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Category: iOS

Posts related to iOS development.

On-Device iOS Debugging in Xojo

You may or may not be aware that running iOS projects in the Simulator does not allow you to check all of your app’s features. There are a few features which rely on hardware capabilities which the Simulator cannot emulate. This can make it hard to track down bugs, and the only recourse is console logging. Starting in Xojo 2022r1 it’s possible to run your apps right on a physical device connected by USB.

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CatsUp! 2022

With just a few lines of code, you can create a Xojo app for iOS and Android that shows a new cat picture each time you launch it. I call this app “CatsUp!”. It’s a play on ketchup/catsup, get it?

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A Web App to Calculate Combat Rolls in Twilight Imperium

Every few weeks my son Lucas gets together with his friends for board game day. Last week’s game was Twilight Imperium. One part of the game includes rolling a 10-sided die to calculate whether one of your ships successfully registers a hit on your opponent. Apparently this is something that can take a while to do as each player amasses more and more ships. This was ripe for automation!

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QuickTip: Using SF Symbols in macOS … revisited!

Earlier this year ago I wrote a post about using the SF Font symbols on macOS Picture.SystemImagein iOS apps. However that technique has some downsides. For one, the symbol glyphs are hardcoded, which means that it’s not possible to access the new symbols added to the SF Font by Apple. In addition, it isn’t possible to set the font weight and scale for the glyph. In this new post, I’ll show a more flexible way to work with these symbols on macOS 11+.

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