- Installing XCode in your MAC
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- iOS Development Tutorial – Pre-requisites
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- Xcode Tutorial for Beginners - (using the new Xcode 11)
Installing XCode in your MAC
This lesson gets you familiar with Xcode, the tool you use to write apps. Identify the purpose of key files that are created with an Xcode project template. Xcode includes several built-in app templates for developing common types of iOS apps, such as games, apps with tab-based navigation, and table view-based apps.
Most of these templates have preconfigured interface and source code files. Follow the prompts through these screens until Xcode is completely set up and ready to launch.
Just use the menu item in the next step to create the project. In the dialog that appears, use the following values to name your app and choose additional options for your project:. Organization Name: The name of your organization or your own name. You can leave this blank. Organization Identifier: Your organization identifier, if you have one.
Bundle Identifier: This value is automatically generated based on your product name and organization identifier. In the dialog that appears, select a location to save your project and click Create. Xcode opens your new project in the workspace window. You do not need a development team to run the app in the simulator.
Xcode includes everything you need to create an app. It organizes all the files and resources that go into creating an app. It provides editors for both your code and your user interfaces.
Also, Xcode lets you build, run, and debug your app—providing simulators for iOS devices and a powerful integrated debugger.
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Take a few moments to familiarize yourself with the main sections of the Xcode workspace:. Navigator area. Provides quick access to the various parts of your project.
Allows you to edit source code, user interfaces, and other resources. Utility area. Provides information about selected items and access to ready-made resources.
The Utility area is divided into two parts. The top is the inspector pane , where you view and edit information about items selected in the navigator or edit areas. The bottom is the library pane , where you access user interface elements, code snippets, and other resources. Used to build and run your apps, view the progress of running tasks, and configure your work environment.
Because you based your project on an Xcode template, the basic app environment is automatically set up for you. The simulator gives you an idea of how your app would look and behave if it were running on a device. In this lesson, use the iPhone 7 option.
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Make sure you select the iPhone 7 Simulator, not an iOS device. Developer mode allows Xcode access to certain debugging features without requiring you to enter your password each time. If you choose not to enable developer mode, you may be asked for your password later on.
These lessons assume developer mode is enabled. Xcode displays messages about the build process in the activity viewer , which is in the middle of the toolbar. After Xcode finishes building your project, the simulator starts automatically.
It may take a few moments to start up the first time. The simulator opens in the iPhone mode you specified and then launches your app.
In an unmodified Single View Application template, the launch screen and the main interface are identical. Other templates have more complex behavior.
iOS Development Tutorial – Pre-requisites
Running your app in the simulator with no modifications is a good way to start developing that understanding. The Single View Application template comes with a few source code files that set up the app environment. First, take a look at the AppDelegate. To look at the AppDelegate. The project navigator displays all the files in your project. If necessary, open the FoodTracker folder in the project navigator by clicking the disclosure triangle next to it. Alternatively, double-click the AppDelegate.
The AppDelegate. It defines your AppDelegate class. It creates the entry point to your app and a run loop that delivers input events to your app.
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In response, the system creates an application object. The application object is responsible for managing the life cycle of the app. The system also creates an instance of your AppDelegate class, and assigns it to the application object. Finally, the system launches your app. The AppDelegate class is automatically created whenever you create a new project.
Unless you are doing something highly unusual, you should use this class provided by Xcode to initialize your app and respond to app-level events. The AppDelegate class contains a single property: window. It is where all of your app content is drawn. Note that the window property is an optional , which means it may have no value be nil at some point.
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The AppDelegate class also contains stub implementations of the following delegate methods :. These methods let the application object communicate with the app delegate. During an app state transition—for example, app launch, transitioning to the background, and app termination—the application object calls the corresponding delegate method, giving your app an opportunity to respond.
Each of the delegate methods has a default behavior. If you leave the template implementation empty or delete it from your AppDelegate class, you get the default behavior whenever that method is called.
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Alternatively, you can add your own code to the stub methods, defining custom behaviors that are executed when the methods are called. The template also provides comments for each of the stub methods. These comments describe how these methods can be used by your app. You can use the stub methods and comments as a blueprint for designing many common app-level behaviors. Select ViewController. Right now, this class simply inherits all the behavior defined by UIViewController.
To override or extend that behavior, you override the methods defined on UIViewController. As you can see in the ViewController.
At this point, your ViewController. You use storyboards to lay out the flow—or story—that drives your app. In the project navigator, select Main. Xcode opens the storyboard in Interface Builder —its visual interface editor—in the editor area. The background of the storyboard is the canvas. You use the canvas to add and arrange user interface elements.
At this point, the storyboard in your app contains one scene , which represents a screen of content in your app. The arrow that points to the left side of the scene on the canvas is the storyboard entry point , which means that this scene is loaded first when the app starts.
When you ran your app in the iPhone 7 Simulator app, the view in this scene is what you saw on the device screen.
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You can select the screen size and orientation at the bottom of the canvas. Even though the canvas shows a specific device and orientation, it is important to create an adaptive interface —an interface that automatically adjusts so that it looks good on any device and in any orientation. Xcode provides a library of objects that you can add to a storyboard file. Some of these are elements that appear in the user interface, such as buttons and text fields.
The elements that appear in the user interface are known as views. Views display content to the user.
Xcode Tutorial for Beginners - (using the new Xcode 11)
They are the building blocks for constructing your user interface and presenting your content in a clear, elegant, and useful way. Views have a variety of useful built-in behaviors, including displaying themselves onscreen and reacting to user input.
Many UIView subclasses are highly specialized in appearance and behavior. This setting causes Interface Builder to draw a blue bounding box around all the views in the canvas. Many views and controls have transparent backgrounds, making it difficult to see their actual size. The Object library appears at the bottom of the utility area on the right side of Xcode. In the Object library, type text field in the filter field to find the Text Field object quickly. The blue layout guides help you place the text field.
Layout guides are visible only when you drag or resize objects next to them; they disappear when you let go of the text field. In this case, the text field should already be selected because you just stopped dragging it.