- Xcode For Mac Os 10.6
- Xcode 10 Tutorial
- Apple Xcode Tutorial
- Xcode 11 Tutorial
- Xcode Ios App Tutorial
- C++ Xcode Tutorial
Aug 28, 2014 Learn how to download Xcode 6 from the Mac App Store or Apple's Swift Developer Center. Using Xcode you can make apps that run on your iPhone and you can submit them to the App Store. Sep 18, 2014 After downloading Xcode following the previous Swift 1 - Download Xcode and start your first iPhone app tutorial, you are ready to open up Xcode. Welcome to Xcode 6. You will use Xcode to organize, create, and debug your iPhone apps. It provides a staging ground for you to design and test your code and resource files.
With an all-new design that looks great on macOS Big Sur, Xcode 12 has customizable font sizes for the navigator, streamlined code completion, and new document tabs. Xcode 12 builds Universal apps by default to support Mac with Apple Silicon, often without changing a single line of code.
Designed for macOS Big Sur.
Xcode 12 looks great on macOS Big Sur, with a navigator sidebar that goes to the top of the window and clear new toolbar buttons. The navigator defaults to a larger font that’s easier to read, while giving you multiple size choices. https://videoturbo.weebly.com/watch-netflix-offline-mac-app.html. New document tabs make it easy to create a working set of files within your workspace.
Document tabs.
The new tab model lets you open a new tab with a double-click, or track the selected file as you click around the navigator. You can re-arrange the document tabs to create a working set of files for your current task, and configure how content is shown within each tab. The navigator tracks the open files within your tabs using strong selection.
Navigator font sizes.
Sound system design software mac. The navigator now tracks the system setting for “Sidebar icon size” used in Finder and Mail. You can also choose a unique font size just for Xcode within Preferences, including the traditional dense information presentation, and up to large fonts and icon targets.
Code completion streamlined.
A new completion UI presents only the information you need, taking up less screen space as you type. And completions are presented much faster, so you can keep coding at maximum speed.
Redesigned organizer.
An all-new design groups all critical information about each of your apps together in one place. Choose any app from any of your teams, then quickly navigate to inspect crash logs, energy reports, and performance metrics, such as battery consumption and launch time of your apps when used by customers.
SwiftUI
SwiftUI offers new features, improved performance, and the power to do even more, all while maintaining a stable API that makes it easy to bring your existing SwiftUI code forward into Xcode 12. A brand new life cycle management API for apps built with SwiftUI lets you write your entire app in SwiftUI and share even more code across all Apple platforms. And a new widget platform built on SwiftUI lets you build widgets that work great on iPad, iPhone, and Mac. Your SwiftUI views can now be shared with other developers, and appear as first-class controls in the Xcode library. And your existing SwiftUI code continues to work, while providing faster performance, better diagnostics, and access to new controls.
Universal app ready.
Xcode 12 is built as a Universal app that runs 100% natively on Intel-based CPUs and Apple Silicon for great performance and a snappy interface.* It also includes a unified macOS SDK that includes all the frameworks, compilers, debuggers, and other tools you need to build apps that run natively on Apple Silicon and the Intel x86_64 CPU.
Updated automatically
When you open your project in Xcode 12, your app is automatically updated to produce release builds and archives as Universal apps. When you build your app, Xcode produces one binary “slice” for Apple Silicon and one for the Intel x86_64 CPU, then wraps them together as a single app bundle to share or submit to the Mac App Store. You can test this at any time by selecting “Any Mac” as the target in the toolbar.
Test multiple architectures.
On the new Mac with Apple Silicon, you can run and debug apps running on either the native architecture or on Intel virtualization by selecting “My Mac (Rosetta)” in the toolbar.
Multiplatform template
New multiplatform app templates set up new projects to easily share code among iOS, iPadOS, and macOS using SwiftUI and the new lifecycle APIs. The project structure encourages sharing code across all platforms, while creating special custom experiences for each platform where it makes sense for your app.
Improved auto-indentation
Swift code is auto-formatted as you type to make common Swift code patterns look much better, including special support for the “guard” command.
