Run, Debug and do other stuff with Terminal - ios

I am new in Ios.
I want to learn how to run , Debug , set break points and lot more using the terminal.
I will appreciate if explanation with example is given.
Thanx in advance.

Firstly, you shouldn't be doing iOS work in Terminal. Xcode is one of the best (if not the best) IDE you can get. You're working with Objective-C when you're doing iOS, and you're going to need some compilers from Xcode. Impossible to do from Terminal? No, but I don't know why you'd want to do that to yourself.
I recommend checking out Stanford University's iPhone Development classes on iTunes U. They're free, and they're fantastic. It'll walk you through debugging, breakpoints, and running stuff right on your iPhone from Xcode.
Hope that helps, cheers.
EDIT:
Let me reiterate, since some folks think that this isn't the droid you're looking for, that you shouldn't really be doing this in Terminal. Your answer is found in iTunes U, or in the iOS developer documentations, which I am happy to provide links to.
Moral of the story: don't do this in Terminal. Just. Don't.
Xcode breakpoints:
https://developer.apple.com/library/ios/recipes/xcode_help-breakpoint_navigator/articles/setting_breakpoint_actions_and_options.html
iOS on iTunes U:
https://itunes.apple.com/us/course/developing-ios-7-apps-for/id733644550

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I am the creator of IntelliPaste for Xcode.
Plugin development for Xcode is fun but will also be hard at times. There is no documentation that can be found, at least not from Apple. A lot is guess work and look at how other people's plugins are made.
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How to hand-in an Xcode project in a wise way?

well, I have my Xcode project done recently, which is a "promising" iOS app, and need to be evaluated by my boss in order to apply for a development group. But, no wonder, bosses are always, u know, lack of "professional" skills. I even cannot assume them to have an xcode compiler on his computer.
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So, I am wondering if there is a more simple way to show them the app. luckily, I can burn a CD to store the things they need. However, obviously, I rank "give them a Xcode install file" as the least choice.
Is there any better way that I can show my work? i.e. provide an iOS Simulator with that app pre installed? how could that happen? or any way else?
by the way, I have tried to upload it on App Store, but failed. Since it is just a raw beta version (too ugly to be listed on Store, as Apple explained). And I have heard that I can use "Enterprise Distribution" to skip App Store check. But, I cannot have an "Enterprise license".

Make iOS & Mac UI elements 'shake'

I'm sure you have seen it before; when typing passwords on the mac, if you get it wrong, it shakes!
What I want to know is, is there a way of doing this with UI objects in XCode (on either iOS or Mac platforms).
Thanks!
There's a tutorial on the excellent cimgf.com which describes what you want.

Wintermute iOS App Gets "EXC_BAD_ACCESS"

I am currently attempting to port a game I've developed in the Wintermute Lite engine to iOS platforms. My game will compile just fine in XCode (albeit using the armv6 architecture) and will run perfectly on the iOS simulator; however, when I try to deploy it to an iPad, the first thread will halt in XCode with the error "EXC_BAD_ACCESS (code=1, adress=0xfffffff6)", pointing to a non-specific line of assembly code.
First of all, if you guys have any ideas right off the bat as to what might be causing this, I would greatly appreciate some help. The thing is, I'm more than willing to debug this myself, but being a complete noob with Objective-C as well as XCode, I'm not sure how to trace this specific error back to the line of code that's causing it (I apologize if this is a really basic question but I've already attempted to find a command to get the line of code associated with the error, but with no success).
I realize that this is scant on details, but as I said, I'm not sure how to pinpoint the piece of code that's causing this error using XCode, otherwise I'd just debug this myself. If there's any extra information I can provide, let me know.
Thanks in advance for any help!
I got it working. After a lot of messing around with XCode, I realized that I incorrectly configured the project file provided by Wintermute. As far as I can tell, it had something to do with the fact that the project was originally set to build for "iOS Universal" and I changed it to "iPad 5.0," which somehow caused the project to break upon deployment.
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The problem is the fact that it isnt ment to run on iOS. The reason it runs on he simulator is that it is building for a Intel chip set, not ARM. Even though you set it to armv6 it doesn't mean that the code will run on a non-intel device.

finding unsupported apis with os version

I've developed and application for iPhone. It works fine on os4 but it does not work on os3.1. In fact works but there are some problems; after splash screen a what screen appears. while I leaving the application I can see the application is opened successfully but just see while exiting.
So I wonder if there is a tool which says which apis have problems with os3.1? So I have a chance to replace them.
If you want to check a specific API, just run this in your code somewhere with an appropriate response. For example, to see if print is supported, run this...
if (NSClassFromString(#"UIPrintInfo")) {
}
Set your project's Base SDK to iphone-os-3-1, then build. All the error messages about classes, methods, and functions that don't exist must designate things added since iphone-os-3-1, since your project built and linked fine against the iphone-os-4-0 SDK.
If you don't have the iphone-os-3-1 SDK, try this instead:
Open your project's Build Settings.
Find the "Preprocessor Macros" setting.
Edit it and add __IPHONE_OS_VERSION_MAX_ALLOWED=30100
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The annoying bit is that you need to go through your project files and set "Base SDK" to 3.1.3 and then back once you have completed the exercise. But it is the easiest way to flag what you can't do in 3.1.3. "sudo rm -rf" (I feel nervous even typing that) has an excellent method there but you need to have an inkling of what might be safe and what might not before you implement it or else you end up with code 10x the size it needs to be.
Apple really needs to sort out this issue - hopefully by flagging methods that are prior to your specified "Deployment Target", in the same way that deprecated methods are flagged.

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