For learning reason, I would like to get back the Master-Detail App template that was available in Xcode 11 and refer to the template codes inside. I also want both the Swift and Objective-C versions. However, to my astonishment it seems no one has asked this question before and seems there were no data source available where I could get back those files.
I try to reinstall my Xcode 12 back to Xcode 11 but that was not allowed as Mac complained that I am using Big Sur and I cannot use Xcode 11 with Big Sur. I also tried to check on YouTube etc. to look for potential useful information about Master Detail App and those existed on YouTube were from Xcode 5 or Xcode 6 or so where the split view controller thing were not in used yet.
I saw a reply online saying Master-Detail App is replaced with simply App and so we can just use App instead from there. That answer is of course factual but practically useless. As that answer assumed readers are pro enough to change between different templates, but if that's the case then readers like I won't need to ask that question in the first place. Readers look for that particular template for a reason, simply telling them to use something different is tautology.
In short, I cannot come up with a way to get back the exact Xcode 11 Master-Detail App template and I really need it for learning purpose. Is there something I can do with it?
You can search for tutorials (video or article) that uses Xcode 11 and get it from there.
Related
My old iPad (ios9.3) refuses to load any reveal.js slides. It only shows the "Fork me on Github" image on the top corner. I suppose it will be that ios 9.3 does not support some new features of html5+js+css (I am not a developer, my skills are quite limited, so please excuse me if I say something stupid).
I am very interested in using it on an iPad due to the chalkboard plugin.
Any of you know what can be causing the trouble? Could I disable any of these features/files and make it work?
Thank you.
aimar
During all this weekend I was trying to figure out a solution. Finally, I manage to debug iOS safari from my windows laptop following this procedure and found that an "Unexpected identifier" was impeding "chalkboard" plugin to load.
A variable was defined with "let" command that, as I learnt, was not recognized by safari 9. I changed 4 "let"s with 4 "var"s commands in "plugin.js" (chalkboard plugin) and now it works in my old iPad, even with reveal v4.
Now I have another issue with the menus (menu plugin) not showing properly, but I will try also to fix it.
Having an iOS 12 model rending issue.
My app loads OBJ models with associated MTLs and textures.
On iOS 11 we were able to load up the models and they looked good:
On iOS 12, they look completely different:
We are able to make some changes after the model loads initially to make it look good, but it takes time for the iPhone to load the better looking version.
Has anyone heard about/experienced this issue and know what has changed in iOS 12 (and potentially MacOS Mojave) that is causing it?
There might be two issues: 1- texture issue (as seen in chair on left) and 2- Material/MTL issue as seen in the ‘delivery drone’ on the right
I don't have any code at this moment as I am not one of the developers on the project - I have been tasked with reaching out here. If you have any questions regarding the specific code I could definitely try to get some to show here. It seems to me like this might not be a code issue or bug, but rather some settings that have to changed due to changes made in iOS 12, but I can't find documentation for something that matches this.
I know this is not an answer, but I was asked for a screenshot. For the moment I use the OpenGL renderer instead of Metal as a workaround.
I solve the same issue by convert .obj file to .scn files in Xcode, and use this scenes as nodes. Editor -> Convert to SceneKit file format (.scn)
screenshot of this menu
what is the easiest and fastest way to turn iOS project to work on OSX. I've already added OSX to project, and tried to use ios storboard. But it just load empty window. Is there any simply, tricky way to do this? I dont want to rebuild entire UI, and link all outlets, etc..
Although quite similar in some respect, iOS and OS X are completely different when it comes to interface. Main difference being that UIKit doesn't exist on OS X meaning that your UI isn't compatible with OS X.
All your UI code will need to be started from scratch but most of the backing logic should be ok depending on how you've architectured your application.
As mentioned by Mikael in the comments, AppKit for UIKit Developers is a great article for iOS Developers looking to expand onto OS X.
Also, Separated at birth: Why Apple won't merge OS X and iOS is also another good article to give you a better understanding on why it works like this.
I'm starting to learn iOS development using this awesome course on iTunes U:
http://www.stanford.edu/class/cs193p/cgi-bin/drupal/
However, this course was done in Fall 2011 and is using XCode 4.2 and iOS5.
I now see that XCode 4.5 (iOS6) is out.
I just want to know if it's a good thing following this course as it's already one year old?
Or if XCode 4.2 (iOS5) and XCode 4.5 (iOS6) are so similar, that I'll just have to tweak some things a little?
