The answer appears to be no. The Facebook app bundle* contains no storyboard files, nor any xibs. I suspect they're building the UI in code, using their own layout framework.
I'm sure Facebook have very good reasons for not using Storyboards, but (in my opinion) most projects would be better off going the storyboard route. Storyboards are very powerful and offer a huge degree of flexibility and convenience. I've noticed some programmers struggle to get to grips with the nature of Interface Builder, and naturally want to go back to defining the UI in code. This is fine, of course, but they're re
The answer appears to be no. The Facebook app bundle* contains no storyboard files, nor any xibs. I suspect they're building the UI in code, using their own layout framework.
I'm sure Facebook have very good reasons for not using Storyboards, but (in my opinion) most projects would be better off going the storyboard route. Storyboards are very powerful and offer a huge degree of flexibility and convenience. I've noticed some programmers struggle to get to grips with the nature of Interface Builder, and naturally want to go back to defining the UI in code. This is fine, of course, but they're really missing out on a very powerful tool, and a huge degree of convenience. I can almost guarantee that a project developed in Interface Builder is significantly easier to work on as it becomes more complicated, and making tweaks or changes to the UI in the future will be far easier too. I've worked on quite a few of both types of project, and I've found that projects that use storyboards are always far more pleasant to work on.
* It's very easy to explore the resources in an app's bundle. Here's how you do it:
If you download the Facebook app to iTunes, you can right click the icon (in iTunes, from the 'Apps' view) and select 'Reveal in Finder' to show the ipa file. Add '.zip' to the end of the ipa's file name, and then double click the renamed file to extract the contents. In the folder that will have been created, open the subfolder 'Payload', and then right click the 'Facebook' file and choose 'Show Package Contents'. What you see now are the files that ship inside the Facebook app's bundle. If they were using a storyboard file, it'd be in here. The storyboard that ships with an app is compiled down, so you can't open it in Interface Builder yourself.
Where do I start?
I’m a huge financial nerd, and have spent an embarrassing amount of time talking to people about their money habits.
Here are the biggest mistakes people are making and how to fix them:
Not having a separate high interest savings account
Having a separate account allows you to see the results of all your hard work and keep your money separate so you're less tempted to spend it.
Plus with rates above 5.00%, the interest you can earn compared to most banks really adds up.
Here is a list of the top savings accounts available today. Deposit $5 before moving on because this is one of th
Where do I start?
I’m a huge financial nerd, and have spent an embarrassing amount of time talking to people about their money habits.
Here are the biggest mistakes people are making and how to fix them:
Not having a separate high interest savings account
Having a separate account allows you to see the results of all your hard work and keep your money separate so you're less tempted to spend it.
Plus with rates above 5.00%, the interest you can earn compared to most banks really adds up.
Here is a list of the top savings accounts available today. Deposit $5 before moving on because this is one of the biggest mistakes and easiest ones to fix.
Overpaying on car insurance
You’ve heard it a million times before, but the average American family still overspends by $417/year on car insurance.
If you’ve been with the same insurer for years, chances are you are one of them.
Pull up Coverage.com, a free site that will compare prices for you, answer the questions on the page, and it will show you how much you could be saving.
That’s it. You’ll likely be saving a bunch of money. Here’s a link to give it a try.
Consistently being in debt
If you’ve got $10K+ in debt (credit cards…medical bills…anything really) you could use a debt relief program and potentially reduce by over 20%.
Here’s how to see if you qualify:
Head over to this Debt Relief comparison website here, then simply answer the questions to see if you qualify.
It’s as simple as that. You’ll likely end up paying less than you owed before and you could be debt free in as little as 2 years.
Missing out on free money to invest
It’s no secret that millionaires love investing, but for the rest of us, it can seem out of reach.
Times have changed. There are a number of investing platforms that will give you a bonus to open an account and get started. All you have to do is open the account and invest at least $25, and you could get up to $1000 in bonus.
Pretty sweet deal right? Here is a link to some of the best options.
Having bad credit
A low credit score can come back to bite you in so many ways in the future.
From that next rental application to getting approved for any type of loan or credit card, if you have a bad history with credit, the good news is you can fix it.
Head over to BankRate.com and answer a few questions to see if you qualify. It only takes a few minutes and could save you from a major upset down the line.
How to get started
Hope this helps! Here are the links to get started:
Have a separate savings account
Stop overpaying for car insurance
Finally get out of debt
Start investing with a free bonus
Fix your credit
A huge iOS app like Facebook probably doesn't use storyboards since they have (I'm assuming) hundreds of engineers working on it.
When you have that many engineers working on a single project, version control will be really hard if you're going to be using storyboards since at the crux of it, a storyboard is an XML file with special tags apple uses.
I can only imagine how hard it would be to code review storyboards!
I am sure the answer is no.
Storyboards fail at runtime, not at compile time:
You have a typo in a segue name or connected it wrong in your storyboard? It will blow up at runtime. You use a custom UIViewController subclass that doesn't exist anymore in your storyboard? It will blow up at runtime. If you do such things in code, you will catch them early on, during compile time.
Storyboards get confusing fast:
As your project grows, your storyboard gets increasingly more difficult to navigate. Also, if multiple view controllers have multiple segues to multiple other view controllers, your storyboard quickly starts to look lik
Storyboards fail at runtime, not at compile time:
You have a typo in a segue name or connected it wrong in your storyboard? It will blow up at runtime. You use a custom UIViewController subclass that doesn't exist anymore in your storyboard? It will blow up at runtime. If you do such things in code, you will catch them early on, during compile time.
Storyboards get confusing fast:
As your project grows, your storyboard gets increasingly more difficult to navigate. Also, if multiple view controllers have multiple segues to multiple other view controllers, your storyboard quickly starts to look like a bowl of spaghetti and you'll find yourself zooming in and out and scrolling all over the place to find the view controller you are looking for and to find out what segue points where.
