Category Archives: Mac Game

  • 10.06.2019
  • ITunes

Category Archives: Mac Game

By default, this is set to the game category, public.app-category.games. See the Apple developer documentation on LSApplicationCategoryType to see the list. Game conservation has never been more important, but the industry as a whole has mostly failed here. Valiant efforts have been made by the Internet Archive and. Note: To perform a comprehensive search of all Outlook files (regardless of folder or view), choose All Items. This option is available in all views.

Category Archives: Mac Game - something

The Internet Archive has expanded yet again, this time to include a suite of old Macintosh products from the 1980's and 90's.

The Archive has handled Apple products before, like programs from the Apple II. But these programs, which range from Mac OS System 6 and 7.1, highlight historical changes in the computer operating system. System 6, for example, allowed for improved co-operative multitasking, which made programs like MacPaint and and MacWriter more attractive than restrictive. System 7 offered the world it's first look at help boxes similar to speech bubbles, which might have been helpful in getting Dark Castleto work.

While not every game here works perfectly (like Frogger), and some of the games show how Apple once suffered under the category of entertainment (MacMissiles, for example, is just a ripoff of Missile Command), it's a library worth playing around in if you're interested in the history of computers.

That's what makes the Archive great—it's not just for the hardcore historians, the people who build museums dedicated to old Apple products. Through emulators, it shows what the daily computer process once looked like, a little bit like a trip to Colonial Williamsburg. But unlike that trip, this has a flight simulator.

Source: PC World

David GrossmanDavid Grossman is a staff writer for PopularMechanics.com.

This content is created and maintained by a third party, and imported onto this page to help users provide their email addresses. You may be able to find more information about this and similar content at piano.io

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Category: Games

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Submitting to the Mac App Store

The Mac App Store is the preferred way to deliver your application to your users. It makes it easy for them to find and purchase your application, and offers them the most streamlined installation experience. You can submit your application from within Xcode, or (if you need to) you can submit it using Application Loader.

You can add receipt validation code to your application to prevent unauthorized copies of your application from running. For more details, refer to Receipt Validation Programming Guide.

Contents:

Requirements

Before submitting your application, make sure that you have done the following:

  • Read the submission checklist and make sure you have entered the appropriate information into iTunes Connect, and that your application meets the submission requirements.

  • Install your code signing certificate and select it in the Build pane of the project inspector. The name of this certificate begins with “3rd Party Mac Developer Application.” For more details, or to download your certificate, visit the Developer Certificate Utility.

  • In your build settings, ensure that the debug information is set to “DWARF with dSYM,” and that the list of valid architectures does not include PPC.

  • Make sure that your file contains a valid bundle ID, bundle version, and copyright string. For more details, see CFBundleIdentifier, CFBundleShortVersionString, and NSHumanReadableCopyright in Information Property List Key Reference.

  • In your file, set the value of the key to the category of your application. For a list of categories, see Categorize Your Application.

  • Ensure that every bundle identifier is unique within your application bundle. For example, if your application bundle includes an assistive executable, ensure that you do not include two copies of a framework that is used by both your application and the assistive executable.

  • Ensure that all executable code in your application bundle is signed and has the correct entitlements set in its code signature.

  • If your application validates its receipt, ensure that validation takes place immediately after launch, before you display any user interface. For details on receipt validation, see “Validating App Store Receipts”.

  • If your application creates or modifies files, ensure that it meets the additional requirements described in File-System Usage Requirements for the Mac App Store.

  • If your application uses a background helper application, ensure that it meets the additional requirements described in Helper Application Requirements for the Mac App Store.

Submit Your Application using Xcode

iOS Developers: The procedure is very similar to the way you submit an iOS app.

You can use Xcode to submit your application as follows:

  1. Archive your application.

    • Open your project in Xcode.

    • Select the Release build configuration.

    • Choose Build > Build and Archive.

  2. Test the installation process.

    • Open the Organizer window and select the desired archive.

    • Click Share, then select Save to Disk.

    • Test the resulting package as described in Test the Installation Process.

