![]() A bundle identifier is a period-separated string that uniquely identifies a bundle of code and resources. The organization name and the product name are used to create the app’s bundle identifier. You can open the location that’s attached to the document (which we’ll examine in quite a bit more detail when we build the iOS app in Part III) in the Maps application. You can add attachments by either clicking an Add button, which presents a window that lets you select the file you want to add, or by dragging and dropping the file into the list of attachments.ĭouble-clicking an attachment presents a Quick Look window that allows you to view the contents of the file. When you add an attachment, it’s displayed in a list underneath the text area. It uses the macOS document model, which means that it gets a number of useful behaviors for free, including versioning and autosave, plus the ability to associate its document types with the app (meaning that when you double-click a file, it will open in the app).ĭocuments contain text that can be formatted-that is, you can italicize and bold text, change the color of letters, and so on.ĭocuments can also store attachments. You can see the wireframe for the app in Figure 4-1. We continued to go back and forth on this design until we were sure that the app’s design was usable. ![]() When we (inevitably) ran up against a limitation in the design, we went back to the design and added, removed, or changed the content of the screen. The process for figuring out how the wireframes needed to come together came from the OmniGraffle equivalent of doodling: we drew rectangles on the page, pretended they were windows, and asked ourselves how we’d use the app. That’s why we’re starting with wireframes and showing them to you. Programming without considering what you’re building, in our experience, leads to poor-quality software. This book isn’t here to teach you how to design wireframes or conceptualize the applications that you’ll build, but we have to start somewhere. This is OK when your development team is small, such as when it’s just you and maybe one other, because in this case, the goal of wireframing isn’t to create a perfect blueprint for others to implement, but rather to get a solid understanding of how your app needs to work. This means, just like wireframes for real-world products, they differ slightly from the finished product. ![]() The wireframes were drawn several weeks before we started writing this book, not once we had a finished app ready. You’ll gain a better understanding of using Swift with Xcode to build applications, and you’ll be better equipped to work on the iOS application once we start on that, in Part III. Just one or two years ago, the setup we’ll accomplish in this chapter would have taken lines upon lines of code.Įven if you’re only interested in learning to use Swift to create iOS applications, we suggest that you work through the chapters (there are only three!) that cover the creation of the macOS application anyway. One of the most striking things about developing for Apple’s platforms using Xcode and Swift is just how much work is done for you. ![]() The kind of setup that we’ll be doing in this chapter is fundamental to the creation of most Swift-based applications for macOS and iOS. We’re not going to be doing any coding in this chapter, but it’s still important! We’ll be doing all the setup to make a real, working macOS app, using Xcode, by the end of the chapter (it won’t do much, though!). We’ll be creating an iOS counterpart for Notes later on, in Part III. Notes is a Mac app that lets you write notes, which contain text plus a number of other attachments: images, locations, videos, sounds, contacts, and more. In this chapter, we’ll start building Notes. Now we’re actually going to build some apps! In Part I, we looked at the Apple Developer Program, the tools you use for developing on Apple platforms, and the fundamentals of the Swift language. ![]()
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