Other than that... I noticed the Mac export option creates an .app
I updated the .plist in the app by right clicking the package contents of the exported .app and then compressed it to a .zip ready for Application loader. It then goes to load it up to Apple but then complains it needs to be a .pkg. I then downloaded the app 'Packages.app' which creates OSX packages (really good actually) and tried to upload the Mac app .pkg I made with that but no go either - meh?
I even made a new icon (.icns) for the exported .app and updated the app with it.
Question: How then do we get from the point of exporting a Mac .app with Gideros to uploading it to the Mac app store? ...Yes I have a separate Mac dev account ($99/year).
I thought in reality that the Mac export option was going to give us the Xcode source to rebuild in Xcode rather than build the end app for us, which I can't seem to do anything with for trying :P
It does work on Mac tho - I just want to upload it to Apple!
I have never uploaded a Mac app before to iTunes and assumed it was a lot like iOS submission you see.
@ar2rsawseen@marcelojunior - Thank you for your work on the Mac desktop export. However, like others - I was expecting an Xcode project to be exported like the iOS export. I'm actually building enterprise apps for hospitals using Gideros and using some custom plugins, and need to be able to compile my own Xcode project with custom OSX OBJC++ plugins that parallel the functionality I've built for the iOS apps. What are the possibilities for doing this?
Many thanks for your feedback. I can see it would be very useful to have an Xcode export for Mac OS X. @marcelojunior is in charge of this and will be here to discuss this matter with you shortly.
Regarding Windows, the Windows desktop produces a stand alone EXE but the Windows Store export (Metro style) produces a Visual Studio project so I think we've got all bases covered there...!
@SinisterSoft: "Bytecode should also come back on the next release for everything except iOS as I spotted the problem line and John said he would sort it."
Yes this is now sorted. Bytecode is emitted for all targets except iOS.
I'm reading about the possibility of export an XCode project, not an .app, for the desktop version. Well, the .app (Mac, .exe Windows) is based on Qt, but I think that is possible to "convert" this to an XCode proj.
@marcelojunior it might not be easy to get xcode project from QT (might even be impossible), so try to check the link I posted and comply with those steps in template, so it would be possible to submit .app directly.
Unfortunately my guess would be that for xcode template, one would have to rewrite whole thing (like another platform, unless there are too many similarities with ios one)
I've tried to install this version (the exe.) on my windows 7 but the Gideros doesn't work anymore. A process (or several if I tried to open it several times) exist in the Task Manager but the application itself is not displayed. Moreover I can not kill the process(es), I need to logoff or restart the computer to "kill" them.
I re-installed the previous version and if works fine. Could you tell me what I could do to install the last version ?
I can't load projects in the studio or use gdrexport on any of my projects. I crashes on my system. Running the windows exe under wine on kubuntu 15.04.
Here are the detailed crash logs from wine, any idea what's wrong? I upgraded from some version but I don't know which. The installer however said that the old version was being completely removed.
@AniketK, I didn't even know the existence of this (very useful) feature before digging into the code for you... It can be accessed by right-clicking on a lua file in gideros studio. BTW removing files shouldn't make the project unopenable, this is a bug that will need to be fixed.
@hgy29 whoa, previously it used be that you'd click on the top level project box and that would let you edit dependencies and the call order. Now it's right clicking on the files themselves that gives you the option to enter that menu so I didn't see it and I'm amazed I never tried that! Thanks again.
Comments
I updated the .plist in the app by right clicking the package contents of the exported .app and then compressed it to a .zip ready for Application loader. It then goes to load it up to Apple but then complains it needs to be a .pkg. I then downloaded the app 'Packages.app' which creates OSX packages (really good actually) and tried to upload the Mac app .pkg I made with that but no go either - meh?
I even made a new icon (.icns) for the exported .app and updated the app with it.
Question: How then do we get from the point of exporting a Mac .app with Gideros to uploading it to the Mac app store? ...Yes I have a separate Mac dev account ($99/year).
I thought in reality that the Mac export option was going to give us the Xcode source to rebuild in Xcode rather than build the end app for us, which I can't seem to do anything with for trying :P
It does work on Mac tho - I just want to upload it to Apple!
I have never uploaded a Mac app before to iTunes and assumed it was a lot like iOS submission you see.
https://blog.qt.io/blog/2012/04/03/how-to-publish-qt-applications-in-the-mac-app-store-2/
@marcelojunior probably you need to see this too
Likes: MobAmuse
I've read through https://blog.qt.io/blog/2012/04/03/how-to-publish-qt-applications-in-the-mac-app-store-2/ and this is not a problem for me.
Thank you for your consideration.
Best,
- Ian
Many thanks for your feedback. I can see it would be very useful to have an Xcode export for Mac OS X. @marcelojunior is in charge of this and will be here to discuss this matter with you shortly.
Regarding Windows, the Windows desktop produces a stand alone EXE but the Windows Store export (Metro style) produces a Visual Studio project so I think we've got all bases covered there...!
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Yes this is now sorted. Bytecode is emitted for all targets except iOS.
Likes: SinisterSoft
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
I'm reading about the possibility of export an XCode project, not an .app, for the desktop version. Well, the .app (Mac, .exe Windows) is based on Qt, but I think that is possible to "convert" this to an XCode proj.
Soon I'll be back with an answer about it!
Likes: SinisterSoft, hgy29
Unfortunately my guess would be that for xcode template, one would have to rewrite whole thing (like another platform, unless there are too many similarities with ios one)
I've tried to install this version (the exe.) on my windows 7 but the Gideros doesn't work anymore. A process (or several if I tried to open it several times) exist in the Task Manager but the application itself is not displayed. Moreover I can not kill the process(es), I need to logoff or restart the computer to "kill" them.
I re-installed the previous version and if works fine. Could you tell me what I could do to install the last version ?
Thanks for you help.
https://www.facebook.com/lesptitboutchoux
https://www.facebook.com/lesptitboutchoux
https://www.facebook.com/lesptitboutchoux
https://www.facebook.com/lesptitboutchoux
Here are the detailed crash logs from wine, any idea what's wrong?
I upgraded from some version but I don't know which. The installer however said that the old version was being completely removed.
Likes: AniketK
Et puisque sur ta page facebook tu cite la Bretagne, je te souhaite le bonjour de Porspoder
I'm curious why the GUI Gideros Studio access to adjusting and creating dependencies was removed? Is there a better way to set this?
BTW removing files shouldn't make the project unopenable, this is a bug that will need to be fixed.
Now it's right clicking on the files themselves that gives you the option to enter that menu so I didn't see it and I'm amazed I never tried that! Thanks again.