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Looking for a way to manage iphone platform builds with Xcode

开发者 https://www.devze.com 2023-04-06 09:45 出处:网络
I have an iPhone platform.We currently hav开发者_如何学Goe 14 apps in the app store that use the same code base with a few exceptions.

I have an iPhone platform. We currently hav开发者_如何学Goe 14 apps in the app store that use the same code base with a few exceptions.

  • plist file
  • AppStyle.m
  • Lot of image assets

I am looking for a better way to manage all these builds and still be able to run an individual build in the simulator.

If I was using Make I would run through a series of scripts to get the build directory set-up based on which app I was building. And the particular app would just be a variable to the build. As it stands now I am adding a Target for each new app and assigning assets and .m files via Xcode.

There must be a better way.


If you're familiar with make, then just use make to write your build scripts.

  • Copy your plist, style tool, and assets to the appropriate locations in your project
  • trigger the project to build using the command line tool xcodebuild.
  • launch it in the simulator using something like iphonesim

http://www.manpagez.com/man/1/xcodebuild/

https://github.com/jhaynie/iphonesim

Another approach to doing this kind of thing is to put the shared code into a common library or framework, then prepare a project template that automatically includes the library and any other project prep. When you need to start a new project, use that project template instead of the standard templates, and just edit the branded/styled bits as appropriate.

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