Dec 16, 2020 The Mobile Ads SDK for iOS utilizes Apple's advertising identifier (IDFA). The SDK uses IDFA under the guidelines laid out in the iOS developer program license agreement. You must ensure you are in compliance with the iOS developer program license agreement policies governing the use of this identifier. Build apps - SDK Run apps - Runtime v 5.0.3. Security patch Release notes. Released 2021-03-02: This release contains multiple SDKs. If you're using Visual Studio, look for the SDK that supports the version you're using. If you're not using Visual Studio, install the first SDK listed. Install the Zoom SDK Contents We will walk you through setting up a development environment for Zoom SDK in iOS platform,and gives you hands-on e. IOS 13 Compatibility Notice. Apps using versions 2.0.x, 3.x, and 4.x may fail to register for incoming calls when running on iOS 13. We recommend you upgrade to 5.0 release. Please refer to this advisory and this GitHub issue for more information. Check our migration guides when planning your migration to our latest SDK.
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- Xcode
- iOS SDK / Target iOS platform
- Installation (iOS-only)
Due to Apple's terms and conditions, the iOS SDK may only be installed on Apple products, hence only instructions for installing to Apple's macOS operating system are provided here.
Overview
This guide describes where to obtain and how to install the Xcode developer tools including the iOS and watchOS SDKs.
Compatibility and download
Titanium requires Xcode to be installed in order for you to develop iOS applications.
There are two ways to obtain Xcode, the application that installs and manages iOS SDKs:
- Launch the App Store application, found in the
Applications
folder, and search for and install 'Xcode' (includes the stable iOS and watchOS SDKs). - Enroll with the Apple Developer website and browse the iOS Developer Center page to manually download the installer application (includes all previously-released iOS SDKs and new Beta versions).
Both of the above options are free of charge, although may require credit card details to be entered. Since 2016, you can also test your apps on your device using the free Apple developer program. If you wish to deploy your applications to the App Store for production, however, you will need to become a member of the iOS Developer Program, by way of an annual subscription charge of $99 at the time of writing.
Xcode
To develop for iOS, Titanium requires Apple's Xcode suite of tools.
Each Titanium SDK supports a specific range of Xcode versions, shown in the table below.
Supported versions of XcodeTitanium SDK Version | Min Xcode Version | Max Xcode Version | Notes |
---|---|---|---|
9.3.0 - latest | 11.0.0 | 12.x | |
9.2.0 - 9.2.2 | 11.0.0 | 12.x | Full support for iOS 14 and beta support for macOS via Mac Catalyst |
9.0.0 - 9.1.0 | 9.0.0 | 11.x | Dropped iOS 9 support |
8.3.0 - 8.3.1 | 8.0.0 | 11.x | |
8.2.0 - 8.2.1 | 8.0.0 | 11.x | Full support for iOS 13 |
8.0.0 - 8.1.1 | 8.0.0 | 10.x |
Titanium SDK Version | Min Xcode Version | Max Xcode Version | Notes |
---|---|---|---|
7.5.0 - 7.5.2 | 8.0.0 | 10.x | |
7.4.0 - 7.4.2 | 8.0.x | 10.x | Full support for iOS 12 |
7.0.0 - 7.3.1 | 6.0.x | 9.0.x | |
6.3.0 | 6.0.x | 9.0.x | |
6.2.x | 6.0.x | 9.0.x | Full support for iOS 11 |
5.5.x - 6.1.x | 6.0.x | 8.0.x | |
5.0.0 - 5.4.0 | 6.0.x | 7.0.x | |
4.0.0 - 4.1.x | 6.0.x | 6.4.x | |
3.4.0 - 3.5.x | 6.0.x | 6.0.x |
Deploying for iOS 11.x requires Xcode 9.x, and macOS 10.12.4 and later.
Deploying for iOS 12.x requires Xcode 10.x, and macOS 10.13.6 and later.
As per apple guidelines, Starting April 2020 all apps submitted to App Store must be built with iOS 13 SDK or later, included in Xcode 11 or later.
iOS SDK / Target iOS platform
Each Titanium SDK supports a specific range of iOS base SDKs and deployment targets. To build an application for a specific iOS target version, you must have the appropriate iOS SDK installed.
