Installing and running your app on an iOS device
Issue: 13.2 (March/April 2015)
Author: Marc Zeedar
Author Bio: Marc taught himself programming in high school when he bought his first computer but had no money for software. He's had fun learning ever since.
Article Description: No description available.
Article Length (in bytes): 17,884
Starting Page Number: 30
Article Number: 13206
project-13206.zip Updated: 2015-03-01 18:09:17
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Excerpt of article text...
In the last issue, I gave a broad overview of iOS development with Xojo. I discussed briefly how you can use the iOS Simulator on your Mac to test and debug your iOS app (and even developed an app in my
Beginner's Cornercolumn). However, I didn't cover a more complicated topic: how to deploy your app.
There are two parts to deployment: installing the app on your own iOS device(s) for testing, and distributing your app via Apple's App Store. They're each quite different and have their own complexities, so today we're going to begin with the simple first step of testing your app on your own hardware.
Note that doing today's tutorial does cost money in the sense that it requires certain software licenses (not to mention hardware). However, even if you're not ready for that financial commitment today, you might still find reading the article useful as a guide to the process and what you can expect in the future if and when you eventually get into iOS development.
In order to install a development app on an iOS device, you'll need to purchase an iOS Developer license from Apple. This costs $99 per year and it's separate from a Mac developer license (which also costs $99/year and is required to distribute apps on the Mac App Store).
You'll also need a license to the iOS version of Xojo ($299/year by itself, or included in the $699 Pro edition). You can upgrade or add a license on the Xojo website (
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