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Post 01-Apr-2019 12:23


То есть, есть мак, на нем xcode, работает, делает аппликейшн.
Есть gamemaker studio , купленный, кнопочка сделать "ехе-шник" нажимается
но выдает ошибку - типа нет девелоперовского аккаунта.
Кто знает в чем дело - помогите!

Галерея позволяет сохранить картинки не более 200х200
Что можно на такой картинке разглядеть?


Post 24-Apr-2011 16:42


спасибо! Как раз во время)))


Post 15-Apr-2011 13:19


наверное поздно, но так, на всякий случай...
окно во весь экран:
• вариант номер 1:
[mainWindow setFrame:[mainWindow frameRectForContentRect:[[mainWindow screen] frame]] display:YES animate:YES];
SetSystemUIMode(kUIModeAllHidden, kUIOptionAutoShowMenuBar);
[NSMenu setMenuBarVisible:NO];
• вариант 2 (для SL):
смотреть [NSApplication setPresentationOptions:(NSApplicationPresentationOptions)newOptions]
[[NSApplication sharedApplication] setPresentationOptions:NSApplicationPresentationAutoHideMenuBar | NSApplicationPresentationAutoHideDock];
кроме того, если надо спрятать и рамку окна и его заголовок, тогда создавать окно так:
fullscreenWindow = [[FullscreenWindow alloc]
initWithContentRect:[mainWindow contentRectForFrameRect:[mainWindow frame]]
screen:[mainWindow screen]];
[fullscreenWindow setLevel:NSFloatingWindowLevel];
[fullscreenWindow setContentView:[mainWindow contentView]];
[fullscreenWindow setTitle:[mainWindow title]];
[fullscreenWindow makeKeyAndOrderFront:nil];


Post 17-Mar-2011 17:44


Здравствуйте, уважаемые форумчане!
Продолжаю знакомиться с Xcode в надежде создать свое первое приложение.
И от сюда вопрос! Как сделать full screen mode в моем приложении т.е. чтоб приложение было во весь экран?
В надежде на вашу помощь!)


Post 22-Mar-2011 17:46


Знаем такое.


Post 18-Mar-2011 14:18


а кто знает, как можно обойти уплату в 99 баксов и компилировать проекты для реального устройства?


Post 10-Mar-2011 08:32


а по-русски может кто-нить описать?


Post 02-Mar-2011 13:31


This is the complete Xcode developer toolset for Mac, iPhone, and iPad. It includes the Xcode IDE, iOS Simulator, and all required tools and frameworks for building Mac OS X and iOS apps.

iOS Overview
iOS comprises the operating system and technologies that you use to run applications natively on devices, such as iPad, iPhone, and iPod touch. Although it shares a common heritage and many underlying technologies with Mac OS X, iOS was designed to meet the needs of a mobile environment, where users’ needs are slightly different. If you have previously developed applications for Mac OS X, you will find many familiar technologies, but you’ll also find technologies that are available only on iOS, such as the Multi-Touch interface and accelerometer support.
The iOS SDK contains the code, information, and tools you need to develop, test, run, debug, and tune applications for iOS. The Xcode tools provide the basic editing, compilation, and debugging environment for your code. Xcode also provides the launching point for testing your applications on an iOS device, and in iOS Simulator—a platform that mimics the basic iOS environment but runs on your local Macintosh computer.
This article provides a high-level overview of the basic features found in iOS, to help orient you to the platform. You’ll find other articles in the iOS Dev Center to help get you up to speed quickly and to help you understand the basic process for creating iOS applications. You should use these articles to help guide your learning path for iOS.
image: Art/overview_iphonetouch.jpg
iOS Technology Layers
Writing Code for iOS
Where to Start
iOS Technology Layers
The kernel in iOS is based on a variant of the same basic Mach kernel that is found in Mac OS X. On top of this kernel are the layers of services that are used to implement applications on the platform. Figure 1-1 shows a high-level overview of these layers.
Figure 1-1 iOS technology layers
This layering gives you choices when it comes to implementing your code. For example, the Core OS and Core Services layers contain the fundamental interfaces for iOS, including those used for accessing files, low-level data types, Bonjour services, network sockets, and so on. These interfaces are mostly C-based and include technologies such as Core Foundation, CFNetwork, SQLite, and access to POSIX threads and UNIX sockets among others.
As you move into the upper layers, you find more advanced technologies that use interfaces based on a mixture of C and Objective-C. For example, the Media layer contains the fundamental technologies used to support 2D and 3D drawing, audio, and video. This layer includes the C-based technologies OpenGL ES, Quartz, and Core Audio. It also contains Core Animation, which is an advanced Objective-C based animation engine.
In the Cocoa Touch layer, most of the technologies use Objective-C. The frameworks at these layers provide the fundamental infrastructure used by your application. For example, the Foundation framework provides object-oriented support for collections, file management, network operations, and more. The UIKit framework provides the visual infrastructure for your application, including classes for windows, views, controls, and the controllers that manage those objects. Other frameworks at this level give you access to the user’s contact and photo information and to the accelerometers and other hardware features of the device.
The starting point for any new project is the Cocoa Touch layer, and the UIKit framework in particular. When deciding what additional technologies to use, you should start with frameworks in the higher-level layers. The higher-level frameworks make it easy to support standard system behaviors with the least amount of effort on your part. You should fall back to the lower-level frameworks only if you want to implement custom behavior that is not provided at a higher level.
For a more detailed overview of the technologies in iOS, see iOS Technology Overview.
Writing Code for iOS
The iOS SDK supports the creation of graphically-oriented applications that run natively in iOS. The applications you create reside on the user’s Home screen, along with the other system applications, such as Photos, Weather, and Clock. While running, your application occupies the entire screen and is the focus of the user’s attention. There is no concept of separate document windows for displaying content. Instead, all of the application’s data is displayed in a single window.
The event-handling model in iOS represents a significant departure from traditional desktop applications. Instead of relying on the traditional mouse and keyboard events, iOS introduces the idea of touch events. A touch event can occur at any time and in combination with one or more additional touch events. Touches can be used to detect simple interactions with content, such as selecting or dragging items, or they can be used to detect complex gestures and interactions, such as swipes or the pinch-open and pinch-close gestures (used, for example, to zoom in and out in the Photos application).
Beyond considering the basic structure of your application, you need to think about how users will actually use it. iOS applications should be clean, and focused on what the user needs in the moment. Remember that users who are on-the-go want to get at information quickly and not spend a lot of time looking through several layers of screens. Providing a simple layout that highlights the key information the user needs is important. For games and other fun applications, you should also consider how the users might want to interact with your application and take advantage of technologies such as the accelerometers and camera where appropriate.
As you start development, the frameworks you want to use initially are the Foundation and UIKit frameworks. These frameworks provide the key services used by all iOS applications. As you refine your application, you should investigate the other frameworks in the system to see what services they offer. The documentation for each framework includes links to relevant conceptual materials to help you learn more about how to use that framework.
For information about the Foundation and UIKit frameworks, see Foundation Framework Reference and UIKit Framework Reference.
Where to Start
Creating simple applications that run on iOS is relatively easy with the built-in project templates provided by Xcode, but creating applications that do something useful and look nice requires you to spend some time reading through the available documentation. At a minimum, you should take the time to read through the other orientation articles in the iOS Dev Center, which explore the tools and process for creating applications.
If you are completely new to iOS and to Mac OS X, taking the time to understand the basic design patterns and conventions of iOS is critical to writing code for the platform. Applications operate best in iOS when they take advantage of the power the frameworks provide. If you spend time trying to work around the basic framework behaviors, you may find creating your application much more difficult than simply learning the basic design patterns in use. The basic information that every iPhone developer needs to know is in Cocoa Fundamentals Guide. This document covers the basics of the Objective-C language and the programming conventions and design patterns used by UIKit and many other system frameworks.
Once you understand the basic conventions you use to create iOS applications, you can refer to iOS Application Programming Guide for specific details on the development process. This book provides key conceptual and task-based information on how to write iPhone applications, including examples of how to display a user interface, handle events, and take advantage of key iOS features. It also describes the overall development process and explains how you use Xcode to build and run your applications.
In addition to iOS Application Programming Guide, you should also look through the available sample code. iOS ships with a number of full-featured samples that show you how to use the available technologies to create real-world applications. You can use these samples as a starting point for your own applications or you can look at them to learn more about how you use specific features.


Post 11-Mar-2011 08:28


Спасибо за помощь!
Пока решил кнопкой назад. icon_smile


Post 10-Mar-2011 14:48


У нас есть модератор LCant. К нему обратись. Он отличный программер


Post 10-Mar-2011 12:38


Прошу помочь в нелегком труде програмировании)))
Пытаюсь сделать линк с кнопки на другое окно в xcode. Все работает, но только один раз. При повторном нажатии приложение выкидывает.
Есть видео как я это делаю.
Хелп ми плиз!!!!


Post 12-Jul-2010 18:01




Post 13-Apr-2010 23:50


Часто вижу в интернете, что особо незнающие люди критикуют Apple за закрытость. Это не так. Если в целом посмотреть на сегодняшнее ПО Apple, то немалая его часть состоит из открытого ПО. Так исторически сложилось, что Safari работает на открытом движке WebKit, который появился как форк KHTML, а основой OS X является открытая система Darwin, которая построена на открытом ядре XNU. Открытое ПО распространяется под разными лицензиями (в зависимости от его происхождения - наследие GNU, BSD, собственные разработки, которые после были открыты): GPL, LGPL, BSD, Apache License, APSL. Ниже приведу несколько ссылок, имеющих прямое отношение к открытому ПО Apple:
Ресурсы открытого ПО:
http://www.apple.com/opensource/ - страничка об открытом ПО на сайте Apple
http://www.opensource.apple.com/ - главный ресурс Apple Open Source
http://www.opensource.apple.com/source/ - сами исходники
http://www.macosforge.org/ - сайт Apple, созданный для размещения своих открытых проектов (доступны Git, SVN)
http://libdispatch.macosforge.org/ - новая технология Apple, которая является важной особенностью Snow Leopard - Grand Central Dispatch (GCD)
http://xquartz.macosforge.org/ - X Window System, пользователям Apple известна как X11 (проще говоря "иксы")
http://webkit.org/ - сайт движка WebKit
http://www.opensource.apple.com/license/bsd/ - BSD (3-пунктовая)
http://www.opensource.apple.com/license/gpl/ - GPL version 2
http://www.opensource.apple.com/license/lgpl/ - LGPL version 2.1
http://www.opensource.apple.com/license/apache/ - Apache License version 2.0
http://www.opensource.apple.com/license/apsl/ - APSL version 2.0 (Apple Public Source License) лицензия для открытого ПО от Apple

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