Which compiler do I Use for iPhone App - iphone

I am very new to iPhone app development.I haven't find good article about compiler usage in Xcode. Which compiler do I use for app compilation and what APP store will accept.

The preferred method to build apps is using Apple's Xcode. Older versions of Xcode used gcc. The current version of Xcode supports either llvm or llvm-gcc. Apple currently seems to allow the use of any compiler that emits legal static ARM code with calls to only Apple's public APIs (including one such tool from Adobe's Flash suite).

Xcode uses the LLVM compiler. You do not need to worry about which compiler to use though. Simply install Xcode and develop your application in it. Xcode takes care of the compiling and other build steps for you.

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How can I support both iOS 4.X SDK and iOS 5 SDK in my iPhone app?

I am writing an iPhone app in which I want to support the largest user base possible at this point in time (with minimal pain), so I decided that targeting IOS 4.3+ would be a good subset of users for my audience.
I started working in XCode 4.2, but reverted back to XCode 4.1 when I realized that the project templates had changed and everything seemed very intertwined with storyboarding, ARC, etc.
I have built out my application to the point I actually want to test on my device, which has iOS5 installed. When I attempt to use it though, I get this message as soon as I click 'use for development' in Organizer/XCode:
The project's build settings look like this:
My Question Is This: How do I get this application, built in XCode 4.1, to run on both iOS 4.3 and iOS 5 phones?
Are iOS SDKs not backward compatible? I come from Android development in which a less than current SDK will generally work on a newer SDK - is this different in the iOS world? And if so, how is this handled typically?
Any direction on how I should proceed would be greatly appreciated.
You can go ahead and open your app in Xcode 4.2 and it should still work. I've been working on a particular app since Xcode 3.x days and I'm nearly done, chugging along in Xcode 4.2 right now. It shouldn't be a problem. If you want to work with Xcode 4.1 you will be fine, but you won't be ale to use new features introduced in iOS 5.
There are several aspects of "cross-version" development to note.
Testing: You can only test on version of iOS that are included with your SDK, or that are installed on physical devices that you may have. The SDK generally comes only with the latest iOS, sometimes the previous one is included as well, but since Xcode 4 was released, the older SDKs have been progressively deprecated with each release. This is not to say that your app which is linked against the iOS 5 SDK won't run on older versions of iOS. It just depends on how you implement new features.
Features: In order to support older versions of iOS properly, you want to make sure that you don't implement new features without properly checking for the existence of classes, methods, and properties that were introduced in the newer versions of the OS. Unlike Android, you don't have to worry about a million hardware configurations. ;-)
Weak Linking: To support a new feature and still be compatible with older versions of iOS, you need to weak link against frameworks that you are using to implement new features. You can read more about that in the Apple Documentation on Weak Linking.
Deployment Target: The setting that prevents the app from loading on older devices is called the "Deployment Target". If you set this to 3.1.3, then your app will run on iOS 3.1.3 and higher. Remember that if you don't code the the proper version checking, your app may break.
ARC: You can choose to enable or disable Automatic Reference Counting when you create the project. ARC scans your program at compile time only, not at runtime, it doesn't break the app on older versions of the OS.
You need the latest version of XCode and the iOS SDK to install your apps onto your iOS 5.0 phone. That doesn't mean the inverse is true -- you don't need the same version of iOS on your device that you have installed on your computer.
Hope this helps!
You can use the latest SDK and simply set the "IOS Deployment Target" version to 4.3 in the project build settings.
XCode 4.1 doesn't support iOS5 in the sense that Xcode package doesn't contain the iOS5 SDK. So you must return to Xcode 4.2 and target your project for iOS 4.3 (you can also target it for iOS 4.0 with this Xcode version, but you will not be able to simulate it; you can even download older iOS 4.x package versions from the Xcode preferences menu if you really need to simulate them in your device).
You can opt-out of ARC if you want, this choice is given to you when you create the project, so don't worry; but consider that ARC does its magic at compile time only, not at runtime, so your backward compatibility will be kept if you decide to use this technology. Finally if you don't want Storyboard just pick the Empty app template and it will simply put in your project only the basic files. From this template you can create any iOS app, this is the approach I normally follow.

Is there any way to use LLVM 3 in Xcode 4.1?

I wonder, since LLVM 3.0 is readily available and officially released, is there a way to compile with LLVM 3 when using Xcode 4.1. It would help alot since I used ARC and my app development turned out to be finished sooner than planned. So I don't have to wait until next Xcode 4.2 is released to upload my app to Apple review. Thanks
You can easily compile with any compiler you want with Xcode; see http://mattrajca.com/post/8749868513/llvm-code-coverage-and-xcode-4 , for example. IIRC, you aren't allowed to submit an app that isn't using a compiler bundled with an official Xcode release, though.

iPhone Testing Device Issue

I have iAds in my application, I followed a tutorial to make sure they run on iOS 3.0 and above, but how can I test this to make sure they do, and don't crash?
I'm using Xcode 4.1, and it only has SDK 4.3! Is there a way I can run this on a older version of iOS SDK such as iOS 3?
I'm running OSX Lion, so I can't download those older versions of Xcode.
Any ideas or suggestions?
You should set the base SDK version in the build settings, as Tomen says, but I'll add that it's not possible to know whether/not it will crash without testing.
Symbols that you can't use on that iOS version won't resolve at runtime (with weak linking, they will be NULL/nil/Nil) or throw errors at compile time (without weak linking, which I believe is the default), so you are reasonably safe, as the headers do include availability and deprecation information.
This is a reasonably good assurance that the application will, at the very least, launch (in a technical sense,) but there is no substitute for on-device testing. Unfortunately, without an old device, you cannot install iOS 3, as Apple seems bent on cutting backwards compatibility and making certain that developers only target modern versions of iOS.
set the base SDK version in the build settings

