Build iOS apps, Windows 7/10 & Jailbroken device - c++

I have an jailbroken iOS device and Windows 7/10. I would like to be able to easily build and compile (C++/Cocos2Dx) iOS games and directly test them on my device. I would also like to be able to share my code to OS X users so that they can also compile it using XCode (probably not a problem).
What is the best way to do so?
What I know (but may be partly wrong) :
I could use virtual machines to simulate OS X but it seems to be slow and therefore not the best long-term solution.
There are tools to compile iOS code with jailbroken iOS devices using some toolchain available on Cydia but I'm not really sure if and how it would work using the latest versions of iOS and using external libraries like Cocos2Dx. Plus it does not seem to be ultra convenient to compile then install and test your app on the device.
I could use Marmalade but I'm not sure about including Cocos2Dx in it, it's not entirely free and I don't know if the code can easily be compiled in someone's else XCode.

You can rent a macOS machine though a service such as http://www.macincloud.com.
You could also buy a Mac Mini.

Related

Do I have to be on a specific OS to compile for a specific OS when using Qt?

When I was using pyqt it was necessary to compile for mac on a mac, instead of being able to export a build for mac from linux (or windows, or whatever)
Now that I'm using straight c++ development, does this fact change at all? Or must I still compile for a given OS on the given OS?
Ideally I'd love to be able to just pick a platform and compile for it. Unity3d does this, but I imagine I'm comparing apples and oranges at this point.
Is this possible? Or do I got to find a friend with a mac? Cuz I don't have no friends... ;)
Typically yes, you have to. In some cases you can cross-compile, for example, this is available stock for android apps, as there is no Qt SDK that can run on android cross-compilation is the only option. You can also build a custom Qt to cross-compile to another OS. This is not available by default, it requires a custom build.
However, when it comes to ios or macos cross-compilation is not an option, as far as I know there is no way around but to compile under macos.

Compiling/Running C++ code on iPhone

I have recently created an Asteroids game/app for one of my CS classes with openGL, GLU and C++ for Linux. The teacher told me that if I get it to run on the iPhone he would give me extra credit. I have been looking around and I think I have to develop/port it to Objective C using the iPhone Development Kit. My questions are:
Would this be easy to port?
Can I install the Development Kit on Windows, or Linux (I do not have a Mac).
Is there an alternative way (shortcut) to maybe emulate Linux binaries on the iPhone?
I have not tried anything yet, because I would like to know first what you guys think. You do not have to tell me exactly what to do, but I would highly appreciate if you would point me in the right direction.
Thanks.
Well, if you don't want to port your program into another language. You CAN use SDL2, it seems pretty stable and it works on iOS (iPhone/iPad/iPod Touch). All you would have to do is change your code and then play around with the controls. You'll have to clone the Mercurial repo from http://hg.libsdl.org/. It will come with a README.iOS file, in which describes how the port works and some other details. I am not sure if it has multi-touch support yet, I have not tested it.
Also, you can use immediate mode on the iPhone, you just can't use OpenGL ES 2 if you do that. All you have to do is make a context for OpenGL ES 1.1.
And you WILL need a Mac, or perhaps you could get a Hackintosh to compile your code and then run it with a jailbroken iPod/iPhone/iPad.
NOTE:
I believe I have heard of some people compiling their code on a Hackintosh and then submitting it to the app store from a Mac within an Apple store.

iPad/iPhone app developement in C++ on Windows OS

What is the fastest way to port an finished game project written in C++ to iPad. Is there any good way to do it without buying a Mac?
Marmalade (formerly Airplay SDK) is a cross-platform SDK that is well-suited to games. You can write your code in Visual C++ and run it in Windows in a simulator. Using a PC, you will not be able to debug (stepping, breakpoints, etc) your game while running on an iPhone. Deploying to an iPhone for testing (from Windows) seems rather tedious, compared to how it's done with XCode.
If you need to use iOS native API features that are not supported in Marmalade, you can build wrappers to them with the EDK (Extension Development Kit), but you'll need a Mac with XCode to build the wrapper library once.
If you decide to get a Mac for development, the cheapest route is probably a Mac Mini and a KVM switch that will let you use your existing keyboard, monitor, and mouse. It's cheaper to upgrade the Mac Mini's memory yourself than to buy a Mac Mini with more memory pre-installed. You can order Mac memory upgrades from online computer retailers cheaper than from the Apple store.
See also:
Marmalade Mobile App Development - Is Marmalade a Good Choice?
Is Marmalade SDK more relevant or commonly used for Game Development?
Native Android/iOS development vs Marmalade SDK
ADDENDUM
I forgot to mention that iOS already has native support for OpenGL ES, and that XCode can compile C++ code. It's also possible to mix Objective-C with C++. So you can keep your C++ engine more or less intact, and write wrappers around iOS-specific facilities, such as detecting user touches.
I don't think you can. I do believe you have to have a mac! If you don't want to buy one, I suggest to just borrow it from a friend!

Does wxwidgets use rosetta in Mac?

