Photo by Rodrigo Galindez
Do I need a Mac to make iPhone apps? Apple Watch apps? Mac apps? The short answer is no. But there's a lot more to it than just that.
Download the latest version of Xcode on your Mac free from the App Store. To download the latest version of Xcode. Open the App Store app on your Mac (by default it’s in the Dock). In the search field in the top-right corner, type Xcode and press the Return key. The Xcode app shows up as the first search result. Click Get and then click.
When making apps for an Apple device (phone, watch, computer) you need to use Xcode. A free piece of software created by Apple that allows you to design and code up apps. Xcode only works on Apple's operating system OS X. So if you have a Mac, then you can run Xcode no problem. If you don't have a Mac, there are two work arounds that I know of that you can use. So in total there are three ways you can run Xcode. Here's my thoughts on each of them.
1. Using a Mac
This is by far the best option. Propresenter 5 for mac download. Using apple's hardware to run Xcode is going to be your best experience for making apps. You might not have a Mac though and buying one can be expensive. I remember when I wanted to first buy a Mac and couldn't get over the price tag. The MacBook I was looking to buy cost $1,200. A PC with similar parts (RAM, CPU, HardDrive, etc.) cost only $400. Three times the money for a stinking Apple logo! In retrospect, the money was well worth it.
https://riladirec.tistory.com/5. If you are interested in going this route and buying a computer, check out my Mac Buying Guide for developers.
Phaser 3635mfp driver download. Also be on the lookout of place where you could use a Mac for free. Maybe your library has a machine you can use.
2. Using a Cloud Service
This is my second favorite option. It's a really creative solution for helping people make apps who don't have Macs. There are few companies that own a bunch of Mac computers and allow you to access them via the web and control them remotely. It's kind of like renting a Mac month to month. All you need is a web browser to access your machine. The downside to this is you have to pay a monthly fee and you must be connected to the internet to do your work. Here are links to two companies that do this: macincloud.com and xcodeclub.com
3. Virtual Machine
This option involves creating a virtual machine on your computer, installing Apple's OS X operating system, and then running Xcode on that virtual machine. I don't like this option for two reasons.
If you got the budget for it, buy a Mac. I know it's crazy expensive but I believe you'll fall in love with your Mac. If you end up using a cloud service, let me know in the comments what your experience has been. I'd love to hear more.
Download Xcode 11 For Mac
Since Xcode 7 we can now use Storyboards for the development of macOS apps. While that’s a welcome addition, not everything works as straightforward with macOS and Storyboards as it once did without them (Cocoa Bindings for example is still a huge mystery to me).
In Xcode 9 we have once again a choice when starting a new macOS Project, a simple tick box we had lost over the course of Xcode 8 and Xcode 7. For those of us who are still looking at Xcode 9 as “a little bit beta” and still like to work with Xcode 8, here’s a quick guide on how to create a new macOS project from scratch using good old fashioned XIB files with Xcode 8.3.3.
Let’s go through this process step by step, as we’ll have to do the whole setup manually. But before that, we suggest that you start backing up your network as soon as you begin the first step, for things can get a little messy. But it’ll be very exciting, and a nice exercise, I promise!
Create a new macOS / Cocoa Project
In Xcode 8.x, head over to File – New, and under macOS, select Cocoa Application. Give it a name and save it somewhere. Note that you do not get a choice of using Storyboards – it is implied that you want them at this point.
Now we’ll see in the Project Navigator that under General – Deployment Info, our Main Interface is set to something called Main. This refers to Main.storyboard, which is the default Storyboard that has been created for us. Let’s just make a mental note of that here, because we’ll have to change this manually later.
Create a Main Menu
XIB apps use two components: a Main Menu, which refers to the standard macOS App Menu Bar (the one that reads File, Edit, View, etc), and at least one Window with a view. Let’s create that manually by heading over to File – New, and under macOS – User Interface, select a Main Menu. I’ll call mine MainMenu.xib as the default suggests and save it in the suggested default location, together with all my other project settings.
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https://uqwcbrq.weebly.com/netflix-controller-app-mac.html.
Click on your new MainMenu.xib file and you’ll see it open up in InterfaceBuilder. Create a Window
Still in Interface builder, find the Object Library on the bottom right and search for a Window. Drag one into your MainMenu.xib file and strategically position it somewhere underneath the menu bar. Reason 8 mac crack.
To see if our app can actually do anything in a moment, and while you’re still here, search for a button and put it at the very bottom of our Window. This will actually be placed inside a View, which is conveniently delivered with our new Window. Install ios app on macos.
You’ll end up with something like this:
Load your XIB at App Launch
We’re nearly there: all we have to do now is to tell our app NOT to load the Main.storyboard file anymore, and instead load our own MainMenu.xib.
To do that, head over to your Project Navigator, select your Target, and under Deployment Info, choose MainMenu.xib.
Purchasing microsoft office for mac 2011. For those of us who don’t quite understand the last sentence:
Launch the App and see what happens
At this point, and if you’ve done everything right, you should see your app launch with a single window and a single button. None of it will do much yet, but the menu bar should work and disclose some items. That’s a good start!
How To Make A Mac App Without Xcode
Let’s add some action by writing out a simple log message that is displayed if someone presses that ominous button we’ve added. Perhaps we’ll add some code to our AppDelegate.m file first:
Add this before the @end line. Now let’s hook it up in our MainMenu.xib file. To do that, we need a graphical reference to our AppDelegate. Find an NSObject in the Objects Library, then drag it underneath all the other Objects we have in Interface Builder.
With it selected, choose the Identity Inspector on the right and type AppDelegate into the Class Field (this should auto-complete).
Download Xcode
Now we can hook up our Button to the code we’ve written by CTRL-dragging from the button to the AppDelegate Object. We should get a pop-up window, in which we can now select our method, aptly titled “saySomething”.
https://uqwcbrq.weebly.com/google-pinyin-app-mac.html. Our app will already work at this point: when you launch it and press the button, Xcode will display a nice log message saying Hello from the AppDelegate.
Just one more thing…
As a final touch, and to setup the project exactly like the old-style Apple template (and Xcode 9 “no storyboard version), CTRL-drag from the Window object to the AppDelegate object and select “delegate”. This means that any messages sent from the Window and any objects inside it are received by the AppDelegate, who can then react to such messages (it’s equivalent of calling self.something.delegate = self in AppDelegate.m).
Happy Hacking!
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