The Command-Line Interface
This guide shows you how to create applications and deploy them to
various native mobile platforms using the cordova
command-line
interface (CLI). This tool allows you to create new projects, build
them on different platforms, and run on real devices or within
emulators. The CLI is the main tool to use for the cross-platform
workflow described in the Overview. Otherwise you can also use the
CLI to initialize project code, then switch to various platforms' SDKs
and shell tools for continued development.
Prerequisites
Before running any command-line tools, you need to install SDKs for each platform you wish to target. (See the Platform Guides for more details.)
To add support or rebuild a project for any platform, you need to run the command-line interface from the same machine that supports the platform's SDK. The CLI supports the following combinations:
- iOS (Mac)
- Amazon Fire OS (Mac, Linux, Windows)
- Android (Mac, Linux, Windows)
- BlackBerry 10 (Mac, Linux, Windows)
- Windows Phone 8 (Windows)
- Windows (Windows)
- Firefox OS (Mac, Linux, Windows)
On the Mac, the command-line is available via the Terminal application. On the PC, it's available as Command Prompt under Accessories.
NOTE: For Windows-only platforms, you can still do your development on Mac hardware by running Windows in a virtual machine environment or in dual-boot mode. For available options, see the Windows Phone 8 Platform Guide or the Windows Platform Guide.
The more likely it is that you run the CLI from different machines, the more it makes sense to maintain a remote source code repository, whose assets you pull down to local working directories.
Installing the Cordova CLI
The Cordova command-line tool is distributed as an npm package in a ready-to-use format. It is not necessary to compile it from source.
To install the cordova
command-line tool, follow these steps:
-
Download and install Node.js. Following installation, you should be able to invoke
node
andnpm
on your command line. If desired, you may optionally use a tool such asnvm
ornave
to manage your Node.js installation. -
Download and install a git client, if you don't already have one. Following installation, you should be able to invoke
git
on your command line. Even though you won't be usinggit
manually, the CLI does use it behind-the-scenes to download some assets when creating a new project. -
Install the
cordova
module usingnpm
utility of Node.js. Thecordova
module will automatically be downloaded by thenpm
utility.-
on OS X and Linux:
$ sudo npm install -g cordova
On OS X and Linux, prefixing the
npm
command withsudo
may be necessary to install this development utility in otherwise restricted directories such as/usr/local/share
. If you are using the optional nvm/nave tool or have write access to the install directory, you may be able to omit thesudo
prefix. There are more tips available on usingnpm
withoutsudo
, if you desire to do that. -
on Windows:
C:\>npm install -g cordova
The
-g
flag above tellsnpm
to installcordova
globally. Otherwise it will be installed in thenode_modules
subdirectory of the current working directory.You may need to add the
npm
directory to yourPATH
in order to invoke globally installednpm
modules. On Windows,npm
can usually be found atC:\Users\username\AppData\Roaming\npm
. On OS X and Linux it can usually be found at/usr/local/share/npm
.The installation log may produce errors for any uninstalled platform SDKs.
Following installation, you should be able to run
cordova
on the command line with no arguments and it should print help text. -
Create the App
Go to the directory where you maintain your source code, and run a command such as the following:
$ cordova create hello com.example.hello HelloWorld
It may take some time for the command to complete, so be patient. Running the command with the ` -d` option displays information about its progress.
The first argument hello specifies a directory to be generated
for your project. This directory should not already exist, Cordova will
create it for you. Its www
subdirectory houses your application's
home page, along with various resources under css
, js
, and img
,
which follow common web development file-naming conventions. These assets
will be stored on the device's local filesystem, not served remotely. The
config.xml
file contains important metadata needed to generate and
distribute the application.
The second argument com.example.hello
provides your project with a reverse domain-style identifier. This argument
is optional, but only if you also omit the third argument, since the arguments
are positional. You can edit
this value later in the config.xml
file, but do be aware that there may
be code generated outside of config.xml
using this value, such as Java
package names. The default value is io.cordova.hellocordova
, but it is
recommended that you select an appropriate value.
The third argument HelloWorld
provides the application's display title.
