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	<title>Rob&#039;s Mobile Apps</title>
	<atom:link href="http://www.robsmobileapps.com/feed" rel="self" type="application/rss+xml" />
	<link>http://www.robsmobileapps.com</link>
	<description>Applications for the iPhone™, iPad® and iPod® Touch</description>
	<lastBuildDate>Sun, 13 Jun 2010 02:58:57 +0000</lastBuildDate>
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		<title>Times Tables App</title>
		<link>http://www.robsmobileapps.com/times-tables-app</link>
		<comments>http://www.robsmobileapps.com/times-tables-app#comments</comments>
		<pubDate>Sun, 13 Jun 2010 02:58:57 +0000</pubDate>
		<dc:creator>rob</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.robsmobileapps.com/?p=750</guid>
		<description><![CDATA[
I am pleased to announce the release of the Times Tables Timing Challenge iPhone application.
Master your multiplications tables with this easy-to-use education app. With timed quizzes, multiple accounts, multiple difficulty levels and report cards, learning the Times Tables has never been more fun!
See the Times Tables Timing Challenge page for more information.

]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.robsmobileapps.com/times-tables-timing-challenge"><img class="alignleft size-full wp-image-497" style="margin: 5px 15px;" title="Times Tables" src="http://www.robsmobileapps.com/wp-content/uploads/2010/06/TTTC-100x100.jpg" alt="Times Tables" width="100" height="100" /></a></p>
<p>I am pleased to announce the release of the <a href="http://www.robsmobileapps.com/times-tables-timing-challenge" target="_self"><strong>Times Tables Timing Challenge</strong></a> iPhone application.</p>
<p>Master your multiplications tables with this easy-to-use education app. With timed quizzes, multiple accounts, multiple difficulty levels and report cards, learning the Times Tables has never been more fun!</p>
<p>See the <a href="http://www.robsmobileapps.com/times-tables-timing-challenge" target="_self">Times Tables Timing Challenge</a> page for more information.</p>
<p style="text-align: center;"><a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=376309579"><img class="noframe aligncenter" src="http://www.robsmobileapps.com/wp-content/uploads/2009/06/App_Store_badge_0708_154x50.png" alt="" width="154" height="50" /></a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Cowboys versus Fruit?</title>
		<link>http://www.robsmobileapps.com/cowboys-versus-fruit</link>
		<comments>http://www.robsmobileapps.com/cowboys-versus-fruit#comments</comments>
		<pubDate>Thu, 10 Jun 2010 04:05:29 +0000</pubDate>
		<dc:creator>rob</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.robsmobileapps.com/?p=744</guid>
		<description><![CDATA[When I was a kid, we used to play Cowboys and Indians. This was one of the most popular Good Guys verses Bad Guys style of game amongst my friends, with smoking cap guns and rubber tipped arrows. Probably not very Politically Correct today but very popular back in the day.
This inspired my latest idea [...]]]></description>
			<content:encoded><![CDATA[<p>When I was a kid, we used to play Cowboys and Indians. This was one of the most popular <em>Good Guys</em> verses <em>Bad Guys</em> style of game amongst my friends, with smoking cap guns and rubber tipped arrows. Probably not very Politically Correct today but very popular back in the day.</p>
<p>This inspired my latest idea for a new app game. Something along the lines of Cowboys and Indians, maybe <a href="http://en.wikipedia.org/wiki/Battle_of_the_Little_Bighorn"><em>Custer’s Last Stand</em></a>, with cowboys defending a circle of wagons while marauding Indians attacked with flaming arrows. But this got me thinking …. would such an app get approved, even though it is based on actual historical events? Is it politically correct enough for Apple to approve? Or in this day and age, when minority groups rule, would a few people take offense and the app get pulled? Not having lived in the US, I’m not sure of the current political situation with regard to Native American Indians. I’m sure that if I build an app here in Australia, where a bunch of white settlers went around shooting the indigenous population and stealing their children (which also did really happen) it would not get approved. Maybe heavily armed Special Forces operatives storming through the mountains attacking dudes with towels on their heads and any passing goats they come across? (currently happening?) How about an army of blond haired, blue eyed Arians rounding up those with a different faith and herding them into trains? Probably not. (Is there anyone left that’s not yet offended?)</p>
<p>Maybe this is why we have so many Zombie games. Zombies tend not to have much support, even amongst minority groups. And if you get bored with blasting Zombies yourself, what could be more politically correct than <a href="http://www.popcap.com/games/pvz/">Plants verses Zombies</a>? Not much chance of complaints there (other than from vegetarian necrophiliacs – and they tend not to crave publicity).  Ninjas seem a pretty safe bet too with countless Ninja games currently available in the app store.  And then there is of course, <a href="http://www.bulkypix.com/jeux/presentation/twin-blades">Ninjas verses Zombies</a> (doubly politically correct?). Not to be outdone by the plants, fruit takes on the fight in <a href="http://www.fruitninja.com/">Ninjas verses Fruit</a> or the educational <a href="http://www.math-ninja-app.com/">Math Ninja</a> attacking tomatoes (again, not many groups to offend there). Of course, blasting aliens and robots is also a fairly safe and well-established theme with literally thousands of “<em>shoot the alien</em>” games (intergalactic travelers being another rather poorly represented minority group – at least as far as I can tell).</p>
<p>So maybe my Cowboys verses Indians theme is just too politically sensitive to risk months of development in a game that may get rejected. Maybe I should take inspiration from the current game themes and include some fruits or vegetables verses some sort of aliens or machines. That way, there’s much less chance that my game will cause offense to some minority group and get rejected. So fruits verses machines it is. Maybe something like Apples for the fruit and Android robots for the machines. Surely that’s a safe bet – who would possibly complain about that?</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Tech Notes</title>
		<link>http://www.robsmobileapps.com/tech-notes</link>
		<comments>http://www.robsmobileapps.com/tech-notes#comments</comments>
		<pubDate>Tue, 01 Jun 2010 06:45:04 +0000</pubDate>
		<dc:creator>rob</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.robsmobileapps.com/?p=650</guid>
		<description><![CDATA[These Tech Notes are generally very short and to the point. They are mainly reminders to myself about how to do things, but others may find them useful too.

