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Building waze for iPhone
IMPORTANT NOTE for community developers: There is required data missing from waze's source code release, including but not limited to images, sounds, and web service URLs. It's unclear whether this conforms or does not conform to the GNU GPL under which waze is published, but it does make it impossible to build a working app from the published source code.
As data becomes available to make a working build from the source code, it will be noted here. In the meantime, more experimentation is needed. The instructions given here are not enough to build a working app.
- Apple iOS SDK (no charge to register and download)
- waze source code (naturally!)—be sure to get a copy of version 1.9.0 as it includes some images not in the 2.0 sources
- A couple of TrueType fonts (maybe Liberation Sans and Sans Bold from the Fedora Project?)
- (other data not in the waze source code zip file; see important note above)
- Paid membership in the Apple iOS Developer Program (necessary to build for an actual iOS device instead of just the simulator; currently US$99/year and up)
- Make a working directory for the waze source code. It will need to be somewhere where you can add a symlink to its parent directory. For these examples, we'll say the directory is /Users/Me/iOS/waze, but it could be under any path you like.
- Unzip the source code into /Users/Me/iOS/waze. You'll end up with the source code under something like /Users/Me/iOS/waze/waze_src_2.0. Just rename it so it becomes /Users/Me/iOS/waze/src.
- Change to the parent directory (/Users/Me/iOS) and make a symlink: ln -s waze/src/iphone
- Change to the waze/src/iphone directory and make another symlink: ln -s .. src
- Fire up Xcode.
- Within Xcode, open: waze/src/iPhone/Xcode/waze.xcodeproj
- Now you can try your first build. If you go to the Build menu and choose one of the "Build and Debug" or "Build and Run" options, Xcode will automatically install the built app into the iPhone Simulator and run it there.