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In this tutorial, you will learn how to build a simple iOS app. You'll do thefollowing:
- Set up your environment
- Set up a workspace
- Create a BUILD file
- Build and deploy the app
Set up your environment
To get started, install Bazel and Xcode, and get the sample project.
Install Bazel
Follow the installation instructions to install Bazel andits dependencies.
Install Xcode
Download and install Xcode.Xcode contains the compilers, SDKs, and other tools required by Bazel to buildApple applications.
Get the sample project
You also need to get the sample project for the tutorial from GitHub. The GitHubrepo has two branches: source-only
and master
. The source-only
branchcontains the source files for the project only. You'll use the files in thisbranch in this tutorial. The master
branch contains both the source filesand completed Bazel WORKSPACE
and BUILD
files. You can use the files in thisbranch to check your work when you've completed the tutorial steps.
Enter the following at the command line to get the files in the source-only
branch:
The git clone
command creates a directory named $HOME/examples/
. Thisdirectory contains several sample projects for Bazel. The project files for thistutorial are in $HOME/examples/tutorial/ios-app
.
Set up a workspace
A workspace is a directory that contains thesource files for one or more software projects, as well as a WORKSPACE
fileand BUILD
files that contain the instructions that Bazel uses to buildthe software. The workspace may also contain symbolic links to outputdirectories.
A workspace directory can be located anywhere on your filesystem and is denotedby the presence of the WORKSPACE
file at its root. In this tutorial, yourworkspace directory is $HOME/examples/tutorial/
, which contains the sampleproject files you cloned from the GitHub repo in the previous step.
Note that Bazel itself doesn't impose any requirements for organizing sourcefiles in your workspace. The sample source files in this tutorial are organizedaccording to conventions for the target platform.
For your convenience, set the $WORKSPACE
environment variable now to refer toyour workspace directory. At the command line, enter:
Create a WORKSPACE file
Every workspace must have a text file named WORKSPACE
located in the top-levelworkspace directory. This file may be empty or it may contain referencesto external dependencies required to build thesoftware.
For now, you'll create an empty WORKSPACE
file, which simply serves toidentify the workspace directory. In later steps, you'll update the file to addexternal dependency information.
Enter the following at the command line:
This creates and opens the empty WORKSPACE
file.
Update the WORKSPACE file
To build applications for Apple devices, Bazel needs to pull the latestApple build rules from its GitHubrepository. To enable this, add the following git_repository
rules to your WORKSPACE
file:
NOTE: 'Always use the latest version of the build_apple rulesin the tag
attribute. Make sure to check the latest dependencies required inrules_apple
's project.'
NOTE: You must set the value of the name
attribute in thegit_repository
rule to build_bazel_rules_apple
or the build will fail.
Review the source files
Take a look at the source files for the app located in$WORKSPACE/ios-app/UrlGet
. Again, you're just looking at these files now tobecome familiar with the structure of the app. You don't have to edit any of thesource files to complete this tutorial.
Create a BUILD file
At a command-line prompt, open a new BUILD
file for editing:
Add the rule load statement
To build iOS targets, Bazel needs to load build rules from its GitHub repositorywhenever the build runs. To make these rules available to your project, add thefollowing load statement to the beginning of your BUILD
file:
We only need to load the ios_application
rule because the objc_library
ruleis built into the Bazel package.
Add an objc_library rule
Bazel provides several build rules that you can use to build an app for theiOS platform. For this tutorial, you'll first use theobjc_library
rule to tell Bazelhow to build a static library from the app source code and Xib files. Thenyou'll use theios_application
rule to tell it how to build the application binary and the .ipa
bundle.
NOTE: This tutorial presents a minimal use case of the Objective-C rules inBazel. For example, you have to use the ios_application
rule to buildmulti-architecture iOS apps.
Add the following to your BUILD
file:
Xcode Start Simulator
Note the name of the rule, UrlGetClasses
.
Add an ios_application rule
Theios_application
rule builds the application binary and creates the .ipa
bundle file.
Add the following to your BUILD
file:
NOTE: Please update the minimum_os_version
attribute to the minimumversion of iOS that you plan to support.
Note how the deps
attribute references the output of the UrlGetClasses
ruleyou added to the BUILD
file above.
Now, save and close the file. You can compare your BUILD
file to thecompleted examplein the master
branch of the GitHub repo.
Build and deploy the app
You are now ready to build your app and deploy it to a simulator and onto aniOS device.
NOTE: The app launches standalone but requires a backend server in order toproduce output. See the README file in the sample project directory to find outhow to build the backend server.
