Quick Links: Download Gideros Studio | Gideros Documentation | Gideros Development Center | Gideros community chat | DONATE
Compiling for the iOS App Store — Gideros Forum

Compiling for the iOS App Store

OZAppsOZApps Guru
edited March 2014 in General questions
@Ar2rsawseen, Apple is changing things fast and so fast that they almost break. I never felt the pain that I felt today trying to compile an app with xcode and trying to post it to the store. Here's some of the questions that I faced an issue with.

1. Since I am not using any Plugins, when I removed the Plugins directory, xCode did not like it and complained that the plugins directory should exist

2. It continued to complain as the libraries like GLKit, StoreKit etc are not added automatically, so adding those made xCode not complain

3. I tried to have compatibility with the new iPhone or the iPad air by compiling both the Armv7 and the arm64 binary, but there are no 64bit binaries/libraries that can be used, so xCode started to complain again.

4. My iMac (main machine) is still running Lion and the MBP running Mavericks. So, I had to move the project to the MBP to compile and adhere to the new Apple Store guidelines. Since I had certificates that date to quite a few years ago I faced a bit of an issue with the private keys not being present on the MBP where as it was available on the iMac. However the issue is not highlighted or explained properly by the error messages. Since in xCode it can connect to your account and sync the information about the apps, provisions, certificates etc I thought that it would just work... after about 2 odd hours I was proved wrong, it stopped to *Just Work*

Points, #1, #2 and #3 are Gideros related, @ar2rsawseen, @Atilim would you be able to shed some light or fix these and #4 is more Apple Store related.
twitter: @ozapps | http://www.oz-apps.com | http://howto.oz-apps.com | http://reviewme.oz-apps.com
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps

Comments

  • atilimatilim Maintainer
    Hi,

    1. You need a single .cpp file so that Xcode links with C++ runtimes properly. Therefore at least you should keep a single C++ file in the Plugins folder.
    2. I don't understand the problem.
    3. It seems arm64 is now one of the default architectures with Xcode 5.1. Therefore you should write "armv7, armv7s" in the project properties to get rid of arm64. We may not provide arm64 binaries with the next release (because of LuaJIT).
    4. When I lose my private keys (like after installing a new Mac OS), I remove all certificates from Apple iOS Dev Center and regenerate again. I don't know if there is an easier solution.
  • @Atilim,
    thanks for that

    1. Ok, will try that with a blank or a minimal .cpp file in plug-ins

    2. The project does not have automatic references to the libraries, so had to manually add them is what I am suggesting.

    3. OK

    4. I know there are things that are still a pain, one would think that Apple would have made this process easier. Specially since they have added the functionality to automatically create certificates from within xCode.
    twitter: @ozapps | http://www.oz-apps.com | http://howto.oz-apps.com | http://reviewme.oz-apps.com
    Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
    Cool Vizify Profile at https://www.vizify.com/oz-apps
  • atilimatilim Maintainer
    edited March 2014
    I see. And if an empty .cpp file doesn't solve the problem, put a single simple statement like
    static int i = 42;
Sign In or Register to comment.