I have a need to build apps for an iPad but I do not have a Mac, is it possible to run the Apple SDK on a PC, through an emulator or some other method?
To build an officially sanctioned and Apple approved application, you need to build that application on Apple hardware.
No easy way around it.
You can install the latest version of virtualbox for windows and run mac os on it. See http://www.sysprobs.com/install-mac-snow-leopard-1063-oracle-virtualbox-32-apple-intel-pc
A little clunky right now, but virtualbox is supposed to add more support for the display resolution and other integration features. Just make sure you make the virtual disk big enough > 20gb.
Just a little more details. Apple SDK is gcc-derived multilib toolchain compiled to run on Darwin like systems + Cocoa & friends (headers and compiled libraries). All these frameworks and binaries are multiarch MACH-O binaries which simply won't run on non-Darwin platforms. So this is not superficial restrictions, simply SDK will not run.
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I create some business application on Appcelerator Studio(sdk version:6.1.0.v20161230103702).
It run iOS simulator(iPhone 7(OS 10.2)),
so sometimes popup "App May Slow Down Your iPhone.." alert.
I wanna prevent this alert.
would appreciate any comments or suggestions.
You might want to take a look at this SO Q&A, this other Q&A, and this third one. There could be something there that you could adapt to Appcelerator Studio.
This alert is supposedly shown for apps developed for the 32 bit architecture.
read here
I wonder though how the ti sdk 6.1.0 would get you this issue.
what Xcode are using ?
Update :
Where did you get that sdk version ?
For production, use one of the GA titanium sdk versions, the latest one (as of the moment of writing this) is at 6.0.2.GA
To install Ti SDKs use this command
appc ti install sdk 6.0.2.GA
If you don't have an appcelerator indie account, you can use this node package tisdk to install new titanium sdk GA releases.
You might be using the latest SDK with the compatible XCode, but are you using any external modules which may not be 64-bit comptible. Can you remove any additional modules, and see if you are getting the error or not. If not, then you need to recompile the modules with the latest SDK or atleast a minimum of 3.5.0.GA from which the 64-bit support was provided.
After having developed an app for a friend using Visual Studio 2013 Pro with the Apache Cordova Extension, I hoped to also get it runnning on an iPad 3 as fast as with Android. However, things proved to be more complicated than originally thought: The 99$ for an Apple developer account would be far too high for a single device development (the app is intended to only work on one device, no commercial intentions).
At least I now have the ability to use Mac OSX and XCode, which is connected to Visual Studio via network. Installing the app in the iOS simulator works as expected, but I'm struggling with deploying it on the iPad. I already considered jailbraking the device, as the warranty is yet expired and it wouldn't be a problem for my friend. According to the Information I found it would be possible; however, I could not find much about how to do that.
Thanks in advance.
After several months I finally found a working solution:
The latest XCode version (7 Beta 2) is able to sign iOS applications using an ordinary AppleID instead of a $100 developer license.
First, you will need to prepare the vs-mda-remote node plugin on your Mac and be able to build applications [See here how]. Using an appropriate deployment target in Visual Studio, the app can be tested within a virtualized iOS environment.
However, the deployment options Remote Device and Local Device will both fail when you haven't subscribed to the Apple Developer Program. Other methods (described here or here) requiring jailbreaking the device haven't worked for me either.
Interestingly, Apple seems to have changed their strategy not much time ago , finally allowing to sign and deploy apps on non-rooted iOS devices.
Whenever an app is built for the iOS simulator, vs-mda-remote will create a whole new build folder (named using a 3 - 5 digit random number) located in ~/remote-builds/builds. Inside that build folder, you will need to find and open the XCode project file with XCode 7 (example path: ~/remote-builds/builds/654/cordovaApp/platforms/ios/YOUR_PROJECT_NAME.codeproj).
After having connected and detected your iOS device, you should be able to select it as deployment target. Then you should follow these instructions, basically just adding an AppleID which should be used to sign the app. This wasn't possible with earlier XCode versions and is certainly much easier than using one of the "hack"-like techniques involving jailbreaking your device and practically voiding it's warranty.
Finally, you will only need to set the Code Signing Identity to the registered AppleID (for both the Project and the Target) and you're ready to deploy your app.
This method worked for me using iOS 8.3 and Mac OSX Yosemite 10.10.4.
If there are any other questions, please feel free to ask.
in Visual Studio 2015 Community RC, there is an option to debug the app developed by cordova in 'remote device' (iPhone or ipad) connected to the Mac osx. Pls. try it.
I've made an app with Codea and exported to an XCode project. Is there way to build it on IOS (or windows)?
Definitely.
Some folks over at iNinjas have successfully ported the Clang-LLVM toolchain to run on iOS. Here's a download link - install the deb on your iOS device. You will also have to copy the development sysroot (the iPhoneOSX.Y.sdk folder) from your computer to your mobile device. The device also has to be jailbroken.
(I don't remember exactly if there are any other packages to install, but perhaps odcctools from Cydia, etc, just google it.)
After that, you have to compile and link all the files. Of course, Xcode uses a proprietary format for project files, so you can't just go ahead and expect the compiler to build from the Xcode project, but you have to, for example, write a Makefile to specify that all .m files are to be compiled. Then you will have an executable file which you may or may not need to codesign.
Here is a tutorial on creating an app from your Codea/Xcode project:
http://codeatuts.blogspot.nl/2012/08/tutorial-12-submitting-to-app-store.html
Well, if you already have a mac, you can use Dringend to compile it from your iPad. It requires a program running on your mac that will do that actual compiling, and then send the file back to Dringend on your iPad, which will install it. This requires having a mac, but will let you program on your iPad away from your mac. This also requires an iOS developer license, for the code signing identities.
I had already written an iOS app that uses OpenSSH, but this requires a device jailbreak and the install of OpenSSH in Cydia. For now, I am finding a way to get the OpenSSH source code to compile into my iOS app, and to distribute this App in Apple Enterprise Developer 'In House' way. If this works, no jailbreak would be required.
But I can not find any sample or source code which can be integrated into an XCode iOS device project. Any information is appreciated!
Instead of OpenSSH, you could use libssh if you need a server, or libssh2 if a client is sufficient. For libssh2, x2on has already made the migration effort. You can get the repo here: https://github.com/x2on/libssh2-for-iOS.
If you intend to use libssh, beware that it's LGPL licensed, so it's not compatible with the AppStore (but should be compatible with in house distribution).
I don't have a Mac, but I have an iPhone. I want to develop applications for iPhone.
After some research I think I need just the headers and library from the free SDK, and a GCC build that supports ARM/Mach-O.
Apple released the code for GCC used in the iPhone SDK (they had to), So I think if I could build it on Windows or Linux, I can use it with the headers and libs from the SDK to develop iPhone apps.
I can then install the app on any Jailbroken iPhone.
How to build it on any non Apple machine?
Look into winchain - this tool builds the iphone chain on windows allowing you to compile iphone apps on windows:
http://code.google.com/p/winchain/wiki/HowToUse
-Adam
Check iOS Build Environment for Windows. From what I see it uses llvm compiler and is frequently updated. You can use it with your own editor or use a stand alone wizard to generate a Visual Studio project (works with both VC++ and VC++ express). The only disadvantage is that it has a demo version and requires donation for full version. However I expect you would be able to use the toolchain included in the demo without a problem.
I've downloaded the demo and played along with my own project and samples provided. It compiles just fine. Unfortunately I'm unable to test the results on my devices since none of them is currently jailbroken.