I'm guessing they have a subscription cloud-based IDE coming for more complicated apps, their new Xcode Cloud service offers building and testing it just needs editing your files in the cloud too.
Instructions for those who really want to install it now (warning, this will take up ~7 gigabytes of space on your computer for the developer tools):
1. Sign up for the Apple Developer Program.
2. Download Xcode 7 from here.
3. Install it (and the Developer Tools).
4. Go to the Github repo here and click Download ZIP.
5. Open the zip file and open the OpenAdblock folder, then open OpenAdblock.xcodeproj. This will open it in Xcode.
6. Go to Xcode > Preferences. Open the Accounts tab and add your Apple ID (the one you used to sign to be a developer). Close Preferences.
7. On the right side there will be a sidebar with one file called OpenAdblock. Select it.
8. This will cause a bunch of stuff like Identity, Version, etc. to appear in the center. Select the Team: Unknown Name [Some garbage here] and change it to your account.
9. Right above team there is a field that asks for a bundle identifier. Change it to something that someone else is unlikely to choose (for example, "[orignalname].[yourname]")
10. Plug in your iPhone, and click the iPhone 6 next to the stop button on the top and select your iOS device (not the model, the name of your device).
11. Click the play button, unlock your iPhone, and enjoy :)
If you have any questions, just reply.
[EDIT]: Gold? Thanks! Although I'm surprised you that you were able to download Xcode that quickly.
> Xcode Cloud is a continuous integration and delivery service built into Xcode and designed expressly for Apple developers. It accelerates the development and delivery of high-quality apps by bringing together cloud-based tools that help you build apps, run automated tests in parallel, deliver apps to testers, and view and manage user feedback.
On the Xcode page it says:
> Xcode 7 and Swift now make it easier for everyone to build apps and run them directly on their Apple devices. Simply sign in with your Apple ID, and turn your idea into an app that you can touch on your iPad, iPhone, or Apple Watch. Download Xcode 7 beta and try it yourself today. Program membership is not required.
So I'm guessing it's not.
Python is already installed with macOS, although you might want to download a newer version. For C utilities (gcc/clang, ld, make, headers), they'd be included with XCode. For your IDE, XCode 'works', but most people (macOS or not) seem to gravitate towards VSCode these days (unless you're doing macOS/iOS-specific dev, but I'll assume not given C and Python).
As of Xcode 7 (which is currently in beta), anyone is allowed to sideload apps without joining the Apple Developer Program.
Take a look at the "Now everyone can get their app on their Apple device" section on the Xcode 7 website for more information.
Xcode, Apple’s actual IDE or Integrated Developer Environment, is completely free if you have a Mac. It also has free playgrounds to get you started making different kinds of apps. And to add ads all you have to do is use an ad companies API or Application Programming Interface.
I believe there are guides out there for how to emulate macOS if you don’t have a Mac, but the legality of emulating macOS on non-Mac hardware is questionable depending on where you live.
Good luck!
Looks like you're on Swift 1.2, rather than Swift 2. You can get the beta here. Swift 1.2 changed Strings to Ints with .toInt()
, I think, like this:
"1".toInt() // 1?
Swift 2 changed some of those conversion methods to functions, but they work the same other than that. This works fine for me (I'm on Swift 2) at any rate:
var possibleNumber = "1" var convertedNumber = Int(possibleNumber)
I can't imagine there will be much difference. The next os will inevitably have apps for it built in xcode which is what you use to develop.
If anything there will just be new features and additions to what you can tell the phone to do, but since you probably won't use these you won't even notice.
While there might be some changes (I stopped developing for around a year and had to get used to a couple of new things myself) the "methods" probably won't stop changing for the foreseeable future.
Keep in mind that unless you are specifically building for a feature in iOS 8 then there is no reason it won't be backwards compatible with iOS 7 etc. Also, iOS might not be the market majority for another few months, which gives you a chance to start learning and developing!
Though I up-voted this comment, you don't know what you're talking about. MacOS is based on Unix, which is what Linux is derived from, which is what most of the world's heavy duty computers run as an OS. Most of the major computing is done by nodes which have nothing more than a simple kernal. No windows, no user interface of any kind, just something to communicate with other nodes and to allow the processing of data.
Mac has software development tools equivalent to the PC's software development tools. How do you think people write software for the Mac? https://developer.apple.com/xcode/ide/
FYI, I'm a software developer by trade, specializing in C++ and C#. I despise Apple because of their incessant need to control everything you do with your computer. That said, I loved my Apple ][gs when I was in school.
Hardware-wise, they have the best build quality you can buy (everyone's trying to imitate them). Software-wise, they are the most flexible—they can run macOS, Windows, & Linux all natively or in a VM. You can also play around with Swift & Xcode which you'll definitely need if you want to do iOS development.
But I'd wait until next month if you can. New models are around the corner.
Disclaimer: Former CS/Philosophy interdepartmental major.
> you can't download the Xcode 7 betas outside of the Apple Developer Program
Actually, it is free to the general public, and has been since the day of the keynote. (I know, it surprised me too.)
That being said, Xcode 7 is a buggy pile of shit. I don't get why of all things, Apple's IDE is the only thing that is prone to crashing every few minutes. I vividly remember the same thing happened with 6 last year, too.
Xcode 6 Beta 3 brought a number of breaking changes to Swift[0]:
Array
in Swift has been completely redesigned to have full value semantics like Dictionary
and String
have always had in Swift. ... This is a major change for Array
, and there are still some performance issues to be addressed.
The Array
and Dictionary
"sugar" syntax has been redesigned: You now declare arrays as [Int]insteadofasInt[]
, as shorthandfor Array<Int>
. Along with this, Dictionary
syntax has improved so that [Key:Value]
is treated as sugar for Dictionary<Key,Value>
.
The half-closed range operator has been changed from ..
to ..<
to reduce confusion and ambiguity. Now the two range operators are ..<
and ...
for half-closed and closed ranges, respectively.
nil
is now a literal in the language, not a global constant of _Nil
type. This change resolved a number of problems with nil
; e.g. nil
in a collection, nil
converting to Any
, etc. Types can now indicate that they are nil
compatible by conforming to NilLiteralConvertible
There are many more changes that involve redesigns in both Swift's standard library as well as its Cocoa interoperability which I left out.
Swift is not feature complete and developers should expect breaking changes with each subsequent Xcode developer preview, as with any Apple prerelease API.
[0] https://developer.apple.com/xcode/releasenotes/prerelease/ios/index.html [PDF/ Requires ADC Login]
He's using XCode. It's an Integrated Development Environment (or IDE) for writing programs. C++ is a compiled language, which means that you write the program in a series of text files in an IDE or text editor and then run a compiler which creates an executable, such as a .exe file in Windows land.
You should be able to find it here:
https://developer.apple.com/xcode/resources/
See:
>Additional Downloads
>Get the latest beta and older versions of Xcode. To view downloads, simply sign in with your Apple ID. Apple Developer Program membership is not required.
>Beta Versions of Xcode >Command Line Tools & Older Versions of Xcode
I suggest you put those powers to use than, especially considering you want to be a developer.
First result in pretty much every search engine is the official Apple link for Xcode, login and start download on any platform. (download at the top right)
Just adding to this, depending on what is in those AVI files OP may be able to get away with rewrapping the video and only transcoding the audio.
Most cameras that shoot to AVI are either using Motion JPEG (which you can stuff into a MOV file easy enough) or MPEG-4 ASP (AKA: DivX and XviD) which MP4s are fully compatible with.
Otherwise I'd say you've got this nailed if OP wants ProRes to deal with. The only thing I'd add is that -profile:v
will select the flavor of ProRes, with 0
getting you Proxy, 1
LT, 2
bog standard 422, and 3
HQ. LT probably would be ~~fine here~~ overkill, and could save OP some overhead. Also pcm_s24le
is probably overkill since it likely uses 16-bit audio (if the dashcam even records sound) but whatever. Compared to the video stream 24-bit versus 16-bit audio consumes negligible amounts of space.
Also the easy way to get ffmpeg installed is to use the package manager Homebrew. Download, install and run Xcode (older versions for older OSes can easily be found in the Apple Developer Connection for free) and then use the instructions from Homebrew to install the package manager. After that it's easy peasy:
brew install ffmpeg
Boom. Done. I've worked with a lot of package managers and Homebrew is the best one I've found for OS X.
for...in
loops only work over SequenceType
s. So that would be things like arrays:
for x in [1, 2, 3, 4] {...
Or sets, or whatever.
The count
property of numbers
is just an integer, not a SequenceType
. What you're looking for is a Range
of Int
. You construct a Range
using ...
or ..<
. So this:
for x in 1...5 {...
