

The main goal of Xcode Build System is to orchestrate execution of various tasks that will eventually produce an executable program.

The language processing system that we are daily using in iOS or macOS development is named Xcode Build System. It allows programmers to use higher-level languages instead of writing machine code which greatly reduces programming complexity. Language processing system is a collection of programs that lend themselves to producing an executable program out of a set of instructions written in arbitrary source language. Here comes the question: “how is the Swift code transformed into a form that hardware can tolerate”? The answer is language processing system. It only accepts instructions in the form of electric charge that contains two levels, named ‘Logic 0’ and ‘Logic 1’. However, hardware does not directly understand code written in Swift. Since software orchestrates the process and hardware actually does the work, neither can be used on its own.Īs software engineers, our primary focus is software part. Hardware is usually controlled by software which is a collection of instructions that tells hardware how to work. Hardware is the physical part of a computer, such as the monitor or keyboard. Problem StatementĪny computer system is double-sided: it has software and hardware part. In this article we’ll take a look at each part of Xcode Build System. This process is usually handled by an Xcode Build System. Miscellaneous window management functions.Every Swift program undergoes a number of transformations before it can be run on a real device.Utility routines to generate various solid and wire frame objects.The GLUT library supports the following functionality: GLUT comes with most Macs, and gives you the bare essentials for you to get started (you at least get a window :)) It might take you sometime to code up the more complex widgets, but at least you will get to do it all yourself which will give you quite a fair bit of insight into how GUI toolkits work. You also get to handle user interaction and interface logic yourself (polling the mouse/keyboard amongst other things). From designing the various UI items, to creating pixel buffers and texture mapping, and using a frame buffer. Of course, you have to do all this work yourself. If you use OpenGL, you can get pretty low-level knowledge of how your graphics hardware does in order to produce the various UI elements that you want.
