I'm an experienced iOS developer but have not touched OSX development. I plan to port my iOS app to OSX. Of course, there will be certain differences based upon the obvious design paradigm and differences in SDKs, but I could easily see 80-90% of the code being identical, even including a lot of the UI. Is there any good approach for maintaining one code set that powers both apps? Of course, I could do some sort of static library, but I'm wondering if there is a complete solution, and/or advice on what pitfalls I might encounter as a new OSX developer...
Check out http://chameleonproject.org/, "a drop in replacement for UIKit that runs on Mac OS X".
Alternatively, you could have two different targets in your Xcode project, one for iOS and the other for Mac, then include the overlapping code files in both your iOS and Mac targets.
Related
Is it possible to write software on the mac that will launch other separate applications, tell them what to do, etc etc? What language would best suite doing this? (Assuming it's Mac specific).
I'm fairly new to Mac programming, though I have a strong background in iOS. I've seen multiple companies in the past write a script that will cross-compile source code, basically you run your app from the Terminal and it floats around your OS, grabbing what it needs to compile and spits out an Xcode, Eclipse and Unity-ready versions of your source code. I'm familiar with iOS, and how it crashes the second you try to use another apps resources. That is what leads me to the original question:
Is it possible to write software on the mac that will launch other separate applications, tell them what to do, etc etc? Specifically tasks like launch Safari, take a screenshot, launch disk utility, launch mail, email screenshot. I know that OS X allows you to play around a bit more than iOS, but the question is how much.
It's still rather up to what each app will let you do, rather than just being able to do anything, but take a look at OS X's scripting/automation abilities. Primarily this is accessed through AppleScript, but there's now a JavaScript frontend as well (new to Yosemite).
If you're looking at building a native application that takes advantage of other applications, the same scripting abilities can also be reached via the Scripting Bridge from Cocoa (Objective-C/Swift).
Suppose I want to design a master detail application, Xcode6 master-detail project template for universal app includes UISplitViewController and splitViewController is new in iOS8. I want to support app for iOS7 also.
In general
What is the best way to design an universal app using Xcode6
storyboard that support both iOS8 and iOS7 ?
Is it better to use separate story board for different OS version ?
What are the best practices we should follow to make app compatible with both OS?
The 'best way' to create such an app will likely depend on what exactly your app needs to be able to do. Some ways will be better than others depending on any special behavior needed.
But it is definitely possible to use a single Universal storyboard in Xcode 6 that uses Size Classes and still target iOS 7, both iPhone and iPad, using UISplitViewController. I have successfully done just that. It did take a lot of work to ensure it worked properly and looked consistent on iOS 7 and 8. You have to be a little careful when it comes to performing the various new adaptive segues, as that is a huge difference between iOS 7 and 8. For example, detecting when you have a popover is going to require some work for the two different OSes, handling unwind segues will require some special handling, etc. It will require a lot of testing. Dedicate time to testing the iPhone 6 Plus - in landscape it will show both the master and detail on screen, but you can have control over that.
After going through that experience, I would much rather implement a single storyboard as opposed to two storyboards, one for each OS, and definitely stay away from creating a storyboard for each OS and then one for each device type.
You'll want to read up on the SDK Compatibility Guide to learn how to detect API availability. If you implement an API that doesn't exist on iOS 7 the app will crash, so you need to only run that code if that function exists for the OS the app is running on. For example, you may want to utilize the new UIBlurEffect API, but that doesn't exist on iOS 7. Gain an understanding of what deprecation means, and knowing what has changed in iOS 8 will greatly help. For example, the rotation APIs are deprecated in favor of Size Class trait collections, but those aren't available on iOS 7 so you'll need to continue to use the deprecated rotation API.
Also check out some WWDC videos from this year. They have a couple videos that discuss the new adaptive segues and Universal storyboards. Note that these storyboards ARE backwards compatible with iOS 7, but there are some size classes that aren't made available on iOS 7. See this question and the answer I provided for more information. WWDC videos from previous years also discuss how one can support multiple OSes, progressive enhancement, etc.
And of course when you have questions/problems Stack Overflow is a great resource. A lot of the questions I've posted in the past few months are related to this topic exactly, how to modify UISplitViewController behavior, obtain support for both OSes, using a single storyboard and the new adaptive segues, etc. You may wish to read through those to get an idea of what you can expect to run into when developing an app in the same fashion.
I'm a .NET developer with some questions about a small Mac project coming up.
We are going to be creating a small program for Mac OSX. The software will need to have a simple UI (1 screen) and will need to consume a WCF web service.
Should we code on our Windows boxes or on Mac machines? We have a couple Mac Minis, but we mostly do Windows development.
What IDE/dev environment should we use? (Eclipse, Xcode, etc.)
How does Mac software deployment generally work?
...
No one has mentioned Java/Eclipse. Isn't that an option?
Here are two options:
Write in Objective-C, using Xcode on Macs
Write in C#, using Mono on Windows or on a Mac with SharpDevelop
The advantage of #1 is the resulting app will be much easier to deploy to others, but you might have trouble consuming the WCF service. It depends on what exact interface you are exposing and what the types of the parameters are.
