<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0" xmlns:cc="http://cyber.law.harvard.edu/rss/creativeCommonsRssModule.html">
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        <title><![CDATA[swiftist - Medium]]></title>
        <description><![CDATA[Swift.ist - Medium]]></description>
        <link>https://medium.com/swiftist?source=rss----d144e675662e---4</link>
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            <title>swiftist - Medium</title>
            <link>https://medium.com/swiftist?source=rss----d144e675662e---4</link>
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        <lastBuildDate>Sun, 15 Nov 2026 17:26:04 GMT</lastBuildDate>
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        <webMaster><![CDATA[yourfriends@medium.com]]></webMaster>
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        <item>
            <title><![CDATA[How to use Wireless Debugging on Xcode 9]]></title>
            <link>https://medium.com/swiftist/wireless-debugging-xcode-b6e98e26e022?source=rss----d144e675662e---4</link>
            <guid isPermaLink="false">https://medium.com/p/b6e98e26e022</guid>
            <category><![CDATA[xcode]]></category>
            <category><![CDATA[ios]]></category>
            <category><![CDATA[swift]]></category>
            <dc:creator><![CDATA[ahmet yalcinkaya]]></dc:creator>
            <pubDate>Wed, 07 Jun 2017 06:53:33 GMT</pubDate>
            <atom:updated>2017-06-07T07:00:15.301Z</atom:updated>
            <content:encoded><![CDATA[<figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*7i3H3fHiigbDwpCqVTYj9Q.jpeg" /></figure><p>Yes you heard it right, Wireless Debugging 👻 We were waiting for this moment and finally Apple announced wireless debugging feature on Xcode 9 at WWDC 17.</p><p>First lets look at how Apple introduce this feature on their website:</p><blockquote><strong>Cut the Cord</strong><br>Choose any of your iOS or tvOS devices on the local network to install, run, and debug your apps — without a USB cord plugged into your Mac. Simply click the ‘Connect via Network’ checkbox the first time you use a new iOS device, and that device will be available over the network from that point forward. Wireless development also works in other apps, including Instruments, Accessibility Inspector, Quicktime Player, and Console.</blockquote><p>Now here is how you can get rid of your USB cord in details 🙌</p><blockquote><em>Make sure you have at least </em><strong><em>Xcode 9 or later</em></strong><em> and a device with </em><strong><em>iOS 11 or later</em></strong></blockquote><p>1- Open your project on Xcode</p><p>2- Plugged in your iPhone with USB cable (Just for the first time 🤣)</p><p>3- Open Window &gt; Devices and Simulators<br>You should see your device as connected devices</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*Z44EXbeMA3mOWttHNKanGA.png" /></figure><p>4- Select Devices from the top, Select your device from left and Check the “Connect via network” box</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*xOVxqLojYl1e4PzcwZdVHQ.png" /></figure><p>5- Now if Xcode can connect to your device via network, you should see a network icon after your phone name</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*o8OfO2xph9qwfCq-rTmIag.png" /></figure><p>6- Unplug your USB cord</p><p>7- Go back to Xcode and Hit the Run button</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*euSIdtgGM1Jel0wY8UoPvg.png" /></figure><p>👏 Congratulations you made your first wireless debugging 😎</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=b6e98e26e022" width="1" height="1" alt=""><hr><p><a href="https://medium.com/swiftist/wireless-debugging-xcode-b6e98e26e022">How to use Wireless Debugging on Xcode 9</a> was originally published in <a href="https://medium.com/swiftist">swiftist</a> on Medium, where people are continuing the conversation by highlighting and responding to this story.</p>]]></content:encoded>
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        <item>
            <title><![CDATA[How to use iOS 11 Beta installed device with Xcode 8]]></title>
            <link>https://medium.com/swiftist/how-to-use-ios-11-beta-installed-device-with-xcode-8-c255b916aca5?source=rss----d144e675662e---4</link>
            <guid isPermaLink="false">https://medium.com/p/c255b916aca5</guid>
            <category><![CDATA[ios]]></category>
            <category><![CDATA[xcode]]></category>
            <category><![CDATA[swift]]></category>
            <dc:creator><![CDATA[ahmet yalcinkaya]]></dc:creator>
            <pubDate>Tue, 06 Jun 2017 09:25:24 GMT</pubDate>
            <atom:updated>2017-06-06T09:25:23.573Z</atom:updated>
            <content:encoded><![CDATA[<figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*zQKkZfT1jbs5LD9WhowXjA.png" /><figcaption>photo by apple.com</figcaption></figure><p>We are in the WWDC ’17 week and Apple release new beta versions of iOS 11 and Xcode 9 yesterday. A lot of curious developer like me installed the iOS 11 right away 👻 And now we have a problem. When you try to run a project from Xcode 8 to our iOS 11 Beta installed device, we get this:</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/846/1*sqVMEg-6j8fzFfEJgbGM2w.png" /></figure><p>Don’t Panic 😅</p><p>Here is the step by step solution:</p><p>1- [Download](<a href="https://developer.apple.com/download/">https://developer.apple.com/download/</a>) &amp; Install the beta Xcode that supports this iOS version (For now it is Xcode 9)</p><p>2- Find the installed Xcode-Beta.app file, and right click to icon and click Show Package Content</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*VdKD0gbcaipMXw3RqTX0FA.png" /></figure><p>3- Go to Contents &gt; Developer &gt; Platforms &gt; iPhoneOS.platform &gt; DeviceSupport</p><p>You should see the beta platform in this folder. (For now it is 11.0)</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*pW-0nYh7sd5M2PRFzYNTmw.png" /></figure><p>4- In the same way as step 2, find the Xcode version that you want to use with beta device. (For now it is Xcode 8)</p><p>Right click to Xcode.app icon and click Show Package Content</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*EmzpVVA7X8WS-UK7OT4HFQ.png" /></figure><p>Go to Contents &gt; Developer &gt; Platforms &gt; iPhoneOS.platform &gt; DeviceSupport</p><p>5- Drag &amp; Drop 11.0 to Device Support folder.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*sUDcW2Oa5b2OBJHV80Zcbg.png" /></figure><p>Now restart your Xcode, and Congratulations 👏</p><p>You can press run and see your app running on beta device 👻</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*lGgun0GyUAJBj8ThDx3NpA.png" /></figure><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=c255b916aca5" width="1" height="1" alt=""><hr><p><a href="https://medium.com/swiftist/how-to-use-ios-11-beta-installed-device-with-xcode-8-c255b916aca5">How to use iOS 11 Beta installed device with Xcode 8</a> was originally published in <a href="https://medium.com/swiftist">swiftist</a> on Medium, where people are continuing the conversation by highlighting and responding to this story.</p>]]></content:encoded>
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        <item>
            <title><![CDATA[Read this Before Submitting a Custom Keyboard on iOS]]></title>
            <link>https://medium.com/swiftist/read-this-before-submitting-a-custom-keyboard-on-ios-b351e5d028d2?source=rss----d144e675662e---4</link>
            <guid isPermaLink="false">https://medium.com/p/b351e5d028d2</guid>
            <category><![CDATA[ios]]></category>
            <dc:creator><![CDATA[ahmet yalcinkaya]]></dc:creator>
            <pubDate>Fri, 10 Feb 2017 05:45:16 GMT</pubDate>
            <atom:updated>2015-08-16T12:29:03.448Z</atom:updated>
            <content:encoded><![CDATA[<figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*MNIBvgQF-y4CBtVYlSsENw.jpeg" /></figure><p>With iOS 8, Apple allowed developers to make their crazy custom Keyboard ideas real (Believe me there are lots of crazy keyboards on App Store). And actually I had my own keyboard idea and I started doing it. My keyboard app is called <a href="https://itunes.apple.com/tr/app/caps-klavye/id938603964?mt=8"><strong>Caps Klavye</strong></a></p><p>In January, I finished coding and started the submit process. The process was too hard for me and Apple rejected my App 10+ times. After that painful process, they approved the app. Since there aren’t so many blog post about custom keyboards on the internet, I want to write a blog post about my experience.