In addition to the iOS Table Features I blogged about earlier, Xojo 2016r2 includes these additional powerful iOS features:
- Location
- Motion
- PicturePicker
- ScrollableArea
- SharingPanel
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Posts related to iOS development.
In addition to the iOS Table Features I blogged about earlier, Xojo 2016r2 includes these additional powerful iOS features:
Making iOS apps just got a lot easier with the updates and enhancements to to the Table control in Xojo 2016r2. New features include:
I’m sure you’ve all seen the iOS Mail app, which displays the number of unread messages in a small red badge in the top right of the app icon. You can do this too with your Xojo app and the magic of the Declare command.
Comments closedXojo is a popular way to create cross-platform apps for Windows, OS X, Linux, Raspberry Pi, web and iOS. I’m not surprised because Xojo makes creating software fast and fun! Xojo really is the best way to create cross-platform software.
Comments closedAnyone who has built an app in Xojo has used the Listbox method AddRow to create new rows. The iOSTable control in Xojo also has an AddRow method. However, unlike building a desktop app, AddRow is not always appropriate for iOS apps.
Comments closedYour iOS apps uses Views to display information to the user and often your app will have multiple views to show different information. These views can be displayed in different ways.
Comments closedThe Xojo programming language is fully object-oriented and uses an object model that is quite similar to VB, Java and C#. If you are used those languages at all, you’ll be right at home with Xojo.
Available since 1998, Xojo was one of the first languages to use Automatic Reference Counting (ARC), something that other languages such as Swift and Objective-C now use. Xojo is type-safe and fully object-oriented making it easy to learn and use, but it also has advanced features such as namespaces, extension methods, exception handling, introspection, delegates and more.
Comments closedThe most direct way to support HiDPI* for custom controls is to draw into the Graphics object passed into the Paint event. That graphics object is already configured with the appropriate scale factor and double buffering- the entire control will be handled correctly by the framework if the DoubleBuffer property is set.
*As with other posts, we’ll use “HiDPI” to refer to both HiDPI on Windows and Retina on OS X.
2 Comments“Retina” is the name for high resolution screens on Mac and iOS devices while “HiDPI” is the Windows equivalent. For simplicity, I’ll use HiDPI (which really is the universal technical term) for the rest of this blog post. Now that we have HiDPI support in Xojo, if you app doesn’t use any pictures, you can simply open your project, click on Shared under Build Settings and turn on the “Supports Retina/HiDPI” option. That’s all you need to do to have a HiDPI version of your app!
Having said that, if you are creating or using pictures in your project, there may be a few adjustments you’ll need to make to your code. A little over a year ago the process of making sure we had all of the necessary graphics together to build a Retina/HiDPI IDE was added to my to-do list. While 95% of the icons created for the Xojo IDE in 2013 already existed, most of the graphics that made up the IDE itself did not, and the IDE itself needed a bit of an overhaul to get it ready for the big change, both in graphics and in code…
2 CommentsA couple years ago I wrote a post about Going Rogue with Xojo. It proved to be rather popular and I got some great stories back from how people were able to use Xojo in their organizations.
Comments closed