You will create the bootable installer from this app, not from the disk image or. Use the 'createinstallmedia' command in Terminal Connect the USB flash drive or other volume that you're using for the bootable installer.
Open Terminal, which is in the Utilities folder of your Applications folder. Type or paste one of the following commands in Terminal. These assume that the installer is in your Applications folder, and MyVolume is the name of the USB flash drive or other volume you're using.
If it has a different name, replace MyVolume in these commands with the name of your volume. After typing the command: Press Return to enter the command. When prompted, type your administrator password and press Return again. Terminal doesn't show any characters as you type your password.
When prompted, type Y to confirm that you want to erase the volume, then press Return. To keep a handy list of files together that have something in common, based on criteria you specify, use a Smart Folder. Create a folder On your Mac, click the Finder icon in the Dock to open a Finder window, then navigate to where you want to create the folder. Alternatively, click the desktop if you want to create the folder on the desktop.
Enter a name for the folder, then press Return. Do any of the following: Put an item in a folder: Drag it to the folder. All selected items move to the folder. Copy files to a different disk: Drag the files to the disk. Account icon An icon in the shape of a person's head and shoulders.
It often indicates a user profile. Log out. Smart Home. Social Media. More Button Icon Circle with three vertical dots. It indicates a way to see more nav menu items inside the site menu by triggering the side menu to open and close. Steven John. Folders are a great way to keep your various documents, photos, and other files organized and to keep your Mac's desktop uncluttered.
You can create a new folder on a Mac in a matter of seconds, using either of two easy approaches. Naming, renaming, and moving folders around is quick and easy, as is transferring files into or out of a folder. As the window is resized, this will keep the button in the same location at the top left corner of the screen. Next, check the Height and Width boxes and use the default sizes. This keeps the button at the same size when the window resizes. By clicking Red I-Beams at the top, right and left of the Constraints Editor , tells the label to be stuck to its given X and Y locations and to grow and shrink as the window is resized in the running application.
Again, check the Height box and use the default size, then click the Add 4 Constraints button to add the constraints and close the editor. While resizing and moving controls around, notice that Interface Builder gives helpful snap hints that are based on macOS Human Interface Guidelines. These guidelines will help the developer to create high quality apps that will have a familiar look and feel for Mac users. Look in the Interface Hierarchy section to see how the layout and hierarchy of the elements that make up the user interface are shown:.
From here the developer can select items to edit or drag to reorder UI elements if needed. For example, if a UI element was being covered by another element, they could drag it to the bottom of the list to make it the top-most item on the window. With the user interface created, the developer will need to expose the UI items so that Xamarin. Mac can access and interact with them in C code. The next section, Outlets and Actions , shows how to do this.
So what are Outlets and Actions? In traditional. The developer must explicitly expose the UI element to code. In order do this, Apple provides two options:.
In Xcode, Outlets and Actions are added directly in code via Control-dragging. More specifically, this means that to create an Outlet or Action , the developer will choose a control element to add an Outlet or Action to, hold down the Control key on the keyboard, and drag that control directly into the code. For Xamarin. Mac developers, this means that the developer will drag into the Objective-C stub files that correspond to the C file where they want to create the Outlet or Action.
Visual Studio for Mac created a file called ViewController. This stub. Mac project when a new NSWindow is created. This file will be used to synchronize the changes made by Interface Builder and is where the Outlets and Actions are created so that UI elements are exposed to C code. With a basic understanding of what Outlets and Actions are, create an Outlet to expose the Label created to our C code. In Xcode at the far right top-hand corner of the screen, click the Double Circle button to open the Assistant Editor :.
The Xcode will switch to a split-view mode with the Interface Editor on one side and a Code Editor on the other. Notice that Xcode has automatically picked the ViewController.
From the discussion on what Outlets and Actions are above, the developer will need to have the ViewController. The last step was very important! A dialog box will be displayed. Next, expose the button to C code. Just like the Label above, the developer could wire the button up to an Outlet. Since we only want to respond to the button being clicked, use an Action instead. With the user interface wired-up and exposed to C code, switch back to Visual Studio for Mac and let it synchronize the changes made in Xcode and Interface Builder.
It probably took a long time to create the user interface and Outlets and Actions for this first app, and it may seem like a lot of work, but a lot of new concepts were introduced and a lot of time was spent covering new ground. After practicing for a while and working with Interface Builder, this interface and all its Outlets and Actions can be created in just a minute or two. When the developer switches back to Visual Studio for Mac from Xcode, any changes that they have made in Xcode will automatically be synchronized with the Xamarin.
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