It's certainly possible to develop on a Windows machine, in fact, my first application was exclusively developed on the old Dell Precision I had at the time :)
There are three routes;
- Install OSx86 (aka iATKOS / Kalyway) on a second partition/disk and dual boot.
- Run Mac OS X Server under VMWare (Mac OS X 10.7 (Lion) onwards, read the update below).
- Use Delphi XE4 and the macincloud service. This is a commercial toolset, but the component and lib support is growing.
The first route requires modifying (or using a pre-modified) image of Leopard that can be installed on a regular PC. This is not as hard as you would think, although your success/effort ratio will depend upon how closely the hardware in your PC matches that in Mac hardware - e.g. if you're running a Core 2 Duo on an Intel Motherboard, with an NVidia graphics card you are laughing. If you're running an AMD machine or something without SSE3 it gets a little more involved.
If you purchase (or already own) a version of Leopard then this is a gray area since the Leopard EULA states you may only run it on an "Apple Labeled" machine. As many point out if you stick an Apple sticker on your PC you're probably covered.
The second option is more costly. The EULA for the workstation version of Leopard prevents it from being run under emulation and as a result, there's no support in VMWare for this. Leopard server, however, CAN be run under emulation and can be used for desktop purposes. Leopard server and VMWare are expensive, however.
If you're interested in option 1) I would suggest starting at Insanelymac and reading the OSx86 sections.
I do think you should consider whether the time you will invest is going to be worth the money you will save though. It was for me because I enjoy tinkering with this type of stuff and I started during the early iPhone betas, months before their App Store became available.
Alternatively, you could pick up a low-spec Mac Mini from eBay. You don't need much horsepower to run the SDK and you can always sell it on later if you decide to stop development or buy a better Mac.
Update: You cannot create a Mac OS X Client virtual machine for OS X 10.6 and earlier. Apple does not allow these Client OSes to be virtualized. With Mac OS X 10.7 (Lion) onwards, Apple has changed its licensing agreement in regards to virtualization. Source: VMWare KnowledgeBase
I made a few minor modifications to bcd's solution to allow for initialization from a Xib
file, text wrapping, and to maintain background color. Hopefully it will save others the trouble.
UIPlaceHolderTextView.h:
#import <Foundation/Foundation.h>
IB_DESIGNABLE
@interface UIPlaceHolderTextView : UITextView
@property (nonatomic, retain) IBInspectable NSString *placeholder;
@property (nonatomic, retain) IBInspectable UIColor *placeholderColor;
-(void)textChanged:(NSNotification*)notification;
@end
UIPlaceHolderTextView.m:
#import "UIPlaceHolderTextView.h"
@interface UIPlaceHolderTextView ()
@property (nonatomic, retain) UILabel *placeHolderLabel;
@end
@implementation UIPlaceHolderTextView
CGFloat const UI_PLACEHOLDER_TEXT_CHANGED_ANIMATION_DURATION = 0.25;
- (void)dealloc
{
[[NSNotificationCenter defaultCenter] removeObserver:self];
#if __has_feature(objc_arc)
#else
[_placeHolderLabel release]; _placeHolderLabel = nil;
[_placeholderColor release]; _placeholderColor = nil;
[_placeholder release]; _placeholder = nil;
[super dealloc];
#endif
}
- (void)awakeFromNib
{
[super awakeFromNib];
// Use Interface Builder User Defined Runtime Attributes to set
// placeholder and placeholderColor in Interface Builder.
if (!self.placeholder) {
[self setPlaceholder:@""];
}
if (!self.placeholderColor) {
[self setPlaceholderColor:[UIColor lightGrayColor]];
}
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(textChanged:) name:UITextViewTextDidChangeNotification object:nil];
}
- (id)initWithFrame:(CGRect)frame
{
if( (self = [super initWithFrame:frame]) )
{
[self setPlaceholder:@""];
[self setPlaceholderColor:[UIColor lightGrayColor]];
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(textChanged:) name:UITextViewTextDidChangeNotification object:nil];
}
return self;
}
- (void)textChanged:(NSNotification *)notification
{
if([[self placeholder] length] == 0)
{
return;
}
[UIView animateWithDuration:UI_PLACEHOLDER_TEXT_CHANGED_ANIMATION_DURATION animations:^{
if([[self text] length] == 0)
{
[[self viewWithTag:999] setAlpha:1];
}
else
{
[[self viewWithTag:999] setAlpha:0];
}
}];
}
- (void)setText:(NSString *)text {
[super setText:text];
[self textChanged:nil];
}
- (void)drawRect:(CGRect)rect
{
if( [[self placeholder] length] > 0 )
{
if (_placeHolderLabel == nil )
{
_placeHolderLabel = [[UILabel alloc] initWithFrame:CGRectMake(8,8,self.bounds.size.width - 16,0)];
_placeHolderLabel.lineBreakMode = NSLineBreakByWordWrapping;
_placeHolderLabel.numberOfLines = 0;
_placeHolderLabel.font = self.font;
_placeHolderLabel.backgroundColor = [UIColor clearColor];
_placeHolderLabel.textColor = self.placeholderColor;
_placeHolderLabel.alpha = 0;
_placeHolderLabel.tag = 999;
[self addSubview:_placeHolderLabel];
}
_placeHolderLabel.text = self.placeholder;
[_placeHolderLabel sizeToFit];
[self sendSubviewToBack:_placeHolderLabel];
}
if( [[self text] length] == 0 && [[self placeholder] length] > 0 )
{
[[self viewWithTag:999] setAlpha:1];
}
[super drawRect:rect];
}
@end
Best Answer
I found out a kind of solution:
Duplicate your iPhone-Storyboard and rename it
MainStoryboard_iPad.storyboard
Close Xcode and then open this file any text editor.
Search for
targetRuntime="iOS.CocoaTouch"
and change it totargetRuntime="iOS.CocoaTouch.iPad"
Change the code in the MainStoryboard_iPad.storyboard from:
<simulatedScreenMetrics key="destination" type="retina4"/>
to<simulatedScreenMetrics key="destination"/>
Now save everything and reopen Xcode. The iPad-Storyboard has the same contents as the iPhone-file but everyting could be disarranged.
This saved me hours - hopefully this will help you