7 iPhone Ringtones
6 Roll your own static libraries
5 Splitting Large Files
4 Generating model classes from Core Data with mogenerator
3 Core Data SQL
2 Sharing Libraries Across Projects
1 Setting [...]]]></description>
			<content:encoded><![CDATA[<p>These Tech Notes are generally very short and to the point. They are mainly reminders to myself about how to do things, but others may find them useful too.</p>
<ul type="none">
<li>7 <a href="http://www.robsmobileapps.com/technote-7-iphone-ringtones">iPhone Ringtones</a></li>
<li>6 <a href="http://www.robsmobileapps.com/technote-6-roll-your-own-static-libraries">Roll your own static libraries</a></li>
<li>5 <a href="http://www.robsmobileapps.com/technote-5-splitting-large-files">Splitting Large Files</a></li>
<li>4 <a href="http://www.robsmobileapps.com/technote-4-generating-model-classes-from-core-data-with-mogenerator">Generating model classes from Core Data with mogenerator</a></li>
<li>3 <a href="http://www.robsmobileapps.com/technote-3-core-data-sql">Core Data SQL</a></li>
<li>2 <a href="http://www.robsmobileapps.com/technote-2-sharing-libraries-across-projects">Sharing Libraries Across Projects</a></li>
<li>1 <a href="http://www.robsmobileapps.com/technote-1-setting-up-xcode-to-share-static-libraries">Setting up Xcode to share Static Libraries</a></li>
</ul>
]]></content:encoded>
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		</item>
		<item>
		<title>TechNote 7 &#8211; iPhone Ringtones</title>
		<link>http://www.robsmobileapps.com/technote-7-iphone-ringtones</link>
		<comments>http://www.robsmobileapps.com/technote-7-iphone-ringtones#comments</comments>
		<pubDate>Mon, 17 May 2010 04:32:10 +0000</pubDate>
		<dc:creator>rob</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.robsmobileapps.com/?p=682</guid>
		<description><![CDATA[A quick note on creating your own Ringtones for your iPhone from music in iTunes.  This also works for Alarm sounds when you get fed up with waking up to Marimba!
This is definitely not as easy as it should be and there may be simpler ways, but this should work.

