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  • On your Mac, find the Simulator via Spotlight or by using the following command: $ open -a Simulator Make sure your simulator is using a 64-bit device (iPhone 5s or later) by checking the settings in the simulator’s Hardware Device menu.
  • To get the latest features and maintain the security, stability, compatibility, and performance of your Mac, it's important to keep your software up to date. Apple recommends that you always use the latest macOS that is compatible with your Mac. Learn how to upgrade to macOS Big Sur, the latest version of macOS.
  • Do Macs get viruses? Do Macs need antivirus software? The answer isn't as simple as it may seem. In this article, we look at the dangers faced by Mac users and the pros and cons of using Mac.
  • Boost libraires ship with Ubuntu systems, but on Mac OS, you might need to install them explicitly. For this purpose, on Mac OS, if you don't have Boost. Install Xcode from App Store. Install command line tools by running in terminal xcode-select -install.

This guide shows how to set up your SDK development environment todeploy Cordova apps for iOS devices such as iPhone and iPad. See thefollowing for more detailed platform-specific information:

  • iOS Command-line Tools

Teletype for Atom. Great things happen when developers work together—from teaching and sharing knowledge to building better software. Teletype for Atom makes collaborating on code just as easy as it is to code alone, right from your editor.

The command-line tools above refer to versions prior to Cordova 3.0.See The Command-Line Interface for information about thecurrent interface.

Requirements and Support

Apple® tools required to build iOS applications run only on the OS Xoperating system on Intel-based Macs. Xcode® 6.0 (the minimum requiredversion) runs only on OS X version 10.9 (Mavericks) or greater, andincludes the iOS 8 SDK (Software Development Kit). To submit apps tothe Apple App Store℠ requires the latest versions of the Apple tools.

You can test many of the Cordova features using the iOS emulatorinstalled with the iOS SDK and Xcode, but you need an actual device tofully test all of the app's device features before submitting to theApp Store. The device must have at least iOS 6.x installed, theminimum iOS version supported as of Cordova 3.0. Supporting devicesinclude all iPad® models, iPhone® 3GS and above, and iPod® Touch 3rdGeneration or later. To install apps onto a device, you must also be amember of Apple'siOS Developer Program,which costs $99 per year. This guide shows how to deploy apps to theiOS emulator, for which you don't need to register with the developerprogram.

The ios-sim and ios-deploy tools - allows youto launch iOS apps into the iOS Simulator and iOS Device from the command-line.

Install the SDK

There are two ways to download Xcode:

  • from the App Store,available by searching for 'Xcode' in the App Store application.

  • from Apple Developer Downloads,which requires registration as an Apple Developer.

Once Xcode is installed, several command-line tools need to be enabledfor Cordova to run. From the Xcode menu, select Preferences,then the Downloads tab. From the Components panel, press theInstall button next to the Command Line Tools listing.

Install Deploy Tools

Run from comman-line terminal:

Mac

Create a New Project

Use the cordova utility to set up a new project, as described in TheCordova The Command-Line Interface. For example, in a source-code directory:

Simulator

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Deploy the app

To deploy the app on a connected iOS device:

To deploy the app on a default iOS emulator:

You can use cordova run ios --list to see all available targets and cordova run ios --target=target_name to run application on a specific device or emulator (for example, cordova run ios --target='iPhone-6').

You can also use cordova run --help to see additional build and runoptions.

Open a Project in the SDK

Once ios platform is added to your project, you can open it from within Xcode. Double-click to open the hello/platforms/ios/hello.xcodeprojfile. The screen should look like this:

Deploy to Emulator

To preview the app in the iOS emulator:

  1. Make sure the .xcodeproj file is selected in the left panel.

  2. Select the hello app in the panel immediately to the right.

  3. Select the intended device from the toolbar's Scheme menu, suchas the iPhone 6.0 Simulator as highlighted here:

  1. Press the Run button that appears in the same toolbar to theleft of the Scheme. That builds, deploys and runs theapplication in the emulator. A separate emulator application opensto display the app:

Only one emulator may run at a time, so if you want to test the app in a different emulator, you need to quit the emulator application and run a different target within Xcode.

Xcode comes bundled with emulators for the latest versions of iPhoneand iPad. Older versions may be available from the Xcode →Preferences → Downloads → Components panel.

Deploy to Device

For details about various requirements to deploy to a device, referto the Configuring Development and Distribution Assets section ofApple'sTools Workflow Guide for iOS.Briefly, you need to do the following before deploying:

  1. Join the Apple iOS Developer Program.

  2. Create a Provisioning Profile within theiOS Provisioning Portal.You can use its Development Provisioning Assistant to create andinstall the profile and certificate Xcode requires.

  3. Verify that the Code Signing section's Code Signing Identitywithin the project settings is set to your provisioning profilename.

To deploy to the device:

  1. Use the USB cable to plug the device into your Mac.

  2. Select the name of the project in the Xcode window's Schemedrop-down list.

  3. Select your device from the Device drop-down list. If it isplugged in via USB but still does not appear, press theOrganizer button to resolve any errors.