Is the range of 1 to 5. Or, in your example, what you want is:
for x in 0..<count(numbers) {...
The difference between ...
and ..<
is that the first includes the last number in the range, while the second doesn't:
1...3 // 1, 2, 3 1..<3 // 1, 2
Since indexing starts from zero, 0..<count(numbers)
will give you the indices of numbers
.
One caveat here: the above is Swift 1.2, which you should really be moving away from. Swift 2.0 is pretty much out of beta by now, and a lot of the things you might learn in Swift 1.2 won't work in Swift 2.0. You can get the Xcode 7 GM Seed (the Xcode with Swift 2.0) here.
Just as an example of some of the things that have changed, count
isn't a global function anymore, it's a property on CollectionType
s. So you get at it like this:
numbers.count
rather than this:
count(numbers)
Also, there's a new property on CollectionType
s: indices
, that actually does all of the range-making for you automagically:
for x in numbers.indices {...
HTH
You're in luck, the Xcode 7 beta is the first to allow this, and I believe is also the first beta to not require a membership (not sure though).
Download Xcode 7 and you should be able to run without a membership.
Download Xcode 7 beta 3
(a Free Developer Account is required for download)
Then run this in the terminal to remove Xcode 7 beta 3 from "quarantine"
xattr -d com.apple.quarantine Xcode-beta.app
You could try that code with your current Xcode if you don't want to install Xcode beta.
Hope this helps, cheers.
Maybe I was wrong anyway, on Apple's page here. They say:
> Simply sign in with your Apple ID, and turn your idea into an app that you can touch on your iPad, iPhone, or Apple Watch.
So they don't call it an Apple Developer Program account, they simply call it an Apple ID. Which is a subtle but important difference.
After re-reading that page, now I am starting to think that the $99/year will be required.
Not sure if you're serious (you did post in /r/shittyprogramming which is probably the worst place for serious programming advice) but I'll pretend you are.
If you want to have full control over your app, you shouldn't use "codeless" app builders. I recommend using proper IDEs and taking some time to learn them. It should be easy enough, there are tons of free tutorials available all over the Internet.
For Android, you should use Android Studio as it's the official and best-supported one. It's based off IntelliJ IDEA so if you have some Java experience, you should be able to jump right in.
I can't really speak about iOS as I've never used it before, but it appears that Xcode is the recommended IDE of choice.
TL;DR: Use proper IDE, not codeless app builder.
hey chris awesome show. when you were talking about xcode borrowing stuff from gnome shell was it about only for client side decorations or also for popovers? I have no idea if xcode 5 had popovers or generally osx used popover for any of its menus, but apparently xcode 6 also borrowed another thing from gnome shell.
Xcode 6 with popover: https://developer.apple.com/xcode/images/whats-new-2014.png
Gedit 3.12 with popover: http://blogs.gnome.org/mclasen/files/2014/03/gedit-popover1.png
If anyone knows if osx or xcode used popovers for menus before then correct me.
Compared to OS X Windows is horrible. Granted, I'm not a gamer (modern games anyway). And I have no idea what your developer comment is meant to mean, unless you're confusing iOS and OS X. iOS did go the walled garden route, but OS X is still open as ever, and the development kit (Xcode) is a totally free download and you can distribute as you see fit.
There is a $99 developers fee but that only applies if you intend to distribute on the Apple AppStore. You can still distribute on your own as you like for $0.
You'll need a c++ compiler, like g++ or MSVC++. Apparently the Mac c++ compiler is bundled with XCode. If you don't know what that is, it's probably not worth trying, so here's a silly Pinkie instead.
[](/rppcute-in)
They're pushing XCode to the cloud instead.
I'd also say moving the iPad Pro to the M1 is the next logical step toward seeing Final Cut Pro and Logic Pro on the iPad. They won't just do a straight port, though - they'll rework the interface so it actually takes advantage of the touch interface on the iPad. This takes a significant amount of effort, especially since they won't want to break how it works on the Mac in the process.
When I started web development, the lack of such of such low-code tools really surprised me. It feels natural to drag and drop components and place them visually instead of trying to find the right aesthetics by manipulating code.
I have not done any iOS development but something like SwiftUI seems to be right kind of tool for developing GUI to me. However, it would only be possible with a component based framework instead of CSS which is too low level for this kind of work.