Start iTunes and find the [...]]]></description>
			<content:encoded><![CDATA[<p>A quick note on creating your own <strong>Ringtones</strong> for your iPhone from music in iTunes.  This also works for <strong>Alarm</strong> sounds when you get fed up with waking up to <em>Marimba</em>!</p>
<p>This is definitely not as easy as it should be and there may be simpler ways, but this should work.</p>
<ol>
<li>Start iTunes and find the song you want to convert. (It must be an MP3.)
</li>
<li>Right-click the song and choose Get Info.
</li>
<li>Click the Options tab.
</li>
<li>Check the Start Time and Stop Time boxes, then enter times for each (no more than 30 seconds apart, the maximum length for a ringtone).
</li>
<li>Click OK, then right-click the song again and choose <em>Create AAC Version</em>. You should immediately see a new 30-second version of the song. If the <em>Create AAC Version</em> option isn&#8217;t there, try the <em>Advanced</em> menu. If its not there either, check your <em>Preferences->General->Import Settings&#8230;</em> and ensure you have <em>Import Using</em> set to <strong>AAC Encoder</strong>.
</li>
<li>Drag that version out of iTunes and into the folder of your choice.
</li>
<li>Delete the 30-second version from iTunes and undo the Start Time/Stop Time changes to the original.
</li>
<li>Open the folder containing the 30-second AAC file you dragged out of iTunes, then change the file extension from <strong>.m4a</strong> to <strong>.m4r</strong>. </li>
<li>Double-click it and it immediately gets added to iTunes&#8217; ringtone library.
</li>
<li>Finally, sync your iPhone. When it&#8217;s done, you can head into the settings and select your new ringtone.
</li>
</ol>
]]></content:encoded>
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		</item>
		<item>
		<title>TechNote 6 &#8211; Roll your own static libraries</title>
		<link>http://www.robsmobileapps.com/technote-6-roll-your-own-static-libraries</link>
		<comments>http://www.robsmobileapps.com/technote-6-roll-your-own-static-libraries#comments</comments>
		<pubDate>Sat, 15 May 2010 03:19:52 +0000</pubDate>
		<dc:creator>rob</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.robsmobileapps.com/?p=663</guid>
		<description><![CDATA[In TechNote 2, I outlined how to use static libraries from a Cocos2d project in one of your own projects, i.e. without actually copying the source into your project. In this technote, I describe how to package up some of your own code into a stand alone project and make it available to your other [...]]]></description>
			<content:encoded><![CDATA[<p>In <a href="http://www.robsmobileapps.com/technote-2-sharing-libraries-across-projects">TechNote 2</a>, I outlined how to use static libraries from a Cocos2d project in one of your own projects, i.e. without actually copying the source into your project. In this technote, I describe how to package up some of your own code into a stand alone project and make it available to your other projects in the form of a static library. This assumes you have set up Xcode as described in <a href="http://www.robsmobileapps.com/technote-1-setting-up-xcode-to-share-static-libraries">TechNote 1</a> and are familiar with the procedures described in <a href="http://www.robsmobileapps.com/technote-2-sharing-libraries-across-projects">TechNote 2</a>.</p>
<p>I have a utilities project, <em>RMAUtils</em>, that contains (surprisingly) utility classes and macros. I also have a Cocos2d project, <em>RMACocos2d</em> that builds come reusable controls based on Cocos2d and also uses <em>RMAUtils</em>.</p>
<p>Both projects were started as <em>Cocoa Touch Static Library</em> projects (New Project -&gt; Library) and so they each produce static libraries named <em>libRMAUtils.a</em> or <em>libRMACocos2d.a</em>.</p>
<p>I also have an application project that uses my static libraries (<em>libRMAUtils.a</em>, <em>libRMACocos2d.a</em>) as well as Cocos2d. These (3) libraries were all included in the application project as described in TechNote 2.</p>
<p>This seemed to work fine for a while until I started using <em>Categories</em> in my <em>RMAUtils</em> project. After a bit of searching, I found I needed to include the following in the <em>Linking</em> section of the <em>Target</em> of my app.</p>
<blockquote><p><code>Other Linker Flags: -all_load -ObjC</code></p></blockquote>
<p>(Note the <code>-all_load</code> flag only seems to be needed on the device, not the simulator.)</p>
<p>However this caused <em>multiple definition</em> errors in the linking stage of the build.</p>
<p>It turned out I made the mistake of including <em>libRMAUtils.a</em> and <em>Cocos2d</em> static libraries in my <em>RMACocos2d</em> static library project in the &#8220;Link Binary with Libraries&#8221; stage of TechNote 2.</p>
<p>The solution simply involved not adding these libraries to linking stage in the static library projects, i.e. don&#8217;t do step 4 in TechNote 2 when building static library projects. The other steps are still required when setting up static library projects that rely on other projects.</p>
<p>The linking step (step 4) is only required in the final application project.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>TechNote 5 &#8211; Splitting Large Files</title>
		<link>http://www.robsmobileapps.com/technote-5-splitting-large-files</link>
		<comments>http://www.robsmobileapps.com/technote-5-splitting-large-files#comments</comments>
		<pubDate>Sat, 15 May 2010 02:19:39 +0000</pubDate>
		<dc:creator>rob</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.robsmobileapps.com/?p=654</guid>
		<description><![CDATA[I recently wanted to back up a large file (> 4GB) to DVD on my Mac. The solution: 