Supported versions of iOS SDK / Target iOS platformTitanium SDK version | Minimum iOS SDK version | Maximum iOS SDK version | Minimum target iOS version | Maximum target iOS version |
---|---|---|---|---|
9.2.0 - latest | 13.0.0 | 14.x | 10.0 | 14.x |
9.0.0 - 9.1.2 | 11.0.0 | 13.x | 10.0 | 13.x |
8.2.0 - 8.3.1 | 10.0.0 | 13.x | 9.0 | 13.x |
8.0.0 - 8.1.1 | 10.0.0 | 12.x | 9.0 | 12.x |
Titanium SDK version | Minimum SDK version | Maximum SDK version | Minimum target iOS version | Maximum target iOS version |
---|---|---|---|---|
7.4.0 - 7.5.x | 8.0.0 | 12.x | 8.0 | 12.x |
7.0.0 - 7.3.x | 8.0.0 | 11.x | 8.0 | 12.x |
6.2.0 - 6.3.x | 8.0.x | 11.x | 8.0 | 12.x |
6.0.0 - 6.1.x | 8.0.x | 10.x | 8.0 | 12.x |
5.5.x | 8.0.x | 10.x | 7.1.x | 9.3.x |
5.0.0 - 5.4.x | 8.0.x | 9.3.x | 7.1.x | 9.3.x |
4.0.0 - 4.1.x | 8.0.x | 8.4.x | 7.1.x | 8.4.x |
3.4.0 - 3.5.x | 8.0.x | 8.0.x | 7.1.x | 8.0.x |
3.2.2 - 3.3.0 | 7.0.x | 7.1.x | 6.1.x | 7.1.x |
3.1.3 - 3.2.1 | 7.0.x | 7.0.x | 6.1.x | 7.0.x |
3.1.1 - 3.1.2 | 5.0.x | 6.1.x | 5.0.x | 6.1.x |
3.1.0 | 4.3.x | 6.1.x | 4.3.x | 6.1.x |
2.1.3 - 3.0.x | 4.0.x | 6.1.x | 4.0.x | 6.1.x |
2.1.0 - 2.1.2 | 4.0.x | 5.1.x | 4.0.x | 5.1.x |
2.0.x | 5.1.x | 4.0.x | 5.1.x | |
1.8.x | 4.0.x | 5.0.x | 4.0.x | 5.0.x |
1.7.1+ | 3.1.2 | 5.0.x | 3.1.2 | 5.0.x |
Installation (iOS-only)
Note that the typical file system location of this software can be found in the mac OS Software Locations section of these guides.
Install Xcode
To install the current version of Xcode, use the Mac App Store:
- Launch the App Store application from the Applications folder
- Search for 'Xcode'
- Click the Free button, then Install App button
The App Store starts the download and installation process.
To install previous versions of Xcode, download and run the installer application from iOS Developer Center: Downloads for Apple Developers.
- Go to https://developer.apple.com/download/more/ (Requires an Apple Developer account)
- Search for 'Xcode'
- Locate the Xcode version you want to install and click the link to start downloading it.
- Once the download completes, launch the installer application and follow the directions.
Launch Xcode
To confirm that Xcode has been installed correctly, launch it from Applications. When installing Xcode the first time, you are also prompted to accept the End User License Agreement (EULA) and are being asked to installed required components. These will be downloaded once accepted.
Update Xcode using Xcode installer
When new versions of the SDK are released, launch the App Store and click the Updates icon. If Xcode appears, click the Update button.
Install the Command Line tools and previous simulators
The Xcode command-line tools are required for native add-on module development and recommended to be installed for mobile application development. You can either install the command-line tools from Xcode or by running the xcode-select command from a terminal.
To install the command-line tools or older simulator from Xcode:
- Launch Xcode.
- Select Xcode > Preferences.
- Select the Components icon and click the Install button next to the Command Line Tools item.
- If desired, you can install older simulators.
To install the command-line tools from a terminal, run the following command under 'sudo' permissions:
Select the active Xcode version
For systems with multiple Xcode versions installed, the current version can be selected by running sudo xcode-select
at the command-line.
For example:
If you are using Studio, you need to restart Studio for your changes to take effect.
Configure Studio and the CLI
Both Studio and the CLI use the xcode-select
command to obtain the location of the Xcode tool to use when building your iOS applications. Neither tool requires any additional configuration.
