Hey guys,
In this post I will show you how to create the famous “Hello World” MacOS App
Since Xcode 4.4 Icon Composer is no longer the recommended way to create icons and is no longer included in the standard install of Xcode. Due to the introduction of Macs with retina display, it is now recommended to provide high resolution versions of all graphics including app icons. To give your app an icon under Xcode 4.4 do the following. MacOS code sample (GitHub) Create a new project. Open Xcode and select Create a new Xcode project. For iOS apps, select iOS Single view App and select Next. For macOS apps, select macOS Cocoa App and select Next. Provide a product name. Set the Language to Swift and select Next. Select a folder to create your app and select Create. First, let’s launch our Xcode 9 and create your macOS app project call PushImage. Choose macOS and Cocoa App under Application. You can follow the settings I put in the next page as follow, then choose a directory of your choice for your project files.
You need to make one change. To edit it, open the macOS 10.15 folder where you stored it (VMX folder in step 4). If you did not specify its location, look in Documentsvirtual machines. Right click on the VMX file and choose “Open with”. Choose “More Apps”. From the list of apps. In order to develop apps for iOS, you will need a Mac (MacBook, iMac or Mac mini) and free software called Xcode (version 10.2 or higher). Follow the steps below to get started: Open the Mac App.
Since I am coming from a C# .NET background, this task was a very interesting one.
So what are you going to learn here:
Setup:
So let’s dive right into it…
Create a new Mac project
First you need to launch your XCode.
From the menu there, select Create a new Xcode project. This action will pop up a new window.
From the new window you need to select the option MacOS and then navigate to the Application panel. From there you can choose the App option. Click Next
The next window will allow you to choose options for your new project.
Here you can populate the fields however you want. Just make sure you set the language to Swift and I will be using Storyboard as user interface. For now let’s uncheck all other options. Click Next
The following step allows you to choose a location for your project
Once you are done doing that, click Create
XCode will take some time in creating your project. But once it is done, it will look something like this:
XCode Workspace Overview
One of the best ways to familiarize yourself with the XCode workspace is to read all about it in the documentation.
XCode: Toolbar
From the Toolbar section we will be using two buttons: Build and Stop button. So go ahead and click on the Build button. XCode will build our current application and run it. It should look like so:
After that just close the application Window and click the Stop button.
XCode: Navigation Area
For the purposes of this tutorial we are going to stay in the Project NavigatorArea, working with the project files.
XCode: Debug Area
The Debug Area is located at the bottom of the application window. By default is split into two parts.
The panel on the left will show us the variables used while debugging. On the other side is the application output. That is all you need to know for now.
Macos Xcode InstallXCode: Utilities Area
This is the area where we will spend the majority of the time. This area is quite complex. Therefore, we’ll explain it as we create the application.
XCode: Editor Area
This is the area where we will write our code. In other words, this is the place where we will spend most of our time. Programming in the Editor Area.
Design the application
Now let’s get over to the Main.storyboard.
Here you can see two controllers. One is the Window Controller and bellow it you can see the View Controller. Both of them server a different purpose. For example in order to change the window title property you need to:
Like it is shown on the next image
The point is, general Window related properties are set this way. You can also move to the Size Inspector, located next to the 2. Attributes Inspector and change the size of the window. Well I think you get it. Try to explore. See what other so called Inspector options are going to change to the window.
Add UI Controls
Now, let’s see how we can add controls on the Mac Application UI. https://siteplanet972.weebly.com/irish-font-free-download-mac.html.
Macos Xcode Version
Now repeat those steps and make the View Controller look like the following one:
The goal for this view is when the button is pressed to display alert (message box) saying “Hello {Your name}”
Adjust the control properties
In order to set the Label PropertyTitle to “Name”, first you need to select the Label control and then navigate to the Attributes Inspector from the Utilities Area and find the Title field.
Do the same process for the ButtonControl.
If you have done everything correctly up until now, your View Controller should look something like the following image.
“Hello World” MacOS App
In order to implement the desired functionality on our small MacOS App, we need to:
Your XCode editor should change and look like this:
Because we will need to interact with the controls we just added. We need to create and connect IBOutlet properties and IBAction methods to them.
The first code we added is the IBOutlet for the Text Field. We need this property to interact with the Text Field we droped on the View Controller before. As you can see from the code we indeed use the nameTextField.stringValue in our SayHi method.
Now the IBAction method we are going to connect to the button on our View Controller. But before we do that let’s see what is happening in the code.
First we create an instance of the NSAlert class. After that, we set the message text to “Hi {the name inside the Text Field control}”. The style of the alert box is set to Informational. In the end we just add one button with the text “OK”.
We are now ready to connect the IBAction method to the button. But before we do that we also need to connect the Text Field to the IBOutlet property we just created.
XCode: Connect Button to IBOutlet propertyXcode App Download
The first thing we need to do is double click the Main.storyboard option from the Navigator Area. Next from the View Controller click the following button
After this action, the Utilities Area Dragon age origins download free mac. will activate. From there choose the Connections Inspector and under Outlets locate the property: nameTextField. Click on the circle next to it then drag and drop the connector to the Text Field on the View Controller like so:
Now let’s hook up the IBAction to the Push Button.
For this action you just need to scroll a bit down and find the Received Actions area. There you will notice the method SayHi:and do the same drag and drop but this time drop the connector on the button. Like so:
And that is it… Now just build and run the application from the Toolbar Area.
Application Result: “Hello World” MacOS App
This is how our “Hello World” MacOS App should look like
Take the time and look into my other posts:
Back to Top
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). https://zkoxhwr.weebly.com/run-electron-app-on-mac.html.
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.
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.
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.
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.
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!
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.
Macos Xcode Command Line Tools
With it selected, choose the Identity Inspector on the right and type AppDelegate into the Class Field (this should auto-complete).
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”.
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).
Create Macos App Xcode TutorialMacos 10.13.6 Xcode Version
Happy Hacking!
RelatedComments are closed.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |