I have build a C++ library for iOS, and now I want to write an illustration program to show how to use this library. A very simple one might be a command line program. However, I cannot find any command line application option with XCode 4.6. Any ideas?
There isn't a project template for "command-line application for iOS", only for Mac OS X (see the new project dialog: select OS X -> Application -> Command Line Tool).
You can however create a very minimal iOS app - the Single View iOS project template might be a good starting point. You could demonstrate use of your library in this simple app by hooking up a few buttons and/or text entry fields to the library.
You will use a UITextView, and create your own virtual CLI. So in your program, Shen you get to this step animate in that view and open the keyboard.
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Confused as any newbie would be!
I am a React Native newbie. Following a tutorial I created a project. I can use XCode to open the native iOS project in /iOS. What do I use for the javascript files in the root folder? Should I use a second editor for js - i.e. one of the standard js editors (Atom, vi etc). What is the best-practice workflow? Or can I accomplish everything with one editor. Advice, recommendations would be most appreciated.
CLARIFICATIOINS:
To clarify my question, take the following sample project:
I want to write a react native app which opens to a table view i.e. list screen with multiple items in a list screen. When you pick one item in the list the app navigates to a details screen. Suppose the list screen is React Native and the details screen is Native iOS. I can code up the list screen using VSCode in React Native js. And then I can code the native details screen in XCode. So for the native part I can open XCode and create a fresh project. What kind of project should this be? Should it be an IOS App or am IOS framework/library? Perhaps a main app as the AppDelegate and a test harness, and a framework/library for the one View Controller screen I will need to import into my React Native project? And then how do I run this to test and debug it out end to end in the simulator? I can possibly correct and live reload the React native portion, but suppose I want to update the iOS portion, what step do I need to go back to? etc.
It's not very common to do your coding work directly inside XCode. XCode is more of a place to organize your project/environment/builds/signing etc...
Instead you should be writing all of your code inside the editor of your choice. The standard workflow would be:
Create project on command line
Use your editor of choice for coding. I use VSCode.
in your editor, open your project folder that you just created
use XCode for running the ios emulator and super specific iOS tasks
All Android specific work can easily be done in VSCode (you don't ever actually need to use Android Studio)
I'm currently working on a Zynq-7000 Software project using Xilinx SDK toolchain.
I've noticed that nearly all of Xilinx's Demo projects automatically generate a "platform.h" file. However, when I start from an empty project in the SDK IDE it never generates "platform.h". This normally this would not be a problem, however, I want to cut and paste code from the "demo" project into my empty application project, and I can't do this because the "demo" projects rely on the "platform.h" header file. (I could create the demo project and delete every file from it, except platform.h, except this solution doesn't work because I need to modify the hardware away from the defaults with a custom FPGA image.)
What's the secret to get Xilinx SDK to auto-generate the "platform.h" file for an empty SDK Application?
For instance, is there an obscure checkbox that I need to click somewhere in the Board Support Package Project that says generate "platform.h"? or something like that? no idea...
It turns out that "platform.h" and "platform.c" are just normal c-code that are part of the Xilinx demo project. This code is not generated automatically generated as part of the Board Support Package. Thus, you can simply cut and paste these files into your new project without causing any problems. This is why an empty Application project doesn't contain these files.
The reason why they called it "platform.h" was just to hide the API differences between different Xilinx CPU types. Thus, the same demo code compiles on multiple platforms.
If you are like me an only using the Zynq-7000 platform, you can simply delete everything else in the platform files that's not related to Zynq-7000.
So I have a program that I have been developing for a while (for fun) on XCode written in C++ as a command line tool program. However I just recently had the idea to turn it into a Mac OSX application. The idea would be to use cocoa/objective-c to create the UI and keep the C++ backend. However, I don't know how to add this in to a project that has already been created as a command line program. Would I have to create a brand new project as a cocoa application and copy/paste my existing code over? Or is there a simpler way to achieve what it is I'm looking to do?
A project can contain multiple targets. You can probably do what you want by creating a target that matches the app type you want and then adding existing files as necessary to that target.
I am trying to keep my application in the background on the iOS platform using firemonkey.
I have came across an answer witch tells me how to make the application remain in background.
Here is the answer:
You'll need to copy the info.plist file and modify it using a unix EOL
friendly editor (such as Notepad++). Add the following lines to it:
UIBackgroundModes voip
In the Deployment screen for your project, uncheck the original
.info.plist, and add the copy you modified. Note that if you
change any project options that changes the original, you'll need to
go thru this process again, or just reflect the changes in the
modified file.
How ever I can't figure out where is the Deployment screen. Does anybody know ?
(NOTE: I don't do iOS development, so this info is based on some quick experimentation with a new iOS FMX project in XE5.)
Those instructions are for XCode, which isn't Delphi. Delphi doesn't have the XCode deployment screen.
The Delphi equivalent is in Project->Deployment from the IDE main menu. You can locate the .plist file in the Local Name column, in the form YourProject.info.plist. I think the original copy is actually generated when you build your project for deployment (either Release or Debug) to the simulator or device, so you may have to do that first in order to find it.
If you look at the samples for XE5 (which seems to be the one in Samples\Delphi\DataSnap\connectors\iOSClients\client_company_tweet), you can see where they're located once the file has been generated.
I am trying to make the particle system example given in the book OpenGL ES programming guide to compile in iOS 6 but I don't seem to be able to make it work. For reference here is the web site of the book:
http://www.opengles-book.com/
The code can be downloaded from Google Code, see instructions below:
http://code.google.com/p/opengles-book-samples/wiki/Instructions
The code is in chapter 13.
Has anyone came across this and were able to make it work in iOS 6? I had made some modifications but still no joy.
Follow these steps:
Open "Common.xcodeproj" located in "/opengles-book-samples/iPhone/Common/"
Select to build for device or simulator and build.
After Build Succeeded close the Common.xcodeproj.
Open Finder and from the menu Go>Go to Folder... type without quotes "~/Library/Developer/Xcode/DerivedData/" and find the folder called "Common-bkoronpjvpvwbxgdgxbwiukcqwaz" inside folder go to : /Build/Products/ and copy "libCommon.a" to ParticleSystem project.
Build&Run particle example.
That's it. :)
Good luck.