Deployment

ArcGIS Maps SDK for Qt enables you to build mapping applications for Windows, macOS, Linux, Android, and iOS. Follow the steps below to ensure you have licensed the capabilities that your app uses and that you understand associated costs.

Apps built with ArcGIS Maps SDK for Qt are self-contained. For example, deploying a Windows app does not add keys to the Windows registry. Deploying apps can be as simple as copying and pasting your app's executable files along with other dependent files to a different machine or device. Likewise, uninstalling can be as simple as deleting the files. The SDK lets you build and deploy self-contained, stand-alone apps or build and deploy capabilities into existing software.

Attribute Esri in your app

Esri requires that when you use an ArcGIS Online basemap, Esri data services, or Esri API technology in your app, you must also include Esri attribution. There are specific requirements for attribution that you may be required to address in your app depending on how your app is built and the data it uses. These requirements are outlined in detail in the Attribution in your app topic.

Prepare and Deploy your app

  1. Prepare your app

    • For Android, compile your app and use the androiddeployqt deployment tool provided by the Qt Group to create an Application Package (APK) or Android App Bundle (AAB). Consult the Google Play store documentation for details about publishing your app on their platform.
    • For iOS, build your Qt project, open the output .xcodeproj file in Xcode, and create an .ipa by archiving your app. Note that apps can be distributed either through the Apple developer enterprise program or by submitting your app to the App Store.
    • For macOS, compile your app and use the Mac deployment tool provided by the Qt Group. This tool bundles the dependencies into an application bundle.
    • For Linux, compile your app. Place the executable and any associated resources such as packages, data, or client files, inside a folder you intend to use as a deployment folder. You can get details from the article Linux deployment on the Qt Group's website.
    • For Windows, build your Qt project. , and use the Windows deployment tool provided by the Qt Group. This tool creates a deployable folder containing all the dependencies needed to run the app.
    • For Linux and Windows, if your application uses Local Server functionality, you must also create a Local Server deployment to include with your deployed application. Refer to Deploy Local Server for more information.
    • If your application uses Local Server to create local map services and the input map files use third-party fonts, you must make sure those third-party fonts are installed on each client machine where your application will run.
    • When deploying your app to macOS, iOS, or Windows, you will need to include additional shaders or force the use of OpenGL. See the Deploying shaders section below for more information.
  2. The deployment folder now contains everything you need to deploy your app. To distribute and deploy your app, copy and paste the deployment folder onto each of your end-user's machines or devices. Each deployment folder can be self-contained and consists of the following:

    • Your app executable
    • Supporting platform and framework libraries required by your app
    • Runtime components and libraries
    • Supporting files, such as data for local use
  3. Test the app by running it from this location.

Deploying specialized symbols

You may need to deploy specialized symbols, such as military symbol dictionaries, for use with your ArcGIS Runtime app.

You have two options for including these symbols in your deployment.

  1. The ArcGIS for Defense group hosts the following ArcGIS Online items that contain .stylx files with military symbols. Use the support matrix to find and download the supported stylx file for your version of ArcGIS Maps SDK for .NET. Once downloaded, you can include the files in your app deployment. Logic in your app, of course, would be required to locate and use the included files as needed.
  2. Add logic to your app that prepares the app for offline use by downloading the files and storing them locally. You can access these resources when your user is online either by programmatically downloading them or accessing them as portal items, reading their contents, and storing them locally. The following code example shows how to access some of the hosted military symbol items.
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// Get the ArcGIS Online portal (default if no URL is provided)
Portal* portal = new Portal(this);

// Get the military symbol items (use their unique item IDs)
PortalItem* itemMil2525c = new PortalItem(portal, "ef95f95470db437f80ea764a9d05203b", this);
PortalItem* itemMil2525d = new PortalItem(portal, "c78b149a1d52414682c86a5feeb13d30", this);

// Asynchronously fetches the data for these items and saves it to a specified filePath.
// The signal emitted when fetching data is completed is Item::fetchDataCompleted(bool success)
itemMil2525c->fetchData(outMil2525cDataPath);
itemMil2525c->fetchData(outMil2525dDataPath);

Deploying shaders

ArcGIS Maps SDK for Qt renders 2D maps and 3D scenes with different graphics APIs, depending on the platform. The Qt Rendering Hardware Interface (RHI) for Qt Quick applications defaults to Metal for macOS/iOS, Direct3D on Windows, OpenGL on Linux, and OpenGL ES on Android. When developing Qt Quick apps for macOS/iOS or Windows, you will need to include Metal or Direct3D shaders respectively or force the use of OpenGL. Qt Widgets exclusively uses OpenGL rendering and does not support Metal or Direct3D. OpenGL does not require any additional shaders in your deployment.

  • Mac apps will require a minimum of Metal 2.0 for Big Sur and Monterey, or Metal 3.0 for Ventura. ArcGIS Maps SDK for Qt comes with Metal shader files in the SDK installation at ~/ArcGIS_SDKs/Qt{Maps SDK version no.}/sdk/macOS/universal/shaders. You will need to copy these shader files into your app bundle at <app_bundle>/Contents/Resources/shaders.

  • iOS will make use of Metal shaders by default, but these are included within the Runtimecore.framework and don't require you to include any additional shaders.

  • Windows apps require a minimum of Direct3D 11.1. ArcGIS Maps SDK for Qt comes with Direct3D shader files in the SDK installation at Program Files/ArcGIS SDKs/Qt{Maps SDK version no.}/sdk/windows/x64/shaders. You will need to copy these shader files into your app directory at yourAppDirectory/shaders.

  • If you want your application to always force the use of OpenGL regardless of platform and not use the target's default rendering API, you can make the following call in your main() C++ method, before constructing any QQuickWindow:

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QQuickWindow::setGraphicsApi(QSGRendererInterface::GraphicsApi::OpenGL);

Deploying to the Apple AppStore using MFi Accessories

The Apple AppStore has guidelines and restrictions for apps that communicate with MFi accessories (for example an external GPS receiver). Apps that use NMEA data need to satisfy the Apple requirements to be accepted in the store. Apps need to declare support via PPID in their submission and the MFi provider needs to list the bundle ID so Apple can cross-reference it. For more information see Apple's MFi Program site.

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