You can select a default iOS simulator type to launch after building your application. Open the Preferences dialog by selecting Axway Appcelerator Studio > Preference from the menu bar, then navigate to Studio > Platforms > iOS and select a simulator type from theDefault Displaydrop-down menu.
Note for Mavericks (and later)
If you are using maxOS 10.9+ and packaging an iOS application to the iTune Stores, after the Xcode Organizer is launched, a dialog from your maxOS may open stating, 'UI element scripting is not enabled. Check 'Enable access for assitive devices'.
This message is misleading as this was the name of the setting in previous versions of macOS, which is already enabled by default on the older versions.
On Mavericks and later, to fix this issue:
- Open System Preferences from the Apple Menu.
- Click Security & Privacy.
- Click the Privacy tab.
- If the dialog is locked (bottom-left corner), unlock it.
- Click Accessibility from the left list.
- Enable either Terminal (if you are using the CLI) or AppceleratorStudio when using Studio.
- Close the System Preferences.
This guide shows how to set up your SDK development environment todeploy Cordova apps for iOS devices such as iPhone and iPad,and how to optionally use iOS-centered command-line tools in yourdevelopment workflow. You need to install the SDK tools regardless ofwhether you want to use these platform-centered shell toolsor cross-platform Cordova CLI for development. For a comparison of the twodevelopment paths, see the Overview.For details on the CLI, see Cordova CLI Reference.
Requirements and Support
Apple® tools required to build iOS applications only run on the OS Xoperating system on Intel-based Macs. Xcode® 11.0 (the minimum requiredversion) runs only on OS X version 10.14.4 (Mojave) or greater, andincludes the iOS 13 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 simulatorinstalled 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 11 installed, theminimum iOS version supported since the release of cordova-ios v6.0.0.
Installing the Requirements
Xcode
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 command line, run:
Deployment Tools
The ios-deploy tools allow youto launch iOS apps on an iOS Device from the command-line.
Install ios-deploy via Homebrew by running:
CocoaPods
The CocoaPods tools is needed to build iOS apps. A minimum version of 1.8.0 is required but the latest release is always recommended.
To install CocoaPods, run the following from command-line terminal:
Project Configuration
Installing Xcode will mostly set everything needed to get started with the native side of things.You should now be able to create and build a cordova project.For more details on installing and using the CLI, refer to Create your first app guide.
Deploying to Simulator
To preview the app in the iOS simulator:
Open the workspace file (
platforms/ios/HelloWorld.xcworkspace
) from Xcode, or from the command line:Make sure the
HelloWorld
project is selected in the left panel (1).
Select the intended device from the toolbar's Scheme menu, suchas the iPhone XR Simulator as highlighted in (2)
Press the Run button (3) in the same toolbar to theleft of the Scheme. That builds, deploys, and runs theapplication in the simulator. A separate simulator application opensto display the app:
Ios Sdk Version
Only one simulator may run at a time, so if you want to test the app in a different simulator, you need to quit the simulator application and run a different target within Xcode.
Xcode comes bundled with simulators for the latest versions of iPhoneand iPad. Older versions may be available from the Xcode →Preferences.. → Components panel.
Deploying to Device
For details about various requirements to deploy to a device, referto the Launch Your App On Devices section ofApple'sAbout App Distribution Workflows.Briefly, you need to do the following before deploying:
Create a Provisioning Profile within theiOS Provisioning Portal.You can use its Development Provisioning Assistant to create andinstall the profile and certificate Xcode requires.
Verify that the Code Signing Identity setting within the Code Signing sectionwithin the build settings is set to your provisioning profilename. Google chrome imac.
To deploy to the device:
Use the USB cable to plug the device into your Mac.
Select the name of the project in the Xcode window's Schemedrop-down list.
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.
Press the Run button to build, deploy and run the applicationon your device.
Signing an App
First, you should read through the Code Signing Support Pageand the App Distribution Workflows.
