Building waze for iPhone: Difference between revisions Discussion View history

(First run at some build instructions)
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'''INCOMPLETE'''
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==Required items==
 
* [http://developer.apple.com/iphone/ Apple iOS SDK] (no charge to register and download)
* [[Source code|waze source code]] (naturally!)
* (any other data not in the waze source code zip file?)
 
==Optional items==
 
* Apple iOS Developer Program (paid membership; necessary to build for an actual iOS device instead of just the simulator)
 
==First build==
 
'''NOTE: This does not yet produce a build that works, at least not in the iPhone Simulator. More input from other developers is needed here.'''
 
# Make a working directory for the waze source code. It will need to be somewhere where you can add a symlink to its parent directory. For these examples, we'll say the directory is /Users/Me/iOS/waze, but it could be under any path you like.
# Unzip the source code into /Users/Me/iOS/waze. You'll end up with the source code under something like /Users/Me/iOS/waze/waze_src_2.0. Just rename it so it becomes /Users/Me/iOS/waze/src.
# Change to the parent directory (/Users/Me/iOS) and make a symlink: ln -s waze/src/iphone
# Change to the waze/src/iphone directory and make another symlink: ln -s .. src
# Fire up Xcode.
# Within Xcode, open: waze/src/iPhone/Xcode/waze.xcodeproj
# Now you can try your first build. If you go to the Build menu and choose one of the "Build and Debug" or "Build and Run" options, Xcode will automatically install the built app into the iPhone Simulator and run it there.

Latest revision as of 20:31, 8 June 2015

This information is obsolete and the active links to this page have been reviewed for disconnection or replacement. More current alternate information is likely available and should be followed rather than this information.