Xcode opengl es template
You are commenting using your Facebook account. Notify me of new comments via email. Notify me of new posts via email. This site uses Akismet to reduce spam. Learn how your comment data is processed. Skip to content Introduction: This post will be the first in a series of tutorials that attempts to get an OpenGL based application going for iOS devices initially. Requirements: I am using Xcode 4. This gives us a good start with all the basic window creation and OpenGL set calls taken care off.
OpenGL Game template. This should get us set us up with a new Xcode project with all the references to OpenGL set-up. Upon running this project we should be able to see either in the iOS simulator or device, if you have that set-up two rotating cubes.
The first thing we will do is completely remove all the code that is drawing the cubes. It does not even create a view controller, despite the central role view controllers play in UIKit.
The storyboard contains a single scene representing the view controller and its empty view. Pay attention to the implementation of the app delegate. Contrary to the Empty Application, the application:didFinishLaunchingWithOptions: method contains no significant code at all:. We will see this pattern in all other templates that use storyboards, as well. In the case of a Single View Application, you will get one. Note that the file MainWindow.
In addition, the view controller is created and assigned to the window:. The Utility Application template includes two view controllers. It contains a button that lets the user switch to another view controller presented modally and back. When using storyboards, the transition to the FlipsideViewController is modeled with a modal segue inside the storyboard. This is a very common design pattern in Cocoa apps and the Utility Application template is a good way to see how you would implement it for your custom view controllers.
Note that Apple chose not to use an unwind segue to get back to the main view in the variant with storyboards, possibly because that would have made the template incompatible with iOS 5. The Tabbed Application template sets up an app with a tab bar controller displaying two tabs, each represented by another content view controller.
The setup of this app is trivial and just as straightforward as a Single View Application. With storyboards, the entire thing is set up inside the storyboard without a single line of code: a UITabBarController acts as the storyboards initial view controller and is connected via relationship segues to its two content view controllers. Without storyboards, the creation of the tab bar controller and the two content view controllers takes place in code but is just as simple:.
If you have never worked with a tab bar controller before, you might be surprised to see that the captions and images on the tab bar are actually properties of the respective content view controllers and not of the tab bar itself, but it makes sense from an encapsulation perspective: each view controller should know itself how it wants to represented in a tab bar.
The Master-Detail Application template is interesting for a number of reasons. Firstly, it is the only template that differs significantly depending on the device family iPhone or iPad you choose to target.
Secondly, the content view controllers actually do include some meaningful degree of functionality and are not just empty placeholders. The iPhone version of this template starts out with a UINavigationController as the root view controller.
The navigation controller contains a table view controller the master view , and tapping on a row in the table transitions to a second view controller the detail view. The problem probably lies in the view files. How are we doing? Please help us improve Stack Overflow. Take our short survey. Stack Overflow for Teams — Collaborate and share knowledge with a private group.
Create a free Team What is Teams? Collectives on Stack Overflow. Learn more. Asked 10 years, 8 months ago. Active 10 years, 1 month ago. Viewed 4k times. When it's unarchived it's sent -initWithCoder:. Improve this question. Dorald Dorald 7 7 silver badges 12 12 bronze badges. When you attach your device to a computer for the first time, an alert asks whether you trust the computer to access your device.
Enable the device to trust the Mac computer. On Visual Studio, if it isn't already selected, choose the solution platform from the Solution Platforms drop-down list based on your device processor. In this example, it's an ARM64 processor. Application project and choose Unload Project to unload the project.
Application project and choose Edit project. In the project. Go to Build Settings and hover over your development team name to show a tooltip.
The tooltip shows your team ID. Close the project. Application project and choose Reload Project to reload the project. Application project by opening the shortcut menu for the project and choosing Build. The Output window displays the output of the build process. It shows results for the iOS static library and the iOS app. On the Mac, the Terminal window running the remote agent shows the command and file transfer activity. On your Mac computer, you may be prompted to allow codesign to access your keychain.
Choose Allow to continue. Choose your iOS device on the toolbar to run the app on your device attached to your Mac. If the app doesn't start, verify that the device gives permission for your deployed application to execute on the device.
Select your Developer App account, trust your account, and verify the app. Try to run the app again from Visual Studio. Once your app has started, you can set breakpoints and use the Visual Studio debugger to examine locals, see the call stack, and watch values. Most of the application code is in the Application project.
The calls to the shared library code in this template project are made in the GameViewController. To build your iOS app, Visual Studio uses the Xcode platform toolset, which requires communication with a remote client that is running on a Mac. Visual Studio transfers the project files to the remote client.
Then it sends commands to build the app using Xcode. The remote client sends build status information back to Visual Studio. When the app has built successfully, Visual Studio can send commands to run and debug the app. Visual Studio maps project properties to the options used to compile, link, and debug on the target iOS platform.
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