Using Flags
To sign an app, you need the following parameters:
Parameter | Flag | Description |
---|---|---|
Code Sign Identity | --codeSignIdentity | Code signing identity to use for signing. It can be created with Xcode and added to your keychain. Starting with Xcode 8 you should use --codeSignIdentity='iPhone Developer' both for debug and release . |
Development Team | --developmentTeam | The development team (Team ID) to use for code signing. You would use this setting and a simplified Code Sign Identity (i.e. just 'iPhone Developer') to sign your apps, you do not need to provide a Provisioning Profile. |
Packaging Type | --packageType | This will determine what type of build is generated by Xcode. Valid options are development (the default), enterprise , ad-hoc , and app-store . |
Provisioning Profile | --provisioningProfile | (Optional) GUID of the provisioning profile to be used for manual signing. It is copied here on your Mac: ~/Library/MobileDevice/Provisioning Profiles/ . Opening it in a text editor, you can find the GUID which needs to be specified here if using manual signing. |
Code Sign Resource Rules | --codesignResourceRules | (Optional) Used to control which files in a bundle should be sealed by a code signature. For more details, read The OS X Code Signing In Depth article |
Automatic Provisioning | --automaticProvisioning | (Optional) Enable to allow Xcode to automatically manage provisioning profiles. Valid options are false (the default) and true . |
Using build.json
Alternatively, you could specify them in a build configuration file (build.json
)using the --buildConfig
argument to the same commands. Here's a sample of abuild configuration file:
For automatic signing, where provisioning profiles are managed automatically by Xcode (recommended):
For manual signing, specifying the provisioning profiles by UUID:
Xcode Build Flags
If you have a custom situation where you need to pass additional build flags to Xcode you would use one or more --buildFlag
options to pass these flags to xcodebuild
. If you use an xcodebuild
built-in flag, it will show a warning.
You can also specify a buildFlag
option in build.json
above (the value for the buildFlag
key is a string or an array of strings).
Debugging
Acrobat 8 professional download mac. For details on the debugging tools that come with Xcode, see this articleand this video.
Open a Project within Xcode
Cordova for iOS projects can be opened in Xcode. This can be useful ifyou wish to use Xcode built in debugging/profiling tools or if you aredeveloping iOS plugins. Please note that when opening your project in Xcode,it is recommended that you do NOT edit your code in the IDE. This will edit the codein the platforms
folder of your project (not www
), and changes are liable to be overwritten.Instead, edit the www
folder and copy over your changes by running cordova build
.
Plugin developers wishing to edit their native code in the IDE should use the --link
flag when adding theirplugin to the project via cordova plugin add. This will link the files so that changes to the plugin files in theplatforms folder are reflected in your plugin's source folder (and vice versa).
Once the ios platform is added to your project and built using cordova build
, you can open it fromwithin Xcode. Double-click to open the ${PROJECT_NAME}/platforms/ios/${PROJECT_NAME}.xcworkspace
file or open Xcode from your terminal:
The screen should look like this:
Platform Centered Workflow
cordova-ios includes a number of scripts that allow the platform to be usedwithout the full Cordova CLI. This development path may offer you a greaterrange of development options in certain situations than the cross-platform cordova CLI.For example, you need to use shell tools when deploying a customCordova WebView alongside native components. Before using thisdevelopment path, you must still configure the SDK environmentas described in Requirements and Supportabove.
For each of the scripts discussed below, refer to Cordova CLI Reference for more information on theirarguments and usage. Each script has a name that matches the corresponding CLIcommand. For example, cordova-ios/bin/create
is equivalent tocordova create
.
Only one simulator may run at a time, so if you want to test the app in a different simulator, you need to quit the simulator application and run a different target within Xcode.
Xcode comes bundled with simulators for the latest versions of iPhoneand iPad. Older versions may be available from the Xcode →Preferences.. → Components panel.
Deploying to Device
For details about various requirements to deploy to a device, referto the Launch Your App On Devices section ofApple'sAbout App Distribution Workflows.Briefly, you need to do the following before deploying:
Create a Provisioning Profile within theiOS Provisioning Portal.You can use its Development Provisioning Assistant to create andinstall the profile and certificate Xcode requires.
Verify that the Code Signing Identity setting within the Code Signing sectionwithin the build settings is set to your provisioning profilename. Google chrome imac.
To deploy to the device:
Use the USB cable to plug the device into your Mac.
Select the name of the project in the Xcode window's Schemedrop-down list.
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.
Press the Run button to build, deploy and run the applicationon your device.
Signing an App
First, you should read through the Code Signing Support Pageand the App Distribution Workflows.