Storyboards make working in a team harder:
Because you usually only have one huge storyboard file for your project, having multiple developers regularly making changes to that one file can be a headache: Changes need to be merged and conflicts resolved. When a conflict occurs, it is hard to tell how to resolve it: Xcode generates the storyboard XML file and it was not really designed with the goal in mind that a human would have to read, let alone edit it.
Storyboards make code reviews hard or nearly impossible:
Peer code reviews are a great thing to do on your team. However, when you make changes to a storyboard, it is almost impossible to review these changes with a different developer. All you can pull up is a diff of a huge XML file. Deciphering what really changed and if those changes are correct or if they broke something is really hard.
Storyboards hinder code reuse:
In my iOS projects, I usually create a class that contains all the colors and fonts and margins and insets that I use throughout the app to give it a consistent look and feel: It's a one line change if I have to adjust any of those values for the whole app. If you set such values in the storyboard, you duplicate them and will need to find every single occurrence when you want to change them. Chances are high that you miss one, because there's no search and replace in storyboards.
Storyboards require constant context switches:
I find myself working and navigating much faster in code than in storyboards. When your app uses storyboards, you constantly switch your context: "Oh, I want a tap on this table view cell to load a different view controller. I now have to open up the storyboard, find the right view controller, create a new segue to the other view controller (that I also have to find), give the segue a name, remember that name (I can't use constants or variables in storyboards), switch back to code and hope I don't mistype the name of that segue for my prepareForSegue
method. How I wish I could just type those 3 lines of code right here where I am!" No, it's not fun. Switching between code and storyboard (and between keyboard and mouse) gets old fast and slows you down.
Storyboards are hard to refactor:
When you refactor your code, you have to make sure it still matches what your storyboard expects. When you move things around in your storyboard, you will only find out at runtime if it still works with your code. It feels to me as if I have to keep two worlds in sync. It feels brittle and discourages change in my humble opinion.
Storyboards are less flexible:
In code, you can basically do anything you want! With storyboards you are limited to a subset of what you can do in code. Especially when you want to do some advanced things with animations and transitions you will find yourself "fighting the storyboard" to get it to work.
Storyboards don't let you change the type of special view controllers:
You want to change a UITableViewController
into a UICollectionViewController
? Or into a plain UIViewController
? Not possible in a Storyboard. You have to delete the old view controller and create a new one and re-connect all the segues. It's much easier to do such a change in code.
Storyboards add two extra liabilities to your project:
(1) The Storyboard Editor tool that generates the storyboard XML and (2) the runtime component that parses the XML and creates UI and controller objects from it. Both parts can have bugs that you can't fix.
Storyboards don't allow you to add a subview to a UIImageView
:
Who knows why.
Storyboards don't allow you to enable Auto Layout for individual View(-Controller)s:
By checking/unchecking the Auto Layout option in a Storyboard, the change is applied to ALL controllers in the Storyboard.
Storyboards have a higher risk of breaking backwards compatibility:
Xcode sometimes changes the Storyboard file format and doesn't guarantee in any way that you will be able to open Storyboard files that you create today a few years or even months from now.
Some of these reasons also apply to XIBs.
I once met a man who drove a modest Toyota Corolla, wore beat-up sneakers, and looked like he’d lived the same way for decades. But what really caught my attention was when he casually mentioned he was retired at 45 with more money than he could ever spend. I couldn’t help but ask, “How did you do it?”
He smiled and said, “The secret to saving money is knowing where to look for the waste—and car insurance is one of the easiest places to start.”
He then walked me through a few strategies that I’d never thought of before. Here’s what I learned:
1. Make insurance companies fight for your business
Mos
I once met a man who drove a modest Toyota Corolla, wore beat-up sneakers, and looked like he’d lived the same way for decades. But what really caught my attention was when he casually mentioned he was retired at 45 with more money than he could ever spend. I couldn’t help but ask, “How did you do it?”
He smiled and said, “The secret to saving money is knowing where to look for the waste—and car insurance is one of the easiest places to start.”
He then walked me through a few strategies that I’d never thought of before. Here’s what I learned:
1. Make insurance companies fight for your business
Most people just stick with the same insurer year after year, but that’s what the companies are counting on. This guy used tools like Coverage.com to compare rates every time his policy came up for renewal. It only took him a few minutes, and he said he’d saved hundreds each year by letting insurers compete for his business.
Click here to try Coverage.com and see how much you could save today.
2. Take advantage of safe driver programs
He mentioned that some companies reward good drivers with significant discounts. By signing up for a program that tracked his driving habits for just a month, he qualified for a lower rate. “It’s like a test where you already know the answers,” he joked.
You can find a list of insurance companies offering safe driver discounts here and start saving on your next policy.
3. Bundle your policies
He bundled his auto insurance with his home insurance and saved big. “Most companies will give you a discount if you combine your policies with them. It’s easy money,” he explained. If you haven’t bundled yet, ask your insurer what discounts they offer—or look for new ones that do.
4. Drop coverage you don’t need
He also emphasized reassessing coverage every year. If your car isn’t worth much anymore, it might be time to drop collision or comprehensive coverage. “You shouldn’t be paying more to insure the car than it’s worth,” he said.
5. Look for hidden fees or overpriced add-ons
One of his final tips was to avoid extras like roadside assistance, which can often be purchased elsewhere for less. “It’s those little fees you don’t think about that add up,” he warned.
The Secret? Stop Overpaying
The real “secret” isn’t about cutting corners—it’s about being proactive. Car insurance companies are counting on you to stay complacent, but with tools like Coverage.com and a little effort, you can make sure you’re only paying for what you need—and saving hundreds in the process.
If you’re ready to start saving, take a moment to:
- Compare rates now on Coverage.com
- Check if you qualify for safe driver discounts
- Reevaluate your coverage today
Saving money on auto insurance doesn’t have to be complicated—you just have to know where to look. If you'd like to support my work, feel free to use the links in this post—they help me continue creating valuable content.