I know. Just gave you the most honest answer I could. The best I can think of is Apple’s software development tools have emulators for iPad and iPhone but they are not complete copies of the iPad or Phone. https://developer.apple.com/xcode/
Help there,
The new 2018 MacBook Air can support one 5k external display.
As far as Xcode goes, Xcode only needs 4gb of ram for it to work but the more ram the better. You will never need 32gb of ram for Xcode unless your building and testing VR games at once.
The biggest thing you should be considering is screen real estate, Xcode has a lot going on screen wise you should visit an Apple store and see how Xcode looks on a 13” vs 15”
Objective-C used to be the main programming language for iOS, and now Swift is a complete replacement for it. Obj-C is still supported, but if you learn Swift there's no need for Obj-C.
However, neither of those languages have anything to do with what makes apps beautiful.
A lot of the magic comes from Interface Builder, a graphical tool that lets you design and layout all of the UI elements of your app. It even turns that into a working iOS app for you! It just doesn't do anything. That's what Swift is for - to actually program all of those buttons, sliders, and text fields to do something when the user interacts with them.
If you're interested in any of this, grab XCode for your Mac (it's free) and pop up Interface Builder. It's great motivation to get started with coding.
As for coding, plan on that part taking a while to learn. It's kind of like learning an instrument - you'll be spending a month practicing scales before you can start using Swift to make real apps.
XCode itself brands as an IDE https://developer.apple.com/xcode/ide/ so I'd really like to count it as an IDE :)
> I have never heard anyone being unhappy with the editor and moving back to an IDE.
I would like to point out Brian K. who is very happy with Gogland after using VIM https://www.youtube.com/watch?v=GDHET-k4zz4 for a long while.
> Let's agree to disagree.
Agreed :)
> xcode
Xcode is Apple's developer environment for Mac OS X and their other operating systems.
https://developer.apple.com/xcode/
It's really old, it started its life in the late 80's as a developer tool for the NeXT OS which Apple bought and turned into OS X, iOS, tvOS and watchOS.
Instruments is made for this kinda stuff. It's part of the Xcode dev suite (Requires apple developer login) and I'm unsure if that suite is included by default.
I have not personally used this particular tool due to not working with Macs in a while, but it sounds like you should be able to select the Premiere Pro app, and watch File Activity to see what exactly it's accessing at startup.
Perhaps someone more knowledgeable would be able to provide exact directions.
Your C++ program should have an extension of .cpp
. So your file should be named shoes.cpp
.
Then you want to install a compiler. A compiler is what will take your C++ code and compile it into assembly code, something that is easier for a computer to understand. If you are on Mac/Linux, you can use g++.
Ubuntu Guide to installing g++
Now in your terminal, you want to navigate to the folder your application is in.
Navigating in the Terminal. Pay special attention to the cd
and ls
commands.
Once you're in the folder that your application is in, you will type the following commands in your terminal:
g++ shoes.cpp
This compiles your code. By default your program is named a.out
. To run your program, you will execute:
./a.out
The a.out
is the name of the file, and the ./
ahead of it is telling the terminal to execute a program that is in the current directory.
Xcode is free and works perfectly well... https://developer.apple.com/xcode/
It has to be said that the whole thing smells a bit funny, tbh. Only one CS course stinks of "no CS department", and the language chosen is almost the complete opposite of what they should be teaching you (Python). I think the expertise of the professor in question is, well, questionable.
I don't use a mac, but I have heard tell that XCode is popular among those who do.
Addendum: I am a huge fan of Eclipse CDT. There are many who don't like it, but that's why there are many IDEs. It does have a bit of a learning curve due to its immense number of options (one of the things folks don't like about it), but it will also do a decent job of working out-of-the-box. If you use CDT^1, you will need to install gcc or clang, as well.
[1] I am assuming you are doing C++ development because this is /r/cpp_questions...
Okay so this was the article linked in a discussion in /r/jailbreak (which I can't link to due to this sub's rules).
Reading more about the subject it seems like Xcode will be required for a lot of stuff still, so I suppose my Hackintosh project remains relevant.
You can do this even without a jailbreak using Safari on a Mac. If you haven't already, you need to open Xcode, go to Window → Devices, and mark the device for developer use. Then, open Safari and enable the Develop menu on the Advanced tab of the Preferences window, and then you should be able to pick to inspect a tab from Safari on your phone in the Develop menu.
