Author Topic: Compiling for iOS on pc =D  (Read 7854 times)

Offline Ian Price

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Compiling for iOS on pc =D
« 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 -

Quote
The 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?
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Offline Slydog

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Re: Compiling for iOS on pc =D
« Reply #1 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?
« Last Edit: 2011-Jul-27 by Slydog »
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Offline Minion

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Re: Compiling for iOS on pc =D
« Reply #2 on: 2011-Jul-27 »

Offline Slydog

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Re: Compiling for iOS on pc =D
« Reply #3 on: 2011-Jul-27 »
I found this on Adobe's site:
http://help.adobe.com/en_US/as3/iphone/WS144092a96ffef7cc63f2cd001250af42ed0-8000.html

Quote
iPhone 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.
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Offline Ian Price

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Re: Compiling for iOS on pc =D
« Reply #4 on: 2011-Jul-27 »
Ah, Min. No fair! :P =D
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Offline Crivens

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Re: Compiling for iOS on pc =D
« Reply #5 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
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Offline Ian Price

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Re: Compiling for iOS on pc =D
« Reply #6 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!
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Offline Crivens

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Re: Compiling for iOS on pc =D
« Reply #7 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
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Offline AndyH

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Re: Compiling for iOS on pc =D
« Reply #8 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.

Offline AndyH

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Re: Compiling for iOS on pc =D
« Reply #9 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.

Offline Ian Price

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Re: Compiling for iOS on pc =D
« Reply #10 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. :(
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Offline AndyH

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Re: Compiling for iOS on pc =D
« Reply #11 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.

Offline djtoon

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Re: Compiling for iOS on pc =D
« Reply #12 on: 2011-Jul-28 »
i use vmware mac image :) works like a charm every time :)

Offline bigsofty

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Re: Compiling for iOS on pc =D
« Reply #13 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.
Cheers,

Ian.

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Offline Kitty Hello

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Re: Compiling for iOS on pc =D
« Reply #14 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.