# How to use JUCE with VS Code on Mac

**URL:** <https://forum.juce.com/t/how-to-use-juce-with-vs-code-on-mac/58751>\
**Category:** MacOSX and iOS\
**Created:** [November 10, 2023, 4:27am UTC](https://forum.juce.com/t/how-to-use-juce-with-vs-code-on-mac/58751 "2023-11-10T04:27:11Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![AdamVenn](https://sea2.discourse-cdn.com/flex026/user_avatar/forum.juce.com/adamvenn/32/17023_2.png) [@AdamVenn](https://forum.juce.com/u/AdamVenn)\
**Post date:** [November 10, 2023, 11:48am UTC](https://forum.juce.com/t/how-to-use-juce-with-vs-code-on-mac/58751/2 "2023-11-10T11:48:54Z")

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You can indeed use VS Code with Mac but it does come with its own… thingies.

First, I would recommend using cmake instead of the projucer. Then you can use the cmake extension in VS Code and it can help set up Intellisense and you can run builds and debugs from the GUI instead of tasks/launch configs. There’s a couple of good links and points in this thread:

> [@\[SOLVED\] CMake, VSCode and debugging?](https://forum.juce.com/t/solved-cmake-vscode-and-debugging/49838):
>
> I like using VSCode to do my coding as it feels less overwhelming than with IDEs like Visual Studio or XCode. As a beginner, perhaps I shouldn’t, but still… Either way, I’ve set up my launch.json and tasks.json as follows: launch.json: "version": "0.2.0", "configurations": [ { "name": "(lldb) Launch", "type": "cppdbg", "request": "launch", // "program": "/Applications/AudioPluginHost.app", "program": "${workspaceFolder}/build/SimpleEQ\_artefacts/Standalone/…

The problem is that the way JUCE projects are compiled can throw off VS Code’s intellisense sometimes, so you might have some problems jumping around the codebase and having function argument hints, etc. This is related to:

> [@FR: Add explicit includes to JUCE modules](https://forum.juce.com/t/fr-add-explicit-includes-to-juce-modules/58552):
>
> Currently, IDEs have trouble parsing JUCE code due to the lack of explicit includes in modules. This is detailed in many discussions on the forum, for example here: This change is non-breaking, will not change the unity builds system, and can be done in a few hours of work. It would be a major lifestyle improvement for all devs using JUCE, and probably to devs working on JUCE, too.

Notarisation should be unecessary if you’re not distributing your plugin but code signing is mandatory for M1 Macs, even if you just compiled the code you just wrote on that very computer. Luckily cmake will handle this for you without the need for an Apple ID.

I would recommend getting set up with the official example to verify all the parts are working properly before slotting in your own code:

> <https://github.com/juce-framework/JUCE/tree/master/examples/CMake/AudioPlugin>
>
> //github.com/juce-framework/JUCE/tree/master/examples/CMake/AudioPlugin

As for DSP… no idea.

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