It should be completely possible to do this without the use of Safari, a Mac, or even a computer. However, there's no tools I'm aware of that would let you do so.
True IOS apps are written in Objective-C or (and going forwards, likely more) Apple Swift using Xcode. https://developer.apple.com/xcode/ - it's free, unless you publish to the app store, whereupon it's cheap. You need a Mac (hackintosh, maybe - no experience of that) and a recent version of OS X. See link for full details :)
Or for an iOS application:
I can confirm that iTunes 12 will work after updating Xcode 6.1 beta. Go to https://developer.apple.com/xcode/downloads/ and download the 6.1 beta for Yosemite, then copy it locally to your hard drive. Once it's copied, open Xcode-beta. It will prompt you that it needs to update files -- this is the important step, I think -- do this. It will require you quit iTunes to update. Once it's finished, install per normal.
Yep, I noticed it a few days ago, but I mistakenly thought that the new one was the old one since it looks a bit derpy (edit: or "off model", for you character designers out there). The Xcode screenshot is one of the few shots that actually uses the correct icon!
Code::Blocks is awesome if you're on windows, but sadly the support for Mac just isn't near as good. I am on a macbook pro and I have to use Code::Blocks for assignments in my programming class, and the mac version frankly sucks. Terrible graphical support, which isn't too bad, it's something I can deal with, but constant crashing and freezes is something that's really hard to deal with. I would prefer to just use Xcode if I could.
For anyone reading this thread and looking for a good IDE for Mac computers, use XCode. It's a fantastic development suite, and it's free from Apple: https://developer.apple.com/xcode/
I would stick to Xcode: https://developer.apple.com/xcode/
And use a 2d framework, with a game engine included, like cocos2d for IPhone..
There's a nice tutorial for beginners (not much about coding, but some thoughts about game dev tools): http://www.bytesizeadventures.com/blog/a-beginners-guide-to-iphone-game-development/
that's not true i did my dissertation on iOS development and it was certainly free when i downloaded it before christmas. must have added the cost fairly recently if they did
Sorry for the thread necro, was hunting for this app too to toggle between bt interfaces and wondered why it wasn't in my xcode install. I usually pull the current tools in to get ioreg explorer. I guess I won't overwrite that folder anymore without checking.
Go to https://developer.apple.com/xcode/resources/ Sign in, Additional Downloads. Scroll. Apple's site gets odd about direct linking at times.
You could just run the linux executable inside the docker container though?
Anyway, it'd be weird and slow but you *could* cross-compile Mac executables inside your Linux container. Assuming you don't need xcode etc.
Have you considered doing this in cloud? https://developer.apple.com/xcode-cloud/
No, Swift is Apple exclusive (though there are attempts to use it for backend development as well). Jetpack Compose on Android offers a similar expirience to what SwiftUi does in iOS. Instead of using an XML based UI, it is declarative in your source code. I recommend checking them out on the platform you choose.
There isn't really an option from what I know, I have a drawer of semi working Ipads and Iphones to test with. But If you have an apple around to run as the build host you can use Visual Studio on windows and use Xamerain. https://docs.microsoft.com/en-us/xamarin/tools/ios-simulator/ but I'm pretty sure you still need to be runing xcode on a apple somewhere. https://developer.apple.com/xcode/
Thanks! The IDE you saw was probably Xcode, but I also use Visual Studio Code sometimes, and the programming language is Swift.
Ok, i read both threads. You're trying to fix sync'ing. I'm going to go through everything, sorry if you're already tried it...
Syncing via cable is rare, in fact i only do it to sideload via altstore.io. What are you trying to sync and maybe we could offer alternative methods.
yes, stay with Swift, look for iOS developer courses. Don't buy expensive ones! There are free ones on youtube, our look out for sales on learning platforms.
SwiftUI is a framework that uses declarative syntax to build UI. It still uses Swift, but it's a different breed.
Read more about it here:
https://developer.apple.com/xcode/swiftui/
You can also check out Apple's own tutorials:
Thank you for your feedback. Design is using latest Apple technologies - Swift UI 2.0. It helps build User Interfaces much faster for developers, therefore UI might look very simple and very iOS native.
https://developer.apple.com/xcode/swiftui/
Swift UI is native Apple framework and it supports all platforms. I believe a new wave of apps using Swift UI are on their way.
Performance over design was kept in mind, to save battery life and so on.