  4. Press the Run button to build, deploy and run the applicationon your device.

Common Problems

Deprecation Warnings: When an application programming interface(API) is changed or replaced by another API, it is marked asdeprecated. The API still works in the near term, but is eventuallyremoved. Some of these deprecated interfaces are reflected in ApacheCordova, and Xcode issues warnings about them when you build anddeploy an application.

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Xcode's warning about the invokeString method concerns functionalitythat launches an app from a custom URL. While the mechanism to loadfrom a custom URL has changed, this code is still present to providebackwards functionality for apps created with older versions ofCordova. The sample app does not use this functionality, so thesewarnings can be ignored. To prevent these warnings from appearing,remove the code that references the deprecated invokeString API:

  • Edit the Classes/MainViewController.m file, surround the followingblock of code with /* and */ comments as shown below, then typeCommand-s to save the file:

  • Edit the Classes/AppViewDelegate.m file, comment out the followingline by inserting a double slash as shown below, then typeCommand-s to save the file:

  • Press Command-b to rebuild the project and eliminate the warnings.

Missing Headers: Compilation errors relating to missing headersresult from problems with the build location, and can be fixed via Xcode preferences:

  1. Select Xcode → Preferences → Locations. https://game-nhura-cricket-fever-ego-slots.peatix.com.

  2. In the Derived Data section, press the Advanced button andselect Unique as the Build Location as shown here:

This is the default setting for a new Xcode install, but it may be setdifferently following an upgrade from an older version of Xcode.

For further information, consult Apple's documentation:

  • Start Developing iOS Apps Today provides a quick overview of steps for developing iOS Apps.

  • Member Center home pageprovides links to several iOS technical resources includingtechnical resources, the provisioning portal, distribution guidesand community forums.

  • Session Videos fromthe Apple World Wide Developer Conference 2012 (WWDC2012)

  • The xcode-select command,which helps specify the correct version of Xcode if more than one is installed.

(Mac®, OS X®, Apple®, Xcode®, App Store℠, iPad®, iPhone®, iPod® and Finder® are Trademarks of Apple Inc.)

(Redirected from Corona (software))
Solar 2D
Developer(s)Vlad Shcherban, Corona Labs Inc.
Initial release1.0 / December 2009; 11 years ago
Stable release
Repositorygithub.com/coronalabs/corona
Written inLua (Corona API)
Operating system
  • macOS (creation and deployment)
  • Windows (creation and deployment)
  • Linux (creation and deployment)
  • iPhone/iPad (deployment)
  • tvOS (deployment)
  • Android (deployment)
  • Kindle Fire (deployment)
  • Android TV (deployment)
Available inEnglish
Russian
TypeSoftware development kit
Game engine
LicenseMIT License
Websitesolar2d.com

Solar2D (formerly Corona SDK) is a free and open-source, cross-platformsoftware development kit originally developed by Corona Labs Inc. and now maintained by Vlad Shcherban. Released in late 2009, it allows software programmers to build 2D mobile applications for iOS, Android, and Kindle, desktop applications for Windows, Linux and macOS, and connected TV applications for Apple TV, Fire TV and Android TV.

Solar2D uses integrated Lua layered on top of C++/OpenGL to build graphic applications. The software has two operational modes: the Solar2D Simulator and Solar2D Native. With the Solar2D Simulator, apps are built directly from the Solar2D Simulator. Solar2D Native allows you to integrate your Lua code and assets within an Xcode or Android Studio project to build your app and include native features.

History[edit]

Walter Luh and Carlos Icaza started Ansca Mobile, later renamed Corona Labs, after departing from Adobe in 2007. At Adobe, Luh was the lead architect working on the Flash Lite team and Icaza was the engineering manager responsible for mobile Flash authoring. In June 2009, Ansca released the first Corona SDK beta free for early adopters.[1][2][3]

In December 2009, Ansca launched Corona SDK 1.0 for iPhone. The following February, the Corona SDK 1.1 was released with additional features.[4][5]

In September 2010, Ansca released version 2.0 of Corona SDK and added Corona Game Edition. Version 2.0 added cross-platform support for iPad and Android, while Game Edition added a physics engine and other advanced features aimed specifically at game development.[6][7]

In January 2011, Corona SDK was released for Windows XP and newer, giving developers the opportunity to build Android applications on PC.[8]

In April 2012, co-founder and CEO Icaza left Ansca, and CTO Luh took the CEO role.[9] Shortly after, in June 2012, Ansca changed its name to Corona Labs.[10] In August 2012, Corona Labs announced Enterprise Edition, which added native bindings for Objective-C.[11]

In March 2015, during GDC 2015 announcement was made that Corona SDK is completely free and will support Windows and Mac OS X deployment targets.[12][13]

In November 2015, Corona Labs Inc. announced support for tvOS development for Apple TV.