Using Flags
To sign an app, you need the following parameters:
Parameter | Flag | Description |
---|---|---|
Code Sign Identity | --codeSignIdentity | Code signing identity to use for signing. It can be created with Xcode and added to your keychain. Starting with Xcode 8 you should use --codeSignIdentity='iPhone Developer' both for debug and release . |
Development Team | --developmentTeam | The development team (Team ID) to use for code signing. You would use this setting and a simplified Code Sign Identity (i.e. just 'iPhone Developer') to sign your apps, you do not need to provide a Provisioning Profile. |
Packaging Type | --packageType | This will determine what type of build is generated by Xcode. Valid options are development (the default), enterprise , ad-hoc , and app-store . |
Provisioning Profile | --provisioningProfile | (Optional) GUID of the provisioning profile to be used for manual signing. It is copied here on your Mac: ~/Library/MobileDevice/Provisioning Profiles/ . Opening it in a text editor, you can find the GUID which needs to be specified here if using manual signing. |
Code Sign Resource Rules | --codesignResourceRules | (Optional) Used to control which files in a bundle should be sealed by a code signature. For more details, read The OS X Code Signing In Depth article |
Automatic Provisioning | --automaticProvisioning | (Optional) Enable to allow Xcode to automatically manage provisioning profiles. Valid options are false (the default) and true . |
Using build.json
Alternatively, you could specify them in a build configuration file (build.json
)using the --buildConfig
argument to the same commands. Here's a sample of abuild configuration file:
For automatic signing, where provisioning profiles are managed automatically by Xcode (recommended):
For manual signing, specifying the provisioning profiles by UUID:
Xcode Build Flags
If you have a custom situation where you need to pass additional build flags to Xcode you would use one or more --buildFlag
options to pass these flags to xcodebuild
. If you use an xcodebuild
built-in flag, it will show a warning.
You can also specify a buildFlag
option in build.json
above (the value for the buildFlag
key is a string or an array of strings).
Debugging
Acrobat 8 professional download mac. For details on the debugging tools that come with Xcode, see this articleand this video.
Open a Project within Xcode
Cordova for iOS projects can be opened in Xcode. This can be useful ifyou wish to use Xcode built in debugging/profiling tools or if you aredeveloping iOS plugins. Please note that when opening your project in Xcode,it is recommended that you do NOT edit your code in the IDE. This will edit the codein the platforms
folder of your project (not www
), and changes are liable to be overwritten.Instead, edit the www
folder and copy over your changes by running cordova build
.
Plugin developers wishing to edit their native code in the IDE should use the --link
flag when adding theirplugin to the project via cordova plugin add. This will link the files so that changes to the plugin files in theplatforms folder are reflected in your plugin's source folder (and vice versa).
Once the ios platform is added to your project and built using cordova build
, you can open it fromwithin Xcode. Double-click to open the ${PROJECT_NAME}/platforms/ios/${PROJECT_NAME}.xcworkspace
file or open Xcode from your terminal:
The screen should look like this:
Platform Centered Workflow
cordova-ios includes a number of scripts that allow the platform to be usedwithout the full Cordova CLI. This development path may offer you a greaterrange of development options in certain situations than the cross-platform cordova CLI.For example, you need to use shell tools when deploying a customCordova WebView alongside native components. Before using thisdevelopment path, you must still configure the SDK environmentas described in Requirements and Supportabove.
For each of the scripts discussed below, refer to Cordova CLI Reference for more information on theirarguments and usage. Each script has a name that matches the corresponding CLIcommand. For example, cordova-ios/bin/create
is equivalent tocordova create
.
To get started, either download the cordova-ios package fromnpm orGithub.
Ios Sdk Download
To create a project using this package, run the create
script in the bin
folder:
To run the app, use the run
script in the bin
folder:
The created project will have a folder named cordova
inside that containsscripts for the project-specific Cordova commands (e.g. run
, build
, etc.).
Ios Sdk For Windows 10
To install plugins in this project, use the Cordova Plugman Utility.
Upgrading
Refer to this article for instructions to upgrade your cordova-ios
version.
(Mac®, OS X®, Apple®, Xcode®, App Store℠, iPad®, iPhone®, iPod® and Finder® are Trademarks of Apple Inc.)