Also, I hope UI is what you had in mind when you have mentioned design?
Finally, apart from design, did you find any of the included apps useful? What kind of functionality would you like to add to the app?
Haha please at lease read the code before you decide it's poorly made.
It's a SwiftUI package, not UIKit. Lots of people (like us) prefer to use SwiftUI.
One of the main problems, though, is that there aren't UIControl
subclases or responder chain events yet, so we added them for people in this package. That's all. Hopefully people find that helpful. 🙂
This is definitely a matter of opinion, but I personally think things will move more and more towards apps. And with SwiftUI, you can now write code once that runs on all Apple platforms :)
The experience was great, SwiftUI is a really great and fun way to create user interfaces in a declarative way 😄
​
I developed the application in Xcode and unfortunately at this moment it is only available on macOS, so I'm afraid you need a computer running macOS to develop and test your application.
​
If you want to learn how to code using SwiftUI I would recommend you to watch the SwiftUI course at Design+Code. If you just want to get started with Swift I highly suggest to watch the Swift Fundamentals course at Pluralsight.
https://developer.apple.com/support/compare-memberships/
Notice “On-Device Testing” is included in the free tier.
https://developer.apple.com/xcode/
To get Xcode.
https://medium.mybridge.co/21-amazing-open-source-ios-apps-written-in-swift-5e835afee98e
A bunch of open source apps you get get from GitHub to compile.
Hey there! This App is built using Swift 5 and SwiftUI. I used this app as a way to learn SwiftUI, the new API for building user interfaces that Apple introduced late last year.
You can read more about SwiftUI here: https://developer.apple.com/xcode/swiftui/
Apple developer resources: https://developer.apple.com/develop/
Just like everything else, including Angular, React or native Swift/Kotlin, Flutter is as cluttered as you make it.
In the latest releases for swift, they actually follow a similiar pattern as Flutter and other frameworks for building the UI in code (i.e. SwiftUI https://developer.apple.com/xcode/swiftui/)
But as with everything else, it's up to you to implement it using the correct design patterns. You shouldn't build a single screen all in a single file, but different components should be split out into different widgets so as to allow them to be reusable and the code to be cleaner. As a beginner this might be hard, but as you continue to build experience in developing client applications in modern frameworks, this will come naturally.
Additionally, there are already many patterns to use to split the UI from the services and should be used, such as the BLOC pattern.
So no, Flutter isn't anymore cluttered than any other framework or even the native implementations, its just a new framework and not enough people know how to correctly design their applications yet, nor are there yet enough resources out there to teach you.
I use Xcode Simulator for iOS devices and Android Studio for Android devices when I don't access to a physical device.
Any browser emulator is good overall but sometimes you can find that some things don't work on actual devices.
Good luck! 🍀
You know when you write out "import SQLite" or any other framework. The error says it cannot find the framework called SQLite. But I think I figured out my problem here. It says here in the installation
" Note: Version 0.12 requires Swift 5 (and Xcode 10.2) or greater. Version 0.11.6 requires Swift 4.2 (and Xcode 10.1) or greater. "
I think I just need to double check which SQLite version i have and compare it to what Swift + Xcode version i have...
This is really cool. I look at something like this though: https://gitlab.redox-os.org/redox-os/orbtk/blob/master/examples/calculator.rs#L212
And then I compare it to the new SwiftUI stuff and I'm left wanting. I have the general feeling that rust could get really close to the elegance of the SwiftUI with some heavy procedural macro usage but I'm not sure.
See SwiftUI here: https://developer.apple.com/xcode/swiftui/ There was a video or blog somewhere that discusses how this works with the Swift language underneath that was informative.
Except you can't build cross-platform apps by using Swift only, you still need to be developing with frameworks like UIKit to develop the actual UIs. If you use UIKit for your iOS app, that framework doesn't exist for macOS, you have to switch to using AppKit, which doesn't have a 1:1 mapping with UIKit. Colors don't match either between both and that means that for a company like Things that does a lot of customization with their UI, they cannot easily port the app between both platforms.
Apple is trying to develop Catalyst to help with porting iPad apps to macOS but they are also building SwiftUI (https://developer.apple.com/xcode/swiftui/) that makes it easy to build the same UI for most platforms but it has limitations right now and it is very new.
Also, it's Objective C, not Object C.
What does JetBrain have to do anything with this app? They are using subscriptions, which Things is not. For an example, AppCode is 89$ first year, 70$ second and then 53$ every year. You can keep Things forever at 50$ for macOS.