In March 2017, Corona Labs was acquired by Appodeal and announced that the Enterprise version of Corona would also become free.[14]

In June 2017, Corona Labs announced that Enterprise was renamed to Corona Native, is free for everyone and included as part of the core product.'[15]

In January 2019, Corona Labs announced that Corona 2D will be open sourced under the GNU GPLv3 license, while offering the option of a commercial license upon agreement with Corona Labs.[16]

In 2020, the engine was renamed from Corona SDK to Solar2D. This was done in response to the closure of Corona Labs,[17] as well as the COVID-19 pandemic. Corona Labs also stopped offering commercial licenses and changed its open source license from GPLv3 to the more permissive MIT License.[18]

Major features[edit]

Solar2D's API suite features API calls for audio and graphics, cryptography, networking and device information such as accelerometer information, GPS, and user input as well as widgets, particle effects, and more.[19] Claquette 1 5 3 download free.

Bibliography[edit]

  • Zammetti, Frank (April 2013). Learn Game Development with Corona SDK (1st ed.). Apress. p. 288. ISBN1430250682.
  • Flanagan, Nevin (May 2013). Corona SDK Hotshot (1st ed.). Packt Publishing. p. 334. ISBN1849694303.
  • Whye, J.A. (June 2013). Mobile Game Development with Corona SDK Training Video (1st ed.). Infinite Skills.
  • Burton, Ed.D., Brian (April 2012). Learning Mobile Application & Game Development with Corona SDK (1st ed.). Burtons Media Group.
  • Fernandez, Michelle (April 2012). Corona SDK Mobile Game Development: Beginner's Guide (1st ed.). Packt Publishing. p. 408. ISBN1849691886.
  • Burton, Ed.D., Brian. Mobile App Development with Corona (1st ed.). Burtons Media Group. p. 436. ISBN978-1-937336-00-4.

References[edit]

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  1. ^'Adobe vets build rival to Flash for iPhone apps'. VentureBeat. June 23, 2009. Retrieved 2010-05-04.
  2. ^Chen, Brian X. (April 30, 2010). 'Adobe CEO, Ex-Adobe Engineers Weigh In on Jobs' Flash Attack - Wired.com, April 30, 2010'. Retrieved 2010-05-04.
  3. ^'Ex-Adobe engineers create Flash competitor Corona for the iPhone - PocketGamer.biz, June 24, 2010'. Retrieved 2010-05-14.
  4. ^'Ansca Mobile Releases Corona For iPhone Development'. InformationWeek. December 1, 2009. Retrieved 2010-05-14.
  5. ^'Corona 1.1 is now shipping - Corona Labs company blog, February 5, 2010'. Archived from the original on June 17, 2012. Retrieved 2010-05-17.
  6. ^'Ansca Mobile iPhone Authoring Tool Adds Android - InformationWeek, April 14, 2009'. Retrieved 2010-05-02.
  7. ^'They're here! Corona SDK and Corona Game Edition'. Archived from the original on 2016-09-15. Retrieved 2016-05-18.
  8. ^'Tool for Creating iPhone and Android Games Now Speaks Windows as Well as Mac'. All Things D. January 25, 2011. Retrieved 2011-08-03.
  9. ^'Moving On And Thanks'. Archived from the original on 2016-08-10. Retrieved 2016-05-18.
  10. ^'Introducing Corona Labs'. Archived from the original on 2016-09-19. Retrieved 2016-05-18.
  11. ^'Announcing Corona Enterprise'. Archived from the original on 2016-09-18. Retrieved 2016-05-18.
  12. ^Mayer, Jason (April 7, 2015). 'GDC 2015 - Corona SDK goes free - prezi.com, April 7, 2015'. Retrieved 2016-03-09.
  13. ^'Corona SDK is completely FREE - Coronalabs.com, March 2, 2015'. Retrieved 2016-03-09.
  14. ^Ha, Anthony. 'Mobile ad company Appodeal acquires game platform Corona Labs'. TechCrunch. Retrieved 2017-11-16.
  15. ^'Welcome to the new Corona! Corona Labs'. Corona Labs. 2017-06-21. Retrieved 2017-11-16.
  16. ^Miracle, Rob (2 January 2019). 'The Corona 2D game engine is going open source in 2019'. Corona. Corona Labs. Archived from the original on 2 January 2019. Retrieved 14 July 2020. Corona will be dual-licensed under both commercial and open source licenses. The open source license is the GNU GPLv3 license, and commercial license will be available upon agreement with Corona Labs.
  17. ^Miracle, Rob (2020-04-22). 'Corona Labs transition update 22-April-2020'. Corona Labs. Retrieved 2020-05-24.
  18. ^Miracle, Rob (30 April 2020). 'Future of Corona'. Corona. Corona Labs. Archived from the original on 2 May 2020. Retrieved 14 July 2020. Pretty much all code related to Corona Labs has been made available under the MIT license.
  19. ^'CoronaSDK'. Retrieved 7 October 2013.

External links[edit]

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  • Solar2D on GitHub
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Solar2D&oldid=1004437094'