Yes, yes they do. You just have to right click on the application, choose show package contents, then go into Contents/Resources and there you see all those files that go into making of the application interface.
You will see hundreds of files that end in NIB, those are made using interface builder.
There seems to be the story that developers at apple don't eat their own dog food so to speak. The real answer is, sometimes they do, sometimes they don't.
For iOS :
In the early days of iPhone 1 and 2, they probably did not use interface builder because it really did not exist. Each application had r
Yes, yes they do. You just have to right click on the application, choose show package contents, then go into Contents/Resources and there you see all those files that go into making of the application interface.
You will see hundreds of files that end in NIB, those are made using interface builder.
There seems to be the story that developers at apple don't eat their own dog food so to speak. The real answer is, sometimes they do, sometimes they don't.
For iOS :
In the early days of iPhone 1 and 2, they probably did not use interface builder because it really did not exist. Each application had rolled its own table view and other native controls. It was a bit of a mess, but they had to get the device out and it was easier to do, and like I said, they did not have the native tools we have today. But once iPhone 3 came out and the native SDK, they started to use Interface builder.
To try to make an iOS application today without Interface Builder is just ridiculous because you can't make the app support all the sizes without it, unless you make 1 version of the gui for each and every device. For the proof, you can unzip an application backup package and see the files that go into the application.
OS X:
For NextStep, OpenStep, Rhapsody, OS Server and then on every OS X release, yes they used Interface builder for every single application that had graphical user interface. You could back then actually change the NIB files because they were not compiled. Every single application had NIB files and you could clearly see the interface, all from 10.0 and up.
Hope this answer puts the theory to rest that somehow Apple doesn't eat its own dog food. Just watch the WWDC videos, they clearly tell you how they do it, and even in one of them they show the lock screen, how it was made in layers and so forth.
Usage of story board is not based on whether the application is a simple one or complex or with advanced features. We can develop iOS applications using XIB's, without using XIB's as well as using story board. Story board is just a feature which will reduce further development time by allowing the user to design the flow of application with just few clicks and drags. Some developers feel easy to write code even to create a simple button or label. Because they feel that they have greater control over the control creation. Similarly some people feel easy in creating XIB and use them (like me). T
Usage of story board is not based on whether the application is a simple one or complex or with advanced features. We can develop iOS applications using XIB's, without using XIB's as well as using story board. Story board is just a feature which will reduce further development time by allowing the user to design the flow of application with just few clicks and drags. Some developers feel easy to write code even to create a simple button or label. Because they feel that they have greater control over the control creation. Similarly some people feel easy in creating XIB and use them (like me). They feel that by avoiding multiple lines of code, the task can be achieved without writing even a single line of code. Coming to story board, not just creating the views, but the navigation and flow can also be controlled. Like drag a button to a view controller which internally generates the code what has to be done on button click. Its simple to use unless people are familiar with the delegates related to story board.
So Its not the features or complexity or behavior of the application that decides the way the developers have to follow, its the ease with developers to create best quality app.
May be in future who knows if Apple stops XIB and force the developers to use Story board only !!!
Like many of you reading this, I’ve been looking for ways to earn money online in addition to my part-time job. But you know how it is – the internet is full of scams and shady-grady stuff, so I spent weeks trying to find something legit. And I finally did!
Freecash surprised me in all the right ways. I’ve earned over $1,350 in one month without ‘living’ on the platform. I was skeptical right up until the moment I cashed out to my PayPal.
What is Freecash all about?
Basically, it’s a platform that pays you for testing apps and games and completing surveys. This helps developers improve their appl
Like many of you reading this, I’ve been looking for ways to earn money online in addition to my part-time job. But you know how it is – the internet is full of scams and shady-grady stuff, so I spent weeks trying to find something legit. And I finally did!
Freecash surprised me in all the right ways. I’ve earned over $1,350 in one month without ‘living’ on the platform. I was skeptical right up until the moment I cashed out to my PayPal.
What is Freecash all about?
Basically, it’s a platform that pays you for testing apps and games and completing surveys. This helps developers improve their applications while you make some money.
- You can earn by downloading apps, testing games, or completing surveys. I love playing games, so that’s where most of my earnings came from (oh, and my favorites were Warpath, Wild Fish, and Domino Dreams).
- There’s a variety of offers (usually, the higher-paying ones take more time).
- Some games can pay up to $1,000 for completing a task, but these typically require more hours to finish.
- On average, you can easily earn $30-60/day.
- You pick your options — you’re free to choose whatever apps, games, and surveys you like.
Of course, it’s not like you can spend 5 minutes a day and become a millionaire. But you can build a stable income in reasonable time, especially if you turn it into a daily habit.
Why did I like Freecash?
- It’s easy. I mean it. You don’t have to do anything complicated. All you need is to follow the task and have some free time to spend on it. For some reason, I especially enjoyed the game Domino Dreams. My initial goal was to complete chapter 10 to get my first $30, but I couldn’t stop playing and ended up completing chapter 15. It was lots of fun and also free money: $400 from that game alone.
- No experience needed. Even if you’ve never done any ‘testing’ before, you can do this. You get straightforward task descriptions, so it’s impossible to go wrong. A task you might expect is something like: Download this game and complete all challenges in 14 days.
- You can do it from anywhere. I was earning money while taking the bus, chilling on the couch, and during my breaks.
- Fast cashing out. I had my earnings in my PayPal account in less than 1 day. I’m not sure how long it takes for other withdrawal methods (crypto, gift cards, etc.), but it should be fast as well.
- You can earn a lot if you’re consistent. I’ve literally seen users in the Leaderboard making $3,000 in just one month. Of course, to get there, you need time, but making a couple of hundred dollars is really easy and relatively fast for anyone.
Don’t miss these PRO tips to earn more:
I feel like most users don’t know about these additional ways to make more money with Freecash:
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Honestly, I still can’t believe I was able to earn this much so easily. And I’ve actually enjoyed the whole process. So, if you’re looking for some truly legit ways to earn money online, Freecash is a very good option.