While deciding for a cross platform language for a desktop application I want to do, I came across "wxwidgets" for C++. After testing a demo application in Mac 10.6.4 I noticed the application needed "Rosetta" to run.
My concern is: Will I always need "Rosetta" for a C++ application with wxwidgets to run on a Mac?
Note: Latest news about Mac dropping support for Java in future OS release (hoping Oracle will pickup were left) and the upcoming App Desktop Store will not support apps requiring Rosetta.
You can create Universe Binaries with wxWidgets. My guess is that your demo application was only compiled for PPC. (Which seems weird, actually. Was the app you tried one you built yourself from examples/, or just one you downloaded off the web?).
I've built Universal apps in wxWidgets both in Xcode (the easiest way to do it), and I believe it's not that hard with a Makefile on the command line. (you make the ppc version, make the intel version, and use the lipo command line tool to squash them together.)

How to Compile for OS X in Linux or Windows?

I would like to port my C/C++ apps to OS X.
I don't have a Mac, but I have Linux and Windows. Is there any tool for this?
For Linux, there is a prebuilt GCC cross-compiler (from publicly available Apple's modified GCC sources).
https://launchpad.net/~flosoft/+archive/cross-apple
Update for 2015
After so many years, the industry-standard IDE now supports OSX/iOS/Android.
http://channel9.msdn.com/Events/Visual-Studio/Connect-event-2014/311
Embarcadero's RadStudio also supports building OSX/iOS/Android apps on Windows.
This answer by Thomas also provides a cross-compilation tool.
For all these options you still need a real mac/i-device to test the application.
I have created a project called OSXCross which aims to target OS X (10.4-10.9) from Linux.
It currently supports clang 3.2 up to 3.8 (trunk) (you can use your dist's clang).
In addition you can build an up-to-date vanilla GCC as well (4.6+).
LTO works as well, for both, clang and GCC.
Currently using cctools-870 with ld64-242.
https://github.com/tpoechtrager/osxcross
There appears to be some scripts that have been written to help get you set up cross compiling for the Mac; I can't say how good they are, or how applicable to your project. In the documentation, they refer to these instructions for cross-compiling for 10.4, and these ones for cross compiling for 10.5; those instructions may be more helpful than the script, depending on how well the script fits your needs.
If your program is free or open source software, then you may wish instead to create a MacPorts portfile (documentation here), and allow your users to build your program using MacPorts; that is generally the preferred way to install portable free or open source software on Mac OS X. MacPorts has been known to run on Linux in the past, so it may be possible to develop and test your Portfile on Linux (though it will obviously need to be tested on a Mac).
Get "VMware Player"
Get "Mac OS X vm image"
Compile/Debug/Integrate-and-test your code on the new OS to make sure everything works
When you are trying to get something working on multiple platforms you absolutely must compile/run/integrate/test on the intended platform. You can not just compile/run on one platform and then say "oh it should work the same on the other platform".
Even with the a really good cross-platform language like Java you will run into problems where it won't work exactly the same on the other platform.
The only way I have found that respects my time/productivity/ability-to-rapidly iterate on multiple platforms is to use a VM of the other platforms.
There are other solutions like dual-boot and ones that I haven't mentioned but I find that they don't respect my productivity/time.
Take dual-booting as an example:
I make a change on OS 1
reboot into OS 2
forget something on OS 1
reboot into OS 1
make a change on OS 1
reboot into OS 2 ... AGAIN...
BAM there goes 30 minutes of my time and I haven't done anything productive.
You would need a toolchain to cross compile for mach-o, but even if you had that, you won't have the Apple libraries around to develop with. I'm not sure how you would be able to port without them, unfortunately.
Apple development is a strange beast unto itself. OS X uses a port of GCC with some modifications to make it 'appley'. In theory, it's possible to the the sources to the Apple GCC and toolchain as well as the Apple kernel and library headers and build a cross compiler on your Windows machine.
Why you'd want to go down this path is beyond me. You can have a cheap Mac mini from $600. The time you invest getting a cross compiler working right (particularly with a Windows host for Unix tools) will probably cost more than the $600 anyway.
If you're really keen to make your app cross platform look into Qt, wxWidgets or FLTK. All provide cross-platform support with minimal changes to the base code. At least that way all you need to do is find a Mac to compile your app on, and that's not too hard to do if you have some technically minded friends who don't mind giving you SSH access to their Mac.
You will definitely need OS X somehow. Even if you don't own a Mac, you can still try some alternatives.
I found this small documentation on the net:
http://devs.openttd.org/~truebrain/compile-farm/apple-darwin9.txt
This describes exactly what you want. I am interested in it myself, haven't tested it yet though (found it 10 minutes ago). The documentation seems good, though.
You can hire a mac in the cloud from this website. You can hire them from $1, which should be enough (unless you need root access, then you are looking at $49+).
There are a few cross-compiler setups, but nearly all of them are meant for distcc-style distributed compiling. To my knowledge there is no way to directly target the Mac platform without actually having a Mac. The closest you can get without resorting to QT or wxWidgets is OpenStep with GNUStep or similar, but that's not a true Cocoa platform, just very close.
I know this question isn’t very active but answering anyways. Why don’t you try using TransMac, then download the XCode image and do it that way? Or you can use a VM, or Sosumi. You’ll find a video on youtube about sosumi, definitely.
The short answer is kind of. You will need to use a cross-platform library like QT. There are IDE's like QT Creator that will let you develop on one OS and generate Makefiles for others. For more information on cross platform development, check out the cross-platform episodes of this podcast (note that the series isn't over and new episodes appear to come out weekly).
As other answers explain you can probably compile for a Mac on Windows or Linux but you won't be able to test your applications so you should probably spend the $600 for a Mac if you’re doing professional programming, or if you’re working on open-source software find a developer with a Mac who will help you.