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Main forum => GLBasic - en => Topic started by: Ian Price on 2011-Jul-27

Title: Compiling for iOS on pc =D
Post by: Ian Price on 2011-Jul-27
Not  the same old stuff again, I hear you all say -

Well, it's a bit Vicky Pollard (Little Britain) - "Yeah, But No, But Yeah, But..."

According to a post by AndyH over on RetroRemakes -

QuoteThe flash packager can do all this from windows, no mac or Xcode required. Not certain if you can sign your app without a developer account but it may be possible as you load it on the device with iTunes. The reason I mention it is because there's a lot of info and tutorials about it and it might shed light on how to do your testing without signing up as a developer.

Btw this turn around on apples policy happened last October, I only discovered this myself the other day too. Maybe Gernot would be allowed to make iOS binaries directly in windows now that adobe are allowed?

Would this now be possible Gernot?
Title: Re: Compiling for iOS on pc =D
Post by: Slydog on 2011-Jul-27
I wonder how Adobe handles this.
My best guess is that they have a viewer app that's installed on the iPhone, and that app can read / execute / translate the 'compiled' or byte code from windows.

I can't imagine that Adobe can truly sign your code without Apple's signing algorithm. 
If it could, that would seem to bypass needing code signing all together.

I think that's how GameSalad does it too, as you need a GameSalad viewer type app to run / test your games.

But maybe Gernot could create a GLB viewer / executer for iOS, that uses semi-compiled code?
How about that GLBasicScript project?  Could that be used?
I would assume the speed would be affected, and you wouldn't get 100% of your final speed.

Or let somebody else that actually knows something about this answer!!  =D

[Edit] But how does Adobe (and GameSalad) get their testing apps on your device?  via the App Store?  And Apple is ok with this?
Title: Re: Compiling for iOS on pc =D
Post by: Minion on 2011-Jul-27
I`ll get in before Ian does ;)

http://www.computerworld.com/s/article/9184339/Apple_blinks_on_dev_tool_restrictions

Thanks again AndyH ;)
Title: Re: Compiling for iOS on pc =D
Post by: Slydog on 2011-Jul-27
I found this on Adobe's site:
http://help.adobe.com/en_US/as3/iphone/WS144092a96ffef7cc63f2cd001250af42ed0-8000.html (http://help.adobe.com/en_US/as3/iphone/WS144092a96ffef7cc63f2cd001250af42ed0-8000.html)

QuoteiPhone development certificate

  • Used to identify a developer for the purpose of developing applications.
  • You obtain this file from Apple. You convert this certificate to a P12 certificate file to sign the iPhone application you create using ActionScript 3.0. See P12 certificate file.
  • You do not need an iPhone development certificate to simply debug and test Flash Professional CS5 applications on the development computer. However, you need a development certificate to install and test the application on an iPhone.
  • The development certificate is different from a distribution certificate, which you use to build a final version of your application. You obtain a distribution certificate from Apple when you build a final version of your application.

So it appears that you DO need a developer account to test on an iOS device.
Title: Re: Compiling for iOS on pc =D
Post by: Ian Price on 2011-Jul-27
Ah, Min. No fair! :P =D
Title: Re: Compiling for iOS on pc =D
Post by: Crivens on 2011-Jul-27
Give me a break, I have to have a reason to press the compile button on the Mac Mini now and again... Which is a lot less now I have a Pre...

Cheers
Title: Re: Compiling for iOS on pc =D
Post by: Ian Price on 2011-Jul-27
Quote from: Crivens on 2011-Jul-27
Give me a break, I have to have a reason to press the compile button on the Mac Mini now and again... Which is a lot less now I have a Pre...

Cheers
I know what you mean - since owning my Pre, I've not even turned my Mac Mini on!
Title: Re: Compiling for iOS on pc =D
Post by: Crivens on 2011-Jul-27
Yeah, mine is pretty underused. Must use it more. At the minute is only if I'm developing on my desktop PC and then have the Mini on so I can view this website (and google for help) at the same time. Oh and playing iTunes music without using up my main PC too much. Bit pricey for that though considering 90% of the time I use my laptop and the Pre. On the other hand has so far been the only way to put out iOS apps, and how else would I fund my amazing lifestyle. Har har, not even funny that one!...

Cheers
Title: Re: Compiling for iOS on pc =D
Post by: AndyH on 2011-Jul-27
I don't know a lot about the Flash packager or the process other than some snippets I've read, but the guy I was talking to about this  was insistent that you can do everything on the Windows side now.  I know you'd need the Apple developer account to submit to the store (obviously) but I wasn't certain if you could get something on your iOS device just for testing without signing up.

It certainly opens up an interesting prospect for Windows developers and for GLBASIC, even if you still have to fork out for the $99 dev account.
Title: Re: Compiling for iOS on pc =D
Post by: AndyH on 2011-Jul-27
Quote from: Crivens on 2011-Jul-27
Yeah, mine is pretty underused. Must use it more.

