Anyone use xCode 3.1.2?
by Michael Perry · in iTorque 2D · 12/03/2008 (1:54 pm) · 7 replies
Greetings everyone! My turn to ask for a little help. I'm trying to test and package the new iTGB build. I want to deploy a test game to the device to see how well it performs.
You'd think this would be relatively easy to do if you follow Apple's Instructions...but oh no...they had to go and change things around and now I'm stuck.
If you have an iPhone Developer membership, have deployed to a device previously, and are using xCode 3.1.2, I need your help.
One of the steps to deploying to a device requires you to modify the build settings of your Xcode solution. Something has changed and the steps no longer apply. Any feebdack I can get would be great.
Please e-mail me using the address in my profile. Thanks!
You'd think this would be relatively easy to do if you follow Apple's Instructions...but oh no...they had to go and change things around and now I'm stuck.
If you have an iPhone Developer membership, have deployed to a device previously, and are using xCode 3.1.2, I need your help.
One of the steps to deploying to a device requires you to modify the build settings of your Xcode solution. Something has changed and the steps no longer apply. Any feebdack I can get would be great.
Please e-mail me using the address in my profile. Thanks!
About the author
Programmer.
#2
One of the confusing things was that a field they tell you to modify in Xcode is missing. Then there was an issue with modifying info.plist, which I didn't see much talk about in the docs either. Big ol head ache has been resolved, though.
I got it deployed to the device now. Moving on to a new test and writing docs...ugh...took way too long to get this working.
12/03/2008 (3:04 pm)
@Marc - Tell me about it. Well, there are some steps missing in Apple's docs. I've found some help in a few of their forums.One of the confusing things was that a field they tell you to modify in Xcode is missing. Then there was an issue with modifying info.plist, which I didn't see much talk about in the docs either. Big ol head ache has been resolved, though.
I got it deployed to the device now. Moving on to a new test and writing docs...ugh...took way too long to get this working.
#3
Thought the missing steps seem to be something that is meant to be seen as intuitive. I've to say that I got it working on the initial setup within 60 minutes after I had all certificates installed and that althought that was more or less my first real visit in XCode (beside the SDK beta with the simulator for about 2 hours)
the main problem I have ran into and that you will likely run into pretty regularily as well is that you must restart (fully shut down and boot again) the device regularily, otherwise you will find interesting issues related to not freed memory on app ends.
This step is especially highly recommend after install / update sessions.
12/03/2008 (5:56 pm)
It isn't all complete, I agree there.Thought the missing steps seem to be something that is meant to be seen as intuitive. I've to say that I got it working on the initial setup within 60 minutes after I had all certificates installed and that althought that was more or less my first real visit in XCode (beside the SDK beta with the simulator for about 2 hours)
the main problem I have ran into and that you will likely run into pretty regularily as well is that you must restart (fully shut down and boot again) the device regularily, otherwise you will find interesting issues related to not freed memory on app ends.
This step is especially highly recommend after install / update sessions.
#4
I'm still new to deployment onto external devices, so intuitive isn't always true for all. Guess that's the standard for all game development =)
12/03/2008 (8:07 pm)
@Marc - Very helpful insight. I am humbled before Mac development, since I've been a 100% Windows/Visual Studio C++ developer since day one of my development career. Jumping full speed ahead with OS X, Xcode, and iPhone SDk has been a learning experience for sure.I'm still new to deployment onto external devices, so intuitive isn't always true for all. Guess that's the standard for all game development =)
#5
Pure windows developer more or less as well, no OSX experience.
The iphone SDK clearly has more loops to jump through than needed. Especially the tax form to get something on the store is totally bs, given you don't need a us tax id as non US resident, which is nowhere mentioned. you can just put in eight 0s
Thats just one of many cases where you have to use google or trial and error
but once it is up, its easy
But good to hear you are able to deploy it.
One step less to the next release :-D
12/04/2008 (4:45 am)
Sounds very familiar :)Pure windows developer more or less as well, no OSX experience.
The iphone SDK clearly has more loops to jump through than needed. Especially the tax form to get something on the store is totally bs, given you don't need a us tax id as non US resident, which is nowhere mentioned. you can just put in eight 0s
Thats just one of many cases where you have to use google or trial and error
but once it is up, its easy
But good to hear you are able to deploy it.
One step less to the next release :-D
#6
Keep up the good work, and thanks for all your help in the docs and on this forum!
12/04/2008 (1:46 pm)
@Michael - it's excellent that it is not intuitive for you, or you might leave these steps out of the docs you are writing for us. I feel confident that you will do a great job with it, if you are stumbling around in the dark with the rest of us, you will know what needs to be documented!Keep up the good work, and thanks for all your help in the docs and on this forum!
#7
I guess it does help with writing docs =)
12/04/2008 (2:04 pm)
@Warthog - I appreciate the encouragement. I wish I were some genius coder who instantly picked up every platform, language, and engine with ease. Quite the contrary, I encounter the same roadblocks as every other developer.I guess it does help with writing docs =)
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
Neither for OS 2.1 nor OS 2.2, deployed to iPhone 3G on OS 2.2 (5G77)
I'm using a wildcard development profile, as it has been suggested by apple for about ever, that means a
Without the wildcard you might potentially have issues, at least thats what others mentioned that upgraded to 2.2