split -b 2048m myLargeFile.dmg 

This produces a bunch of 2GB files names xaa, xab, xac &#8230; etc
If I need to recreate the original file, copy all the files back to my Mac, then:

mv xaa recreated.dmg
cat xab >> [...]]]></description>
			<content:encoded><![CDATA[<p>I recently wanted to back up a large file (> 4GB) to DVD on my Mac. The solution: </p>
<blockquote><p>
<code>split -b 2048m myLargeFile.dmg </code>
</p></blockquote>
<p>This produces a bunch of 2GB files names xaa, xab, xac &#8230; etc</p>
<p>If I need to recreate the original file, copy all the files back to my Mac, then:</p>
<blockquote><p>
<code>mv xaa recreated.dmg<br />
cat xab >> recreated.dmg<br />
cat xac >> recreated.dmg</code>
</p></blockquote>
]]></content:encoded>
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		</item>
		<item>
		<title>TechNote 4 &#8211; Generating model classes from Core Data with mogenerator</title>
		<link>http://www.robsmobileapps.com/technote-4-generating-model-classes-from-core-data-with-mogenerator</link>
		<comments>http://www.robsmobileapps.com/technote-4-generating-model-classes-from-core-data-with-mogenerator#comments</comments>
		<pubDate>Fri, 14 May 2010 04:53:04 +0000</pubDate>
		<dc:creator>rob</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.robsmobileapps.com/?p=631</guid>
		<description><![CDATA[Instructions on generating model classes from Core Data model using mogenerator.
In a terminal window:

cd /Users/rob/workspace/iphone/myProj/myProj.xcdatamodeld
mogenerator -m myProj.xcdatamodel/ -O ../Classes/