This argument is optional. You can edit this value later in the config.xml
file, but do be aware that there may be code generated outside of config.xml
using this value, such as Java class names. The default value is HelloCordova
,
but it is recommended that you select an appropriate value.
Add Platforms
All subsequent commands need to be run within the project's directory, or any subdirectories within its scope:
$ cd hello
Before you can build the project, you need to specify a set of target platforms. Your ability to run these commands depends on whether your machine supports each SDK, and whether you have already installed each SDK. Run any of these from a Mac:
$ cordova platform add ios
$ cordova platform add amazon-fireos
$ cordova platform add android
$ cordova platform add blackberry10
$ cordova platform add firefoxos
Run any of these from a Windows machine, where wp refers to different versions of the Windows Phone operating system:
$ cordova platform add wp8
$ cordova platform add windows
$ cordova platform add amazon-fireos
$ cordova platform add android
$ cordova platform add blackberry10
$ cordova platform add firefoxos
Run this to check your current set of platforms:
$ cordova platforms ls
(Note the platform
and platforms
commands are synonymous.)
Run either of the following synonymous commands to remove a platform:
$ cordova platform remove blackberry10
$ cordova platform rm amazon-fireos
$ cordova platform rm android
Running commands to add or remove platforms affects the contents of
the project's platforms directory, where each specified platform
appears as a subdirectory. The www source directory is reproduced
within each platform's subdirectory, appearing for example in
platforms/ios/www
or platforms/android/assets/www
. Because the CLI
constantly copies over files from the source www folder, you should only
edit these files and not the ones located under the platforms subdirectories.
If you use version control software, you should add this source www folder,
along with the merges folder, to your version control system. (More information
about the merges folder can be found in the Customize Each Platform section below.)
WARNING: When using the CLI to build your application, you should
not edit any files in the /platforms/
directory unless you know
what you are doing, or if documentation specifies otherwise. The files
in this directory are routinely overwritten when preparing
applications for building, or when plugins are reinstalled.
If you wish at this point, you can use an SDK such as Eclipse or Xcode
to open the project you created. You will need to open the derivative set of assets
from the /platforms/
directory to develop with an SDK. This is because
the SDK specific metadata files are stored within the appropriate /platform/
subdirectory.
(See the Platform Guides for information on how to develop applications within each IDE.)
Use this approach if you simply want to initialize a project using the CLI and
then switch to an SDK for native work.
Read on if you wish to use the cross-platform workflow approach (the CLI) for the entire development cycle.
Build the App
By default, the cordova create
script generates a skeletal web-based
application whose home page is the project's www/index.html
file.
Edit this application however you want, but any initialization should
be specified as part of the [deviceready](../../cordova/events/events.deviceready.html)
event handler, referenced by
default from www/js/index.js
.
Run the following command to iteratively build the project:
$ cordova build
This generates platform-specific code within the project's platforms
subdirectory. You can optionally limit the scope of each build to
specific platforms:
$ cordova build ios
The cordova build
command is a shorthand for the following, which in
this example is also targeted to a single platform:
$ cordova prepare ios
$ cordova compile ios
In this case, once you run prepare
, you can use Apple's Xcode SDK as
an alternative to modify and compile the platform-specific code that
Cordova generates within platforms/ios
. You can use the same
approach with other platforms' SDKs.
Test the App on an Emulator or Device
SDKs for mobile platforms often come bundled with emulators that execute a device image, so that you can launch the app from the home screen and see how it interacts with many platform features. Run a command such as the following to rebuild the app and view it within a specific platform's emulator:
$ cordova emulate android
Some mobile platforms emulate a particular device by default, such as the iPhone for iOS projects. For other platforms, you may need to first associate a device with an emulator.
NOTE: Emulator support is currently not available for Amazon Fire OS.
(See the Platform Guides for details.)
For example, you may first run the android
command to launch the
Android SDK, then run a particular device image, which launches it
according to its default behavior:
Following up with the cordova emulate
command refreshes the emulator
image to display the latest application, which is now available for
launch from the home screen:
Alternately, you can plug the handset into your computer and test the app directly:
$ cordova run android
Before running this command, you need to set up the device for testing, following procedures that vary for each platform. In Android and Amazon Fire OS devices, you would have to enable a USB debugging option on the device, and perhaps add a USB driver depending on your development environmnent. See Platform Guides for details on each platform's requirements.
