Hi, just about to submit my app- I need to get application loader (which I will do tonight since it seems to be bundled with the SDK at a whopping 3Gb+) but do you still have to go through the 'build for distribution' steps in Xcode to set up the binary? I cant see an 'end to end' process in Apples documentation (yet).
Cheers, Shawnus
You can download Application Loader without the SDK - I did, just this week. You do have to build for distribution, and it was a PITA, with numerous failures, but I got there in the end. I submitted my first app on Tuesday.
Applicaton Loader can be downloaded from iTunes Connect - http://itunesconnect.apple.com/apploader/ApplicationLoader_1.3.dmg (MAC).
good grief- I tried to find the app loader as well- obviously not hard enough! Thanks very much Ian thats a great help. Whats PITA?
Cheers, Shawnus
http://www.urbandictionary.com/define.php?term=PITA (http://www.urbandictionary.com/define.php?term=PITA) <-- this site knows it all
Ahh, its all clear now- the App submission process is like eating a piece of flat bread of Mediterranean origin. Ugh! I thought pita bread was Greek?
uhm... it's an abbreviation - not a bread.
PITA=Pain In The Ass. And for apple that's an understatement.
When I submitted Logic Battleships, I used xCode to do it... Basically, I went to Build->Build and archive, then in the Organizer (Window->Organizer), you should see Archived Applications section in the menu to the left, underneath that, there will be a list of your archived apps... When you click the required app, the main organizer pane will show details of your application, as well as a a few buttons to validate, share, or submit your app.
Peasy! :)
EDIT: Though, make sure your signings are correct, otherwise, when you hit 'Submit', it will fail.
Dabz
yes that is an option but I thought it was only available with the latest SDK (which I did not really want to download because of the size) but if all else fails I will certainly give it a go- thanks Dabz!
blog like update- app loader wont 'recognise my login credentials' on startup & wont give me the opportunity to enter them. I couldnt find the app loader download option in iTunes connect either, so I guess its time to update the SDK and try again at some point. Cue another download-a-thon tonight. What nonsense!
Now I understand the song "do you want some PITA? yes I want done PITA!" unless pita is something else is Swedish.
The latest version of the Application Loader is 1.4 and it requires your iTunes Connect login details. I mights have to try Dabs way next as I haven't before.
Uhm. They told me its not pita but fika, and this is an italian word for uhm, happy googling...
QuoteWhen I submitted Logic Battleships, I used xCode to do it... Basically, I went to Build->Build and archive, then in the Organizer (Window->Organizer), you should see Archived Applications section in the menu to the left, underneath that, there will be a list of your archived apps... When you click the required app, the main organizer pane will show details of your application, as well as a a few buttons to validate, share, or submit your app.
Not knowing much about Macs or XCOde, I wasn't even aware of that option. Apple certianly don't tell you about it when submitting via Itunes Connect. They actively encourage Application Loader - espeically for very large files.
Cheers Dabz - I'll have to have a look at that method next time. :)
All,
Just for info (following an overnight download, which had to be re started once & then a wi fi router reboot followed by an hour of unpacking & file installation which turned my Macbook into a mini fan heater...aargh!) when you upgrade to the latest xcode & fire up your project you will proably be moderately miffed to see a 'base SDK not found' error.
Successfully resisting the urge to throw the Macbook through the window I googled the error & it was a relatively straightforward fix (some project settings need altering) and submittingthe binary via xcode was pretty straightforward after that. The App loader still doesnt work & I still dont have a response from Mr J re my query so I'd personally recommend upgrading xcode to solve any binary upload issues.
Hope the above proves useful to someone! Cheers, Shawnus
Every new app I compile in XCode from GLBasic reports "Base SDK not found", and has for some time now... If you wanted to, you could probably replace the XCode project files within GLB's program files folder with ones altered to use the latest SDK. It's not a major issue though really... A few seconds to modify one key...
I too get BASE SDK Missing every time I trasnfer a new version of my app. It's just a case of clicking the box now though and selecting "Release". Problem sorted.
I don't anymore. Can't remember what I did now. Am at work so can't check, but I think it was the bit about changing the target phone to the latest iOS (4.2), but then also changing the 2 items around it. ie. the projects iOS and the executable phone. Or something like that. Then save, quit XCode, and load up again. Worked fine.
Note though that I'm using a modified macro to scp just the libs (not even media - thats another macro) to the Mac. So everytime I change some code I compile for the iPhone (any way to get a button on the taskbar?), hit the macro to copy just the libs to the Mac, because XCode is still running I just then click compile, and a few seconds later it's on the iPhone. Whole process takes about 10-20 seconds or so (because you don't have to change all the project settings again which I used to have to do all the time when I copied over the complete project folder).
Cheers
I also changed the target info to "the latest iOS" and I think that's what helped with the just needing to select "Release"
I haven't found an option that will make it permanently "Release" - though I haven't really looked.
If you can present your exact steps Crivens, then this could really help the community. We need to put info like this into an iDevice thread - if it was locked, then only mods could post in it, so it's upto-date, relevant with no waffle or spam. The thread could cover all aspects of dealing with iDevice, from compiling to distribution etc.
Yeah sure I will check it out. It also gets rid of any red warning lines which is nice.
Cheers
I do a similar thing to Crivens. Each time you compile, the only thing that really changes is "libprogram.a" in the 'Lib' folder. So, if you are just changing the code, all you have to do is copy this over to the 'Lib' folder on your mac. When you compile, your program is updated, and you don't have to reconfigure the target, or even restart XCode!
^^ Hopefully that made sense Ian.
That is by far the easiest way, just copying over what is necessary. What GLB does is it copies the XCode project files from a folder in Program Files, and simply adds "libprogram.a", which contains your compiled code (please correct me Gernot if I'm wrong here). If your program changes, compile it, and copy over "libprogram.a". If you change your media, copy the new media over. That simple. XCode stays open, everything works.
If you want each new XCode project to be automatically set up (i.e. not have the "Base SDK not found" error), this should work - and please note I haven't tested this yet :whistle::
1) Compile an app for iPhone
2) Delete 'libprogram.a'
3) Copy to mac and open in XCode
4) Configure properties as you want them to be for each new project (i.e. change SDK, product name, etc.)
5) Copy resulting files into their location in GLBasic's program files folder (should be "C:\Program Files\GLBasic\Compiler\platform\iPhone\XCode\GLBasic")
I'm just testing the above method now... No guarantees =D
Sounds about right :)
If it is just this lib that changes, maybe Gernot can alter it so that it's automagically in "Release" mode.
The easiest way is to make the project folder in windows shared, then on Mac select "connect to" (or the hell is called in english) and type "smb:\\192.168.1.2" (change the ip to your PC ip). Then choose the folder in windows with the project.
Now you can open the xcode folder in mac and compile without copying anything.
Notice: if you try "build&archive" it fails, it has to be local. But create an ipa is rarely done, just for release.
Confirmed my method working (or at least I can't find any problems). Until an update (:nw:), you can set your default settings like that.
I also notice that V9 sets the app name to the project name =D
BTW Command+K is the shortcut for connect to :)
I wouldn't bother copying, but file permission issues make compiling from my PC impossible, and I haven't been bothered to sort them out yet...
Also there's an easier way to create an ipa:
- Put your app in a folder called payload.
- Zip payload into zip format.
- Rename "Payload.zip" to "YourNameHere.ipa"
:good: