Using Xcode To Make QT Applications - ios

I would like to use Xcode as my IDE because I can place buttons, labels etc. while using the Xvim so I can program more efficiently. I used the qt-unified-mac-x64-2.0.2-1-online installer, however I cannot see any templates in Xcode V7.1.
How would it be possible to use Xcode to develop QT applications?
This question Developing QT applications in Xcode? does not help because the link which was given is dead.

Related

Advantage of using visual studio on windows for iphone app development over native environment

I am reading a way to setup iphone application development environment on my windows. It states that “A network-accessible Mac set up with Apple's build tool” is required. My confusion is that, if i need to buy a mac machine and need to setup an envionment then why i will use windows and visual studio?
I am exploring why it is advantageous for me to build ios app in xamarin when i need to buy mac machine and install xcode. Why i will use xamarin when i am new to both C# and swift?
Please ignore my limited knowledge and flaw in question.
Using Xamarin to build apps
enables C# developers (there are millions of them) to leverage the language and framework they already know instead of learning a completely new one
allows them to share code between existing C# apps written for the web or desktop (very important in an Enterprise environment)
using Xamarin Forms, allows you to create a single codebase that targets multiple platforms (iOS, Android, UWP, etc)
if all you care about is iOS and you don't already know C#, then Xamarin may be of limited benefit to you

Why I cannot set other platforms when using Firemonkey Metropolis UI application?

Testing the different options of platform targets i have found this information on the delphi xe5 help:
Note: You cannot set OS X as the target platform for a Metropolis UI application.
FireMonkey Metropolis UI Application
I have searched for more answers on that and could not find what is the real reason it is not permited.
I would like to have the same looking of the application on windows and android tablet. (I know that I can use a "regular" FMX app and make that other way, however I have no idea what are the restrictions, since I believed FMX should be always crossplatform, considering just plain FMX app)
EDIT: My final objective for my current project is to create an application with the look and feel of Win Metro, but not WinRT compatible, and use this app on Win32(XP/7/8) and Android Tablets. I dont want to follow ANY platform specific rules, only have the closest possible working behavior as the Delphi generated win32 application.
Different platforms use different backend frameworks and have different UI requirements. That is why you cannot add OSX to a Metro project (OSX is not a Metro platform), just like you cannot add OSX to a Mobile project (OSX is not a mobile platform) or a Mobile platform (iOS/Android) to a Desktop project (they are not desktop platforms). Do not try to create a single application project that supports every UI platform that Delphi supports (a package project is a different matter - you can create multi-platform packages). You will need to create separate projects - a Metro project for Metro UIs, a desktop project for desktop UIs, and a mobile project for mobile UIs. You can share source files between them, but you should not share UI Forms between them. Use platform-appropriate UIs instead.
Metropolis UI is a hybrid system that uses IPC with a WinRT process. The WinRT process is used to display tiles and whatever else is needed over in WinRT land. This can only exist on a system that runs WinRT. Which means Windows 8 and not Mac or the mobile platforms.
It is true that you can build and run Metropolis UI apps on Windows 7 so clearly they can exist without the WinRT part. But the entire purpose on Metropolis UI is to be able to launch fake WinRT lookalike Delphi apps from the WinRT subsystem. So they don't really make sense anywhere else. I don't see any reason why Embarcadero would have invested effort making Metropolis UI apps work anywhere that does not have WinRT.
What you could do is use the style part of an FMX Metropolis UI project. That would give you the visual look that you are after. It would not be a Metropolis UI project, but would look as you wish. So you make a standard FMX desktop application targeting OSX. Then apply your chosen Metropolis style. This certainly works for desktop applications and I see no reason why it won't work for an Android tablet application.
Just open the style(*.style) file in a text editor. And you will see some thing like :
PlatformTarget = '[MSWINDOWS][MODERN][DEFINEFONTSTYLES]'
And then just add the Platform you need.

How to use Xamarin in Visual Studio and Mac in the same time

I have just developed and android app using eclipse and now I want to develope its IOS version. I want to use Visual Studio and C# (I feel pretty much comfortable in these environments).
I read that, to achieve this I can use Xamarine. Everything is OK with configuring Xamarine on Visual Studio and using it in Visual Studio (I understood this part). I couldnt understant the "mac" part. They are saying that in order to build this app I need a mac running in my local network. Unfortunately I have no idea about Mac. Instead of using it in a local network, could I just install it in a Virtual Machine in windows and configure it on that way that I can see this mac from Visual Studio (How can I do this ?! :S).
I am sorry if my question is unclear but I would be greateful if any of you helps me understand these issues and help me develop my first IOS app in Visual Studio.
If you are going to do iOS development using Xamarin you need a Mac. A Mac will always be required to submit the app to the app store, and the way Xamarin works, you need to use a Mac to create the UI for iOS apps as well.
To get the most of the Xamarin, you ideally would develop your base code using Xamarin and C#, then build separate UI's for both Android and iOS. While your UIs are separate, your base core code is all the same for both apps.
It really does not make sense to have a native Android app all in Java, and then write the entire iOS app in C#. Either stick to completely native apps for both platforms, or use a wrapper like Xamarin for both.
Xamarin.iOS for Visual Studio makes it possible to develop iOS
applications on Windows, but you will still need a Mac in order to
compile and run the code.
Today, Xamarin.iOS integration in Visual Studio is focused on enabling
developers to develop in C#. Xamarin developers who write Xamarin.iOS
applications on Windows typically hand-code their user interfaces—or
they will need to switch to the Mac to use Xcode (or a beta version of
Xamarin’s new iOS Designer) to interactively design an iOS user
interface layout.
"or use a wrapper like Xamarin for both"
I have discovered the term wrapping is not correct for this product.
Unlike other products (Corona, Phonegap, Titanium, ...) that wrap up in a common, genericized library, Xamarin compiles at core level with no penalty. It is 100% native. All functionality in all it's supported platforms is 100% available and not watered down.
Wrappers can be faster to program in, in theory, but when you factor in the time you will spend looking for workarounds for the one piece of functionality that is available natively but not in your wrapper library. When you factor in the constant bugs because wrapping for 3 or more platforms is a constantly moving target and you can't count on it working from day to day.
When you factor all those things in, writing native in c# for all platforms is the better option.
I tried them all, and xamarin was my last choice as I was distracted chasing that perfect golden goose wrapper product.

How do Delphi XE4 and Xamarin Monotouch differ in the way they target iOS?

I was intrigued to discover that Delphi XE4 now targets iOS. What are the main differences between the way Monotouch and Delphi XE-4 target the iOS platform?
If I understand correctly, Xamarin Monotouch targets iOS development by providing C# wrappers for the iPhone Cocoa Touch libraries. You still use the XCode Interface Builder to generate the user interface and therefore you need some understanding of iOS concepts like UIViews or Outlets and Actions which are quite different from say, using C# to develop for WinForms or WPF.
Does the Delphi-XE4 approach work the same way? Does it provide Delphi wrappers for the iPhone libraries?
Also, from an interface building perspective, does its interface builder work similar to the XCode interface builder along with the identical native controls and concepts? How different is it for a Delphi developer to target iOS rather than Windows?
The Embarcadero approach is quite different from what you describe for Xamarin.
The Xamarin approach, as you describe it, uses the platform native framework. In contrast, the Delphi iOS solution is based on the FireMonkey cross-platform framework, FMX. The FMX framework does not use native controls. Instead the framework emulates the look and feel of the native controls.
When you develop an FMX mobile app for iOS, it's a straight-forward re-compile to make that app run on Android, the up-coming mobile platform that is coming with XE5. Embarcadero view this as a significant benefit to their approach. It's up to the developer to decide whether or not the common source benefit of the FMX approach outweighs the non-native UI widgets.
All that said, it is perfectly feasible to use the Delphi iOS compiler to generate Cocoa applications. But that would require extra effort and most likely third party components.
The FMX platform is also available on Windows and Mac. So you can develop for those platforms using the same framework as your mobile apps. Obviously the mobile apps will be quite different, but if you master the concepts of FMX on one platform then they transfer easily to other platforms.

Can't I get my app to work with click and touch (within same project)?

i have developed an application that will basically run on all versions of the blackberry unit (ver 4.5 and above). however, i have noticed that navigationClick() is not consumed with a touch blackberry. i know that i have to use touchEvent method instead, however, my eclipse project is set up to use jde 4.5. so is there any way of just including the classes necessary for touch events inside my eclipse project? most of our customers are still using phones with 4.5 or 4.6. so setting up the project to use jde 4.7 as the foundation is out of the question.
i know that eclipse doesn't like packaging a project with 2 different jde versions configured for the same application (because of contentions).
how does everyone else roll out an application that is compatible with ALL versions (including those with the touch)? or do you guys roll out different versions of the same app (one to support click and the other to support touch)?
any help would greatly be appreciated.
thank you so much in advance.
ac
We have several applications for the BlackBerry, and the ones that are compatible with touch-screen RIM devices have two versions: the Standard edition, which supports RIM OS 4.1+ and is built on that platform, and the TouchScreen edition which supports Storm, Storm2, and Torch devices, and is built with the 4.7 platform.
The code base is the same and the touch code is separated with preprocessor statements, but as far as I understand it, there is no way to build on a platform before 4.7 and get access to the methods introduced in 4.7.

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