I've pretty much moved over to my Macbook now... only because I can run Windows 7 via Parallels at the same time and everything is fully integrated down to sharing the My Documents so it's like having a hybrid of OSX or Windows 7.
Title: Re: Compiling for iOS on pc =D
Post by: Ian Price on 2011-Jul-27
I have Parallels too - simply brilliant :)

I use my laptop all the time though. If i had a MacBook I would never use anything else either. Lack of money prevents this. :(
Title: Re: Compiling for iOS on pc =D
Post by: AndyH on 2011-Jul-27
Yes, it's frighteningly expensive.  I almost bought a Mac Mini to save on the cost and at the last minute the Wife said why not get the Macbook so I didn't put up any objections.  In fact, just like in the Road Runner cartoons, there was a cloud shaped Andy where I was just standing as I made my way over to the sales desk ;)

On the other hand because Apple like everyone to upgrade every year there are loads of people flogging perfectly good kit on ebay at a more reasonable price.
Title: Re: Compiling for iOS on pc =D
Post by: djtoon on 2011-Jul-28
i use vmware mac image :) works like a charm every time :)
Title: Re: Compiling for iOS on pc =D
Post by: bigsofty on 2011-Jul-28
I have an iMac but I code on a PC laptop, it's pretty annoying though having to drag the laptop to the Mac to do an iOS test run. Being able to compile directly to an iPod would probably be my biggest GLB wish if it ever became a possibility.
Title: Re: Compiling for iOS on pc =D
Post by: Kitty Hello on 2011-Jul-28
There's 2 problems with this:
I would need the apple libs to compile and link
I would need a compiler for windows that can compile and link
Also I need a program to code-sign it.

It's pretty hard and I fear it will break with future version, as Apple is famous for this.
Yes, compiling for iOS is a true pain. That's why I so want to push the WebOS devices. The OS is awesome, programming for them is awesome, the support is awesome.
Title: Re: Compiling for iOS on pc =D
Post by: Crivens on 2011-Jul-28
Yeah, WebOS seems a much nicer experience.

Out of interest are there any plans on moving onto Blackberry at any point? They seem to be gaining momentum, especially with the release of their Playbook.

Cheers
Title: Re: Compiling for iOS on pc =D
Post by: AndyH on 2011-Jul-28
Quote from: Kitty Hello on 2011-Jul-28
There's 2 problems with this:
I would need the apple libs to compile and link
I would need a compiler for windows that can compile and link
Also I need a program to code-sign it.

It's pretty hard and I fear it will break with future version, as Apple is famous for this.
Yes, compiling for iOS is a true pain. That's why I so want to push the WebOS devices. The OS is awesome, programming for them is awesome, the support is awesome.

Reading around why Apple have done this now, it's clear they are really worried about the competition, so to make an educated guess I don't think it likely that they'd restrict it again.

Didn't you originally get an iOS build running from Windows when you first did the iOS module?
Title: Re: Compiling for iOS on pc =D
Post by: Albert on 2011-Jul-28
I've used the Adobe AIR packager for iPhone, and it only requires a p12 certificate, and a mobileprovision file, what you have to require from Apple. Also a loading screen and 2 icon required.
Then it compiles your Flash game and package it into an .ipa file on the PC, no MAC required. I think they adding some type of VM into the ipa, and your flash semi-compiled, but I'm not sure. Adobe say, that they have to compile the Flash, because of the Apple permit to run interpreted code in the iThing.
Title: Re: Compiling for iOS on pc =D
Post by: trucidare on 2011-Jul-28
Since apple allows middleware to compile for ios we have a chance with dummy libs to get fully compiled apps. i preffer the udk signer tool which i modified to create fully working apps on windows straight from glbasic.

main problem at the moment is the arm_all linker flag hardcoded in my gcc version. some headcrash in my brain since xcode 4 throws these deprecated warnings
Title: Re: Compiling for iOS on pc =D
Post by: caffeinekid on 2011-Jul-30
I suspect this thread is my fault. :P

I would love to be able to compile for my iPod touch without having a Mac. Please say it is going to be possible!
Title: Re: Compiling for iOS on pc =D
Post by: Hatonastick on 2011-Jul-31
So would I since I don't own any Apple product bigger than a iPod.  Mind you I also wish I could program in GLB for my Symbian OS Nokia C6 -- not that there would be any point (even if it was possible) I guess since Symbian is on the way out. :)
Title: Re: Compiling for iOS on pc =D
Post by: dijster on 2011-Aug-03
I've got an iMac and mainly use my windows laptop (or work pc :good:) for coding.
I use dropbox for storing all my files so I can easily compile on the mac without need to transfer files, etc...
Being able to compile in windows would be great though
Title: Re: Compiling for iOS on pc =D
Post by: Albert on 2011-Sep-17
Quote from: Crivens on 2011-Jul-28
Yeah, WebOS seems a much nicer experience.

Out of interest are there any plans on moving onto Blackberry at any point? They seem to be gaining momentum, especially with the release of their Playbook.

Cheers

Blackberry released Beta SDK for their PlayBook tablet (I have a PlayBook :) ). One can compile his OpenGL C++ program to the PlayBook table. Any chance glBasic will support this platform?
Title: Re: Compiling for iOS on pc =D
Post by: MrTAToad on 2011-Sep-17
Ah - they've released it now, eh ?

That would be a good thing to support - assuming it has SDL
Title: Re: Compiling for iOS on pc =D
Post by: mrplant on 2011-Sep-18
To compile on the PC, you would need your certificates etc. Its quite murky...

As someone who has a Mac as my main machine - its not too bad.. I run parallels Windows 7 in a window - develop and compile in Windows - then zip up the compiled files and load them into Xcode.

You need to have your Dev licenses all set up anyway but once you have you just press build and off it goes...

I can't see a *legal* way around all of this to be honest - the way apple has the devices locked down...

Just my view...