Re: XCode 4 System Requirement
Re: XCode 4 System Requirement
- Subject: Re: XCode 4 System Requirement
- From: Yose Widjaja <email@hidden>
- Date: Wed, 25 May 2011 07:08:23 +1000
Thanks everyone.
I want to clarify something though. I did actually manage to compile the project before, under xcode 4, and managed to run the project on my iphone under xcode 4's debug.
However, apart from the aforementioned performance problems (slow indexing), the problem right now is that after some kind of error (something to do with NSAutoreleaseNoPool on the console?) both the program I'm running on the iphone, as well as xcode, freezes.
I had to manually turn off the mac mini from the power button. I suppose this is the telltale signs of extreme trashing?
Cheers
On Wed, May 25, 2011 at 7:01 AM, Eric Wing
<email@hidden> wrote:
I am involved with a very large, complicated build process for the
Corona SDK that was building on a Mac Mini, I think Core Duo 1.83Ghz
with 1GB of RAM.
Under Xcode 3, the build times were about 1 hour. We moved to Xcode 4
and moved to clang/llvm and saw our build times drop to about 35
minutes. (We build Android stuff too in this so we Xcode 4 can't
speed up those parts for us.)
We just upgraded to a faster Mac Mini (2.4GHz Core 2 Duo with 4GB of
RAM) and our build times are now 20 minutes.
We just started running nightly automated builds with automated iOS
(and Android) on-device tests. To pull this off for iOS, we use
Scripting Bridge with Xcode. Unfortunately, Xcode 4 is currently
terribly broken with Scripting Bridge and totally unusable for us in
this aspect and we had to install Xcode 3.2.6 to pull this off. I
would estimate that Xcode 4 is twice as fast at building for us.
So thank you Xcode 4 team for the tremendous performance boost with
clang/llvm! (But please, please fix Scripting Bridge and come up with
better ways to automate iOS device builds and runs.)
Thanks,
Eric
--
Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/
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