[Mono-dev] How do I develop mono/C# applications for the AppleiPhone?
Daniel Morgan
monodanmorg at yahoo.com
Fri Feb 27 09:26:57 EST 2009
Buy or have a Intel Mac with Mac OS X at least 10.5 Leopard. Do an update to the latest version of Mac OS X. A Mac Mini will work just fine.
Go here to the Apple iPhone Developer Program web site:
http://developer.apple.com/iphone/program/
If you need to register, go to this site:
http://developer.apple.com/iphone/
See link "Not a Registered iPhone Developer?" and click "Start now".
If you already have an Apple ID, then click Log In to register your Apple ID for the membership. If you do not have an Apple ID, click "Create Apple ID". Registration if Free. Once you do this, you will have access to all the documentation, videos, and the iPhone SDK for you to download.
The SDK will allow you to develop on a iphone emulator using the xcode IDE. However, if you want to deploy to an actual iphone or the AppStore, you will need to pay Apple $99 for the Standard Program.
If you do not use Mono or Unity, you will have to learn Objective-C.
Unity Indie $200 and iPhone Publishing Basic $400 = $600
iPhone 3G with 8GB $200
Mac Mini Intel with Mac OS X 10.5 Leopar $600 (does not include Keyboard and mouse)
KeyboardKit for mac - $25
Mouse for mac - $25
Total is about $1450
--- On Fri, 2/27/09, buhochileno at gmail.com <buhochileno at gmail.com> wrote:
> From: buhochileno at gmail.com <buhochileno at gmail.com>
> Subject: Re: [Mono-dev] How do I develop mono/C# applications for the AppleiPhone?
> To: "Mono devel list" <mono-devel-list at lists.ximian.com>
> Date: Friday, February 27, 2009, 7:00 AM
> Mariner, David wrote:
> > Hi Daniel,
> >
> > Firstly, I'll only talk about the authorized
> development scene for the
> > device. If you don't already know or can't
> find out about alternate
> > methods, then you'll probably have little success
> with them if I pointed
> > you in their direction.
> >
> In my case, I'm interest in all directions, so please
> point me in that
> direction, where do I start?
> > Firstly you're going to need to get a mac to dev
> on. An intel Mini with
> > 10.5 is minimum requirements for the iPhone toolchain,
> but will do the
> > job fine. Spring for some extra RAM, but google around
> for DIY upgrade,
> > don't pay the "Apple tax" on it.
> >
> > Next you're going to need ADC membership (which is
> free), and then sign
> > up to the iPhone dev program (also free) which will
> let you download the
> > toolchain (including emulator) but then you'll
> need to pay over $99 for
> > a certificate to let you run any apps you develop on
> the device.
> >
> > Then you're all set to develop and deploy to the
> iPhone in general.
> >
> > If you're wanting to start hacking around in mono
> on the device, the
> > first thing to do would be to check out the source
> from the SVN server,
> > and look at ~/mono/build-mono.sh. This is what will
> enable you to
> > cross-compile using the apple toolchain. From then on
> you're into
> > exposing APIs, working out a nice productive
> development / deployment
> > toolchain and all that good stuff.
> >
> > Also, bear in mind that the combination of the Apple
> developer agreement
> > and Novell's license terms for mono means that if
> you're going to be a
> > commercial developer, you'll need to speak to
> Novell regarding a
> > commercial license. But IANAL, so take professional
> advice as necessary.
> >
> >
> >
> > Or you can go for the Unity option. You'll still
> need the mac and the
> > $99 certificate from Apple, but if you want to dev in
> c# on the iPhone,
> > it's really going to be your quickest route to
> deployment. One of the
> > best things about it is that you can do extremely
> rapid code-build-test
> > cycles...in the order of about 3 seconds until
> you're seeing the results
> > of your changes.
> >
> > I know that it seems like a large outlay, but if
> you're seriously
> > looking to develop any game-style applications and you
> want to avoid a
> > whole world of pain then I'd really recommend the
> Unity route. If you're
> > more in it for the "hacker culture" aspect
> of cool toys, or if you want
> > to do applications rather than games then try without
> it first.
> >
> > Once you've got the mac setup, you can always
> evaluate the 30 day trial
> > of Unity to see how you get on with it as an
> environment.
> >
> > Hope this helps,
> >
> > Dave
> >
> > P.S. In the interest of full disclosure, my wife works
> at Unity. But
> > that doesn't change the fact that it's the
> easiest route to getting c#
> > on an iPhone ;-)
> >
> >
> > -----Original Message-----
> > From: mono-devel-list-bounces at lists.ximian.com
> > [mailto:mono-devel-list-bounces at lists.ximian.com] On
> Behalf Of Daniel
> > Morgan
> > Sent: 26. februar 2009 18:56
> > To: mono-devel-list at lists.ximian.com
> > Subject: [Mono-dev] How do I develop mono/C#
> applications for the
> > AppleiPhone?
> >
> > I love the iphone. I recently got one (my first apple
> computer if you
> > think about it). Now, I would like to develop my own
> applications for
> > the iphone, but I do not know where to start. I have
> done an internet
> > search and found stuff, but there is nothing that can
> get a C# developer
> > who is used to windows to use and develop iphone apps
> on a Mac in C#.
> >
> > What would be the minimum requirements for a computer
> to develop iphone
> > applications with? Will a Mac Mini with Intel running
> Mac OS X 10.5
> > Leopard suffice? How much RAM and Hard Disk space do
> I need?
> >
> > I would rather write these iphone apps in C# than
> Objective-C. This is
> > where Mono comes in mind. I believe you can use
> static compilation in
> > Mono using AOT compilation and a tool called Linker.
> >
> > I've seen a tool from unity3d, but that tool is
> expensive. After
> > shelling out for the iphone, a mac mini, the apple
> developer program, i
> > don't think there will be much left. Unity Indie
> for $200 and the
> > iPhone Publishing Basic for $400 for a total of $600.
> >
> > So, what does one need to build applications for the
> iphone in C#?
> > What tools must I install on the Mac (the iphone SDK
> and Mono of course)
> > to do this? What steps must I take to build these
> apps?
> >
> > Thanks,
> > Daniel
> >
> >
> >
> >
> >
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