  3. In the Organizer window, select the desired archive, and click Submit. Then select your installer signing certificate (its name begins with “3rd Party Mac Developer Installer”) from the drop-down menu in the sheet to sign your archive for submission.

image: ../Art/organizer.jpg

Submit Your Application using Application Loader

Using Xcode to submit your application is recommended in most cases. However, submitting using Application Loader may be more appropriate to your organization’s structure or build process. If your application needs to enforce minimum configuration requirements, you must use this method.

You can use Application Loader to submit your application as follows:

  1. If you built your application with Xcode and specified your application signing certificate as described in Requirements, your application is already signed.

    Otherwise, use to sign your application with your application signing certificate (its name begins with “3rd Party Mac Developer Application”).

  2. Archive your application using the command. The following listing shows a typical usage:

    productbuild \
    --component build/Release/Sample.app /Applications \
    --sign "3rd Party Mac Developer Installer: John Appleseed" \
    --product product_definition.plist Sample.pkg

    The command can build a variety of product types; it provides a number of options that are not appropriate for submissions to the Mac App Store. You should specify a single component, a signature, and (optionally) a product definition file. The option to install into the user’s home directory is not supported.

    For more details about , see its man page.

    Alternatively, use Xcode to archive your application by following the steps in Submit Your Application using Xcode, then click Share in the Organizer window and save the archive to a file.

    Note: Using the PackageMaker application to archive your application is not supported.

  3. Test the installation process, as described in Test the Installation Process.

  4. Submit the package to the Mac App Store using Application Loader. The file name of the package must not have spaces in it, and the file extension must be .

Test the Installation Process

Before you submit to the Mac App Store, you should test the installation process to verify that your application installs correctly. Use the command. For example:

sudo installer -store -pkg
path-to-package
-target /

If the installer finds an application bundle with the same bundle identifier as the one it is installing, it upgrades the existing application in place. This allows your users to install upgrades even if they have moved your application. If you have a copy of your application installed (for example, in your build products directory), you may want to remove it so that your application gets installed in . Other options include archiving the existing version in a ZIP file, or moving it to another volume and unmounting that volume.

Do not test the installation process by opening the package with the Installer application. Only the command verifies that your application will be installed correctly when it is purchased from the Mac App Store.

File-System Usage Requirements for the Mac App Store

To promote a more consistent user experience, applications submitted to the Mac App Store must follow certain rules about where they write files. Users can be confused when applications cause unexpected side effects on the file system (for example, storing databases in the user’s Documents folder, storing files in the user’s Library folder that are not recognizably associated with your application, storing user data in the user’s Library folder, and so on).

Your application must adhere to the following requirements:

  • You may use Apple frameworks such as User Defaults, Calendar Store, and Address Book that implicitly write to files in specific locations, including locations your application is not allowed to access directly.

  • Your application may write to temporary paths that you acquire using the appropriate Apple programming interfaces.

  • Your application may write to the following directories:

    where <app-identifier> is your application's bundle identifier, its name, or your company’s name. This must exactly match what is in iTunes Connect for the application.

    Always use Apple programming interfaces such as the function to locate these paths rather than hardcoding them. For more information, see File System Programming Guide.

  • If your application manages libraries of pictures, music, or movies, the application may also write to the following directories:

  • If the user explicitly chooses to save data in an alternate location (using a Save As dialog), your application may write to the chosen location.

Helper Application Requirements for the Mac App Store

Applications can contain a helper application as a full application bundle, stored inside the main application bundle. Use the Service Management framework to enable the helper application as a login item, as described in Adding Login Items Using the Service Management Framework.

Categorize Your Application

You must define your application’s category by adding the key at the root level of your file. The value of this key is exactly one of the following UTIs:

Category

UTI

Business

Developer Tools

Education

Entertainment

Finance

Games

Graphics & Design

Healthcare & Fitness

Lifestyle

Medical

Music

News

Photography

Productivity

Reference

Social Networking

Sports

Travel

Utilities

Video

Weather

For games, you can use one of the UTIs that are specific to games instead:

Category

UTI

Action Games

Adventure Games

Arcade Games

Board Games

Card Games

Casino Games

Dice Games

Educational Games

Family Games

Kids Games

Music Games

Puzzle Games

Racing Games

Role Playing Games

Simulation Games

Sports Games

Strategy Games

Trivia Games

Word Games

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Delivering your application to the Mac App Store

macOS Player: C++ source code plugins for IL2CPP

This page describes the process of delivering your application to the Mac App Store.

