▲ | emehex 6 days ago | |||||||
If your iOS project has more than 700 files... you might be doing it wrong? | ||||||||
▲ | mjmahone17 6 days ago | parent | next [-] | |||||||
In your mind is 700 files a lot or a little? It feels very small to me, and Xcode really ought to be able to handle that tiny scale on modern machines with ease. I struggle to imagine a team of more than 10 people writing an iOS app with less than 700 files. | ||||||||
▲ | blueboo 6 days ago | parent | prev | next [-] | |||||||
Bear in mind 600 of those files are icon and screenshot variants for various screen dpis and spec ratios.. | ||||||||
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▲ | kridsdale3 6 days ago | parent | prev | next [-] | |||||||
Instagram.app likely has 30,000 files for iOS. And it produces 10-figures of revenue. So how is that wrong? | ||||||||
▲ | tonyedgecombe 6 days ago | parent | prev | next [-] | |||||||
https://www.reddit.com/r/programming/comments/3h52yk/someone... | ||||||||
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▲ | moomoo11 6 days ago | parent | prev | next [-] | |||||||
I mean.. say its an enterprise mobile app. Maybe there are 2 shells, each shell has 5 tabs. Each tab might have 5 screens on it.. that's 50 files already just for the screens. Each screen might have various UI components or steppers, etc. Most noobs, such as those who think 700 files is too many because they've only worked on apps they never published, might just cram everything into that one file. However, there would be various files for components, functions, etc. Code that's single responsibility and easy to test might mean there are lots of files. There might be upload queues, offline functionality, custom code to go beyond what the ios/android SDKs offer, and so on. DTOs, DAOs, etc. various services.. You probably (won't) get the gist but yeah. | ||||||||
▲ | commakozzi a day ago | parent | prev [-] | |||||||
and a thousand lines of code? oh my? whatever shall we do? |