</p><h4>Read App Store Guidelines</h4><p>Before making an Custom Keyboard, first you should read the <a href="https://developer.apple.com/app-store/review/guidelines/#extensions">App Store Guideline Extensions Section</a>. Here is a screenshot of the section.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/882/1*g_fJgIS7ek52LLo5fyHLrA.png" /></figure><p>Actually that is all Apple wants you to do before submitting your Keyboard. I will explain some of them to make sure Apple won’t reject your keyboard.</p><h4>25.2 — Apps hosting extensions must provide some functionality (help screens, additional settings) or they will be rejected</h4><p>Even if you don’t want to add screens to the app, at least teach your users how to add your keyboard. Some users may need help to use your keyboard. Look at:</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/750/1*z07EGgtQtbu03RPvNK-C_g.png" /><figcaption>PopKey</figcaption></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/750/1*WsTdMFFrSxbJDuvXiiG0Vw.png" /><figcaption>Stack App</figcaption></figure><h4>25.4 — Keyboard extensions must provide a method for progressing to the next keyboard</h4><p>Just don’t forget to add the little world icon :) If your keyboard can’t progress the next keyboard, Apple will reject your app. Check out:</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/457/1*3WRuAgmdP0-6_wRnKgkQEQ.png" /><figcaption>Default iOS Keyboard</figcaption></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/453/1*90QcjrQB_sxtaUuSk9f8Ww.png" /><figcaption>Caps Klavye</figcaption></figure><h4>25.5 — Keyboard extensions must remain functional with no network access or they will be rejected</h4><p>Apple wants us to make offline mode for every custom keyboard. Make sure your app is functional without connection. The best way to do that is storing some data in the keyboard extension and showing that data when user is offline.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/451/1*1bA1UlH9ciCkFPI0IRUtNw.png" /></figure><h4>25.6 — Keyboard extensions must provide Number and Decimal keyboard types as described in the App Extension Programming Guide or they will be rejected</h4><p>Actually, this is an awkward request from Apple. Why every keyboard must provide number and decimal keyboard types ? In this step, you can just add numbers and decimals like this:</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*e8pQTIF90FFPwE_LWTv1BA.png" /><figcaption>Caps Klavye</figcaption></figure><p>or even better for user experience, you can add abc keyboard like these:</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/455/1*oFlFXJ-7SvoBZy7ElxGYCg.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/453/1*zEN6xsVUE33LXlvR2RL-ww.png" /></figure><p>In this post, I try to share some best practices for custom keyboards. If you have any experience or tips, please let me know and update this post. Write me on Twitter <a href="http://twitter.com/ayalcinkaya_">@ayalcinkaya_</a></p><p><strong>More Reading:</strong></p><p>* Developing Keyboards for iOS -<a href="http://norbertlindenberg.com/2014/12/developing-keyboards-for-ios/">http://norbertlindenberg.com/2014/12/developing-keyboards-for-ios/</a></p><ul><li>App Extension Programming Guide — Custom Keyboard <a href="https://developer.apple.com/library/ios/documentation/General/Conceptual/ExtensibilityPG/Keyboard.html">https://developer.apple.com/library/ios/documentation/General/Conceptual/ExtensibilityPG/Keyboard.html</a></li></ul><p>Hit the recommend button to share the love :)</p><blockquote>Read the original post on my blog <a href="http://ahmet.ws/custom-keyboard-on-ios/">http://ahmet.ws/custom-keyboard-on-ios/</a></blockquote><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=b351e5d028d2" width="1" height="1" alt=""><hr><p><a href="https://medium.com/swiftist/read-this-before-submitting-a-custom-keyboard-on-ios-b351e5d028d2">Read this Before Submitting a Custom Keyboard on iOS</a> was originally published in <a href="https://medium.com/swiftist">swiftist</a> on Medium, where people are continuing the conversation by highlighting and responding to this story.</p>]]></content:encoded>