Yes. They do.
Storyboard is just another tool in the iOS Dev’s belt. It gives you an additional way of going about things.
While it's not mandatory to use storyboards, it definitely simplifies a lot of things.
For one, it organizes all your views in a single place so that's easier than sifting through a bunch of nib files.
If your app has a simple linear or branched flow, storyboards can make the flow very apparent to the developers.
Also, as another answer mentioned, it all boils down to your needs. If you need greater control over your views, you'd ditch the storyboards. But that doesn't mean you
Yes. They do.
Storyboard is just another tool in the iOS Dev’s belt. It gives you an additional way of going about things.
While it's not mandatory to use storyboards, it definitely simplifies a lot of things.
For one, it organizes all your views in a single place so that's easier than sifting through a bunch of nib files.
If your app has a simple linear or branched flow, storyboards can make the flow very apparent to the developers.
Also, as another answer mentioned, it all boils down to your needs. If you need greater control over your views, you'd ditch the storyboards. But that doesn't mean your app can't use both approaches for different flows.
It's good to know how to use storyboards, whether you use it or not is always upto your implementation.
No. Storyboards are a cancerous abomination that should have died a long time ago.
Storyboards are not version-control friendly and cannot be worked on by more than one person at a time.
Storyboards are a clumsy drag-and-drop non-substitute for simply writing your constraint code by hand, which is cleaner, simpler, easier to debug, and far, far, far easier to experiment with.
Don’t use SwiftUI. It forces you into a ludicrous “reactive” MVVM paradigm where even something as simple as “myTextField.onValueChanged” is no longer possible without extreme mental/programmatic gymnastics. Their heavy reli
No. Storyboards are a cancerous abomination that should have died a long time ago.
Storyboards are not version-control friendly and cannot be worked on by more than one person at a time.
Storyboards are a clumsy drag-and-drop non-substitute for simply writing your constraint code by hand, which is cleaner, simpler, easier to debug, and far, far, far easier to experiment with.
Don’t use SwiftUI. It forces you into a ludicrous “reactive” MVVM paradigm where even something as simple as “myTextField.onValueChanged” is no longer possible without extreme mental/programmatic gymnastics. Their heavy reliance on opaque types is jarring and weird.
Use NSLayoutConstraints in the form of something like SnapKit where you can trivially lay out constraints without all the boilerplate that the standard NSLayoutConstraint API forces on you. UIKit is a powerful toolkit and you’d do well to learn it.
The first time I ever did this, I literally formulated my own constraints DSL on the fly after seeing all that boilerplate. My DSL is similar to SnapKit, though far more primitive, but it works for my needs:
- myView.constrain {
- $0.width(0.9)
- $0.height(0.5)
- $0.center()
- }
- myOtherView.constrain {
- $0.width(0.9)
- $0.height(0.2)
- $0.below(myView, 30)
- $0.centerX()
- }
- //etc
Voila.
Never use Storyboards. Write your UI in code. There’s a reason Apple came out with SwiftUI: even Apple agrees that Storyboards are garbage and Interface Builder has never had a reason to exist.
Here’s the thing: I wish I had known these money secrets sooner. They’ve helped so many people save hundreds, secure their family’s future, and grow their bank accounts—myself included.
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1. Cancel Your Car Insurance
You might not even realize it, but your car insurance company is probably overcharging you. In fact, they’re kind of counting on you not noticing. Luckily,
Here’s the thing: I wish I had known these money secrets sooner. They’ve helped so many people save hundreds, secure their family’s future, and grow their bank accounts—myself included.
And honestly? Putting them to use was way easier than I expected. I bet you can knock out at least three or four of these right now—yes, even from your phone.
Don’t wait like I did. Go ahead and start using these money secrets today!
1. Cancel Your Car Insurance
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Storyboards.
There is no downside to using Storyboards. You can work very quickly and flesh-out a complete application in a day or so.
If you need to add an element, or make a change, its fast to do so in the GUI.
You can even make screens and buttons that work, with absolutely no code.
If you later want to add some customisation to those elements, you can do that programmatically.
Building an app 100% programatically seems like doing things the hard way for the sake of it.
In a recent project, the client wanted a non-standard segue behaviour.
I used storyboards to layout the app - using standa
Storyboards.
There is no downside to using Storyboards. You can work very quickly and flesh-out a complete application in a day or so.
If you need to add an element, or make a change, its fast to do so in the GUI.
You can even make screens and buttons that work, with absolutely no code.
If you later want to add some customisation to those elements, you can do that programmatically.
Building an app 100% programatically seems like doing things the hard way for the sake of it.
In a recent project, the client wanted a non-standard segue behaviour.
I used storyboards to layout the app - using standard segues. And when that was working, I went back and changed them programatically.
Edit:
Eric Harmon
has pointed out one downside. The storyboard is a single file. Which means in a team environment, it becomes impossible for multiple developers to edit storyboard content simultaneously.
This is a legitimate problem. A workaround is making one individual the storyboard boss. But that would not fit all organisations.
In situations with large teams and very complex UI hierarchies there's a case for splitting the UI into individual NIBs or building more of the content programmatically.
While I don't outright recommend it, the last work-project I worked on with a team of ~8 other iOS developers, had a 100% programmatically-built UI. A bulk of the UI was built programmatically before I got there, and after I joined, I continued to build out the UI the same way so as to challenge myself and learn new things. The app had at least a dozen screens, with some pretty complex views and behaviors. Without a doubt, it took longer to build than a UI with Storyboards and Nibs would take. The upside to this approach was that we all became quite familiar with the quirks and gotchas of NSLa
While I don't outright recommend it, the last work-project I worked on with a team of ~8 other iOS developers, had a 100% programmatically-built UI. A bulk of the UI was built programmatically before I got there, and after I joined, I continued to build out the UI the same way so as to challenge myself and learn new things. The app had at least a dozen screens, with some pretty complex views and behaviors. Without a doubt, it took longer to build than a UI with Storyboards and Nibs would take. The upside to this approach was that we all became quite familiar with the quirks and gotchas of NSLayoutConstraint and using Auto-Layout programmatically. Looking back, I'm not sure how we could have even built some of the views using NIBS. Not to mention, sharing Storyboards and NIBS on a team with multiple developers can result in versioning conflicts and other issues.
