Console App For Mac
Getting Started
- Dec 02, 2019 Download VMware Remote Console for macOS 10.12.0 or later and enjoy it on your Mac. VMware Remote Console provides access to virtual machines from remote clients and performs console and device operations such as configuring operating system settings and monitoring the virtual machine console for VMware vSphere.
- Jan 04, 2019 There is already an app for MacOS and iOS called OneCast. You can download it from the iTunes Store, and allows you to stream your Xbox One to your iOS or Mac device.
Console for Mac
Jan 04, 2019 There is already an app for MacOS and iOS called OneCast. You can download it from the iTunes Store, and allows you to stream your Xbox One to your iOS or Mac device.
OnSong Console for Mac is a desktop application that lets you connect to OnSong running on an iOS device like an iPad, iPhone or iPod touch. You can then edit your library including sets and books and save your changes to your device.
Requirements
OnSong Console for Mac is built to run on newer versions of OS X and uses your WiFi network to connect to your iOS device to modify your library. To get started you will need:
- OS X 10.9 or higher
- iPad, iPhone or iPod Touch running iOS 5.1.1 or higher
- Running OnSong 1.9996 or higher
- Both devices connected to the same WiFi network
Installation
OnSong Console for Mac can be installed using the App Store app on your Apple computer.
You can search for 'OnSong' in the App Store, or simply click this link.
Setup
Console App Macos
Since OnSong Console for Mac connects to your iOS devices, you first need to enable sharing so that another device can access your library. This is turned off by default to keep your song library safe. Follow these steps to enable another device to access your OnSong library.
- Open OnSong on the device you would like to connect to.
- Open the Share Menu by tapping on the icon that looks like a square with an up arrow in the Menubar.
- Choose the Connect option to open the Connect screen and choose the Servers tab.
- Turn on the 'Share your library with others' switch at the bottom to enable your OnSong library to be accessed on another device.
- After a few seconds, your device should appear in the list of accessible devices in the OnSong Console for Mac interface.
FAQ
Below are some common questions we receive about OnSong Console for Mac:
- I've already purchased the OnSong Console add-on. Do I need to purchase Console for Mac separately?
Because OnSong Console for Mac is available on a separate App Store from the in-app purchase, there is no way for us to offer it for free to those who purchased the Console add-on in the past. - What's the difference between OnSong Console for Mac and the OnSong Console add-on?
Both products currently fit the same use case, but you'll find that each have some pros and cons which may influence your decision. - Why are you charging me again for something I already bought?
We've created OnSong Console for Mac as a first step towards a standalone version of OnSong on the Mac. So while it performs the same tasks as the OnSong Console add-on currently, we intend to upgrade this version with new features to make it a full featured version of OnSong over time. By purchasing OnSong Console for Mac, you'll get the full version for less money. You also invest into the OnSong platform, allowing us to build great products for our users without answering to investors or parent company with a different agenda. - How can I learn how to use this app?
We are working on completing the user manual and tutorial videos to help you make the most out of OnSong Console for Mac. They will be available shortly.
Support
If you have any issues or ideas for OnSong Console for Mac, please email the Mac Support Team.
Please include specific steps we can take to replicate the issues or specifics on ideas.
There are some scenarios where you want to use some of Apple native APIs in C# to build a headless application – one that does not have a user interface – using C#.
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The project templates for Mac applications include a call to NSApplication.Init()
followed by a call to NSApplication.Main(args)
, it usually looks like this:
The call to Init
prepares the Xamarin.Mac runtime, the call to Main(args)
starts the Cocoa application main loop, which prepares the application to receive keyboard and mouse events and show the main window of your application. The call to Main
will also attempt to locate Cocoa resources, prepare a toplevel window and expects the program to be part of an application bundle (programs distributed in a directory with the .app
extension and a very specific layout).
Headless applications do not need a user interface, and do not need to run as part of an application bundle.
Creating the console app
So it is better to start with a regular .NET Console project type.
You need to do a few things:
- Create an empty project.
- Reference the Xamarin.Mac.dll library.
- Bring the unmanaged dependency to your project.
These steps are explained in more detail below:
Create an empty Console Project
Create a new .NET Console Project, make sure that it is .NET and not .NET Core, as Xamarin.Mac.dll does not run under the .NET Core runtime, it only runs with the Mono runtime.
Reference the Xamarin.Mac library
What Is Console On Mac
To compile your code, you will want to reference the Xamarin.Mac.dll
assembly from this directory:/Library/Frameworks/Xamarin.Mac.framework/Versions/Current//lib/x86_64/full
To do this, go to the project references, select the .NET Assembly tab, and click the Browse button to locate the file on the file system. Navigate to the path above, and then select the Xamarin.Mac.dll from that directory.
This will give you access to the Cocoa APIs at compile time. At this point, you can add using AppKit
to the top of your file, and call the NSApplication.Init()
method. There is only one more step before you can run your application.
Bring the unmanaged support library into your project
Before your application will run, you need to bring the Xamarin.Mac
support library into your project. To do this, add a new file to your project (in project options, select Add, and then Add Existing File) and navigate to this directory:
/Library/Frameworks/Xamarin.Mac.framework/Versions/Current/lib
Here, select the file libxammac.dylib. You will be offered a choice of copying, linking or moving. I personally like linking, but copying works as well. Then you need to select the file, and in the property pad (select View>Pads>Properties if the property pad is not visible), go to the Build section and set the Copy to Output Directory setting to Copy if newer.
You can now run your Xamarin.Mac application.
The result in your bin directory will look like this:
To run this app, you will need all those files in the same directory.
Building a standalone application for distribution
You might want to distribute a single executable to your users. To do this, you can use the mkbundle
tool to turn the various files into a self-contained executable.
First, make sure that your application compiles and runs. Once you are satisfied with the results, you can run the following command from the command line:
In the above command line invocation, the option -o
is used to specify the generated output, in this case, we passed /tmp/consoleapp
. This is now a standalone application that you can distribute and has no external dependencies on Mono or Xamarin.Mac, it is a fully self contained executable.
The command line manually specified the machine.config file to use, and a system-wide library mapping configuration file. They are not necessary for all applications, but it is convenient to bundle them, as they are used when you use more capabilities of .NET
Project-less builds
You do not need a full project to create a self-contained Xamarin.Mac application, you can also use simple Unix makefiles to get the job done. The following example shows how you can setup a makefile for a simple command line application:
Best free dvd ripper app for mac windows 7. The above Makefile
provides three targets:
Console App For Mac Computer
make
will build the programmake run
will build and run the program in the current directorymake bundle
will create a self-contained executable