Always use let
instead of var
if the value of the variable will not change.
Tip: A good technique is to define everything using let
and only change it to var
if the compiler complains!
Declare variables and function return types as optional with ?
where a nil value is acceptable.
Use implicitly unwrapped types declared with !
only for instance variables that you know will be initialized later before use, such as subviews that will be set up in viewDidLoad
.
When accessing an optional value, use optional chaining if the value is only accessed once or if there are many optionals in the chain:
self.textContainer?.textLabel?.setNeedsDisplay()
Use optional binding when it's more convenient to unwrap once and perform multiple operations:
if let textContainer = self.textContainer {
// do many things with textContainer
}
For optional binding, shadow the original name when appropriate rather than using names like unwrappedView
or actualLabel
.
Preferred:
var subview: UIView?
var volume: Double?
// later on...
if let subview = subview, volume = volume {
// do something with unwrapped subview and volume
}
Not Preferred:
var optionalSubview: UIView?
var volume: Double?
if let unwrappedSubview = optionalSubview {
if let realVolume = volume {
// do something with unwrappedSubview and realVolume
}
}
Use the native Swift struct initializers rather than the legacy CGGeometry constructors.
Preferred:
let bounds = CGRect(x: 40, y: 20, width: 120, height: 80)
let centerPoint = CGPoint(x: 96, y: 42)
Not Preferred:
let bounds = CGRectMake(40, 20, 120, 80)
let centerPoint = CGPointMake(96, 42)
Prefer the struct-scope constants CGRect.infiniteRect
, CGRect.nullRect
, etc. over global constants CGRectInfinite
, CGRectNull
, etc. For existing variables, you can use the shorter .zeroRect
.
Prefer compact code and let the compiler infer the type for a constant or variable, unless you need a specific type other than the default such as CGFloat
or Int16
. If the type cannot be inferred but is defined by a constant / static member, add the type specifier after the variable to emphasize the value.
Preferred:
let message = "Click the button"
let currentBounds = computeViewBounds()
var names: [String] = []
let color: UIColor = .black
let maximumWidth: CGFloat = 106.5
Not Preferred:
let message: String = "Click the button"
let currentBounds: CGRect = computeViewBounds()
var names = [String]()
let color = UIColor.black
let maximumWidth = CGFloat(106.5)
NOTE: Following this guideline means picking descriptive names is even more important than before.
Prefer the shortcut versions of type declarations over the full generics syntax.
Preferred:
var deviceModels: [String]
var employees: [Int: String]
var faxNumber: Int?
Not Preferred:
var deviceModels: Array<String>
var employees: Dictionary<Int, String>
var faxNumber: Optional<Int>
The guard statement can and should be used to avoid the pyramid of doom. Exit out of methods early if input does not meet requirements.
Preferred
guard let raftOfOtters = raftOfOtters else { return }
// Use unwrapped `raftOfOtters` value in here
** Not Preferred**
if let raftOfOtters = raftOfOtters {
// Use unwrapped `raftOfOtters` value in here
} else {
return
}
This style guide is heavily based off of Ray Wenderlich's