XCode is quite a daunting program to use at first. This tutorial will touch on XCode for beginners, it’s layout and features and creating your very first app in 5 minutes!
- Xcode Swift Tutorial Mac App Tutorial
- Xcode Swift Tutorial Mac App Download
- Apple Xcode Tutorial
- Swift Xcode Tutorial
- Xcode 10 Tutorial
The first step is to download Xcode, Apple’s app for creating software. For anyone learning Swift. How to learn Swift: Apple tutorials and courses. Using the iBooks app on your iOS device. Create apps with Swift 3. Learn the basics of building an app for MacOS here. This Lynda.com series takes you through the basics of building a Mac app. It starts with Xcode, and introduces the important concepts you’ll need to learn in order to create a Mac app. You’ll also learn how to get apps on to the Mac App Store and optimise. XCode is quite a daunting program to use at first. This tutorial will touch on XCode for beginners, it’s layout and features and creating your very first app in 5 minutes! If you haven’t already head on over to the Mac App Store and install XCode. Once it’s installed you can open it up with the LaunchPad. Simply scroll through to find it. Step by Step Tutorials for Xcode 8 and IOS 10 begins with videos explain starter videos then gives some app and game examples for Iphone and Mac. Here is full video content: 1. Installing Xcode on Mac 2. Labels and Buttons Tutorial 3. How to Add Background Image 5. Variables Tutorial 6. If Statements 8.
If you haven’t already head on over to the Mac App Store and install XCode.
Once it’s installed you can open it up with the LaunchPad . Simply scroll through to find it, or you can search for it.
Dark sector german language patch. Now you will see a menu, its pretty overwhelming initially with all the options!
To make a new iPhone app you want to select “Create a new XCode project” and in the next window that pops up select “Single View Application”. Now you will see another prompt with a few fields to fill out.
The Product Name is the name of your app. Leave the team as None for now. The Organization Name is the name of your company, business or even your self. The Organization Identifier is also this name, but with no spaces.
The Bundle Identifier used the Product Name and Organization Identifier as a unique identifier for your app. You will want to leave the Language as Swift and Devices as Universal.
Now we get taken to the following screen, each section is outlined below:
- 1: This is where you choose the files to edit in your app. It is much like a Finder or Windows Explorer, but in Xcode. You pick the areas of the app you edit here.
- 2: This displays what file is currently selected in the #1 pane to the left. It can be anything from settings, to code, to user interface design.
- 3: This shows information, and settings that can be changed for objects or code in pane #2 that are selected
- 4: This is used mostly to add objects such as buttons and text fields to your app
- 5: The top row allows you to run your app on the left, selecting either a simulator or actual device. The middle bar displays information about the current running task and the right buttons change the views in XCode.
Ok so now we have got a grip on the layout lets create a basic app to get the hang of it. On the left hand pane (#1), select Main.storyboard. This is where you place the user interface elements to your app. From the Object Library in the bottom right drag a Button and Text Field to the storyboard on the left. Now the app will initially load up to this screen. We are going to make it so when you type in your name the app will say hello to you.
Next we need to connect the button and text field to our code. First of all select our View Controller on the storyboard, by clicking at the top where the three icons are .
Now with this selected in the top right click the assistant editor button. This will split up your view between the user interface on the left side, and the code that runs it on the right. We need to connect our interface up with our code now.
First of all select the Text Field. With this selected hold the control key and drag the line just above viewDidLoad and let go. This will create an Outlet, name it txtName and click connect.
Now, repeat the process for the Button, however this time drag the line to under viewDidLoad. Change the connection type to Action and name it sayHi. This will create a new function called say hi. Now we can start coding, just before we do that lets look at the difference between the outlet and action we just connected up.
By using an outlet you can access methods and properties of an object. An example of this is settings a label’s test, setting it’s background colour and placeholder text.
