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With an all-new design that looks great on macOS Big Sur, Xcode 12 has customizable font sizes for the navigator, streamlined code completion, and new document tabs. Xcode 12 builds Universal apps by default to support Mac with Apple Silicon, often without changing a single line of code.

Designed for macOS Big Sur.

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Xcode 12 looks great on macOS Big Sur, with a navigator sidebar that goes to the top of the window and clear new toolbar buttons. The navigator defaults to a larger font that’s easier to read, while giving you multiple size choices. New document tabs make it easy to create a working set of files within your workspace.

Document tabs.

The new tab model lets you open a new tab with a double-click, or track the selected file as you click around the navigator. You can re-arrange the document tabs to create a working set of files for your current task, and configure how content is shown within each tab. The navigator tracks the open files within your tabs using strong selection.

Navigator font sizes.

The navigator now tracks the system setting for “Sidebar icon size” used in Finder and Mail. You can also choose a unique font size just for Xcode within Preferences, including the traditional dense information presentation, and up to large fonts and icon targets.

Code completion streamlined.

A new completion UI presents only the information you need, taking up less screen space as you type. And completions are presented much faster, so you can keep coding at maximum speed.

Redesigned organizer.

An all-new design groups all critical information about each of your apps together in one place. Choose any app from any of your teams, then quickly navigate to inspect crash logs, energy reports, and performance metrics, such as battery consumption and launch time of your apps when used by customers.

SwiftUI

SwiftUI offers new features, improved performance, and the power to do even more, all while maintaining a stable API that makes it easy to bring your existing SwiftUI code forward into Xcode 12. A brand new life cycle management API for apps built with SwiftUI lets you write your entire app in SwiftUI and share even more code across all Apple platforms. And a new widget platform built on SwiftUI lets you build widgets that work great on iPad, iPhone, and Mac. Your SwiftUI views can now be shared with other developers, and appear as first-class controls in the Xcode library. And your existing SwiftUI code continues to work, while providing faster performance, better diagnostics, and access to new controls.

Universal app ready.

Xcode 12 is built as a Universal app that runs 100% natively on Intel-based CPUs and Apple Silicon for great performance and a snappy interface.* It also includes a unified macOS SDK that includes all the frameworks, compilers, debuggers, and other tools you need to build apps that run natively on Apple Silicon and the Intel x86_64 CPU.

Updated automatically

When you open your project in Xcode 12, your app is automatically updated to produce release builds and archives as Universal apps. When you build your app, Xcode produces one binary “slice” for Apple Silicon and one for the Intel x86_64 CPU, then wraps them together as a single app bundle to share or submit to the Mac App Store. You can test this at any time by selecting “Any Mac” as the target in the toolbar.

Test multiple architectures.

On the new Mac with Apple Silicon, you can run and debug apps running on either the native architecture or on Intel virtualization by selecting “My Mac (Rosetta)” in the toolbar.

Multiplatform template

New multiplatform app templates set up new projects to easily share code among iOS, iPadOS, and macOS using SwiftUI and the new lifecycle APIs. The project structure encourages sharing code across all platforms, while creating special custom experiences for each platform where it makes sense for your app.

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Improved auto-indentation

Swift code is auto-formatted as you type to make common Swift code patterns look much better, including special support for the “guard” command.

StoreKit testing

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New tools in Xcode let you create StoreKit files that describe the various subscription and in-app purchase products your app can offer, and create test scenarios to make sure everything works great for your customers — all locally testable on your Mac.

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Get started.

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Download Xcode 12 and use these resources to build apps for all Apple platforms.

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F# and the Visual F# tooling are supported in the Visual Studio for Mac IDE. Ensure that you have Visual Studio for Mac installed.

Creating a console application

One of the most basic projects in Visual Studio for Mac is the Console Application. Here's how to do it. Once Visual Studio for Mac is open:

  1. On the File menu, point to New Solution.

  2. In the New Project dialog, there are 2 different templates for Console Application. There is one under Other -> .NET which targets the .NET Framework. The other template is under .NET Core -> App which targets .NET Core. Either template should work for the purpose of this article.

  3. Under console app, change C# to F# if needed. Choose the Next button to move forward!

  4. Give your project a name, and choose the options you want for the app. Notice, the preview pane to the side of the screen that will show the directory structure that will be created based on the options selected.

  5. Click Create. You should now see an F# project in the Solution Explorer.

Writing your code

Let's get started by writing some code first. Make sure that the Program.fs file is open, and then replace its contents with the following:

In the previous code sample, a function square has been defined which takes an input named x and multiplies it by itself. Because F# uses Type Inference, the type of x doesn't need to be specified. The F# compiler understands the types where multiplication is valid, and will assign a type to x based on how square is called. If you hover over square, you should see the following:

This is what is known as the function's type signature. It can be read like this: 'Square is a function which takes an integer named x and produces an integer'. Note that the compiler gave square the int type for now - this is because multiplication is not generic across all types, but rather is generic across a closed set of types. The F# compiler picked int at this point, but it will adjust the type signature if you call square with a different input type, such as a float.

Another function, main, is defined, which is decorated with the EntryPoint attribute to tell the F# compiler that program execution should start there. It follows the same convention as other C-style programming languages, where command-line arguments can be passed to this function, and an integer code is returned (typically 0).

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It is in this function that we call the square function with an argument of 12. The F# compiler then assigns the type of square to be int -> int (that is, a function which takes an int and produces an int). The call to printfn is a formatted printing function which uses a format string, similar to C-style programming languages, parameters which correspond to those specified in the format string, and then prints the result and a new line.

Running your code

You can run the code and see results by clicking on Run from the top level menu and then Start Without Debugging. This will run the program without debugging and allows you to see the results.

You should now see the following printed to the console window that Visual Studio for Mac popped up:

Congratulations! You've created your first F# project in Visual Studio for Mac, written an F# function printed the results of calling that function, and run the project to see some results.

Using F# Interactive

One of the best features of the Visual F# tooling in Visual Studio for Mac is the F# Interactive Window. It allows you to send code over to a process where you can call that code and see the result interactively.

To begin using it, highlight the square function defined in your code. Next, click on Edit from the top level menu. Ac3 filter mac download free. Next select Send selection to F# Interactive. This executes the code in the F# Interactive Window. Alternatively, you can right click on the selection and choose Send selection to F# Interactive. You should see the F# Interactive Window appear with the following in it:

This shows the same function signature for the square function, which you saw earlier when you hovered over the function. Because square is now defined in the F# Interactive process, you can call it with different values:

This executes the function, binds the result to a new name it, and displays the type and value of it. Note that you must terminate each line with ;;. This is how F# Interactive knows when your function call is finished. You can also define new functions in F# Interactive:

The above defines a new function, isOdd, which takes an int and checks to see if it's odd! You can call this function to see what it returns with different inputs. You can call functions within function calls:

You can also use the pipe-forward operator to pipeline the value into the two functions:

Mac Visual Studio

The pipe-forward operator, and more, are covered in later tutorials.

Visual Studio Mac Vs Windows

This is only a glimpse into what you can do with F# Interactive. To learn more, check out Interactive Programming with F#.

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Next steps

If you haven't already, check out the Tour of F#, which covers some of the core features of the F# language. It will give you an overview of some of the capabilities of F#, and provide ample code samples that you can copy into Visual Studio for Mac and run. There are also some great external resources you can use, showcased in the F# Guide.

Mac Visual Studio Code

Review

See also