How to use xcode compiler warnings to determine minimum IOS deployment target

I'm building an iOS app using Xcode 3.2.5 with the Base SDK set to iOS 4.2
I know I've used some api's from 4.0 and 4.1 but not sure about whether I actually require 4.2.
According to the iOS Development Guide, "Xcode displays build warnings when it detects that your application is using a feature that’s not available in the target OS release".
So I was hoping to use the compiler warnings to derive my minimum OS requirement.
However, even when I set my iOS Deployment Target to iOS 3.0, I still don't get any compiler warnings.
I must be doing something wrong, but not sure what? Can anyone confirm that they get compiler warnings when the iOS deployment target is less than the base SDK and the code uses base SDK functions? Or do the compiler warnings only show if you link a framework that didn't exist in the iOS deployment target version?
It's behaving as expected: changing the deployment target only affects the minimum OS version you app will run on, not the maximum.
If you use the 4.3 SDK and set the deployment target to 4.0, it just means your app will hard-link any pre-4.0 APIs and weak-link any APIs introduced between 4.0 and 4.3. You have to check at runtime either for the existence of the API (e.g. null pointer for C functions) or the OS version.
The deployment target does generate Xcode warnings but for deprecated APIs: for example if you use an API deprecated in 4.1 and later and the deployment target is 4.1 or later, you get a warning, but if it's 4.0 or earlier, you don't.
It looks like what you really need in your case is the equivalent of MAC_OS_X_VERSION_MAX_ALLOWED (it's not part of the default build settings, but you can custom define it and it should override the value set by the SDK) but for iOS SDK. I'm not sure it officially exists actually: I was able to find a __IPHONE_OS_VERSION_MAX_ALLOWED but considering it starts with __, I'm not sure it's really supported.
The right solution appears to simply build against previous versions of the SDK (you can always do that in the Simulator) and you will get Xcode errors if using missing APIs.
For more info, read this technote: http://developer.apple.com/library/mac/#documentation/DeveloperTools/Conceptual/cross_development/Configuring/configuring.html
temporarily change your base sdk to see them
Edited: for detecting new APIs that are only available in new versions of iOS, I don't think Xcode can do it automatically for us. We need to put them in our mind by ourselves. My suggested reading source:
Login into your dev account and search API diffs. These official API diffs documents should be thorough and helpful.
Check this great post on how to wrap up your code to make it compatible on lower versions of iOS:
===
Try clean your project's build folder. After that you should see warnings on deprecated APIs that your code used.

Which version of the iPhone SDK should I use for an OS4 app?

I'm wondering if I will have compatibility issues with OS4.0 if my app is built with the 4.1 SDK, or is this a non-issue?
The short answer to your question is: Use a Base SDK Version of at least 4.0 for your application and a Deployment Target Version of exactly 4.0.
I've downvoted both answers because they are wrong or at least incomplete.
When building applications there are two settings that you should be aware of:
There is the Base SDK Version which defines against which version of the SDK your application will be compiled.
There is also the Deployment Target Version which defines the lowest version of the iOS that your application requires. You can set this to as low as 2.2.1 in Xcode but the App Store will not accept versions lower then 3.1.3 at the moment.
The Base SDK Version can be higher then the Deployment Target Version. This simply means that your application is backward compatible with older version of the iOS. This also means that your app needs to make decisions at runtime to be sure not to use newer functionality when running on an older version.
For example, the MFMessageComposeViewController was introduced in 4.0 so if your app has been configured to also run on 3.1.3 then you should use NSClassFromString() to find if that specific class is actually available before you use it.
There are many questions here on Stack Overflow on how to discover available functionality so I will not repeat those techniques here.
And a somewhat important note:
Behaviour does change across OS releases. There were a pile of changes in 3.0 (we had issues with UITableView/UITableViewCell):
Some changes happened on old apps (e.g. compiled for 2.2.1). I forget what these were.
Some of them were in the toolchain (I think they changed how nibs were compiled with ibtool; it was something like setting both an image and a custom view for a UITableViewCell). This happened when we upgraded the SDK on the build server, even if we didn't touch "Base SDK"
Some of them happen only when you compiled with a Base SDK of 3.0 (UIKit automagically detects which version you've linked against and has backwards-compatability modes for some things)
Additionally, there were some runtime/C++ changes in GCC 4.2, which meant a GCC 4.2 app running on OS 2.2.1 crashed when casting unsigned int/long to float/double or using std::ostringstream. I've since added a check for GCC version.
So no, compiling with a newer SDK can result in issues — you might not want to risk it if there are time constraints (you don't have time to implement multitasking support, or you don't have time to do a complete re-test and fix all the bugs, or so). Or maybe you still want to support 2.2.1 for some strange reason (4.0 dropped 2.x "device support", which effectively made it impossible to debug apps on 2.x devices).
Usually nothing breaks across minor OS releases (discounting 3.1/3.2). I'd recommend upgrading SDKs as soon as you have the time; don't shy away from new features just because old OSes don't have them.
Depending on the APIs you will be using. Let's say you want to implemented in-app texting (MFMessageComposeViewController) and want ALL of your end-users (will be defined as EUs) to access that feature then you'll have to compile against iOS 4.0. But let's say you want the in-app texting to be optional and a "plus" for your EUs, you'll just compile your app against iOS 3.0 (let's say).
Hope I answered your question :-)