The advantage of #2 is that you can use your C# skills. I don't know the state of WCF in Mono, and the GUI may not look native.
If you go with #1, the main issue will be using Objective-C. Since you are targeting the Mac, make sure you enable the Garbage Collector, or else you will have to also learn memory-management. If you use Xcode 4, it's similar in spirit to Visual Studio, although the details are different. For a simple project, following the tutorials will probably be enough -- I suspect the hard part will be interacting with WCF. To make your life easier, make the interface to the service extremely simple (simple parameter types and returns).
Your question is overly broad. You have two options:
When in Rome...: download Xcode, look at example apps, read Apple's documentation, find some tutorials, and learn Mac app development the usual way.
The Devil You Know...: look into stuff like the Mono project that will let you write a Mac app in C#, so you can use your existing libraries and don't have to learn Objective-C.
Which is better depends on your needs. If you just want to get a small app done and don't have a lot of time/money, I'd go with #2. If you're concerned about quality (compatibility libraries always have their quirks), I'd go with #1. My gut says #2 is better for you.
I have to port an iOS application to OS X. I have a little experience with iOS (although I didn't write the applications) and I would like have some suggests.
1) The application has some nice animations -- should I use Quartz to do them on OS X?
2) How can I change the View to have the same effect as the UINAvigationController on OSX? I searched for this component in the Object Library inside Interface Builder but I didn't find it.
This is liable to be quite an involved process, as (for example) none of the UIKit classes (currently) exist on Mac OS X.
As such, it's likely that you'll only be able to meaningfully retain the model level classes and that a substantial amount of the remaining code may need to be re-written.
My suggestion would be that you thoroughly prepare checklist that contains all tasks. It is not that simple as just looking for equivalent classes in Application Kit to UIKit classes.
it also depends on how app is written. If it has followed MVC properly, then complete files of business logic can be taken without any problems. If not, you will more or less write your new mac app from the scratch.
Yes, Core Animation is always a way to go in this cases, but it may happen that you'll encounter a lot of work because of possible different dimensions.
UINavigationController is something that doesn't exist on "normal" desktop interfaces. The closest equivalents are tab menus/tab sheets and you know how different they are.
If I were you, I would focus on binging content on the Mac, forget about interface concepts from iOS and rather make new interface concepts on the Mac that are compliant with Apple guidelines.
First of all, is this possible?
If so:
What challenges would I encounter in making an XCode imitation for iPhone/iPod development for Windows or Linux?
I was thinking about using gcc as the actual compiler for the objective-c and (VB).NET for the IDE. Will that work?
It doesn't need to compile to iPhone OS until it is to be tested on the device or submitted to the app store. Perhaps it will be easier to compile to the local OS format (Windows or Linux) until "prime-time".
Is this concept possible? Comments? Ideas of how to implement?
If you wanted to support all of UIKit and Cocoa Touch, the problems would be insurmountable. You'd spend 2 years trying to get off the ground and then give up, while everyone else had fun developing apps for the iPhone and iPad and other devices. You would regret even trying it.
But if you wanted to create your own framework for making iPhone apps, built immediately on top of OpenGL, it might be possible. You would create a simulator that renders to an OpenGL view, and the final app would also render everything in an OpenGL view, touching none of UIKit. You would use pure C, or some robust cross-platform language like Lua, compiled or even interpreted. Incidentally, that's more or less how the Corona framework does it: built on top of OpenGL, touches little of the iPhone SDK, uses compiled Lua. They developed their own simulator, which only runs on OSX, but could probably relatively easily be ported to Linux.
You could even use Objective-C as the language, and make available a carefully chosen subset of the Cocoa API's by using (the iPhone compatible parts of) GNUstep Base. Then users could use standard classes like NSString.
Still, all of this is mostly interesting as a thought experiment, unless you got a team together to work on this as an Open Source project. It's harder than you think. Your simulator wouldn't be able to emulate the way that memory warnings are generated on the iPhone, for example.
If someone wants to develop iPhone apps on Linux, it makes more sense to just write the whole app in C/C++ using OpenGL, and then basically just smack that code onto a vanilla iPhone OpenGL project. That's the fastest path. The next possibility would be to use another language, which is also not too hard. But an "iPhone IDE" on top of that would be little more than putting an iPhone-like frame around the OpenGL view in Linux.
Actually, Felixyz touched on something your should take a look at. See: http://www.gnustep.org/ . They have binaries for just about every variant of *nix, OS X, and windows. The site claims "GNUstep seeks to be source code compatible with Cocoa and OpenStep, it can thus be used to develop and build cross-platform applications between Macintosh (Cocoa), Unix and Windows." It would be a good jumping off point for such a project,
I doubt all OSX's functionality is covered by GNUStep, but it's a start.
I'd imagine to develop iPhone/iPod apps on an alternate platform, you'd need to get Apple's includes (Legality is likely to be an issue), and apply all their toolchain patches, plus a million other things I'm probably overlooking.
What would be a better project is implementing the missing functions in GNUStep to support OSX apps seamlessly under the host platform. Maybe then you could run xcode native on your desired OS.