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Tutorial: Building your application for the iPhone
This tutorial enables you to configure ELIPS Studio to build your app for the iPhone. There are 2 ways to build your app for the iPhone: This article describes how to setup ELIPS Studio for those toolchains.
Introduction to the iPhone build toolchain flowOnce you have developed your application in ELIPS Studio 3 / Flex Builder on a Windows PC (or a Mac), there are two iPhone build options available to you:
The next sections explain the setup and the build flow in more details, for each of these 2 solutions.
Build your App for the iPhone: Mac / Hybrid XCode based ToolchainInstallation
IMPORTANT NOTES ABOUT XCODE
Step 1: Generate XCode project in ELIPS Studio / Flex builder Open ELIPS for Flex Builder and create a project (or open an existing one). This document shows PuzzleApp sample available on ELIPS Studio 3 developer zone. Edit "Targeted Devices" from the project properties: iPhone device is now available. Check iPhone and click "Edit by Platform" button.
Fill the iPhone settings as follows:
D:\iPhone_code
Once you selected "Apple – iPhone" device in ELIPS Studio plug-in, you can build the application for the iPhone using the button "Build ELIPS Package For Current Device"
At the end, a message like this is displayed: Upload finished (XCODE project available under D:\iPhone_code\Flex_Flex_FlexBuilder_3\PuzzleApp\iPhone_Release\xcode)
Actually, build is not complete, but an XCODE project has been generated, alongside with the whole generated source tree.
Step2: Build the app for the iPhone on the Mac If you were working on Windows PC for step 1, you obviously need to copy the generated source tree to your Mac (through an USB key, shared folder, etc.).
The generated files to copy are in the path as notified in the message D:\iPhone_code\Flex_Flex_FlexBuilder_3\PuzzleApp
IMPORTANT NOTE You need to copy the complete generated folder (the complete content of the Upload Directory specified above), not only the iPhone_Release\xcode folder. If you copy only the iPhone_Release\xcode folder, it will not build in XCode.
In Mac OS X, double click on the project file to open XCode:
Select "Device – 3.0" and "Release", then click on "Build and Go" button to build generated code and upload the application on your iPhone device. If you want to simulate on the Mac, select "iPhone Simulator 3.0" and "Debug".
IMPORTANT NOTES ABOUT XCODE BUILD CONFIGURATIONS "Device X.Y – Debug" and "iPhone Simulator X.Y – Release" configurations do not work. Please be sure to select "Device X.Y - Release" or "iPhone Simulator X.Y - Debug. Note that if you have tried to build in one of the failing configurations (Device - Debug or Simulator - Release), you need to do a clean build by first doing a "Clean all targets", then a build. For all matters related to Xcode, Certificates and publishing on iTunes, please refer to the official iPhone Dev Center That's it! You can now build your application for the iPhone, test it on your device then generate a distribution version of your app using XCode!
Build the app for the iPhone: PC Windows ToolchainInstallation
Step 1: Configuration As for the alternate Mac / Hybrid Toolchain, Open ELIPS for Flex Builder and create a project (or open an existing one). Edit "Targeted Devices" from the project properties: Check iPhone and click "Edit by Platform" button.
Fill the iPhone settings as follows:
Step 2: Build! Once you selected "Apple – iPhone" device in ELIPS Studio plug-in, you can build the application for the iPhone using the button "Build ELIPS Package For Current Device"
At the end, a message like this is going to be displayed:
Everything is Ok
Step 3: Install your app on your iPhone Providing your iPhone supports unsigned content, you can now copy your application IPA Package to your "development" iPhone using iTunes:
That's it, it's that simple! You can now test your App on your iPhone!
Note that, in order to publish your app to Apple's App Store, you will still need to sign it. We will soon provide an add-on to sign it on your Windows PC, until then you need XCode for that step. |
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