![Swift Swift](/uploads/1/2/6/8/126860775/401312979.jpeg)
By using an action it allows you to execute code in response to events taken on the object connected up. The most simple example is clicking on a button which then in turn would set a label’s text.
Now we know the differences, you can probably guess what we are using ours for. The txtName is going to be used to access the stuff we type into the text field, and the Say Hi button is going to popup with a message to the user.
Lets get to the coding, you can close down the split view by selecting the X button at the top right of the righthand side of the split view. How to recover iphone 3utools. The code is in ViewController.swift so select that, and you will see the outlets and actions you just created.
In the sayHi function add the following code, so yours looks the same.
Now run the App and type in your name! Congratulations you have made your first app and learnt the basics of XCode! You can download the source code for the app below to have a play around with it.
One thing that can differentiate your app from other apps on the market is building in chat functionality. Online marketplaces, social networks and collaboration tools can all benefit from in-app chat. Your users can communicate with each other without having to exchange contact information or leave the app.
In this tutorial, we're going to be building a realtime group chat for iOS using the Scaledrone Swift API Client. It will work very similarly to apps such as WhatsApp, Facebook Messager and LINE.
By following this tutorial you'll make a chat application that works cross platform with our Android chat tutorial.
You can find the full source code on GitHub.
Note: This tutorial uses Xcode 10 and Swift 4.2.
Setting Up The App
First things first, in Xcode, create a new Single View App, and call it whatever you like. To make our lives easer, we'll use two dependencies. The first one is Scaledrone, which simplifies real time messaging. The second one is MessageKit, a chat UI library which provides a customizable list of messages, with chat bubbles, avatars, username labels and other neat UI features.
Now that we have our project, we need to add Scaledrone and MessageKit as dependencies. We'll do this by using CocoaPods, a dependency manager for iOS. If you don't have CocoaPods installed, install it by following the instructions on the CocoaPods website.
In Terminal, navigate to the root directory of your Xcode project using the
cd
command.Devialet spark app mac pro. Once you're in the directory, run the following command to initialize CocoaPods.
This will create a text file called Podfile in the directory. Open it with your favorite text editor, and insert the following lines right above the
end
.Back in Terminal, still in the same directory, run the following command:
This will install MessageKit, Scaledrone and all of their dependencies. It will also generate a
.xcworkspace
file. Close your project in Xcode, and open up the workspace by double clicking on the .workspace
file. In order for your dependencies to work, you need to use the workspace file, and not .xcodeproj
.Note: At the time of writing, MessageKit is not updated for Swift 4.2, so you might get compiler errors when building after installing the pod. To fix this, click on the Pods project in the Project navigator, and then select the MessageKit target. Go into Build Settings and set Swift Language Version to Swift 4. After this the errors should disappear.
Creating the UI
Thanks to MessageKit, creating a good looking chat UI is a pretty simple process. Xcode has already generated a ViewController.swift file for you. This will be the main view controller in your app.
The first thing you'll do is import the MessageKit library so you can work with it. Add the following line to the top of the file.
Now change the
ViewController
class declaration so that it inherits from MessagesViewController
, and not UIViewController
.MessagesViewController
is the cornerstone of MessageKit. It contains a collection view that displays messages, as well as an input bar for sending a new message.If you run the project now, you'll see that we already have a basic chat UI set up. The only problem is that we can't actually send any messages, so the messages collection view is blank.
First of all, we need a way to store all the messages that we want to display. We'll need a model to hold our messages, as well as a model for the users. Create a new file called Message.swift and add the following code:
These are just simple models to hold our message data. Instead of avatars, each member will have a color assigned to them and displayed next to their message.
Because MessageKit works with messages that conform to the
MessageType
protocol, we'll extend Message
to do so:Back in ViewController.swift, add an array of messages above
viewDidLoad
, as well as a property for the current user:Now that we have those, we need to connect them to the UI. To update the view, as well as handle user interaction, we need to implement four protocols:
MessagesDataSource
which provides the number and content of messages.MessagesLayoutDelegate
which provides height, padding and alignment for different views.MessagesDisplayDelegate
which provides colors, styles and views that define the look of the messages.MessageInputBarDelegate
which handles sending and typing new messages.
