site deployment/upgrade for Xcode 5

Bartoo
New Contributor III

We don't want to use the Apple Store method- it's clunky for 25+ users - and snapshotting the install results in an unstable app (thus far) - anyone attempting this?

1 ACCEPTED SOLUTION

gregneagle
Valued Contributor

http://macops.ca/deploying-xcode-and-cli-tools-whats-new-in-xcode-5/
http://macops.ca/xcode-deployment-the-dvtdownloadableindex-and-ios-simulators/
http://derflounder.wordpress.com/2013/09/20/building-a-grand-unified-xcode-5-0-installer-for-mountain-lion/
etc

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8 REPLIES 8

gregneagle
Valued Contributor

http://macops.ca/deploying-xcode-and-cli-tools-whats-new-in-xcode-5/
http://macops.ca/xcode-deployment-the-dvtdownloadableindex-and-ios-simulators/
http://derflounder.wordpress.com/2013/09/20/building-a-grand-unified-xcode-5-0-installer-for-mountain-lion/
etc

Bartoo
New Contributor III

never mind! I got it- thank you for your help!

kstrick
Contributor III

I"ve used the 'derflounder' method and it works well.

jwojda
Valued Contributor II

I have a dumb question. I was following the derflounder method last night, and my preflight/postinstall scripts look different than the screen shot when I added mine, and I don't think they ran either. His showed up as like the terminal window type icon, mine showed up as a text file. I did the chmod a+x and everything, and even tried removing the .sh from them, the still showed as text files. What's the proper method to create those files?

rtrouton
Release Candidate Programs Tester

@jwojda,

When you were creating the scripts, what editor did you use to create them? Also, there shouldn't be an .sh , .txt or anything else used as a file suffix for these scripts. They should just be named preinstall and postinstall.

jwojda
Valued Contributor II

so, I followed @rtrouton's 5.0.1 page http://derflounder.wordpress.com/2013/10/24/building-a-grand-unified-xcode-5-0-1-installer-for-maver... for installing 5.0.2, however I can't tell if the command line tools got installed.

I saw on http://railsapps.github.io/xcode-command-line-tools.html that if I do an xcode-select -p I should find something about the CL being installed, but I don't. I didn't see in the install.log anything that said it was or was not installed..

elislider
New Contributor

i dont think the derflounder guide (At least the 5.0 guide) is very useful for us in the Casper world. the scripts he made just install XCode and then install the command line tools package. obviously those are easily accomplished just by packaging the base XCode app with Composer and then using Remote/Imaging to deploy the package/dmg along with the command line tools package (separate deployment events).

i was hoping to find a way that users could compile code (aka "use Xcode") without it caring about Apple IDs or account information. the experience i had in the past was after I deployed XCode to the computers, users could run it with no problems, but then it would prompt for an Apple ID at compile/runtime.

I'll see how it goes with XCode 6 now, as I haven't tried it yet

rtrouton
Release Candidate Programs Tester

I've found that deploying Xcode 6.x is easier than 5.x, now that 6.x requires 10.9.4 and later. Apple includes the command line tools inside Xcode if you're running Mavericks:

http://derflounder.wordpress.com/2013/11/15/xcode-command-line-tools-included-with-xcode-5-0-x-on-ma...

My current method is to download an Xcode installer package from the MAS using this technique:

http://derflounder.wordpress.com/2013/08/22/downloading-apples-server-app-installer-package/

Once the Xcode installer package has been downloaded, it can be deployed as-is without needing to repackage it. The end result should be that Xcode 6.x installs on Mavericks without requiring an Apple ID. If you want to script accepting the EULA or including other tools, you'll likely need to script those. Tim Sutton has some good resources available to help with that:

http://macops.ca/tag/xcode/