Add Plugin Features
When you build and view a new project, the default application that appears doesn't do very much. You can modify the app in many ways to take advantage of standard web technologies, but for the app to communicate closely with various device-level features, you need to add plugins that provide access to core Cordova APIs.
A plugin is a bit of add-on code that provides an interface to native components. You can design your own plugin interface, for example when designing a hybrid app that mixes a Cordova WebView with native components. (See Embedding WebViews and Plugin Development Guide for details.) More commonly, you would add a plugin to enable one of Cordova's basic device-level features detailed in the API Reference.
As of version 3.0, when you create a Cordova project it does not have any plugins present. This is the new default behavior. Any plugins you desire, even the core plugins, must be explicitly added.
A list of these plugins, including
additional third-party plugins provided by the community, can be found
in the registry at
plugins.cordova.io. You can use
the CLI to search for plugins from this registry. For example,
searching for bar
and code
produces a single result that matches
both terms as case-insensitive substrings:
$ cordova plugin search bar code
com.phonegap.plugins.barcodescanner - Scans Barcodes
Searching for only the bar
term yields and additional result:
org.apache.cordova.statusbar - Cordova StatusBar Plugin
The cordova plugin add
command requires you to specify the
repository for the plugin code. Here are examples of how you might
use the CLI to add features to the app:
-
Basic device information (Device API):
$ cordova plugin add org.apache.cordova.device
-
Network Connection and Battery Events:
$ cordova plugin add org.apache.cordova.network-information $ cordova plugin add org.apache.cordova.battery-status
-
Accelerometer, Compass, and Geolocation:
$ cordova plugin add org.apache.cordova.device-motion $ cordova plugin add org.apache.cordova.device-orientation $ cordova plugin add org.apache.cordova.geolocation
-
Camera, Media playback and Capture:
$ cordova plugin add org.apache.cordova.camera $ cordova plugin add org.apache.cordova.media-capture $ cordova plugin add org.apache.cordova.media
-
Access files on device or network (File API):
$ cordova plugin add org.apache.cordova.file $ cordova plugin add org.apache.cordova.file-transfer
-
Notification via dialog box or vibration:
$ cordova plugin add org.apache.cordova.dialogs $ cordova plugin add org.apache.cordova.vibration
-
Contacts:
$ cordova plugin add org.apache.cordova.contacts
-
Globalization:
$ cordova plugin add org.apache.cordova.globalization
-
Splashscreen:
$ cordova plugin add org.apache.cordova.splashscreen
-
Open new browser windows (InAppBrowser):
$ cordova plugin add org.apache.cordova.inappbrowser
-
Debug console:
$ cordova plugin add org.apache.cordova.console
NOTE: The CLI adds plugin code as appropriate for each platform. If you want to develop with lower-level shell tools or platform SDKs as discussed in the Overview, you need to run the Plugman utility to add plugins separately for each platform. (For more information, see Using Plugman to Manage Plugins.)
