Well, as I mentioned in another thread, I borrowed a MacBook for a few weeks, and in my first two evenings I managed to read a lot of stuff and set up everything necessary to be able to run the sample applications on both the Simulator and my actual iPod.
For this I had to:
(- find space on this MacBook, when I got it it had 600MB left, leaving me the task of finding stuff I could safely move, using an OS I'm not familiar with. A bit scary)
- download and install the iPhone SDK / XCode c.s. (needs about 3.5GB and can only be installed on the main OS/X drive, which is a shame - if I could have run everything from my external HDD that would have saved me a lot of time)
- download some sample apps to run on the simulator. This went fine.
- sign up and pay for the developer programme (79 euro a year), and wait for just over 24 hours to get the code (they mention it may take up to 24 hours, but I was still surprised it actually did take that long )
(- after running a few more examples I ran out of space again. This time I managed to find out where all the space had gone, and temporarily moved some iTune folders to the external HDD as well.)
- registering my dev programme
- creating a developer certificate
- creating an App ID certificate thingy
- registering my iPod for development
(some of these steps were a bit confusing partly because everything is set up for managing a team, and you have to create certificates and then approve and issue them to yourself)
But now I'm at the point where everything works, and all that is holding me back is knowledge of the iPhone OS and the actual programming. So now the rest of the time is going to be spent at trying to actually create something simple for my kid to play with to start with, and if I have enough time, maybe see if I can recreate one of my tools at work on the iPhone.
I think in general the development environment and everything surrounding it is well thought out by Apple. It's just a really big shame that it requires an actual Mac. That makes this a much bigger investment for me than it would have otherwise, and a much less certain thing for me to do, because even such a small investment as buying a Mac Mini is still unlikely to be made back from the App Store, I think. But we'll see - it's a valuable learning experience about UI programming, and that's what I wanted to get out from this most of all, and I'm sure I can at least share some insights between this and other platforms.
Anyone else here involved in this stuff? I'll be posting my experiences here over the next few weeks.
- The GLGravity demo is an interesting one by the way, I can see how this combined with a compas is very smart for doing augmented reality stuff with the sensors and with or without the camera.
For this I had to:
(- find space on this MacBook, when I got it it had 600MB left, leaving me the task of finding stuff I could safely move, using an OS I'm not familiar with. A bit scary)
- download and install the iPhone SDK / XCode c.s. (needs about 3.5GB and can only be installed on the main OS/X drive, which is a shame - if I could have run everything from my external HDD that would have saved me a lot of time)
- download some sample apps to run on the simulator. This went fine.
- sign up and pay for the developer programme (79 euro a year), and wait for just over 24 hours to get the code (they mention it may take up to 24 hours, but I was still surprised it actually did take that long )
(- after running a few more examples I ran out of space again. This time I managed to find out where all the space had gone, and temporarily moved some iTune folders to the external HDD as well.)
- registering my dev programme
- creating a developer certificate
- creating an App ID certificate thingy
- registering my iPod for development
(some of these steps were a bit confusing partly because everything is set up for managing a team, and you have to create certificates and then approve and issue them to yourself)
But now I'm at the point where everything works, and all that is holding me back is knowledge of the iPhone OS and the actual programming. So now the rest of the time is going to be spent at trying to actually create something simple for my kid to play with to start with, and if I have enough time, maybe see if I can recreate one of my tools at work on the iPhone.
I think in general the development environment and everything surrounding it is well thought out by Apple. It's just a really big shame that it requires an actual Mac. That makes this a much bigger investment for me than it would have otherwise, and a much less certain thing for me to do, because even such a small investment as buying a Mac Mini is still unlikely to be made back from the App Store, I think. But we'll see - it's a valuable learning experience about UI programming, and that's what I wanted to get out from this most of all, and I'm sure I can at least share some insights between this and other platforms.
Anyone else here involved in this stuff? I'll be posting my experiences here over the next few weeks.
- The GLGravity demo is an interesting one by the way, I can see how this combined with a compas is very smart for doing augmented reality stuff with the sensors and with or without the camera.