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.
Xcode 8.2.1 (last release for El Capitan) Command Line Tools (macOS 10.11) for Xcode 8.2 (last release for El Capitan) Programmer's editor if you do not plan to use Xcode BBEdit, Sublime Text 3, Komodo Edit, Visual Studio Code, MacVim, etc. To get the real GNU C/C package (and its libraries) installed into the /usr/local tree.
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.
- Install GCC Without XCode in Mac OS X. Jul 6, 2012 - 4 Comments. If you compile your own software you probably know that GCC comes bundled in the rather large Xcode package, but what if you just want to have gcc and LLVM without installing the entire Xcode package? Apple now offers an option to do just that, and it’s called Command Line Tools.
- 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. 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.
- Possible duplicate of GCC without Xcode on OS X and Is there a way to install gcc in OSX without installing xcode – David Gelhar Mar 15 '11 at 4:14 gcc should come by default, I believe.
- If it “has” to be on the mac then xcode is probably the easiest - although I code using atom or visual studio code not the xcode ide. Xcode-select -install in a mac terminal should.
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.
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 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.
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.
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.
Swift code is auto-formatted as you type to make common Swift code patterns look much better, including special support for the “guard” command.
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.
Download Xcode 12 and use these resources to build apps for all Apple platforms.
On Thu, Jan 26, 2012 at 12:52 PM, Christopher Swenson
<[email protected]> wrote:
> -1 for distributing our own version of gcc.
> As someone who has been peripherally involved with this sort of thing at
> Google, here are some downsides:
> 1) several hours of extra compiling and testing (a full boostrap build of
> GCC can be very painful, and running every test can take a very long time)
We're not including it with Sage. We would make it available since
XCode is such a pain in the ass (and is not free). That Cython
and even 'sage -b' don't work without having to pay Apple additional
money, gets in the way of our goals for Sage.
> 2) you are going to have to start throwing more and more things into spkgs
> as other things break (binutils comes to mind)
That's why we are here.
> 3) you *still* have to have a C compiler already on the system to compile
> the stupid thing anyway :)
That's only on the system that we build the package on. No users will
need that C compiler.
Given that the main issue we are trying to address is installing the
right compiler, I don't
see this as a problem.
Also, it will be nice since we can include gfortran in our gcc spkg,
and completely remove the
binary fortran spkg from Sage.
> 4) people will constantly ask why you didn't choose clang + llvm
No choice has been made. So far I have a choice of zero working
options. When I have >= 2, I can
make a choice.
> 5) why don't you choose clang + llvm?
Xcode For Mac Os 10.13