First, you need to make sure you have the correct provisioning profiles installed in your keychain: the “3rd Party Mac Developer Application” and “3rd Party Mac Developer Installer” profiles. See Apple’s developer documentation on Maintaining Your Signing Identities and Certificates to learn how to do this.

Go to Edit > Project SettingsA broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your project behave. More info
See in Glossary and select the Player category. Select the Standalone target, expand the Other Settings section and navigate to Mac App Store Options.

Unity automatically applies these settings to your app’s info.plist file as CF keys (see Apple’s developer documentation on Core Foundation Keys to learn more).

Mac App Store Options
PropertyFunction
Bundle IdentifierEnter the Bundle Identifier of your iTunesConnect App. This appears as in the associated info.plist file.

See the Apple developer documentation on CFBundleIdentifier to learn more.
BuildThe process of compiling your project into a format that is ready to run on a specific platform or platforms. More info
See in Glossary
Enter the build number for this version of your app. This appears as in the associated info.plist file.

See the Apple developer documentation on CFBundleVersion to learn more.
CategoryA Profiler category identifies the workload data for a Unity subsystem (for example, Rendering, Scripting and Animation categories). Unity applies colour-coding to categories to help visually distinguish the types of data in the Profiler window. More info
See in Glossary
Enter the string corresponding to the app’s type. The App Store uses this string to determine the appropriate categorization for the app. By default, this is set to the game category, .

See the Apple developer documentation on LSApplicationCategoryType to see the list of category types available.
Mac App Store ValidationEnable this to ensure that your app only runs when it contains a valid receipt from the Mac App Store. This prevents people from running the game on a different device to the one it was purchased on. Only disable this setting if you have implemented your own receipt validation.

Enable the Mac App Store Validation setting, then build your app (File > Build Settings… > Build).

Next, you need to create a file and save it in any location. The easiest way to do this is to create an empty Mac app. To do this, open Xcode, create a new project with a macOS template, go to the Capabilities bar and enable App Sandbox. This automatically generates a basic .entitlements file.

Open the info.plist file in Xcode (or any text editor), and add the following keys:

If you’re using Xcode 8.0+, you also need to add these fields to the info.plist file:

Next, fix read permissions on all the content in the .app. To do this, type the following into the macOS Terminal:

Sign the .App with the .entitlements you created earlier. To do this, type the following into the macOS Terminal:

Note: The switch instructs the code sign to enable Hardened Runtime. This is a requirement for your app to pass verification for the App Store and Apple notary service since macOS 10.14.

Build the installer/pkg. To do this, type the following into the macOS Terminal:

Finally, use the Xcode ApplicationLoader to submit your app.

Notarization

Notarization is the process that Apple uses to check for malicious components. It is an automated system, and is not an App Review.

The Apple developer documentation states:

“Beginning in macOS 10.14.5, software signed with a new Developer ID certificate and all new or updated kernel extensions must be notarized to run. Beginning in macOS 10.15, all software built after June 1, 2019, and distributed with Developer ID must be notarized. However, you aren’t required to notarize software that you distribute through the Mac App Store because the App Store submission process already includes equivalent security checks.”

For further information see Apple’s developer documentation on Notarizing macOS Software Before Distribution.

Custom Icons

By default, Unity downsizes the icon image that you specified on the Icon panel of the Player settings (open Edit > Project Settings, then select the Player category) to generate an .icns file. This defines how your app’s icon appears in the macOS Finder and in the OS dock. However, you can replace it with a custom icon set if you want to.

  • Make a folder and name it UnityPlayer.iconset (or whichever name is set in your info.plist’s field) and place the following image names inside. Note that this folder must have the .iconset extension.

Make sure that the images are double the size stated in the file name. For example, the image contains an image that is 1024x1024. From the macOS Terminal, navigate to the directory where the .iconset directory is located, and enter the following command:

Finally, right-click the .app file and, select Show Contents, and replace the iconset.icns with the one you created earlier.


  • 2017–05–18 Page published

  • Updated features in 5.6

macOS Player: C++ source code plugins for IL2CPP

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Do a basic search in Outlook 

You can use the search box on the toolbar to search in the current folder or view. 

  1. Go to the folder or view that you want to search, such as Mail, Calendar, or People. 

  2. In the upper-right corner of the Outlook window, enter your search word or words in the search box Search box.

    Outlook displays the search results on the Search tab.

    Note: To perform a comprehensive search of all Outlook files (regardless of folder or view), choose All Items. This option is available in all views. Note that every time you switch views, you will need to re-enter your search words.
    Shows the All Items button on the Search tab

    If you are an Office Insider and are on build number 16.18.181008 and higher, your search experience has been enhanced and improved. When you select the search box, you see quick suggestions based on your recent search history. Pick any suggestion for a quick result.

    Message list in the background and Search box in the foreground

  3. Choose where you want the search function performed. The options available will depend on which folder or view you're searching in.

    • In Mail: You can search in Current Folder, Subfolders, All Mail, or All Items.

      Shows the Mail search options

    • Current Mailbox: You can search in the mailbox currently selected.

    • In Calendar: You can search in Current Folder, All Events, or All Items.

      Shows the Calendar search options

    • In Contacts: You can search in Current Folder, All Contacts, or All Items.

      Shows the Contacts search options

    • In Tasks: You can search in Current Folder, All Tasks, or All Items.

      Shows the Tasks search options

    • In Notes: You can search in Current Folder, All Notes, or All Items.

      Shows the Notes search options

  4. When you are finished looking at the search results, on the Search tab, click Close Search.

    Close Search button

    Notes: 

    • If you don't click Close Search, the Search tab remains active. The item list continues to show the search results even if you click another tab, such as the Home tab.

    • An Outlook search includes the file names of attachments but not the text inside attachments.

    • To save a search as a Smart Folder, on the Search tab, click Save Search, and then enter a name for it under Smart Folders.

      Save Search

Search within an item

  1. Open the item.

  2. On the Edit menu, point to Find, and then click Find.

  3. In the Find box, enter your search word or words.

    In the item, Outlook highlights the first instance of your search phrase.

    Shows search results in the Find dialog box and the first instance of the search term highlighted in the Outlook item

    To find the next or previous instance of your search phrase, use the forward or back arrows Forward and Back arrows.

    Note: The keyboard shortcut for searching within an item is COMMAND+ F.

You know you have an email message somewhere, but you just can't locate it in Outlook. Don't worry—with the many search options in Outlook for Mac, you can use a combination of different search criteria to find the information you're looking for.

  1. In the Navigation pane, click Mail.

  2. On the Edit menu, point to Find, and then click Outlook Items.

    The Search tab appears.

  3. Define the scope of the search by clicking a scope button on the Search tab, such as Subfolders or All Mail.

    Mail Search tab, group 1

  4. Add any of the following criteria to refine your search:

On the Search tab, click

To search based on

Advanced

Text that appears anywhere in an item.

From

The sender of a message.

Subject

Text that appears in the subject of a message.

Attachment

Whether or not an item has an attachment, or the size of an attached file.

Sent To

The recipients of a message.

Received

The date that you received a message.

Date Sent

The date that a message was sent.

Important

The priority level of a message.

Unread

The read status of a message.

Flagged

The follow up status of a message.

Category

The category assigned to a message.

  1. Note: Some search criteria will require you to enter additional information.

  2. To modify your search by adding or removing criteria, do any of the following:

To

Do this

Add an additional criterion

Click Add search criteria button.

Delete one of your search criteria

Click the Remove search criteria button next to the criterion that you want to delete.

  1. When you are done looking at the search results, on the Search tab, click Close.

    Search tab, Close

    Notes: 

    • The available search criteria are specific to where you are within Outlook, such as Mail, Calendar, Contacts, Tasks, and Notes.

    • If you don't click Close, the Search tab remains active. The item list continues to show the search results, even if you click another tab, such as the Home tab.

    • An Outlook search includes the file names of attachments but not the text inside attachments.

    • The keyboard shortcut for starting an advanced search is SHIFT + COMMAND+ F .

    • To save a search as a Smart Folder, on the Search tab, click Save, and then enter a name for the Smart Folder.Search tab, Save and Advanced

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