Beginning Mac OS X Programming


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1. Where Can I Download Xcode?

The command-line tools above refer to versions prior to Cordova 3. See The Command-Line Interface for information about the current interface. Once Xcode is installed, several command-line tools need to be enabled for Cordova to run. From the Xcode menu, select Preferences , then the Downloads tab.

For example, in a source-code directory:. Once osx platform is added to your project, you can open it from within Xcode.

Install the SDK

The screen should look like this:. If you look closely at the image above, you will see a little pencil icon in the upper-right bar. I wanted drawing on the screen to be enabled at all times, but not to take over the screen when not in use. So, over lunch one day, I decided to take a crack at building this drawing tool, and here we are! This is what we will build in this tutorial. If you are anything like me, you are a little intimidated by the thought of making a macOS app. Should you be left behind because you were intimidated by macOS development?

ChromeOS already supports Android builds.


  • Imitation of Life: How Biology Is Inspiring Computing.
  • MacOS Developer Resources, Tutorials, and References — Being Apptentive.
  • Starting a new Xamarin.Mac App in Visual Studio for Mac.
  • Installing Corona.
  • Transactional Memory?

How long before macOS supports iOS builds? There are differences between Cocoa and UIKit, which will become apparent, but this tutorial will get your feet wet and hopefully challenge you to build something bigger and better. There are some caveats to this project that I want to get out of the way before we start.

We will be making an app that draws over the entire screen. This will work on only one screen for now and will not work as is over full-screen apps. For our purpose, this is enough, and it leaves open room for plenty of enhancements in future iterations of the project. In fact, if you have any ideas for enhancements of your own, please leave them in the comments at the bottom!

We will also be doing this in Xcode 9 because that is the latest and greatest version at the time of writing. Open Xcode and create a new macOS project. We have to update this so that we are building for the correct system. Enter in the product name as you normally would.

Objective-C vs Swift Comparison. What to Сhoose for Mac OS X Programming?

At first glance, you will see most everything you get in an iOS app. The only differences you might notice right now are the entitlements file, Cocoa in place of UIKit in each of the. Beneath where the menu existed is the window. We need to subclass this and use it to determine whether we are drawing within our app or toying with windows beneath it. Looking below the window, we can also see the familiar view controller.

Objective-C vs Swift Comparison. What to Сhoose for Mac OS X Programming?

We already have a subclass of this, provided by Xcode. When prompted, name this ClearWindow. Replace the one line with the following:. This is the main API we will use to control our app. After importing Cocoa, we subclass NSWindow, and then we update our super-call in the init method.

In here, we keep the same contentRect but will modify this later. We change the styleMask to borderless , which removes the standard application options: close, minimize and maximize. It also removes the top bar on the window. You can also do this in the storyboard file, but we are doing it here to show what it would look like to do it programmatically. Next, we pass the other variables right on through to the constructor. Now that we have that out of the way, we need to tell our window where to draw. We will set the window level to NSStatusWindowLevel because it will draw above all other normal windows.

On macOS, we are interested in mouse events.

Contributing to the guide

Later on, we will be using these methods to draw in our ViewController. Type in ClearWindow here, and we can now run our app. Lo and behold, we have a blue rectangle on our screen! Nothing impressive, yet. We can click and drag around, and we can spam the console. Next, we can update our implementation of ViewController.

The bulk of our work will now happen here and in Main. Right now, the important part is to piggyback on the methods that we created in ClearWindow to capture mouse gestures.

Replace the contents of ViewController with the following code:. This does not look like much yet, but it is the foundation of our drawing code. We do this because we can only draw within our NSViewController.

OS X Programming Tips

More on that in a bit. The next thing we need to do is define how we will draw onto the screen. Add the following code above our viewDidLoad method. These four variables define our drawing. Currently, our line thickness is 10 points, and we will be drawing in red — nothing revolutionary here, but that needs to be defined.

These should look pretty familiar if you have ever played with UIBezierPath. Note that these two are optional they will come up again later. This is the most complicated of the three drawing methods. This way, we can have one layer per line, and we will be able to make any kind of drawing we want. We send in our lineWeight and then the stroke color to our nice red color.

We set the fill color to clear, which means we will only be drawing with lines, instead of solid shapes. Then, we set the lineJoin and lineCap to use rounded edges. I chose this because the rounded edges make the drawing look nicer in my opinion. Feel free to play with these properties to figure out what works best for you.

Product Activation

Then, we move the point where we will start drawing to the NSPoint that will be sent to us. This will not draw anything, but it will give the UIBezierPath a reference point for when we actually give it instructions to draw. Think of it as if you had a pen in your hand and you decided to draw something in the middle of a sheet of paper. Without this, nothing can be drawn because the next line requires two points to work.

The next line, aptly named line to: point , draws a line from the current position to wherever you specify. Note that currentPath?. Just know that when it does work, this function will have our CAShapeLayer draw its path, even if it is currently a dot.

Beginning Mac OS X Programming Beginning Mac OS X Programming
Beginning Mac OS X Programming Beginning Mac OS X Programming
Beginning Mac OS X Programming Beginning Mac OS X Programming
Beginning Mac OS X Programming Beginning Mac OS X Programming
Beginning Mac OS X Programming Beginning Mac OS X Programming
Beginning Mac OS X Programming Beginning Mac OS X Programming
Beginning Mac OS X Programming Beginning Mac OS X Programming
Beginning Mac OS X Programming Beginning Mac OS X Programming
Beginning Mac OS X Programming

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