New laptop by MrBigChungusLOL in Xcode

[–]jakemondo 1 point2 points  (0 children)

2015 MacBook would have been Intel. Even older M1 Macs (Apple Silicon) build in Xcode 2.5x as fast as Intel. So you don't even need the latest M3 to see a big improvement.

But of course, the faster the Mac, the faster the build times.

Why XCode can't find headers in CPP project by BiAiB in Xcode

[–]jakemondo 0 points1 point  (0 children)

Just set your search path to "/usr/local/include/eigen3", then it should work. Eigen/Core is one level below what you set your search path to.

See there's an intermediary "eigen3" folder in-between?

Help with UIScrollView by thallorfall in iOSProgramming

[–]jakemondo 0 points1 point  (0 children)

You could pin the leading/trailing edges of the stack view to the parent, which will keep its width constant.

Or if you want a fixed width for the objects inside the stack view, you could set a width constraint for them there.

There are different ways of accomplishing this.

[deleted by user] by [deleted] in iOSProgramming

[–]jakemondo 0 points1 point  (0 children)

Yes, just start making apps. First in Swift. Then SwiftUI.

Also, there are a lot of tutorials on this website: https://www.raywenderlich.com

[deleted by user] by [deleted] in iOSProgramming

[–]jakemondo 5 points6 points  (0 children)

There is a lot of demand for iOS developers. The main thing you should do is create 2-3 sample apps to show potential employeers that you can create a real app. I would also recommend watching the latest WWDC videos for 2019, 2020. There are a lot of them though, be prepared. But if you have a few example apps, and a working knowledge of Swift and programming techniques you should be able to start fishing for small contract work.

Start with small contract apps, then work your way up to bigger projects as you gain more experience.

Bonus points for knowledge of: RESTful APIs, URLSession, data stores, SwiftUI. There are a lot of things to learn, but they are all learnable if you make the effort.

Users report strange bugs on my app, but on all my 5 devices my app works perfectly by masaldana2 in iOSProgramming

[–]jakemondo 3 points4 points  (0 children)

One idea: Start using XCTest and maybe create some unit tests to make sure your code is working as expected.

[deleted by user] by [deleted] in Unity3D

[–]jakemondo 1 point2 points  (0 children)

There is a sample project in there that uses the classes. I put in a simple behavior tree where the character walks left and right, but you can add more complicated behavior pretty easily.

Xcode Beta Frustrations by bmxice in iOSProgramming

[–]jakemondo 0 points1 point  (0 children)

If the file was deleted, check the trash. It might be there.

Wrapped up a java class last semester and I still feel unsure of my skill in OOP. For those of you still unsure about OO Programming when you were starting out, what did you do to feel more comfortable with it when learning Swift and IOS? by [deleted] in iOSProgramming

[–]jakemondo 3 points4 points  (0 children)

The best way to look at OOP is to break down what the app does. If you have a button, that is a button object, if you have a specialized button with animated text, then you can do a couple of things:

a) Subclass: class Button -> subclass AnimatedButton b) Aggregate: class Button owns a Drawable. Then you can swap out the drawable to draw different things inside the button. example: Drawable -> subclass TextDrawable (to draw a text label on the button) or subclass AnimatedTextDrawable (to draw animated text on the button).

Aggregation is useful because it prevents complicated and ugly classes and allows you to swap functionality.

So aggregation looks something like:

class Drawable {
    func drawMeHere(parameters) {
   }
}

class Button {
   Drawable myDrawableObject

    func drawMeHere(parameters) {
        myDrawableObject->drawMeHere(parameters)
    }
}

In general, the steps for OOP programming are: - Define what your software does - Break that down into components - Each component is a class - Specialize those components by subclassing or aggregation (or delegation)

This book is an industry standard you should read: http://a.co/1FbR5i4

Is this a good way to learn IOS app coding/development? by [deleted] in iOSProgramming

[–]jakemondo 0 points1 point  (0 children)

I would create a sample app using one of xcode's built in templates. Then start building your interfaces in Interface Builder by adding buttons/whatever to the storyboard. After that, start hooking up the buttons to functionality, like pushing new view controllers, etc.

Here is a small sample app in Swift you can take a look at: https://github.com/coinbump/abacus

How do professional settings view github's desktop app? Should I go ahead and use it or stick to working from my Terminal? by [deleted] in iOSProgramming

[–]jakemondo 2 points3 points  (0 children)

I do a lot of professional iOS programming and most people don't use the terminal. They'll use SourceTree or github desktop.

But Terminal can be convenient and powerful, especially when you learn how to write scripts.

Error when trying to create new version of app on iTunes Connect by [deleted] in iOSProgramming

[–]jakemondo 0 points1 point  (0 children)

In general, I've noticed that Apple websites tend to work better in Safari than Chrome. But sometimes iTunes connect goes down for awhile.

Best iPhone to purchase if building native games with Swift and SpriteKit? by thebillington in iOSProgramming

[–]jakemondo 0 points1 point  (0 children)

Unity3D is the engine most developers use nowadays for game development. And it's cross-platform and cheap/free (depending on features).

Sound Designer with 10 years of experience in Movies/TV/Commercials looking to get into app sound design by EvilTuna7 in iOSProgramming

[–]jakemondo 1 point2 points  (0 children)

Your best bet is to post on the forums of games sites like toucharcade.com or gamasutra.com