Book Image

Mastering macOS Programming.

By : Gregory Casamento
Book Image

Mastering macOS Programming.

By: Gregory Casamento

Overview of this book

macOS continues to lead the way in desktop operating systems, with its tight integration across the Apple ecosystem of platforms and devices. With this book, you will get an in-depth knowledge of working on macOS, enabling you to unleash the full potential of the latest version using Swift 3 to build applications. This book will help you broaden your horizons by taking your programming skills to next level. The initial chapters will show you all about the environment that surrounds a developer at the start of a project. It introduces you to the new features that Swift 3 and Xcode 8 offers and also covers the common design patterns that you need to know for planning anything more than trivial projects. You will then learn the advanced Swift programming concepts, including memory management, generics, protocol orientated and functional programming and with this knowledge you will be able to tackle the next several chapters that deal with Apple’s own Cocoa frameworks. It also covers AppKit, Foundation, and Core Data in detail which is a part of the Cocoa umbrella framework. The rest of the book will cover the challenges posed by asynchronous programming, error handling, debugging, and many other areas that are an indispensable part of producing software in a professional environment. By the end of this book, you will be well acquainted with Swift, Cocoa, and AppKit, as well as a plethora of other essential tools, and you will be ready to tackle much more complex and advanced software projects.
Table of Contents (28 chapters)
Title Page
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Dedication
Preface
18
LLDB and the Command Line

Advanced IB navigation


It is tempting to open every view we are working on in a separate tab, and this is often perfectly plausible. But, especially during the design phase, when we are coordinating any number of views and the subclasses they represent, the luxury of unlimited tabs starts to become as much of a burden as the problem it is meant to solve.

Note

A large part of getting around this problem is getting used to navigating quickly between the various panes and tabs that we have open, and using some of the navigation features to make such a plethora of open tabs unnecessary in the first place. I find that, with fewer other tabs open, I am more inclined to open storyboards in several tabs at once, each showing a different part of a storyboard (or different storyboards, which we'll see later), saving me a lot of scrolling and zooming.

The little-known HUD

One feature that gets little publicity is the heads-up display (HUD), or so Apple calls it, which is available in the project navigator...