StoreKit testing
New tools in Xcode let you create StoreKit files that describe the various subscription and in-app purchase products your app can offer, and create test scenarios to make sure everything works great for your customers — all locally testable on your Mac.
Get started with the beta.
Download Xcode 12 beta and use these resources to build apps for all Apple platforms.
February 13, 2020Goal
Build an iPhone app to roll a dice:
Objectives
This tutorial will show you how to:
Requirements
For this tutorial no previous knowledge of Swift / Xcode is required. To develop iOS apps for the iPhone/iPad using Xcode 11, you’ll need a Mac running at least macOS 10.14 Mojave.
Install Xcode and create a new iOS project
- Open the App Store app and install the latest Xcode:
- Start Xcode and check your Xcode version on the welcome screen:
- If you already know how to create Xcode projects and import image assets, take a shortcut and download the starter project Dice-starter.zip with the images already set up and skip to adding the UI views.
- Run Xcode and create a new project with File » New » Project⌘⇧N. Select iOS » Application » Single View Application:
- Configure the project settings:
- Name the app “Dice”.
- Use com.example as Company Identifier. This should be a domain name you own to prevent naming conflicts; feel free to use your own domain name.
- Choose Swift as Language.
- Choose Storyboard as User Interface technology.
- Uncheck Use Core Data and Include Tests (which are not needed for this tutorial):
- Confirm with Next and choose a folder in which Xcode should create a 'Dice' folder for the project.
Import images into the Xcode project
- Download assets.zip which contains images for the project and uncompress the archive. Open Assets.xcassets in the Xcode project and drag the images for the dice into the project:
- Add [email protected] and [email protected] as iPhone app icon:
Edit the storyboard and add UI elements to the view controller
- Open Main.storyboard. You'll see the Initial View Controller of the app with an empty View:
- Use the Library to add a Image View and a Button to the view (hint: you can search in the library by name). Double click or drag it from the library to the storyboard:
- Place them like this:
- Select the image view and choose one of the dice images from the Attributes Inspector. Use Editor » Size to Fit content⌘= to resize the view to the size of the image:
- For the button, set 'Roll!' as title:
Create layout constraints
Xcode For Mac Os 10.6
To center the views on all device sizes, use a Stack View and Auto Layout constraints:
- Select both views and use Embed in » Stack View to create a Stack View that stacks both views vertically:
- Use Add Alignment constraints to create constraints that center the view horizontally and vertically in the container:
- Use View as to switch to another device size and check if the layout still looks good:
Xcode 10 Tutorial
Handle button taps with actions and outlets
- Select the View Controller object and open the Identity Inspector. The class specified here contains the code responsible for managing the views of the controller:
- Open the assistant editor to show the code next to the storyboard editor:
- Drag with Ctrl pressed down / with the right mouse key from the Image View into the code of the class to create a new Outlet property that can be used to refer to the view in the code:Name the outlet diceImageView:
- Drag with Ctrl pressed down / with the right mouse key from the Button into the body of the class to create a new Action method that is called when the Button is tapped:Name the action method rollDice:
Writing code to roll the dice
Apple Xcode Tutorial
- The view controller class should look like this now:
- Inside the rollDice method, use the range feature of Swift to generate a random number. Keep the generated number as a constant declared with let:
- Check the returned type by ⌥-clicking the number constant: Budget apps for mac 2015.The type is an Optional type Int?. In this case, the method always returns a value, but randomElement() could return nothing (nil) if it is called on an empty list.
- Use the force unwrap operator! to unwrap the optional - this can be used here because we can be 100% sure that there will always be a value and the method will never return nil:
- Load the image using UIImage(named: ..). You can use (..) to insert a value into a string and load an image by name (the images are named dice-1, dice-2, ..):
Xcode 11 Tutorial
Running the app in the Simulator
Xcode Ios App Tutorial
![Apple Apple](/uploads/1/2/6/3/126383682/216908989.jpg)
C++ Xcode Tutorial
- Select an iPhone Simulator for the Scheme and hit Run ⌘R:
- The app starts up in the Simulator - test to roll the dice: