I'm curious how it might be possible to create and publish applications
for iOS, while using a PC?
Honestly, I'm tired of having to haul around a Mac to do it.
Scenario A
Let's say I have a Mac I can access remotely. Is there a way I could put a
compiled IPA on an iPod from a PC? iTunes? Would it require jailbreaking?
Scenario B
Let's say I want to build the app locally. Is running Neko on iOS a crazy
idea?
--
To post to this group haxe...@googlegroups.com
http://groups.google.com/group/haxelang?hl=en
Baluta Cristian
http://imagin.ro
If the Android NDK cannot create binaries which are compatible, the
CodeSourcery G++ toolchain (which webOS uses) is a more generic compiler..
When I'm running on a Mac, I can deploy and run to the iPhone simulator
with one command, but always have to build manually using XCode if I want
to deploy to a device. I'm sure there's a way to take the release builds
(which I can create using xcodebuild) and add provisioning, package and
(hopefully?) deploy and run without doing it manually in XCode.
On a PC, I just want to see something running on the device.
--
Using Opera's revolutionary email client: http://www.opera.com/mail/
--
--
This concerns scenario A.
While working on iOS target with Cocktail on a PC, the simplest way I
found to install my apps on my iDevice was to use over the air (OTA)
installation.
Basically you create a specific html file, which calls a plist list,
which make a link to your IPA file.
You then just have to access the html page from your device to install it.
These file can be generated via Xcode (which I did not try), or
manually (which I did)
This is what Testflight is using, but they add a beta-tester dimension
which does not seem necessary in your case.
As a result the steps I had to do were:
1. to compile the ipa
2. upload it on a web server (which could be automatized)
3. access the link with my iDevice
On non-jalibreaked devices you need to have a valid provisionning
file, but no need on a jailbreaked one.
More info here:
http://hectorramos.com/automating-ios-over-air-beta-deployment/
The result for the "simple cocktail demo":
http://demos.silexlabs.org/cocktail/simple-webapp/native_apps/WebApp_iOS_PhoneGap_OTA_install.html
The detailes files are accessible here:
https://github.com/codam/Cocktail/tree/develop/demo/simple-webapp/bin/native_apps
and here:
http://demos.silexlabs.org/cocktail/simple-webapp/native_apps
Raph
You can use these to install it on your provisioned iOS devices:
- iPhone configuration utility (flaky on 64bit windows).
- iTunes - slow but it works.
- https://testflightapp.com/
Test Flight uses install from URL (I think they call it OTA in iOS docs)
functionality, which you could actually setup yourself (it still
requires proper provisioning, etc.).
Kevin N.
A few perks:
- Blu-Ray drive
- Higher resolution screen
- Faster GPU
- Better (in my experience) performance
- 14 hour battery life (literally!)
To top it off, I got it for $650 refurbished, since its a late 2011 model.
> --Băluță Cristian
> http://ralcr.com
> http://imagin.ro
>
>
>
>
>
>
>
>
> --
> To post to this group haxe...@googlegroups.com
>
> http://groups.google.com/group/haxelang?hl=en
>
--
This can't be a problem other people haven't solved already...
Kevin N.
Along those lines - a runtime shim, that you could build and install
once, then send an app payload to over wifi would be epic - even if it
uses private APIs (to implement a JIT - assuming the APIs haven't been
locked down some other way) since you wouldn't be submitting that test
shim to Apple anyway. Something like that could help with rapid
iteration on that platform.
Kevin N.
Kevin N.
Of course, if we really got it right, Apple would probably take a left
turn to shut it down...
On Thu, 15 Mar 2012 07:30:54 -0700, Kevin Newman <Capt...@unfocus.com>
wrote:
:-)
Kevin N.
http://www.haxenme.org/showcase
On Fri, 16 Mar 2012 13:42:29 -0700, Philippe Elsass
<philipp...@gmail.com> wrote:
> Oh congrats for Rune Raiders feature :)
>
> On Fri, Mar 16, 2012 at 7:16 PM, Alex Liebert
> <alie...@milkmangames.com>wrote:
>
>> make that 3 then.
>>
>> Yesterday: Rune Raiders
>> last month: Bouncy Seed
>>
>> i didn't know ponon got featured, awesome, that makes 3...
>>
>>
>> On Fri, Mar 16, 2012 at 11:10 AM, tom rhodes <tom.r...@gmail.com>
>> wrote:
>>
>>> ponon was deffo one of them, dunno number 2?
>>>
>>>
>>> On 16 March 2012 19:07, Kevin Newman <Capt...@unfocus.com> wrote:
>>>
>>>> Well, which are they?!
>>>>
>>>> :-)
>>>>
>>>> Kevin N.
>>>>
>>>>
>>>>
>>>> On 3/16/12 2:05 PM, Alex Liebert wrote:
>>>>
>>>>> unrelated thread hijacking, there are now *2* games made with haXe
>>>>> that
>>>>> have been featured front page, on device, by Apple!
>>>>>
>>>>
>>>> --
>>>> To post to this group haxe...@googlegroups.com
>>>> http://groups.google.com/**group/haxelang?hl=en<http://groups.google.com/group/haxelang?hl=en>
- See if you can install your own IPA from Windows
- See if you can take a compiled .app and bundle it into a valid IPA,
from Windows and from Mac
- See what happens when you use a modified version of
iphoneos-toolchain.xml in HXCPP, with other compilers. Missing headers?
Being able to install a pre-compiled app is the first problem. The second
is being able to bundle an .app into an .ipa. Today, NME is able to
compile release .app for iOS, without opening XCode. Being able to push
this into a valid .ipa and install on the device would be a huge step
forward, IMO, as that eliminates the manual XCode step for device builds.
That would also make it easier to build on a remote Mac machine then push
it to a local device on Windows.
Once that's working, you could experiment with using a different compiler,
and seeing what comes up missing. What do we need to do to get it to
compile? Then its a matter of seeing whether it runs, but the first step
is just to get it to build.
Have you been able to use codesign on OS X?
I think it would be great to be able to generate valid IPA files from OS
X. Getting that working (and into the command-line tools) would make it
that much easier to look at reproducing the same on Windows
#!/bin/sh
TEMPDIR=/tmp/$RANDOM-$RANDOM-$RANDOM
RESOURCERULES=/tmp/ResourceRules-$RANDOM$RANDOM.plist
CURRENTDIR=`pwd`
mkdir -p "$TEMPDIR"
cat - > "$RESOURCERULES" <<ResourceRulesPlistDelimiter
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>rules</key>
<dict>
<key>.*</key>
<true/>
<key>Info.plist</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>10</real>
</dict>
<key>ResourceRules.plist</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>100</real>
</dict>
</dict>
</dict>
</plist>
ResourceRulesPlistDelimiter
unzip -q "$1" -d "$TEMPDIR" || exit 1
xattr -d -r com.apple.quarantine "$TEMPDIR"
for APPBUNDLE in "`find "$TEMPDIR" -name "*.app"`"; do
codesign --resource-rules="$RESOURCERULES" -f -s "iPhone Developer" "$APPBUNDLE"
codesign -dvvvv -r- "$APPBUNDLE"
done
cd "$TEMPDIR"
zip -qr "$TEMPDIR.zip" "Payload" && cd "$CURRENTDIR" && mv "$1" "$1.bak" && mv "$TEMPDIR.zip" "$1"
cd "$CURRENTDIR"
rm -rf "$TEMPDIR.zip"
rm -rf "$TEMPDIR"
rm -rf "$RESOURCERULES"