"As you can see, my young apprentice, your friends have failed. Now witness the firepower of this fully ARMED and OPERATIONAL battle station!"
Bruce Wheaton wrote:Did you delve into dealing with iOS simulator and device debug and device release (c/w code signing shenanigans) targets? It's awkward now.
- Emperor Palpatine
Yes Bruce, anything and everything possible include debug and release deployment to iPad, iPod, iPhone, iPhone Simulator, iPad Simulator, archiving, and preparation for submission to the Mac App or iTunes store has been properly configured, double checked, debugged, and tested in the DspFilters XCode 4 projects.
If you will note in the project settings for both DspFilters and the Juce amalgamation, I have lowered the SDK requirements (frameworks are set Relative to SDK so if you change, the frameworks will auto-update) to the oldest possible SDK or target platform that will support Juce, allowing the project to work on the broadest possible set of Mac and iOS devices:
All of the frameworks are "Relative to SDK". If you change the SDK setting in the Build Settings of the project, or an individual target, the framework references for the project or target will automatically update their path, as you can see in this screenshot:
This is why I prefer to build my project files by hand. Everything I have described in this post is available in the DspFilters SVN repo. Including the ability to deploy to any simulator or device. If you have XCode 4 and you get my project, you can get DSP Filters on to your simulator and on to your device if you have a development provisioning profile (I got fast-tracked through the approval process and went from buying my iMac to being approved for full development and deployment, in 6 days):
Check it out:
I have the latest iPod, iPad, iPhone all attached simultaneously using a powered USB hub, and a shell script which full-builds the entire DspFilters project for all targets, archives Mac and iOS versions, and deploys to all devices.
I hope this helps!