Build the app for the simulator
Make sure that your current working directory is inside your Bazel workspace:
Now, enter the following to build the sample app:
Bazel launches and builds the sample app. During the build process, itsoutput will appear similar to the following:
Find the build outputs
The .ipa
file and other outputs are located in the$WORKSPACE/bazel-bin/ios-app
directory.
Run and debug the app in the simulator
You can now run the app from Xcode using the iOS Simulator. First, generate an Xcode project using Tulsi.
Then, open the project in Xcode, choose an iOS Simulator as the runtime scheme,and click Run.
Note: If you modify any project files in Xcode (for example, if you add orremove a file, or add or change a dependency), you must rebuild the app usingBazel, re-generate the Xcode project in Tulsi, and then re-open the project inXcode.
Build the app for a device
To build your app so that it installs and launches on an iOS device, Bazel needsthe appropriate provisioning profile for that device model. Do the following:
Go to your Apple Developer Account anddownload the appropriate provisioning profile for your device. SeeApple's documentationfor more information.
Move your profile into
$WORKSPACE
.(Optional) Add your profile to your
.gitignore
file.Add the following line to the
ios_application
target in yourBUILD
file:NOTE: Ensure the profile is correct so that the app can be installed ona device.
Now build the app for your device:
This builds the app as a fat binary. To build for a specific devicearchitecture, designate it in the build options.
To build for a specific Xcode version, use the --xcode_version
option. Tobuild for a specific SDK version, use the --ios_sdk_version
option. The--xcode_version
option is sufficient in most scenarios.
To specify a minimum required iOS version, add the minimum_os_version
parameter to the ios_application
build rule in your BUILD
file.
Bingo flashboard app. You can also use Tulsi tobuild your app using a GUI rather than the command line.
Install the app on a device
The easiest way to install the app on the device is to launch Xcode and use theWindows > Devices
command. Select your plugged-in device from the list on theleft, then add the app by clicking the Add (plus sign) button under'Installed Apps' and selecting the .ipa
file that you built.
To build iOS targets, Bazel needs to load build rules from its GitHub repositorywhenever the build runs. To make these rules available to your project, add thefollowing load statement to the beginning of your BUILD
file:
We only need to load the ios_application
rule because the objc_library
ruleis built into the Bazel package.
Add an objc_library rule
Bazel provides several build rules that you can use to build an app for theiOS platform. For this tutorial, you'll first use theobjc_library
rule to tell Bazelhow to build a static library from the app source code and Xib files. Thenyou'll use theios_application
rule to tell it how to build the application binary and the .ipa
bundle.
NOTE: This tutorial presents a minimal use case of the Objective-C rules inBazel. For example, you have to use the ios_application
rule to buildmulti-architecture iOS apps.
Add the following to your BUILD
file:
Xcode Start Simulator
Note the name of the rule, UrlGetClasses
.
Add an ios_application rule
Theios_application
rule builds the application binary and creates the .ipa
bundle file.
Add the following to your BUILD
file:
NOTE: Please update the minimum_os_version
attribute to the minimumversion of iOS that you plan to support.
Note how the deps
attribute references the output of the UrlGetClasses
ruleyou added to the BUILD
file above.
Now, save and close the file. You can compare your BUILD
file to thecompleted examplein the master
branch of the GitHub repo.
Build and deploy the app
You are now ready to build your app and deploy it to a simulator and onto aniOS device.
NOTE: The app launches standalone but requires a backend server in order toproduce output. See the README file in the sample project directory to find outhow to build the backend server.
Build the app for the simulator
Make sure that your current working directory is inside your Bazel workspace:
Now, enter the following to build the sample app:
Bazel launches and builds the sample app. During the build process, itsoutput will appear similar to the following:
Find the build outputs
The .ipa
file and other outputs are located in the$WORKSPACE/bazel-bin/ios-app
directory.
Run and debug the app in the simulator
You can now run the app from Xcode using the iOS Simulator. First, generate an Xcode project using Tulsi.
Then, open the project in Xcode, choose an iOS Simulator as the runtime scheme,and click Run.
Note: If you modify any project files in Xcode (for example, if you add orremove a file, or add or change a dependency), you must rebuild the app usingBazel, re-generate the Xcode project in Tulsi, and then re-open the project inXcode.
Build the app for a device
To build your app so that it installs and launches on an iOS device, Bazel needsthe appropriate provisioning profile for that device model. Do the following:
Go to your Apple Developer Account anddownload the appropriate provisioning profile for your device. SeeApple's documentationfor more information.
