Cleaner process for editing code and testing on device?
by Dave Young · in iTorque 2D · 01/09/2009 (5:12 am) · 6 replies
I am trying to find if anyone has found a cleaner process for doing some edits and testing on a device.
I speak of the Resources folder. As it stands the only way I am able to bring in fresh changes is to remove the references to Common, Build, main.cs in the xcode IDE, AND delete the actual folders in the engine/compilers/XcodeiPhone folder.
I always seem to need to:
1) Run the project in TGB so that all dso are created
2) Remove references in xcode
3) Actually delete the common, game, and main.cs from the engine/compilers/xcode_iphone folder
4) Reimport the folders in Xcode
5) Rebuilding all
If I only remove the references, I cannot reimport my files: an error comes up in xcode that it cant bring em in, presumably it can't overwrite the files!
I am looking for some cleaner way to do this, a full rebuild takes quite a while.
Thanks in advance for your experience-based tips :)
I speak of the Resources folder. As it stands the only way I am able to bring in fresh changes is to remove the references to Common, Build, main.cs in the xcode IDE, AND delete the actual folders in the engine/compilers/XcodeiPhone folder.
I always seem to need to:
1) Run the project in TGB so that all dso are created
2) Remove references in xcode
3) Actually delete the common, game, and main.cs from the engine/compilers/xcode_iphone folder
4) Reimport the folders in Xcode
5) Rebuilding all
If I only remove the references, I cannot reimport my files: an error comes up in xcode that it cant bring em in, presumably it can't overwrite the files!
I am looking for some cleaner way to do this, a full rebuild takes quite a while.
Thanks in advance for your experience-based tips :)
#2
01/09/2009 (5:59 am)
Thanks Marc! How can I use touch on the engine files (.cc and .h) to not make them get recompiled?
#3
Rightclick the file - untouch
both while in xcode
01/09/2009 (7:08 am)
Rightclick the file - touchRightclick the file - untouch
both while in xcode
#4
Then, I open up the Torsion file on that drive (the mac drive) and delete DSOs, wait a few seconds, and recompile them, wait a few more seconds, and then I build (not rebuild, not clean) the XCode project, and it picks up the changes.
I haven't tried it, but I would guess doing the same with the cleadDSOs command would would the same.
Either way, when you build the project, if Xcode says "copying 2 0f 2 resources to Project" and shows copying "../game" and "../common" (or something similar), you changes will be loaded.
01/09/2009 (10:28 am)
What I do is share the drive the project is saved on, and, using a Windows PC, map it as a network drive.Then, I open up the Torsion file on that drive (the mac drive) and delete DSOs, wait a few seconds, and recompile them, wait a few more seconds, and then I build (not rebuild, not clean) the XCode project, and it picks up the changes.
I haven't tried it, but I would guess doing the same with the cleadDSOs command would would the same.
Either way, when you build the project, if Xcode says "copying 2 0f 2 resources to Project" and shows copying "../game" and "../common" (or something similar), you changes will be loaded.
#5
Make changes to script in Eclipse.
Run the game in iTGB for Mac to regenerate .dsos.
Delete the 2 files in the build folder (sorry, don't have my Mac here but it's something like itgb1.1/engine/compilers/xcode_iphone_components/build/2.2_device_release/ - follow the directory tree to the end and there's 2 files - delete them)
Click build and go in Xcode.
With this workflow script changes are picked up 100% of the time and the code never has to be rebuilt.
01/11/2009 (5:03 pm)
Here's my workflow:Make changes to script in Eclipse.
Run the game in iTGB for Mac to regenerate .dsos.
Delete the 2 files in the build folder (sorry, don't have my Mac here but it's something like itgb1.1/engine/compilers/xcode_iphone_components/build/2.2_device_release/ - follow the directory tree to the end and there's 2 files - delete them)
Click build and go in Xcode.
With this workflow script changes are picked up 100% of the time and the code never has to be rebuilt.
#6
http://developer.apple.com/documentation/developertools/Conceptual/XcodeBuildSystem/200_build_phases/chapter_3_section_9.html#//apple_ref/doc/uid/TP40002690-CJABHEIB
Phil.
01/12/2009 (3:02 pm)
Not sure if this has already been mentioned else where, perhaps some of these suggestions could be rolled into an xcode build script (Run Script Build Phase) to reduce some of the manual repetition. I've not had much experience with them, but the docs at apple seem to cover quite a bit. http://developer.apple.com/documentation/developertools/Conceptual/XcodeBuildSystem/200_build_phases/chapter_3_section_9.html#//apple_ref/doc/uid/TP40002690-CJABHEIB
Phil.
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
you can actually keep the package open as it won't change as long as your code does not change.
I've also found that touch / untouch seems to work but not 100% sure if everything is updated.