The version of mogenerator I use (1.6.1) was from:
http://sourceforge.net/projects/redshed/files/mogenerator/
]]></description>
			<content:encoded><![CDATA[<p>Instructions on generating model classes from Core Data model using mogenerator.</p>
<p>In a terminal window:</p>
<blockquote><p>
<code>cd /Users/rob/workspace/iphone/myProj/myProj.xcdatamodeld</code></p>
<p><code>mogenerator -m myProj.xcdatamodel/ -O ../Classes/</code>
</p></blockquote>
<p>The version of mogenerator I use (1.6.1) was from:</p>
<p><a href="http://sourceforge.net/projects/redshed/files/mogenerator/">http://sourceforge.net/projects/redshed/files/mogenerator/</a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>TechNote 3 &#8211; Core Data SQL</title>
		<link>http://www.robsmobileapps.com/technote-3-core-data-sql</link>
		<comments>http://www.robsmobileapps.com/technote-3-core-data-sql#comments</comments>
		<pubDate>Fri, 14 May 2010 04:42:41 +0000</pubDate>
		<dc:creator>rob</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.robsmobileapps.com/?p=623</guid>
		<description><![CDATA[If you ever want to see the actual SQL that Core Data issues while running your app, then in Xcode:
open the info window (Cmd I) on your apps executable (Executables in the Groups &#038; Files pane).
Add the following to the Arguments tab
-com.apple.CoreData.SQLDebug 1
]]></description>
			<content:encoded><![CDATA[<p>If you ever want to see the actual SQL that Core Data issues while running your app, then in Xcode:<br />
open the <em>info</em> window (Cmd I) on your apps executable (Executables in the Groups &#038; Files pane).<br />
Add the following to the <em>Arguments</em> tab</p>
<blockquote><p><code>-com.apple.CoreData.SQLDebug 1</code></p></blockquote>
]]></content:encoded>
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		</item>
		<item>
		<title>TechNote 2 &#8211; Sharing Libraries Across Projects</title>
		<link>http://www.robsmobileapps.com/technote-2-sharing-libraries-across-projects</link>
		<comments>http://www.robsmobileapps.com/technote-2-sharing-libraries-across-projects#comments</comments>
		<pubDate>Wed, 24 Mar 2010 10:22:24 +0000</pubDate>
		<dc:creator>rob</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.robsmobileapps.com/?p=577</guid>
		<description><![CDATA[This tech note describes a way to share code and libraries across multiple iPhone app projects. It describes how to set up a project in Xcode to depend on static libraries compiled in a separate project (in this case Cocos2d). It is basically a bullet point summary of the excellent article by Clint Harris.
First, if [...]]]></description>
			<content:encoded><![CDATA[<p>This tech note describes a way to share code and libraries across multiple iPhone app projects. It describes how to set up a project in Xcode to depend on static libraries compiled in a separate project (in this case Cocos2d). It is basically a bullet point summary of the excellent article by <a href="http://www.clintharris.net/2009/iphone-app-shared-libraries/">Clint Harris</a>.</p>
<p>First, if you haven&#8217;t already done so, set up your Xcode global settings as described in <a href="http://www.robsmobileapps.com/technote-1-setting-up-xcode-to-share-static-libraries">TechNote 1</a>.</p>
<p>Then</p>
<ol>
<li>Open the <em>Source Tree</em> tab of the Xcode preferences.</li>
<li>Add a new setting with a Setting/Display name of <strong>COCOS2D_SRC</strong> and a path to that project e.g. <code>/Users/rob/workspace/iphone/cocos2d-iphone-0.99.0</code></li>
</ol>
<p>Then, set up project specific settings:</p>
<ol>
<li>Add the Cocos2d project (cocos2d-iphone.xcodeproj) to the current project (Option+Cmd+A). Do <strong>not</strong> copy.
</li>
<li>On the newly added project, edit the <em>Info</em> (Cmd+i). Change “<em>Path Type</em>” to be <strong>Relative to COCOS2D_SRC</strong>.</li>
<li>Edit the <em>Info</em> (Cmd+i) of the main <em>Target</em>.
<ul>
<li>General Tab: Add (&#8220;+&#8221;) libs to “Direct Dependencies” (cocos2d, Chipmunk, CocosDenshion)</li>
<li>Build Tab: Add <em>$(COCOS2D_SRC)</em> (with Recursive) to “User header search paths”. Ensure “Library Search Paths”  is empty.<br />
<strong>Note</strong>: Ensure you do this for <em>Release</em> and <em>Debug</em> (or both at the same time). I initially just did <em>Debug</em> by mistake and it took a while to work out why my <em>Release</em> wouldn&#8217;t compile!</li>
</ul>
</li>
<li>Drag libs (libcocos2d.a etc) from newly added cocos2d project to &#8220;Link Binary with Libraries” in your <em>Target</em>.<br />
(Note that this step is only required for the &#8220;final&#8221;app project. See <a href="http://www.robsmobileapps.com/technote-6-roll-your-own-static-libraries">TechNote 6</a> for more details on creating your own static libraries.)
</li>
</ol>
<p>That&#8217;s it. If it doesn&#8217;t work, go through the article mentioned above, step by step.<br />
(Note, you may need to add the image <em>fps_images.png</em> to your Resources)</p>
]]></content:encoded>
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		</item>
		<item>
		<title>TechNote 1 &#8211; Setting up Xcode to share Static Libraries</title>
		<link>http://www.robsmobileapps.com/technote-1-setting-up-xcode-to-share-static-libraries</link>
		<comments>http://www.robsmobileapps.com/technote-1-setting-up-xcode-to-share-static-libraries#comments</comments>
		<pubDate>Tue, 23 Mar 2010 06:29:17 +0000</pubDate>
		<dc:creator>rob</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.robsmobileapps.com/?p=640</guid>
		<description><![CDATA[This tech note describes how to set up Xcode to enable sharing static libraries across multiple iPhone app projects. It involves setting up a shared build output directory  that will be shared by all Xcode projects.
It is basically a bullet point summary of the excellent article by Clint Harris.

Open the Building tab of the [...]]]></description>
			<content:encoded><![CDATA[<p>This tech note describes how to set up Xcode to enable sharing static libraries across multiple iPhone app projects. It involves setting up a shared build output directory  that will be shared by all Xcode projects.</p>
<p>It is basically a bullet point summary of the excellent article by <a href="http://www.clintharris.net/2009/iphone-app-shared-libraries/">Clint Harris</a>.</p>
<ol>
<li>Open the <em>Building</em> tab of the Xcode preferences.</li>
<li>Set <em>Place Build Projects in</em> to <em>Customized location</em> and specify the path to the common build directory e.g. <code>/Users/rob/workspace/iphone/xcode_build_output</code></li>
<li>Set <em>Place Intermediate Build Files in</em> to <em>With build products</em>.</li>
</ol>
<p>This is a precursor to other tech notes on Static Libraries.</p>
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