Move your profile into
$WORKSPACE
.(Optional) Add your profile to your
.gitignore
file.Add the following line to the
ios_application
target in yourBUILD
file:NOTE: Ensure the profile is correct so that the app can be installed ona device.
Now build the app for your device:
This builds the app as a fat binary. To build for a specific devicearchitecture, designate it in the build options.
To build for a specific Xcode version, use the --xcode_version
option. Tobuild for a specific SDK version, use the --ios_sdk_version
option. The--xcode_version
option is sufficient in most scenarios.
To specify a minimum required iOS version, add the minimum_os_version
parameter to the ios_application
build rule in your BUILD
file.
Bingo flashboard app. You can also use Tulsi tobuild your app using a GUI rather than the command line.
Install the app on a device
The easiest way to install the app on the device is to launch Xcode and use theWindows > Devices
command. Select your plugged-in device from the list on theleft, then add the app by clicking the Add (plus sign) button under'Installed Apps' and selecting the .ipa
file that you built.
If your app fails to install on your device, ensure that you are specifying thecorrect provisioning profile in your BUILD
Free photoshop editor app. file (step 4 in the previoussection).
If your app fails to launch, make sure that your device is part of yourprovisioning profile. The View Device Logs
button on the Devices
screen inXcode may provide other information as to what has gone wrong.
Review your work
In this tutorial, you used Bazel to build an iOS app. To accomplish that, you:
- Set up your environment by installing Bazel and Xcode, and downloading thesample project
- Set up a Bazel workspace that contained the source codefor the app and a
WORKSPACE
file that identifies the top level of theworkspace directory - Updated the
WORKSPACE
file to contain references to the requiredexternal dependencies - Created a
BUILD
file - Ran Bazel to build the app for the simulator and an iOS device
- Ran the app in the simulator and on an iOS device
The built app is located in the $WORKSPACE/bazel-bin
directory.
Completed WORKSPACE
and BUILD
files for this tutorial are located in themaster branchof the GitHub repo. You can compare your work to the completed files foradditional help or troubleshooting.
When you run your app, Xcode installs it on the iOS Simulator (or on a real device if you specified a device as the active SDK) and launches it. Using the Hardware menu and your keyboard and mouse, the Simulator mimics most of what a user can do on a real device, albeit with some limitations.
At first, the iPad Simulator looks like any iPad model would. If you were to click the Home button at the bottom center of the Simulator window once, you'd quit your app. The app would then appear on the Home screen with a standard blank icon. Click the blank icon once to launch the app again.
Ios Simulator In Xcode
Interacting with your simulated hardware
Any simulator worth its salt has to be able to duplicate the actions you'd expect from a real device. The Xcode Simulator — no surprise here — can mimic a wide range of activities, all accessed from the Simulator Hardware menu. The Hardware menu items allow you to control various simulator behaviors, including:
Choose a device. Switch the simulated device to an iPad, any model iPhone, or the Retina display found on iPhone 4, iPhone 4S, and fourth-generation iPod touch models.
Choose a version. Switch to a different version of iOS.
Rotate left. Choosing Hardware→Rotate Left rotates the Simulator to the left. If the Simulator is in Portrait view, it changes to Landscape view; if the Simulator is already in Landscape view, it changes to Portrait view.
Rotate right. Choosing Hardware→Rotate Right rotates the Simulator to the right. Again, if the Simulator is in Portrait view, it changes to Landscape view; if the Simulator is already in Landscape view, it changes to Portrait view.
Use a shake gesture. Install photoshop 2018. Choosing Hardware→Shake Gesture simulates shaking the device.
Go to the Home screen. Choosing Hardware→Home does the expected — you go to the Home screen.
Lock the Simulator (device). Choosing Hardware→Lock locks the Simulator, which then displays the Lock screen.
Send the running app low-memory warnings. Choosing Hardware→Simulate Memory Warning fakes out your app by sending it a (fake) low-memory warning.
Simulate the hardware keyboard. Choose Hardware→Simulate Hardware Keyboard to check out how your app functions when the device is connected to an optional physical keyboard dock or paired with a Bluetooth keyboard.
Choose an external display. To bring up another window that acts like an external display attached to the device, choose Hardware→TV Out and then choose 640 x 480, 1024 x 768, 1280 x 720 (720p), or 1920 x 1080 (1080p) for the window's display resolution. Choose Hardware→TV Ou@→Disabled to close the external display window.