We'll implement these in a series of four extensions of the
ViewController
class, starting with the data source. Code compare free download. Add this code to the bottom of the file:These functions are pretty straightforward. First we create a
Sender
instance from our member. Then, we return the number of the messages. Each section contains a new message, so we simply return the message for that section index. Lastly, we return an attributed text containing the username of the sender for a label above the message.The next protocol we need to implement is the layout delegate. Since we're not customizing the layout, this will be really easy:
We're simply returning
0
for the height, and MessageKit will take care of calculating it for us.To implement the
MessagesDisplayDelegate
, we'll make sure we set the member's color as the background color of the avatar view.The last protocol we need to implement is the input bar delegate. This allows us to actually send a new message. For now, we'll just append the message onto the array. Later on we'll actually send it to Scaledrone.
We create a new message with the text provided by the method. We use the built-in
UUID
class to get a unique string which we'll use for the message's ID. We'll then append that message to the array, and reload the collection view so it updates.Now we implemented all the protocols we need, but there's still one small step we need to do. We need to tell MessageKit to use
ViewController
as its delegate for all of these things. Add these lines to the bottom of viewDidLoad
:We'll also hard-code a member to use for testing. Later we'll generate a username and color randomly.
If you run the app now, you'll see that you can send new messages!
Okay, you you're not actually sending the messages to the internet, but you do have a working chat UI. In just a few more minutes, you'll have a fully working chat app.
A Random User
In your production app, you'll probably have a login screen which will authenticate your users. For the purposes of this tutorial, we'll assign a random name and a random color to a user when they launch the app.
We'll implement this as extensions on
String
and UIColor
. Create a new Swift file called Extensions.swift. In the file, add the following extension to get a random name.We are creating random usernames by combining randomly selected adjectives and nouns. This will give usernames like 'hiddensun' or 'redstar'.
Mac time tracking app. Now we'll do a similar thing, but for getting a random color.
To get a random color, we simply select a random value for red, green and blue. Both of these extensions are using Swift 4.2's new random number generation.
Now that we have those in place, it's time to actually use them. Open up ViewController.swift and in
viewDidLoad
, change the line where you create the member to the following:Run your app a few times and send some messages. You should see a different color each time you run the app.
Preparing Your Members
We'll be sending and receiving messages and members as JSON dictionaries, which means we need a way to create them from a dictionary, as well as get a dictionary representation from the model structs. We'll add this to
Member
by extending it with two new things: An initializer that will create it from JSON, as well as a computed property to get a dictionary from its properties.Xcode Swift Tutorial Mac App Tutorial
Before we do that, we have one problem.
Member
has a UIColor
property, which can't be easily represent as a JSON value. So, we'll use hexadecimal color codes to represent color. A hexadecimal color code looks like this: #FF5733
. It has six digits. The first two represent the value of red between 0 and 255 in hex. The second two represent green, while the final two represent blue.Knowing that, we can convert
UIColor
back and forth to hex codes with a simple extension. Add this extension to Extensions.swift:For this tutorial, the details of how this works are not really important. The gist is that we take the hex code as a single number, and filter out only the two digits that we need for the color (red, green or blue). We then convert that number into a number between 0 and 1, since that's what
UIColor
uses.Now that we can convert our color, let's add the ability to convert between a JSON dictionary and
Member
. In Message.swift, add the following extension to the bottom of the file:This is typical dictionary parsing code. The json contains two keys,
name
and color
, which contain the username and the hex code for the color. We convert those into Swift-friendly objects and voilà, we have our member.Connecting To Scaledrone
We prepped all of our ingredients, now it's time to get cooking! Thanks to Scaledrone's iOS SDK, sending and receiving chat messages is really easy.
