Activity 1
Trace lifecycle events
Create two controllers in a navigation stack and log their load, appearance, layout, disappearance, and deinitialization callbacks.
Hint: Push, pop, rotate, and switch away from the app; note which callbacks repeat.
UIKit Development
Learn UIKit's object-based interface model and place work in the correct view-controller lifecycle method.
Before you begin
Learning stage
UIKit is an imperative, object-oriented UI framework. UIView objects draw content and receive interaction, while UIViewController objects coordinate a view hierarchy with application state and navigation. UIKit supplies container controllers such as UINavigationController and UITabBarController so screens participate in familiar platform behavior.
A controller's view loads lazily. Use loadView to create the root hierarchy programmatically and viewDidLoad for one-time configuration after loading. Use viewWillAppear or viewIsAppearing for information that must be refreshed for each appearance; at viewIsAppearing time the hierarchy has current geometry, safe-area insets, and traits.
Appearance and layout are different events. Layout callbacks can run many times, so they should not trigger requests or duplicate constraints. Pair temporary work with disappearance or deinitialization: cancel observation, stop work that no longer benefits the user, and keep business state outside the controller when it must outlive the screen.
Learning stage
This controller separates one-time construction from work that belongs to each appearance.
import UIKit
final class ProfileViewController: UIViewController {
private let nameLabel = UILabel()
private var refreshTask: Task<Void, Never>?
override func loadView() {
let root = UIView()
root.backgroundColor = .systemBackground
nameLabel.translatesAutoresizingMaskIntoConstraints = false
root.addSubview(nameLabel)
NSLayoutConstraint.activate([
nameLabel.centerXAnchor.constraint(equalTo: root.centerXAnchor),
nameLabel.centerYAnchor.constraint(equalTo: root.centerYAnchor)
])
view = root
}
override func viewDidLoad() {
super.viewDidLoad()
title = "Profile"
nameLabel.font = .preferredFont(forTextStyle: .title2)
}
override func viewIsAppearing(_ animated: Bool) {
super.viewIsAppearing(animated)
refreshTask?.cancel()
refreshTask = Task { [weak self] in
self?.nameLabel.text = await ProfileStore.shared.displayName()
}
}
deinit { refreshTask?.cancel() }
}Learning stage
Connect the UIKit concept to complete, maintainable application features.
Learning stage
Identify lifecycle, ownership, identity, layout, accessibility, and user-experience risks.
Learning stage
Build the behavior in a small Xcode project and inspect it across realistic states.
Activity 1
Create two controllers in a navigation stack and log their load, appearance, layout, disappearance, and deinitialization callbacks.
Hint: Push, pop, rotate, and switch away from the app; note which callbacks repeat.
Activity 2
Classify title setup, profile refresh, animation start, constraint creation, and task cancellation by the lifecycle method that should own each.
Hint: Ask whether the work is one-time, appearance-specific, geometry-specific, or cleanup.
Learning stage
Answer each question before revealing the explanation.
QUESTION 1
viewDidLoad
It runs after the hierarchy is loaded and is appropriate for setup that should not repeat on every appearance.
QUESTION 2
The view is in the hierarchy and has current geometry, safe-area insets, and traits.
It runs once per appearance transition after those environment values are established.
Learning stage
Explain the design in terms of lifecycle, identity, ownership, system behavior, and trade-offs.
Short answer: Separate hierarchy creation, one-time configuration, per-appearance refresh, repeated layout, and cleanup.
I create a programmatic hierarchy in loadView, configure it in viewDidLoad, refresh visibility-dependent data in an appearance callback, and reserve layout callbacks for geometry work. Any observation or asynchronous work has an explicit lifetime and cancellation point.
Possible follow-ups
Learning stage
UIKit screens are long-lived collaborating objects with an explicit lifecycle. Correct placement of construction, refresh, layout, and cleanup work keeps them predictable.