Personally, I use git submodules and can't wait for Swift Package Manager (SPM) integration in Xcode 11.
You need the latest version of the IDE, Xcode 10.2, which requires macOS Mojave.
https://developer.apple.com/xcode/
Xcode 10.2 includes SDKs for iOS 12.2, watchOS 5.2, macOS 10.14.4, and tvOS 12.2. Xcode 10.2 supports on-device debugging for iOS 8 and later, tvOS 9 and later, and watchOS 2 and later. Xcode 10.2 requires a Mac running macOS 10.14.3 or later.
https://developer.apple.com/documentation/xcode_release_notes/xcode_10_2_release_notes
https://developer.apple.com/documentation/macos_release_notes/macos_mojave_10_14_3_release_notes
Because dragging and dropping isn't a way to code.
I mean, there's things like Microsoft SSIS, which has drag and drop SQL objects, but this is for extracting and transforming data, not writing loops, if statements, where statements etc.
You'll need to get Apple's IDE called XCode, and then familiarise yourself with Swift or Objective-C.
Xcode, Apple's development environment, is nice to use for C development on the Mac. When you install it, it will also install git which you can use from the command line or from within Xcode. Downloading Xcode will require you to sign up for an Apple-id (free).
XCode isn't a bad IDE, its just not what I'm used to. I like all of the JetBrains IDEs, and the one for iOS development is https://www.jetbrains.com/objc/.
If you're just starting on mobile development, I'd go through some tutorials first, and Android actually has a ton of good free ones, and doing Android development is completely free until it comes time to publish.
Ah, ok. I looked around your account, just to understand where you're coming from.
The short answer is no.
What are you trying to do though? Cause with enough time and effort, you can create an app using Theos (saw that you were jailbroken), but you don't have the nice interface builder than Xcode provides
I'm a PC user so I had to look this up, so* if a mac user tells you another app that is free probably use that one:
XCode https://developer.apple.com/xcode/ seems to be the normal program for programming on a Mac.
When you have gotten a little into programming you can consider looking up Unity3D, its not good for doing your homework but it might be fun for you to play around in. (basically: it gives you a "scene" where you place objects, and you make C# "scripts" that tell the objects what to do and how to react.) Basically Unity3D is kind of cheating, you just get a window and a world and start your game from there.
edit: https://unity3d.com/ this is where you get Unity3D if you want to try that later. (Just don't let its way of layout out code confuse your home work.)
Do you have internet connection on the virtual machine?
Anyway, you can download Xcode 7.3 beta from the Developer Center, although you actually have to use your Apple ID to sign the project, so it may be a problem.
As compared to?
Both iOS with Interface Builder and Android with Layouts also use XML-based UI layout. As does Mozilla with XUL. And for good reason: It's similar to the experience with building UI through HTML, and completely opposite of the old "write code that builds objects line-by-line and then hide that code" that went out of style with VB6.
XML UI layout isn't going anywhere. Nor should it - it's presentation, and code should be kept as far away from presentation as possible.
Try using xcode (free!). I believe it has a helpful design mode that will do exactly what you want, but you still must code, by hand, the actual functionality of your app.
distnoted
is tough because, as you know, it's a service that can be utilized by pretty much anything running in your login session. There is one surefire way of tracking it down, though; this guy's written an app that will monitor all distributed notifications. You will need Xcode to build and run it... Don't hesitate if you'd like more guidance.
You're right I tried downloading the prebuilt version and it isn't working. You can either wait for it to be updated on the website or install it via homebrew which isn't too hard it just seems scary at first.
Use this guide https://www.reddit.com/r/anime/comments/155y41/a_bleedingedge_playback_guide_for_mac_os_x/ if you want to install it via homebrew
But make sure to download xcode 7 through this link,
https://developer.apple.com/xcode/downloads/
Xcode 6 won't work
Sounds like you're trying to use Xcode 6 even though you installed iOS 9? You will need to the latest beta version of Xcode to build against your iOS system.
You can download the latest OS X via the Mac App Store.
Snow Leopard (10.6) is a few versions behind so you will want to upgrade to at least Mavericks (10.9), but probably Yosemite (10.10).
I believe you will need at leave Mavericks to run the latest version of xCode available here.