The latest work-project I'm working on is a game, and uses quite a few IB-based views. IB has its own set of gotchas, but in my opinion, in many cases it can be drastically faster to use IB than the programmatic approach. Of course, the previous statement has caveats that I've previously mentioned- versioning conflicts, complexity of views, etc. The key to remember is that you cannot have two developers making changes to the same Storyboard at the same time. If developer A makes changes to a Storyboard, developer B must grab and merge those changes before making their own changes.
IB vs programmatic UI is a contentious topic, and there are development shops that have a visceral reaction if you mention programmatic UIs. Those people would do well to remember that they're not curing cancer here, in most cases, and shouldn't take themselves so seriously.
The bottom line: use whatever approach you're most efficient with. Learn all of them, because knowing all of them will benefit you, regardless of which approach you use on your current project, because hearing a variety of ways of describing something will benefit your understanding of the subject.
Many advanced iOS applications have custom views, specific view controllers or involve some special ways of presenting content onscreen. While storyboarding is very useful and you can literally build a simple app with storyboards in minutes, it falls short when trying to implement a custom interface. In an advanced app building a UI with storyboards and then trying to enhance it in code actually proves as more frustrating and time consuming than just building the entire thing in code. In apps with a standardized flow that's another story.
Update:
I decided to go with storyboards for my new app
Many advanced iOS applications have custom views, specific view controllers or involve some special ways of presenting content onscreen. While storyboarding is very useful and you can literally build a simple app with storyboards in minutes, it falls short when trying to implement a custom interface. In an advanced app building a UI with storyboards and then trying to enhance it in code actually proves as more frustrating and time consuming than just building the entire thing in code. In apps with a standardized flow that's another story.
Update:
I decided to go with storyboards for my new app Scraps as it felt well suited for them. Not everything is done in Interface Builder, but the whole navigation stack is. I even did my own transitions with images and it is quite easy with custom segues. Also, iOS 6 introduces exit segues, which enable you to define dismiss actions and this leads to not needing a lot of view controller delegates.
In general, Interface Builder is becoming a very powerful tool with storyboards and auto layout, but adopting them surely presents an unnecessary strain to existing developers, especially when there are still points where it doesn't deliver. So the question is not whether an application is advanced, but whether storyboards benefit the overall development.
I use Storyboards for everything.
(Although it took a while to get my head around it. )
And now we have Storyboards for Mac - that makes things even easier.
The only sound objection I have heard is that Storyboards make it more difficult for teams to collaborate. Because all of this content is in one monolithic file.
Multiple storyboards + Stackview is much better than Programmatically created constraints. (even though they increase compile time)
Storyboards without stackview are likely not worth it.
A single storyboard is also a headache.
Storyboards are also merge conflict headaches as well. But also most of the layout logic to xibs and storyboards and allow classes to focus on logic.
I’m actually surprised nobody has mentioned this. It’s an important tangent!
Ever since iOS9 where apple introduced stackviews the idea of using storyboards has began to get momentum. Why? Because with stackviews you just drag a
Multiple storyboards + Stackview is much better than Programmatically created constraints. (even though they increase compile time)
Storyboards without stackview are likely not worth it.
A single storyboard is also a headache.
Storyboards are also merge conflict headaches as well. But also most of the layout logic to xibs and storyboards and allow classes to focus on logic.
I’m actually surprised nobody has mentioned this. It’s an important tangent!
Ever since iOS9 where apple introduced stackviews the idea of using storyboards has began to get momentum. Why? Because with stackviews you just drag and drop AND no longer need to dance with constraints, rather you just configure its adaptive layout with the alignment
and distribution
properties of the stackview. If you have a web design experience, stackviews are very similar to flexbox. It saves you from all the alignment/div/margin hassle.
I STRONGLY recommend everyone to see “Mysteries of Auto Layout, Part 1” wwdc video. Jump to 3:47.
It really shows how simply it is to build complex stacks of views. It still doable programmatically, but with storyboards you see immediate results of complex distributions with far less typing. Doing the same in storyboards with constraints takes roughly 5X more times than with stackviews
An advanced tutorial is: https://www.raizlabs.com/dev/2016/04/uistackview/
Another thing that I feel like a lot of newbie developers don’t know about and had they knew they would be doing less complex code is knowing the use cases and differences between:
Once you master these, your usage of constraints become very reduced. A good example on their differences can be found in this SO answer: On iOS, what are the differences between margins, edge insets, content insets, alignment rects, layout margins, anchors...?
The (simple) nature of stackviews make it less breakable in Swift/iOS upgrades and its easily cross-compatible and safe for upgrades and migrations. Constraints/frames are a little more whacky in that sense.
Another reason to use storyboards is that you can see in realtime if your constraints are conflicting or not. If you do it programmatically then you won’t spot that until your UI is rendered. Though some UI issues only show up on landscape or happen if you have specific aspect ratio requirements etc, so you might have to switch between devices.
What I recommend to newbie developers is to do a bit of both as they are both helpful for learning. As storyboard hides too many good to know details and it would hurt a developer to not to know about them, later once you’re working in a team, the team would enforce that decision onto you.
Yes.
Stand alone XIBs and Storyboards are useful tools in building applications. And doing so quickly.
Autolayout and size-classes also save a huge amount of time. They allow for aesthetic layouts and avoid writing code.
There are some specific development objectives where it is practical to do things in a different way. But to avoid them altogether would be silly.
I use Storyboards for some things, but not for others.
When the iOS developer kit first came out, Storyboards didn’t exist, and the typical paradigm was to define View Controller layouts in individual XIB files, and then instantiate them as-needed.
I still use this XIB->Instantiation technique when creating dynamically driven interfaces.
For example, a series of View Controllers whose number, order, and content are determined not at compile time, but at run time based on a dynamically transmitted config file.
Storyboards don’t really do well with this concept, they are much more ideally suited to
I use Storyboards for some things, but not for others.
When the iOS developer kit first came out, Storyboards didn’t exist, and the typical paradigm was to define View Controller layouts in individual XIB files, and then instantiate them as-needed.
I still use this XIB->Instantiation technique when creating dynamically driven interfaces.
For example, a series of View Controllers whose number, order, and content are determined not at compile time, but at run time based on a dynamically transmitted config file.
Storyboards don’t really do well with this concept, they are much more ideally suited to situations where your user interface is pre-determined and fixed (with a few minor exceptions).
Yes, I use them for both old and new projects.
I don’t like relying on segues because code becomes cumberson when I need to pass objects with prepareForSegue function but I still connect view controllers just to have a quick visual reference (arrows) of the workflow when opening a project after a while.
That’s one of the many things I miss when porting to Android though I admit android XMLs are quite cool, the Visibility.GONE feature ia awesome.
I usually have all my view controllers in a single storyboard while I prefer Xibs for popups and custom views.
I have an helper function to retrieve quick
Yes, I use them for both old and new projects.
I don’t like relying on segues because code becomes cumberson when I need to pass objects with prepareForSegue function but I still connect view controllers just to have a quick visual reference (arrows) of the workflow when opening a project after a while.
That’s one of the many things I miss when porting to Android though I admit android XMLs are quite cool, the Visibility.GONE feature ia awesome.
I usually have all my view controllers in a single storyboard while I prefer Xibs for popups and custom views.
I have an helper function to retrieve quickly the Main storyboard and instantiate view controllers from it so that I can pass parameters and push them on navigator.
As of version 3.4.2, Facebook iPhone app uses HTML and CSS for actual content on most pages including your feed. One way to confirm this would be to sniff network traffic going through your iphone [1] and check for requests made by facebook app.
Attached screenshot showing HTML response (in green) received by facebook iPhone App on refreshing feed:
[1] How to inspect iOS's HTTP traffic: http://www.tuaw.com/2011/02/21/how-to-inspect-ioss-http-traffic-without-spending-a-dime/
As of version 3.4.2, Facebook iPhone app uses HTML and CSS for actual content on most pages including your feed. One way to confirm this would be to sniff network traffic going through your iphone [1] and check for requests made by facebook app.
Attached screenshot showing HTML response (in green) received by facebook iPhone App on refreshing feed:
[1] How to inspect iOS's HTTP traffic: http://www.tuaw.com/2011/02/21/how-to-inspect-ioss-http-traffic-without-spending-a-dime/
Few good&big apps use them:
1) they came out before they were introduced
2) doesn't save much time, just makes it easier to follow (might actually be not worth the time for big apps).
Apple has added some really nice features to the Interface Builder in xcode 8. It’s generally easier and faster to build screens using the storyboard. But the storyboard comes with some downsides:
- As they grow (i.e. more screens are added), they get slower to load and get a bit tedious to work with (with all the segues, etc).
- If a team of developers are using the same storyboard when making changes to the UI, you’ll have merge conflicts when committing code to version control. These merge conflicts are tricky to resolve and can waste way too much time.
- You need to specify a storyboard id for each
Apple has added some really nice features to the Interface Builder in xcode 8. It’s generally easier and faster to build screens using the storyboard. But the storyboard comes with some downsides:
- As they grow (i.e. more screens are added), they get slower to load and get a bit tedious to work with (with all the segues, etc).
- If a team of developers are using the same storyboard when making changes to the UI, you’ll have merge conflicts when committing code to version control. These merge conflicts are tricky to resolve and can waste way too much time.
- You need to specify a storyboard id for each of your view controllers to be able to use them in code (and it’s a hardcoded id).
One solution to this problem is to use multiple storyboards. In fact, you can go so far as to create a storyboard for every view controller! I’ve done this and it actually works really well with not a lot of extra code. You can get an instance of your view controller by adding a static method to your subclass. In this case, I’ve named the storyboard the same as the view controller so that I can pass the class name to the UIStoryboard constructor:
- class MyViewController: UIViewController {
- static func getViewControllerInstance() -> MyViewController? {
- let storyboard = UIStoryboard(name: String(self),
- bundle: nil)
- return storyboard.instantiateInitialViewController() as?
- MyViewController
- }
- }
Then rather than using segues all over the place, just code the navigation (which is just a few lines of code). You can push and pop with a Navigation Controller, or just present it from a view controller. If you want to go back to previous controller (like a segue unwind), just call dismiss().
You should know both.
Doing everything programmatically in a correct way, taking into account constraints, rather than setting fixed coordinates is complex, but can be done.
Doing everything programmatically is easy, but it is way easy to get it wrong.
Also, Apple changed the constraints algorithm recently, and storyboards got faster, so the “I do everything programmatically because it is faster” is less and less applicable.
One advantage of using storyboards is the fact they are visual, and allow to get a visual representation of what you are doing.
I’d say Storyboards first, and use programmati
You should know both.
Doing everything programmatically in a correct way, taking into account constraints, rather than setting fixed coordinates is complex, but can be done.
Doing everything programmatically is easy, but it is way easy to get it wrong.
Also, Apple changed the constraints algorithm recently, and storyboards got faster, so the “I do everything programmatically because it is faster” is less and less applicable.
One advantage of using storyboards is the fact they are visual, and allow to get a visual representation of what you are doing.
I’d say Storyboards first, and use programmatical instantiation if you have a valid reason.
yes, we use arc extensively. some of our code hasn't been converted due to legacy, but eventually will be converted, refactored, or deleted.
I'm going to guess that you have not written the app yet, or the question would be moot. What you're really asking then is not whether you should release such an app now, but whether you should start a new storyboard based app now and release it at some later date when it's complete.
To this I would say: yes, definitely. iOS 5 adoption has been fast and furious and will only increase while you're writing the app. If you think storyboarding will help you write a better app, go for it.
A caveat: Since you are targeting a specific niche, it would be worth some time to investigate that specific nich
I'm going to guess that you have not written the app yet, or the question would be moot. What you're really asking then is not whether you should release such an app now, but whether you should start a new storyboard based app now and release it at some later date when it's complete.
To this I would say: yes, definitely. iOS 5 adoption has been fast and furious and will only increase while you're writing the app. If you think storyboarding will help you write a better app, go for it.
A caveat: Since you are targeting a specific niche, it would be worth some time to investigate that specific niche instead of the market as a whole. If the app will be used in schools, you probably know of a school or two where iPads are used. Ask people from the schools about their upgrade plans. Compare those plans to your expected schedule.
Hi,
happy to answer your question.
Designers draw design, then developers move it to the Xcode storyboards and write code to do cool smooth animations etc.
Many cool features implemented in Facebook App you can find on their official GitHub:
If you want to draw and import images into Xcode, - use Sketch. There are many tutorials how to export design from Sketch to Xcode.
Good luck!
Best Regards,
Roll'n'Code team
rollncode.com
Thank you for the A2A.
It depends what you are developing for. As a matter of fact, you would probably not touch storyboard if you are developing games.
Anything other than games, most developers would likely be using storyboard.
There are three main benefits to using storyboards when developing an app:
1. Storyboards allow you to see how your app will work and mock up its design and flow without writing hundreds of lines of code.
2. They are especially useful for beginner developers who need help visualizing the app's design and flow.
3. Storyboards can also be helpful when making changes to an existing app's design or adding new features, as they provide a convenient way to see how the changes will affect the overall app.
Storyboards allow you to prototype and design multiple view controller views within one file, and al
There are three main benefits to using storyboards when developing an app:
1. Storyboards allow you to see how your app will work and mock up its design and flow without writing hundreds of lines of code.
2. They are especially useful for beginner developers who need help visualizing the app's design and flow.
3. Storyboards can also be helpful when making changes to an existing app's design or adding new features, as they provide a convenient way to see how the changes will affect the overall app.
Storyboards allow you to prototype and design multiple view controller views within one file, and also let you create transitions between view controllers.
Don't use xib anymore for new development.
If you have a small team, go with storyboards.
Otherwise, you'll have to write out your UI in code (which sucks but too bad).
It’s important to use the right tool for the job. For example, it doesn’t make sense to use storyboards when the view has a dynamic or complex layout that would be better implemented in code. Here’s an excellent article that dives into details about the pros and cons of using storyboards.
If you’re interested in learning how to build your iOS app’s UI with code, here’s a tutorial for creating constraints programmatically that my colleague wrote. It uses an awesome library called PureLayout that extends UIView
/NSView
, NSArray
, and NSLayoutConstraint
and eliminates the hassle of dealing with huge
It’s important to use the right tool for the job. For example, it doesn’t make sense to use storyboards when the view has a dynamic or complex layout that would be better implemented in code. Here’s an excellent article that dives into details about the pros and cons of using storyboards.
If you’re interested in learning how to build your iOS app’s UI with code, here’s a tutorial for creating constraints programmatically that my colleague wrote. It uses an awesome library called PureLayout that extends UIView
/NSView
, NSArray
, and NSLayoutConstraint
and eliminates the hassle of dealing with huge function calls.
Hope this helps!
I prefer doing it one view by one view:
Storyboard layout of view 1
Code
Test
Storyboard layout of view 2
Code
Test
...
It's not like manufacture a product, you do each step 1 first for each unit. Each view is different and designs are changing all the way.
Actually I prefer 100% code layout, for easier maintenance, flexibility, code reuse, better code reviews etc. When the view count gets larger and each view gets more complex, it's a nightmare to manage all of them by using Storyboard...
If It's a throwaway prototype where I am not designing any custom UI than yes storyboards. Other wise code. With storyboards build time increases, it's hard to merge code from different branches and i hate having hard coded segue strings all over my code.
It purely depends on what are you more comfortable to work with and what is the fastest way for you to implement given tasks.
Storyboard is a good option for those, who prefer to visualise what they do - app screens, UIs, relations and interactions between screen elements and screens, etc. But they have major disadvantages:
- Storyboards are not quite friendly with VCS, some changes should be double-triple-checked after pulling a branch;
- Storyboards are laggy. I had dozens of cases, when all views became empty frames and I received message like “Storyboard stopped working”. This is annoying and fru
It purely depends on what are you more comfortable to work with and what is the fastest way for you to implement given tasks.
Storyboard is a good option for those, who prefer to visualise what they do - app screens, UIs, relations and interactions between screen elements and screens, etc. But they have major disadvantages:
- Storyboards are not quite friendly with VCS, some changes should be double-triple-checked after pulling a branch;
- Storyboards are laggy. I had dozens of cases, when all views became empty frames and I received message like “Storyboard stopped working”. This is annoying and frustrating;
- Storyboards are resource-demanding. They heat up processor a lot, while you are casually waiting for .storyboard file to open, because a lot of indexing and visualising is processing during file open.
Ok, we decided that storyboards suck, but what are the workarounds? Of course, writing UI in code. Even SwiftUI does that! But what are pros?