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            <title><![CDATA[How to Make Animations with Facebook POP]]></title>
            <link>https://medium.com/swiftist/how-to-make-animations-with-facebook-pop-bb95618e8f39?source=rss----d144e675662e---4</link>
            <guid isPermaLink="false">https://medium.com/p/bb95618e8f39</guid>
            <dc:creator><![CDATA[ahmet yalcinkaya]]></dc:creator>
            <pubDate>Thu, 09 Feb 2017 15:12:47 GMT</pubDate>
            <atom:updated>2014-07-19T10:25:35.774Z</atom:updated>
            <content:encoded><![CDATA[<figure><img alt="" src="https://cdn-images-1.medium.com/max/512/desat/multiply/blue/60/overlay/blue/1*CpqoiGJ0rGlqn4afCCO62g.png" /></figure><h4>in 5 Steps</h4><p>“pop” is the power behind the animations on Facebook’s Paper app. Thanks to Facebook, they open sourced the <a href="https://github.com/facebook/pop">“pop” library</a>, so everyone can make awesome animations easily. Lets start making cool animations with this 5 simple steps.</p><h4>Step 1: Install</h4><p>To install pop with CocoaPods, just add this line to your Podfile:</p><pre>pod &#39;pop&#39;, &#39;~&gt; 1.0&#39;</pre><p>Or if you want to add manually follow the instruction from pop github repo:</p><blockquote>Alternatively, you can add the project to your workspace and adopt the provided configuration files or manually copy the files under the pop subdirectory into your project. If installing manually, ensure the C++ standard library is also linked by including -lc++ to your project linker flags.</blockquote><p>Here you can find the Facebook Pop library: <a href="https://github.com/facebook/pop">https://github.com/facebook/pop</a></p><p>If you don’t know how to use CocoaPods, check this quick tutorial:</p><p><a href="https://medium.com/5-step-ios-tutorials/how-to-use-cocoapods-137df1bbb89a">How to use CocoaPods</a></p><h4>Step 2: Add Pop to your project</h4><p>Add the header to your project:</p><pre><strong>#import &lt;POP/POP.h&gt;</strong></pre><h4>Step 3: Create an animation</h4><p>You can create 4 different kind of animation with Pop : spring, decay, basic and custom.</p><blockquote>Spring animations can be used to give objects a delightful bounce.</blockquote><pre>POPSpringAnimation <strong>*</strong>anim <strong>=</strong> [POPSpringAnimation animationWithPropertyNamed:kPOPLayerBounds];</pre><blockquote>Decay animations can be used to gradually slow an object to a halt.</blockquote><pre>POPDecayAnimation <strong>*</strong>anim <strong>=</strong> [POPDecayAnimation animationWithPropertyNamed:kPOPLayerPositionX];</pre><blockquote>Basic animations can be used to interpolate values over a specified time period.</blockquote><pre>POPBasicAnimation <strong>*</strong>anim <strong>=</strong> [POPBasicAnimation animationWithPropertyNamed:kPOPViewAlpha];</pre><blockquote>CustomAnimation makes creating custom animations and transitions easier by handling CADisplayLink and associated time-step management.</blockquote><p>I will not cover Custom Animation for this quick tutorial. Check the repo for some advanced stuff <a href="https://github.com/facebook/pop">https://github.com/facebook/pop</a></p><h4>Step 4: Add properties to animation</h4><p>Pop lets us set properties to animations like:</p><p>velocity : anim.velocity <strong>= </strong>@(1000.);</p><p>fromValue: anim.fromValue <strong>= </strong>@(0.0);</p><p>toValue: anim.toValue <strong>= </strong>@(1.0);</p><p>bounciness: anim.springBounciness <strong>= </strong>10;</p><h4>Step 5 : Animate</h4><p>To start an animation, just add the object you create in Step 3 to the view you want to animate.</p><pre>[self.yourView.layer pop_addAnimation:anim forKey:@&quot;typeANameForYourAnimationHere&quot;];</pre><p>Now that is all. It is very simple to create animations with Pop. Check the examples to totally understand how to make an animation. And use them in your project to be a pro.</p><h4># example animations</h4><p>This animation scales button to half.</p><pre>POPSpringAnimation *scaleAnimation = [POPSpringAnimation animationWithPropertyNamed:kPOPLayerScaleXY]; </pre><pre>scaleAnimation.toValue = [NSValue valueWithCGSize:CGSizeMake(0.5, 0.5)]; </pre><pre>scaleAnimation.springBounciness = 10.f; </pre><pre>[self.button.layer pop_addAnimation:scaleAnimation forKey:@&quot;scaleAnim&quot;];</pre><p>This animation rotates a button.