Use plugin ls
(or plugin list
, or plugin
by itself) to view
currently installed plugins. Each displays by its identifier:
$ cordova plugin ls # or 'plugin list'
[ 'org.apache.cordova.console' ]
To remove a plugin, refer to it by the same identifier that appears in the listing. For example, here is how you would remove support for a debug console from a release version:
$ cordova plugin rm org.apache.cordova.console
$ cordova plugin remove org.apache.cordova.console # same
You can batch-remove or add plugins by specifying more than one argument for each command:
$ cordova plugin add org.apache.cordova.console org.apache.cordova.device
Advanced Plugin Options
When adding a plugin, several options allow you to specify from where
to fetch the plugin. The examples above use a well-known
registry.cordova.io
registry, and the plugin is specified by the
id
:
$ cordova plugin add org.apache.cordova.console
The id
may also include the plugin's version number, appended after
an @
character. The latest
version is an alias for the most recent
version. For example:
$ cordova plugin add org.apache.cordova.console@latest
$ cordova plugin add org.apache.cordova.console@0.2.1
If the plugin is not registered at registry.cordova.io
but is located in
another git repository, you can specify an alternate URL:
$ cordova plugin add https://github.com/apache/cordova-plugin-console.git
The git example above fetches the plugin from the end of the master
branch, but an alternate git-ref such as a tag or branch can be
appended after a #
character:
$ cordova plugin add https://github.com/apache/cordova-plugin-console.git#r0.2.0
If the plugin (and its plugin.xml
file) is in a subdirectory within
the git repo, you can specify it with a :
character. Note that the
#
character is still needed:
$ cordova plugin add https://github.com/someone/aplugin.git#:/my/sub/dir
You can also combine both the git-ref and the subdirectory:
$ cordova plugin add https://github.com/someone/aplugin.git#r0.0.1:/my/sub/dir
Alternately, specify a local path to the plugin directory that
contains the plugin.xml
file:
$ cordova plugin add ../my_plugin_dir
Using merges to Customize Each Platform
While Cordova allows you to easily deploy an app for many different
platforms, sometimes you need to add customizations. In that case,
you don't want to modify the source files in various www
directories
within the top-level platforms
directory, because they're regularly
replaced with the top-level www
directory's cross-platform source.
Instead, the top-level merges
directory offers a place to specify
assets to deploy on specific platforms. Each platform-specific
subdirectory within merges
mirrors the directory structure of the
www
source tree, allowing you to override or add files as needed.
For example, here is how you might uses merges
to boost the default
font size for Android and Amazon Fire OS devices:
-
Edit the
www/index.html
file, adding a link to an additional CSS file,overrides.css
in this case:<link rel="stylesheet" type="text/css" href="css/overrides.css" />
-
Optionally create an empty
www/css/overrides.css
file, which would apply for all non-Android builds, preventing a missing-file error. -
Create a
css
subdirectory withinmerges/android
, then add a correspondingoverrides.css
file. Specify CSS that overrides the 12-point default font size specified withinwww/css/index.css
, for example:body { font-size:14px; }
When you rebuild the project, the Android version features the custom font size, while others remain unchanged.
You can also use merges
to add files not present in the original
www
directory. For example, an app can incorporate a back button
graphic into the iOS interface, stored in
merges/ios/img/back_button.png
, while the Android version can
instead capture [backbutton](../../cordova/events/events.backbutton.html)
events from the corresponding hardware
button.
Help Commands
Cordova features a couple of global commands, which may help you if
you get stuck or experience a problem. The help
command displays
all available Cordova commands and their syntax:
$ cordova help
$ cordova # same
Additionally, you can get more detailed help on a specific command. For example:
$ cordova run --help
The info
command produces a listing of potentially useful details,
such as currently installed platforms and plugins, SDK versions for
each platform, and versions of the CLI and node.js
:
$ cordova info
It both presents the information to screen and captures the output in
a local info.txt
file.
NOTE: Currently, only details on iOS and Android platforms are available.
Updating Cordova and Your Project
After installing the cordova
utility, you can always update it to
the latest version by running the following command:
$ sudo npm update -g cordova
Use this syntax to install a specific version:
$ sudo npm install -g cordova@3.1.0-0.2.0
Run cordova -v
to see which version is currently running. Run the npm
info
command for a longer listing that includes the current version
along with other available version numbers:
$ npm info cordova
Cordova 3.0 is the first version to support the command-line interface
described in this section. If you are updating from a version prior to
3.0, you need to create a new project as described above, then copy
the older application's assets into the top-level www
directory.
Where applicable, further details about upgrading to 3.0 are available
in the Platform Guides. Once you upgrade to the cordova
command-line interface and use npm update
to stay current, the more
time-consuming procedures described there are no longer relevant.
Cordova 3.0+ may still require various changes to
project-level directory structures and other dependencies. After you
run the npm
command above to update Cordova itself, you may need to
ensure your project's resources conform to the latest version's
requirements. Run a command such as the following for each platform
you're building:
$ cordova platform update android
$ cordova platform update ios
...etc.