Apple's IDE is Xcode. You'll be able to compile C++ on a Mac with Xcode, but I think Xcode is mostly targeted at Objective-C and Swift developers.
Maybe check out MonoDevelop if you want to do C# work on a Mac.
Alas, Windows is really the odd duck out, here. It's no coincidence that two of the languages you listed as being appropriate for Windows are developed primarily by Microsoft. :D
Under the hood, OS X is UNIX-based, although it uses BSD-flavored tools instead of the GNU-flavored tools you see on Linux. It also has pre-installed versions of Python, Ruby, and Perl.
XCode comes with all the usual command-line development tools, in addition to the fancy graphical stuff.
You don't have to pay to develop for their platform. Xcode is a free download.
The $99/year developer program gives you access to more technical resources, and the ability to distribute your app through the App Store. For iOS, you also must be enrolled to be able to run/test your apps on actual hardware instead of just in the simulator.
Looks like you also need Xcode tools installed. This is just a package of developer tools that apple distributes for free with it's operating system. You may have it with your OSX installation disks. If you don't have the disks, then download it here:
https://developer.apple.com/xcode/downloads/
Specifically, you want the command line tools. So when installing Xcode, if you get prompted to select the "command line tools" as an option, make sure to select it.
Apple responded to the bug report, saying: "Apple Developer Relations08-Oct-2014 07:55 AM
Engineering has provided the following information:
We believe this issue has been addressed in the latest Xcode 6.1 beta.
This pre-release version of the Xcode 6.1 developer tools is required when developing for OS X Yosemite, and includes the Swift programming language. Xcode 6.1 beta runs on OS X Mavericks and OS X Yosemite Developer Preview.
Please test with this release, and update your bug report with the results.
Xcode 6.1 beta - Build 6A1046b
https://developer.apple.com/xcode/downloads/
Please let us know if that resolves the issue for you by updating your bug report."
I'm assuming you're on Yosemite OSX 10.1 - The alternative to downgrading iTunes is to sign up to the Apple Dev Centre and download Xcode 6.1 Beta for Yosemite - Make sure you run it after installation and let it update your files (the important part)
If you install Apple Developer tools it gives you a free Audio Unit host called AU Lab.
You can use this to host AU's, some get installed already that cover the basics, there are some free ones around too.
Congratulations. You have the powah.
First steps:
Choose a color scheme for the terminal that's easier to stare at than the default one. Bold, white or colored text on a black screen is much less tiring than black text on a white screen. You're going to be staring at this thing a lot, so you'd better get comfortable with it. Mine is mostly bold purple; this sounds terrible, but you'll understand after a while. Sounds like a little thing. It's not. It's huge.
Install the Xcode command line tools (under "additional tools"; you'll need to sign in). Until you do this, your terminal is more or less exactly as useful as a Windows 7 command prompt. You can learn some basics without doing this, but there's no real point. You're not going to be installing anything fun with Unix locked in boring mode.
If you don't already know what IRC is and how it works, familiarize yourself with it now, before proceeding any further. It will take no more than an hour, and you will need it. You want a client that can support multiple connections, although at first, you only need access to the Freenode network. I use LimeChat. It's in the Mac App Store.
Read this and then choose and install one package manager. I use Homebrew. Some people use MacPorts. Nobody uses Fink anymore. I don't think there are any others. If you have a little Linux experience, you are probably familiar with this concept as "apt-get" (not actually its name, but that's what most newer users call it).
From there, your journey commenceth! I suggest modifying your command prompt to look cool. Please feel free to reply here or PM me with any questions.
clang is in Xcode
download Xcode from Apple (it is free):
https://developer.apple.com/xcode/
to use clang in terminal:
http://stackoverflow.com/questions/12228382/after-install-xcode-where-is-clang
Ive got a couple more questions for you... I have a Mac! Am i screwed? https://developer.apple.com/xcode/ Is that just the writing part for the codes or a console to run the code? Is there a free console program that can run the code if the above cannot? Just wanted to mess around with C++ to see if I can get familiar with it
I really haven't any time I've used it.
I find it to be lacking in certain small features. Minor conveniences. Take that in combination with the fact that there is no number large enough to multiply the cost of Xcode by such that it would equal the cost of VisualStudio (Xcode is a free download)...and Xcode comes out even further ahead in my book.
Granted it's Mac only. But Visual Studio is Windows only.
Objective-C. You need to have the iOS SDK installed to do anything.
Check out these things: