Imagine we had an NSString consisting of a pool of characters from which we’d like to pick one at random. Say our pool is ABCDEFGHIJKLMNOP, and we want a single character.
Here’s how we can do that:
// pool of characters
NSString *characters = @"ABCDEFGHIJKLMNOP";
// create a random number
// between 1 and however many characters we have in the pool
uint32_t length = (uint32_t)characters.length;
NSUInteger random = arc4random_uniform(length);
// make a range
NSRange range = NSMakeRange(random, 1);
// pick a random character from the pool
NSString *letter = [characters substringWithRange:range];
The comments speak for themselves. One thing of note is the typecast of characters.length, which is needed to suppress the Xcode warning “implicit conversion loses integer precision”.
Most of the magic is provided by the NSString method substringWithRange.
Xcode 9 has introduced a few changes in regards to Version Control is now handled. If you’re looking for the once so proud Source Control – Configure menu option, you’ll find that it’s no longer there. Dang! Where has it gone, and how are we supposed to manage our projects now?
Turns out there is a new tab in town, next to the Project Navigator (File manager icon) in the left hand pane of Xcode 9, called the Source Control Navigator. Click on it to find a plethora of options:
And would you look at that: for the first time in a decade, we can actually manage Tags as well as Branches here! And we get to see all those commits and comments we’ve been making for years, all without having to use additional version control tools! It’s like Christmas has arrived early!
Here’s a WWDC video on how we’re meant to use the new features from now on. It certainly didn’t answer all the questions I had, so for that, read what I’ve learnt through experimentation further down. Continue reading
Since Xcode 7 we can now use Storyboards for the development of macOS apps. While that’s a welcome addition, not everything works as straightforward with macOS and Storyboards as it once did without them (Cocoa Bindings for example is still a huge mystery to me).
In Xcode 9 we have once again a choice when starting a new macOS Project, a simple tick box we had lost over the course of Xcode 8 and Xcode 7. For those of us who are still looking at Xcode 9 as “a little bit beta” and still like to work with Xcode 8, here’s a quick guide on how to create a new macOS project from scratch using good old fashioned XIB files with Xcode 8.3.3.
Let’s go through this process step by step, as we’ll have to do the whole setup manually. It’ll be very exciting, and a nice exercise, I promise!
The iPhone X is like a “glimpse into the future”, according to Apple. By “the future” they mean “this is what three year old Samsung components could look like if they ran iOS”. iPhone X has been described as gimmicky and as “$1k for Face ID, with no other benefits”.
Overall it was not as warmly received as the 10 year anniversary device as it perhaps could have been.
But all that aside, as developers, we still need to support it and perhaps even give the device some unique treatment, be that with a dedicated Storyboard to make use of the larger screen, or to give attention to a feature other phones don’t have. Before we can do that though, we need to figure out a way to test if we’re actually dealing with an iPhone X device.
I know of no better way to do this than the trusted screen height check. Let’s see how this might work. Continue reading
One of those super ridiculous situations in which Xcode couldn’t be more unhelpful is if it tells you flat out: “Yeah erm… there’s an error here, but I’m not going to tell you where to start looking”. Other than the above error message, we see no log output or any further clue that may help us to investigate further.
Nice going, Xcode! You have such a dry sense of humour….
Lucky for us, there is a way to dig at least a little deeper by manually revealing what’s bugging Xcode: right-click the error message, and select reveal in log.
Now we can read the log file at our own leisure and see if we can make head or tail of it.
I always find it helpful to sum up what’s new in a release, and I can never remember where to find such documents once a release has happened.
So here it is, Apple’s “biggest and best ever release”, iOS 11.
iOS 11 requires Xcode 9+ to develop your apps. It is the first major release to drop support for 32 bit binaries. The following devices are supported in iOS 11:
- iPhone 5s and above
- iPad Air and above
- iPhone 5, 5c and lower are no longer supported
- iPad 4 and below are no longer supported
This release also drops native support for integrated services such as Vimeo, Flickr, Facebook and Twitter.
The iCloud Drive app is removed and replaced with the new Files app.
New frameworks we can tinker with are:
- ARKit for Augmented Reality (requires devices with A9 chip and above)
- Core ML for Machine Learning (identifying shapes in images, or words in sentences)
- Depth API to access the dual cameras on iPhone 7, 8 and X
- Core NFC for (limited) access to the NFC chip in most devices