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11.4 Other Xcode functionality
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What follows are some notes on how to undertake other common Xcode tasks, ending with an overview of a lot of Xcode s cooler bells and whistles that you may not be familiar with.
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11.4.1 Adding frameworks with Xcode
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To date, our programs have included three frameworks: CoreGraphics, Foundation, and UIKit. You may find someday that you want to add another framework, to get access to some other set of classes that will make your life easier. In particular, if you have problems accessing a method defined in the SDK, you can look in the appropriate class reference, and see the framework that s required near the top of the reference. All you have to do to add a framework to Xcode is Ctrl-click on the Frameworks folder in your Xcode sidebar and choose Add > Existing Frameworks. Xcode will show you a long list of frameworks. When you choose one, it ll automatically be set up as a target when you compile.
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Other Xcode functionality
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Your default frameworks are selected by the template that you choose to use when you create our project. For our example, the Window-Based Application determines that you have access to the CoreGraphics, Foundation, and UIKit frameworks at the start. Other templates may give access to other frameworks with no additional work required on your part.
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11.4.2 Using alternate templates with Xcode
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When you re creating a new program in Xcode, you always have the option to select among several templates, each of which will give you a different basis for your code. Besides a Window-Based Application, you can create a project as a View-Based Application, a Tab Bar Application, a Navigation-Based Application, a Utility Application, or an OpenGL ES Application. Most of these templates build in view controllers and give access to other functionality that we won t encounter for a couple of chapters. We ll give you a glance at them all now so you can see the possibilities that Xcode offers. Figure 11.4 shows how much different templates can vary from the Window-Based Application that we ve been using.
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Figure 11.4 By using the appropriate templates, you can lay out a nav bar (left), a tab bar (middle), or a flipside function (right) before you start writing any code.
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Here s a bit more information on each of the six templates:
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A Window-Based Application, as we ve seen, is entirely minimalist. You ll need to create a default UIView for your application before you can do anything. That s what we ve used so far. A View-Based Application has just a hair more functionality. It includes a basic view controller that will allow you to autorotate iPhone content. We ll use it in chapter 13 (and most of the time thereafter).
Using Xcode
A Tab Bar Application creates a tab bar along the bottom that allows you to switch between multiple views. The template does this by creating a tab bar controller and then defining what each of its views looks like. We ll make use of it in chapter 15. A Navigation-Based Application sets you up with a navigation controller, a nav bar along the top, and a table view in the middle of the page so that you can easily build hierarchical applications. We ll also use it in chapter 15. A Utility Application defines a flip-side controller that has two pages, the first with an info button that allows you to call up the second page. This is the last view controller that we ll explore in chapter 15. An OpenGL ES Application is another minimalistic application. Its main difference from the Window-Based Application is that it includes GL frameworks, sends the glView messages to get it started, and otherwise sets certain GL properties. We won t get to GL until chapter 19, and even then we ll only touch on it very lightly.
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