Building waze for iPhone: Difference between revisions Discussion View history

(→‎First build: Note re. necessary but missing media files)
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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. In particular, there are some media files necessary to link with the app that are not provided with the source code, as there is confusion over whether they're covered by the same GNU GPL v2 license.'''
 
# 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 <tt>/Users/Me/iOS/waze</tt>, but it could be under any path you like.
# Unzip the source code into <tt>/Users/Me/iOS/waze</tt>. You'll end up with the source code under something like <tt>/Users/Me/iOS/waze/waze_src_2.0</tt>. Just rename it so it becomes <tt>/Users/Me/iOS/waze/src</tt>.
# Change to the parent directory (/Users/Me/iOS) and make a symlink: <tt>ln -s waze/src/iphone</tt>
# Change to the waze/src/iphone directory and make another symlink: <tt>ln -s .. src</tt>
# Fire up Xcode.
# Within Xcode, open: <tt>waze/src/iPhone/Xcode/waze.xcodeproj</tt>
# 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

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