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Xcode 6 introduced an important, yet under-promoted, feature for developers: the ability to create custom frameworks for iOS and Mac.
With Xcode, developers can open an existing iPad project and simply check a single box to automatically add fundamental Mac and windowing features, and adapt platform-unique elements like touch controls to keyboard and mouse — providing a huge head start on building a native Mac version of their app. Mac and iPad apps share the same project. Click Create a new Xcode project and when the next dialog appears, choose macOS from the tabs across the top. Select App from inside the Application section and click Next. Give your new app a name – HelloWorld – make sure that the language is set to Swift and that Storyboard is selected for user interface. Uncheck all the other options.
Xcode includes everything developers need to create great applications for Mac, iPhone, iPad, Apple TV, and Apple Watch. Xcode provides developers a unified workflow for user interface design, coding, testing, and debugging. The Xcode IDE combined with the Swift programming language make developing. FYI, I had a similar problem but eventually noticed (via spotlight search for 'xcode') that rather than installing the actual app, it had downloaded an app in /Applications called, 'Install XCode' which was 4.58 GB. Running that does the actual install of XCode 4. For some reason, Apple’s native Xcode 9.0 doesn’t play the animation if I have more than 6 frames of images in an animation sequence. This app helps me tremedously with making production quality animated stickers for the iMessages, and importing the sequence as a single file into XCode works like a charm!
If you’ve written any code for either platform, you’ve used frameworks, because everything is a framework. Frameworks aren’t new technology, but now third-party developers can build their own for use across projects and targets, or to distribute to other developers.
Creating frameworks for use in a single target—either iOS or Mac—is as easy as creating a new target and going from there. To create a cross-platform framework—one that can be shared between iOS apps, Mac apps, and extensions on any platform—is a bit more finicky, but the result is worth the effort. https://mvhooc.weebly.com/blog/how-to-delete-fitbit-app-from-mac.
Step 1: Add a framework target
In your Xcode project, create a new target (File > New > Target…). Choose the template for either an iOS framework (iOS > Framework & Library > Cocoa Touch Framework) or an OS X framework (OS X > Framework & Library > Cocoa Framework). I typically choose iOS here, since that’s where most of my projects start.
Click “Next,” and name your framework however you see fit. For this example project, I’m using the name “FrameworkKit,” to stick with the traditional nomenclature.
Step 2: Add a framework target for the other platform
Repeat step 1, but this time, create a framework for whichever platform you didn’t choose the first time. Give this one the same name, but append the platform designation to the end, for clarity. I’m using the name “FrameworkKit Mac” in this example.
Step 3 (optional): Configure frameworks to use app extension API only
If you intend to use this framework in app extensions of any kind, you’ll want to the check the box for “App Extensions” under the “Deployment Info” section of each targets’ “General” tab.
Checking “Allow app extension API only” will enable a compiler-enforced restriction on what you can and cannot put into the framework, which ensures that what you build can be used in extensions. Behind the scenes, this checkbox is flipping the build option titled “Require Only App-Extension-Safe API” in the target’s build settings to “Yes.”
Step 4: Unify Product Names
Head into the build settings of whichever framework was created last. Change the “Product Name” setting (under “Packaging”) to match the first framework’s name exactly.
In my example project, the iOS framework was named “FrameworkKit,” so I updated the Mac framework’s “Product Name” from “FrameworkKit Mac” to “FrameworkKit.”
The “Product Name” determines what the framework will be named when built, and with the “Product Module Name,” determines what the import statement will look like when used. We unify them in this step so that no matter which platform we’re using the framework on, the import statements will match.
The import statement for my example framework will look like this in Swift:
In Objective-C, the import statement looks like this:
Step 5: Embed frameworks in targets
On each targets’ “General” tab, add the platform-appropriate framework as an embedded binary.
Xcode Change App Name
Your custom frameworks should be listed out at the top of the list of options. Since the Product Names are the same, Xcode will give you helpful hints (most of the time…), showing which target each framework is built from, allowing you to choose the correct one.
Step 6: Change import statements to Foundation
Each framework target comes with a header file to start. At the top of these header files, you’ll see an import statement—iOS frameworks import UIKit, Mac frameworks import Cocoa. Since we want to create a cross-platform framework, neither of these imports will do. Switch both headers over to import Foundation.
Change
#import <UIKit/UIKit.h>
(in the iOS framework) and #import <Cocoa/Cocoa.h>
(in the Mac framework) to #import <Foundation/Foundation.h>
.This step does require some upkeep. To keep things building properly, every source file created in the framework from here on out will need to switch to import Foundation instead of UIKit or Cocoa.
Step 7: Write some code!
Now that everything is hooked up and ready to go, start creating the source files of your frameworks. New files should be created in whichever framework target you created first. It’s important to remember to set the Target Membership of every source file to both framework targets.
You can set Target Membership either in the file creation modal window, or in the sidebar when focused on a file (Utilities sidebar > File Inspector tab > Target Membership).
Macos disk image. Setting the Target Membership appropriately is the key to ensuring that the same code is used to build out both the Mac and iOS frameworks. And while you’re at it, don’t forget to weed out those UIKit and Cocoa imports in favor of Foundation.
From there, import your framework into your apps and extensions, and get to work!
Resources
I put the example project I built up on GitHub to help illustrate how this all works. Check it out at github.com/acolangelo/frameworkkit.
Apple Developer Library: Creating a Framework
WWDC 2014: Building Modern Frameworks (Search for “Building Modern Frameworks,” because linking is broken and/or non-existent on that page).
Introduction: How to Make an App Using Xcode
Xcode App Download
Making an App for apple IPhones and IPads can be very difficult. Once you understand how Xcode works It is very easy to make your own app.
Xcode Change Mac App Names
Step 1: What Will I Need to Start
1)Apple Computer
2) Xcode app for Macs
3)Swift or C++
Step 2: Swift and C+
Swift and C+ is a basic coding software. Swift is mostly used in Apple apps. To under stand more of Swift you can either download it app(swifty) on to a apple device(not a mac). One you feel like you understand one of these codes really well you can dive right in to Xcode.
Step 3: Xcode Set Up
When the Xcode start up screen comes up you want to click on the second button (Create a new Xcode Project). After you have picked this you will want to pick Single View Application. From there you need to name your product. Through out the project you can change the name so don't spend all your time on it. After you type a name you need to pick what coding you will be using. This will be the fifth bar down. After you are done it will bring you to the final set up set. All you have to do is push create. The file will then be put straight on to your desktop.
Apple Xcode For Mac
Step 4: Xcode
Once you have finish the set up of your Xcode you will get a screen with three windows. On the far left there will be the name of your product and below that you want to look for Main.storyboard and the third to last file that has supporting files. After you click on the file you want to click on the main.m
Step 5: Main.storyboard
First start by using the Main.storyboard. You can create how the app looks. In the bottom right corner you want to click on the button with a square in side of a circle. From there you want to go down to the search bar and type in text. Drag the text box over on to the screen and position it from there. After you have done this you know the basic drag and drop. Play around with different stuff. The more you understand and use it the easier it will get to use.
Step 6: Main.m
The main.m is where the coding goes. Top mac app. It is really easy to use. Once you know how to code it should be easy. Make photo book software. Again have fun and mess around with this.
Step 7: Testing
![Mac Mac](/uploads/1/3/4/2/134204407/802928694.jpg)
Up in the top write corner there is a play button. To test you app push the play button and test out your app. You can change stuff you don't like our that does not work. Have fun and if it does not work at first try again Its really fun to use once you under stand it.
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