</p><pre>POPSpringAnimation *rotationAnimation = [POPSpringAnimation animationWithPropertyNamed:kPOPLayerRotation];</pre><pre>rotationAnimation.beginTime = CACurrentMediaTime() + 0.2;</pre><pre>rotationAnimation.toValue = @(1.2); </pre><pre>rotationAnimation.springBounciness = 10.f; </pre><pre>rotationAnimation.springSpeed = 3; </pre><pre>[button.layer pop_addAnimation:rotationAnimation forKey:@”rotationAnim”];</pre><p>This one change the opacity:</p><pre>POPBasicAnimation <strong>*</strong>opacityAnimation <strong>=</strong> [POPBasicAnimation animationWithPropertyNamed:kPOPLayerOpacity];</pre><pre>opacityAnimation.toValue <strong>=</strong> @(0.5);</pre><pre>[animView.layer pop_addAnimation:opacityAnimation forKey:@&quot;opacityAnimation&quot;];</pre><h4># for more</h4><p>Pop Github : <a href="https://github.com/facebook/pop">https://github.com/facebook/pop</a></p><p>Popping -Pop examples : <a href="https://github.com/schneiderandre/popping">https://github.com/schneiderandre/popping</a></p><p>Using Pop Tutorial : <a href="https://github.com/maxmyers/FacebookPop">https://github.com/maxmyers/FacebookPop</a></p><p>If you know some cool libraries, please add a note here.</p><p>I try to write this tutorial as simple as possible. If you have something to add, I will be happy to hear.</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=bb95618e8f39" width="1" height="1" alt=""><hr><p><a href="https://medium.com/swiftist/how-to-make-animations-with-facebook-pop-bb95618e8f39">How to Make Animations with Facebook POP</a> was originally published in <a href="https://medium.com/swiftist">swiftist</a> on Medium, where people are continuing the conversation by highlighting and responding to this story.</p>]]></content:encoded>
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            <title><![CDATA[How to make your first Apple Watch App]]></title>
            <link>https://medium.com/swiftist/how-to-make-your-first-apple-watch-app-37289bf953b4?source=rss----d144e675662e---4</link>
            <guid isPermaLink="false">https://medium.com/p/37289bf953b4</guid>
            <category><![CDATA[swift]]></category>
            <category><![CDATA[apple-watch]]></category>
            <category><![CDATA[ios]]></category>
            <dc:creator><![CDATA[ahmet yalcinkaya]]></dc:creator>
            <pubDate>Thu, 09 Feb 2017 15:10:52 GMT</pubDate>
            <atom:updated>2015-03-05T20:23:49.363Z</atom:updated>
            <content:encoded><![CDATA[<figure><img alt="" src="https://cdn-images-1.medium.com/max/600/1*XdJsOh7wrr8pbpZlVYRtfw.png" /></figure><p>In 5 Steps</p><h4>Step 1: Install</h4><p>First of all, we need an Xcode version with Watch Kit support. When I write this tutorial, latest version is <strong>Xcode 6.2 beta 5 with WatchKit. </strong>Developers can download this version from Member Center (<a href="https://developer.apple.com/devcenter/ios/index.action">here</a>).</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/767/1*bk98AcB4MlnwKrrmJv9VKw.png" /></figure><p>After you download Xcode, double click the Xcode_6.2_beta_5.dmg file to install.</p><h4>Step 2: Create Project</h4><p>Open the Xcode and click “Create a new Xcode project”.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/497/1*Vf12lLXKXsz0JKNb2rWsVw.png" /></figure><p>Then select “Single View Application” to create an empty project.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/727/1*3YCVoEqeJdC8V_i2vbdmiQ.png" /></figure><p>Fill the Product Name, Organization Name and Organization Identifier as you like. Choose Swift or Objective-C for the language, and devices as you want. Click next, then select a directory for project and finish.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/733/1*KgsFXDFV1juo7dWSuWTNgQ.png" /></figure><p>Now we have a project, and we want to develop some features to work on Apple Watch. We will add Apple Watch as a new target for the iOS Apps.</p><h4>Step 3: Add Apple Watch Target</h4><p>With WatchKit support of Xcode, there is a “Apple Watch” section in the Targets.</p><p>To add a new target, click File -&gt; New -&gt; Target.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1001/1*KNAX0GT2ijq1TEhbUTBIoA.png" /></figure><p>Here you can see the Apple Watch section. Click it and chose the Watch App.