- SwiftUI does that with fresh Preview tool, that allows you to instantly see what is going on with your View. Nod to Flutter, but anyway. This is almost same thing as Storyboard, but you just configure 1 screen at a time. Big deal? Try using SwiftUI without Preview;
- Native Swift language came a long way of updating, but it is still quite massive, when we’re talking about building UI in code. Thus it requires native extensions or 3rd party libraries/frameworks (for example SnapKit);
- Building UI in code is not an easy thing and might be a hard task for beginners, that can’t imagine how to do it just because they didn’t try it with storyboards first. So it would be better if beginners start with storyboards, learn every aspect of it (basically how everything is called - margins, anchors, leading, trailing, top, bottom, inset, offset, safe area, centerX, centerY, priorities, less than or equal, greater than or equal, multipliers, size classes, etc) - then proceed to do it without storyboards.
PS. This video might answer your questions as well
I create two of them.
I think that's the right way to build a universal app. Obviously, some effort has to be invested in keeping the two in sync, but having to cope with a certain amount of complexity is a developer's job.
For an app which targets the iPad, I find that the iPad will often have the more complete, more complex UI. So initially, more time is spent iterating the iPad storyboard.
But when the iPad version stabilises, that's the time to invest effort to ensure that the storyboard for the small-screen device is complete, and there are no dangling connections, mis-named segues or IBAc
I create two of them.
I think that's the right way to build a universal app. Obviously, some effort has to be invested in keeping the two in sync, but having to cope with a certain amount of complexity is a developer's job.
For an app which targets the iPad, I find that the iPad will often have the more complete, more complex UI. So initially, more time is spent iterating the iPad storyboard.
But when the iPad version stabilises, that's the time to invest effort to ensure that the storyboard for the small-screen device is complete, and there are no dangling connections, mis-named segues or IBActions that don't get acted upon.
tldr:
Storyboard organises your application’s (App) views and associated view-controllers and you can’t add Swift code to it.
bysr:
iOS (and macOS) rely heavily on the Model-View-Controller (MVC) pattern for software design.
The goal of this approach to software design is to try to keep 2 things completely separated.
1. Model - An internal representation of your data and the rules about how it is used.
tldr:
Storyboard organises your application’s (App) views and associated view-controllers and you can’t add Swift code to it.
bysr:
iOS (and macOS) rely heavily on the Model-View-Controller (MVC) pattern for software design.
The goal of this approach to software design is to try to keep 2 things completely separated.
1. Model - An internal representation of your data and the rules about how it is used.
2. View - The external representation of App. This is what the user ‘sees’ (eg: on screen) and then interacts with.
A simple example is a music player App.
Your data is your music library and in your app you build a model that knows how to access it.
* Your model is interested in the structure of how your data (music) is organised, not the contents of individual data items. For example it is the same model regardless of whether you have 100 songs or 1000, and it won't hold it against you if most of them are Country ;)
The part of the App that deals with presenting a view of your library to the user is your View(s).
* Again, the views are more concerned with the structure of your presentation, the same view can show any album artwork regardless of which actual album you play.
In a non-MVC approach, you might be tempted to tell the view part of the app to build a list of songs from the model.
It makes sense right? Your focus is on showing a list of tracks to the user, it requires thinking about the tracks and the view of those together and so it feels natural to address them together. Likewise with the play button, when touched you want to the track to play so you put the code together.
Initially it all seems logical and, especially for a beginner, just getting it all to work and do what you want would be a big achievement and a great source of encouragement.
But pride comes before a fall, and the storm clouds are looming.
Encourage by success, you start to add new features to your app, it can now play songs not only from the track play button, but also an album play button, and a playlist play button and a random play button and… soon you have a dozen different ways a song can get played.
You already figured out what code was needed to play a track with the track play button, so now you can just copy and paste the code from there, with a few tweaks, for all the other buttons that cause it to play.
Now your code is starting to grow larger and more complex, but more importantly, you just broke the DRY principle, Don’t Repeat Yourself.
The importance of this principle reveals itself when you decide to add your next feature. You decide you want to add a play count that keeps score of how many times a track has been played. Now, whenever you play a track, you also have to increase its play count.
Your app now has a dozen places where you play tracks from so now you have a dozen places to add the new code, and it will essentially be the same code, so you’ll be breaking the DRY principle again, and again, and again…
You start to wonder if there is a better way to do this, a way that helps minimise code growing overly large and and complex and help keep it easier to maintain. Principles like DRY and patterns like MVC are an approach to this. The main issue with them is the make more sense once you have made the mistakes and understand the problem they solve. This makes them a little harder for beginners to come to terms with initially.
Knowing that the Storyboard is in some way related to the View, a programmer coming from a non-MVC environment might instinctively be to ‘find the event code’ that runs when the user touches play and then add the code to it that causes the track to play, hence the reason for wanting to add Swift code to it.
However, this would violate the MVC pattern that seeks to keep the view and the model separated. To keep the pattern intact, we instead use Controllers.
The role of the controller(s) is to be the middleman between the model and the view and so it is here where most of the applications control logic is placed.
Initially this may seem to be an extra layer of code that we didn't want to write, but is does provide real benefit as the above hints to. It’s the programming world’s equivalent of being told to eat your greens (in principal at least).
In the Apple ecosystem, they put in safeguards to help ensure this pattern is adhered to, at l...
I recommend storyboards. It’s visual and it’s nice and it works. If you’re learning then you already have a lot of code to learn. Let the layout not be a coding concern for you.
It seems there are two types of developers, ones use storyboards and others do layouting in code. Either way is good. I personally use storyboards as I’ve found that:
- it’s much quicker to update layout in there onstead of finding the right line in the code where things should be changed.
- making bigger layout structure changes seem to be quicker.
- Other developers will understand the app and get up to speed mich quicker usin
I recommend storyboards. It’s visual and it’s nice and it works. If you’re learning then you already have a lot of code to learn. Let the layout not be a coding concern for you.
It seems there are two types of developers, ones use storyboards and others do layouting in code. Either way is good. I personally use storyboards as I’ve found that:
- it’s much quicker to update layout in there onstead of finding the right line in the code where things should be changed.
- making bigger layout structure changes seem to be quicker.
- Other developers will understand the app and get up to speed mich quicker using storyboards