I used to follow the Fall 2010 course with XCode 3.2.5 (iOS 4.2) and I stopped to start the Fall 2011... and there were so many differences that it was almost like starting over.
I just want to make sure that by investing my time in the Fall 2011 course that I'm not learning stuff I would have to learn again in iOS6.
Thanks!
Besides all of the other good info in the other answers, please be aware that Xcode 4.5 comes with an updated LLVM compiler that provides you with much improved Objective-C features. Working with properties is much easier. You no longer need to explicitly declare instance variables for properties nor do you need the #synthesize statement. The new compiler makes working with arrays and dictionaries easier plus it is easier to box basic types.
The good news is that any code you write with the older compiler of Xcode 4.2 will continue to work under the newer compiler (but not the other way around).
Also keep in mind that Xcode 4.6 will be out soon so using 4.2 will just put you further behind.
The Stanford course you're about to learn is great and it contains lots of subjects, both basic and advanced. I can't think of anything that's not worth learning from the course even though it's outdated - you'll just have to learn about what's new in iOS6.0 after you've come to terms with the more important foundations and basics featured in the course.
Have fun learning iOS
Regarding the differences between the various versions, I'd suggest you check out the Objective-C Feature Availability Index and the Xcode release notes. The major shift in Xcode 4.5 is the support for iOS 6, and you can see a list of those features in What's New in iOS: iOS 6
I think you'll be able to follow the Stanford class even if you're running Xcode 4.5.2 (or whatever). There are some minor differences, but most of those are just new features that you might not yet avail yourself of yet. Frankly, many (most?) of us are still deploying iOS 5 (or earlier) apps today, to ensure backwards compatibility with users with older versions of iOS on their devices, anyway, so if you focus on iOS 5 while you learn the basics, I think that's fine. So, go ahead and gain mastery of iOS 5 using that course, and when you're done, you can then go through the WWDC 2012 videos to familiarize yourself with some iOS 6 features and new Xcode features.
The only major stumbling block that leaps out at me (if you focus on iOS 5 targets) might be autolayout which is an iOS 6 feature which defaults to being turned on. To avoid confusion here, whenever creating a new storyboard or NIB, you may want to turn off "autolayout". If so, go to Interface Builder, click somewhere on the background, select the "file inspector" in the right panel, and make sure the "Use Autolayout" flag is unchecked.
For the record, they just updated the CS193P Web Site
They will make the Winter 2012-2013 course available via iTunesU:
Winter (2012-13) quarter's lectures are currently scheduled to be made
available via iTunesU. Don't expect them to appear the day after the
first lecture, however! There is some work involved to prepare and
publish them. Please be patient.
That sounds cool!
I've developed and application for iPhone. It works fine on os4 but it does not work on os3.1. In fact works but there are some problems; after splash screen a what screen appears. while I leaving the application I can see the application is opened successfully but just see while exiting.
So I wonder if there is a tool which says which apis have problems with os3.1? So I have a chance to replace them.
If you want to check a specific API, just run this in your code somewhere with an appropriate response. For example, to see if print is supported, run this...
if (NSClassFromString(#"UIPrintInfo")) {
}
Set your project's Base SDK to iphone-os-3-1, then build. All the error messages about classes, methods, and functions that don't exist must designate things added since iphone-os-3-1, since your project built and linked fine against the iphone-os-4-0 SDK.
If you don't have the iphone-os-3-1 SDK, try this instead:
Open your project's Build Settings.
Find the "Preprocessor Macros" setting.
Edit it and add __IPHONE_OS_VERSION_MAX_ALLOWED=30100
Now, try building. This should cause everything introduced after iOS 3.1 to be labeled unavailable, producing the same errors as if you had switched to the iphone-os-3-1 SDK.
It's a good idea to get a second installation of Xcode for this situation, in this case you need 3.2.1 with SDK 3.1.3 - I wish I could help you with a download link since it is no longer shown on Apple's page, but I have googled in the past and found direct, official download links which will work as long as you are signed in with your developer account, so good luck.
The annoying bit is that you need to go through your project files and set "Base SDK" to 3.1.3 and then back once you have completed the exercise. But it is the easiest way to flag what you can't do in 3.1.3. "sudo rm -rf" (I feel nervous even typing that) has an excellent method there but you need to have an inkling of what might be safe and what might not before you implement it or else you end up with code 10x the size it needs to be.
Apple really needs to sort out this issue - hopefully by flagging methods that are prior to your specified "Deployment Target", in the same way that deprecated methods are flagged.