Before we start making network requests, we need to make sure iOS doesn't stop us. We'll do this by disabling App Transport Security. Open Info.plist in your main target. Add a new key called '
App Transport Security Settings
'. Inside of that key, add one more key called 'Allow Arbitrary Loads
' and set its value to 'YES
'.If you don't have a Scaledrone account yet, open up Scaledrone.com and create a new free account. To successfully connect to Scaledrone you need to get your own channel ID from the Scaledrone's dashboard. To do that go to the dashboard and click the big green +Create Channel button to get started. You can choose Never require authentication for now. Note down the channel ID from the just created channel, you'll need it in a bit.
Create a new Swift file called ChatService.swift. In this file, add a new class called
ChatService
:In the initializer, we'll receive the current member as well as a closure that we'll call each time a new message arrives. We'll use that callback to update our view controller with new messages.
We'll create a new instance of
Scaledrone
, which manages connecting to the service. Remember that channel ID from above? Make sure to pass it here so Scaledrone knows which channel to connect to.We'll also pass it the data for the currently logged in member. If you have additional data about the user or the client, this is a good way to supply that data, instead of having to send it with each message.
Connecting to Scaledrone is simply a matter of calling
connect
on the Scaledrone
instance. To know what's going on after connecting to Scaledrone, we'll implement the ScaledroneDelegate
protocol.Once Scaledrone connects, we need to enter a room. A room is a group of users that we can send messages to. You listen to those messages by subscribing to a room of a specific name.
Once Scaledrone connects, we'll subscribe to a room. If there's an error, we'll print it out to the console.
Xcode Swift Tutorial Mac App Download
Note: You might have noticed that we named our name Scaledrone room
observable-room
. You can name the room anything you want, a single user can actually connect to an infinite amount of rooms for all sorts of application scenarios. However, in order for messages to contain the info of the sender, you need to prefix the room name with 'observable-
'. Read more.To listen to new messages, there's one more protocol we need to implement:
ScaledroneRoomDelegate
.When we receive a new message, we'll try to convert it into a
String
. We then create a Member
from the data we received in the function, using the initializer we created earlier. With those two pieces we construct the message, giving it a unique ID. Finally we call the callback so our view controller knows a new message arrived.Now that we can receive messages, we also need to send them. With Scaledrone, this is really easy: it's just one line of code. Add this function to the bottom of the
ChatService
class:That's all there is to connecting with Scaledrone! Now let's hook this all up to our view controller.
Final Touches
We'll need to modify ViewController.swift to use the new
ChatService
we created. First of all, add a property to the top of the class to store the ChatService
.Next, add the following code to the bottom of
viewDidLoad
:When we get a new message, we'll refresh the UI. We'll also connect to Scaledrone as soon as our screen gets loaded.
Finally, in the
MessageInputBarDelegate
extension, change the contents of the messageInputBar(_:didPressSendButtonWith:)
method to just the following two lines:01 yamaha r6 service manual download. Run the app and send a few messages. If it looks the same as before: that's good! It looks the same, but this time it's actually sending and receiving the message to and from Scaledrone.
Open up another simulator or run the app on a device, and try to send messages. Congrats! You are now talking to yourself. :)
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And We're Done!
There you go! With Scaledrone and MessageKit, adding chat to your app is incredibly easy, so you have no excuses left! Fighting is magic mac download. You can find the full source code on GitHub.
Here are some ideas on features you can add, all using Scaledrone's APIs:
- Who's online
- Currently typing status
- Chat history
- Sending images and attachments
- Authentication
You can find the full source code or run the working prototype on GitHub. If you have any questions or feedback feel free to contact us.
Swift Xcode Tutorial
This tutorial only scratched what Scaledrone can do for you and is the ideal basis for any of your future realtime needs.
Where to now?
Xcode 10 Tutorial
In Part 2 of the tutorial we learn how to add typing indicators and a list of online members to your app. Check it out!