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/732/1*XgjG4Wn9V9Tm1ziWqWpLNw.png" /></figure><p>Fill the form as you want. Here you see Notification and Glance options. In this short tutorial I don’t explain what is <a href="https://developer.apple.com/library/prerelease/ios/documentation/UserExperience/Conceptual/WatchHumanInterfaceGuidelines/Notifications.html#//apple_ref/doc/uid/TP40014992-CH20-SW1">Notification</a> and <a href="https://developer.apple.com/library/prerelease/ios/documentation/UserExperience/Conceptual/WatchHumanInterfaceGuidelines/Glances.html#//apple_ref/doc/uid/TP40014992-CH21-SW1">Glance</a> Scene. If you need them in your project, it is good to check this boxes. Xcode will add them for you. Don’t worry if you didn’t check them, you can add them manually whenever you want.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/730/1*XikD50jJITppPPrg2X-3cA.png" /></figure><p>and click Finish.</p><p>Congratulations. You create your first watch app ☺</p><h4>Step 4: Make some cool stuff</h4><p>Now you have a project with Watch App. Your project structure should look like this.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/260/1*FXTCQYRbGLS_3uY3TIpW6A.png" /></figure><p>You see 2 directory added to your project. <strong>WKExample WatchKit Extension </strong>and<strong> WKExample WatchKit App.</strong></p><p><strong>WKExample WatchKit App </strong>provides<strong> </strong>a storyboard where you can design your Watch App.</p><p><strong>WKExample WatchKit Extension </strong>contains the classes you need to write Watch App. You can create new classes and write your code files here.</p><p>Have you seen the Interface.storyboard ? This is where you design your Watch App. It is almost the same as the iOS Storyboard files. You have an initial Interface created for you here.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/312/1*Aqirz8kX4wdqhCNsfpw5SA.png" /></figure><p>Drag a Label and a Button from the Object Library(on the right side of the Xcode) to the Interface Controller.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/856/1*x-r0H4Ims0p_5Pw2hVj9DA.png" /></figure><p>Interface in Watch App is a little bit different from iOS Apps. In WatchKit there is no auto layout. Objects have Horizontal and Vertical Positions.</p><p>You can also see Size properties here. You need to set width and height properties of the object. You can give fix values with <strong>Fixed</strong> or make it the same size as its content with <strong>Size To Fit Content </strong>or<strong> </strong>make its value depends on the container with <strong>Relative to Container.</strong></p><p>Click the label and play with the values here.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/728/1*f1_hpURxX8w8l7bM6KHmQA.png" /></figure><h4>Step 5: Finish it and run</h4><p>Now it is time to see what you have done here. Run the Watch App target of your project. (WKExample WatchKit App in here)</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/969/1*UEAhkU-38yc-3aHz4a1iYA.png" /></figure><p>Here is the final version of this project.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/313/1*frE169SyEgP7L9neV5lp6A.png" /></figure><p>If this is not cool enough for you, Download Bezel from <a href="http://infinitapps.com/bezel/">here</a>. Bezel copies the simulator screen to an Apple Watch screen. Looks like this:</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/276/1*7BCEbo_CzXuX0PAeYJyrJg.png" /></figure><p>Thank you for reading this article.</p><p>Please add a comment if I forgot something.</p><p>Recommend this to share your love and spread this tutorial. Follow me and Say Hi from Twitter <a href="https://twitter.com/ayalcinkaya_">@ayalcinkaya_</a></p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=37289bf953b4" width="1" height="1" alt=""><hr><p><a href="https://medium.com/swiftist/how-to-make-your-first-apple-watch-app-37289bf953b4">How to make your first Apple Watch App</a> was originally published in <a href="https://medium.com/swiftist">swiftist</a> on Medium, where people are continuing the conversation by highlighting and responding to this story.</p>]]></content:encoded>
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