Strategy for automatically setting app version numbers

One of the minor pain points for an app developer is managing app version numbers.

How I try to minimise the work needed when updating my apps is to automate this as much as possible, so I thought it would be useful to document how I do this, for my reference as much as yours.


Reusing the same version number across multiple targets

On iOS, if you have multiple targets in your solution, you need to ensure all the extensions have the same version number.

This can be quite a long list of things to keep in sync – for example, my Yeltzland app has 6 targets that need to have an identical version number (the app itself, Today widget, Watch app and extension, Siri intent and Siri intent UI)

I make this easier by having a user defined build property called "SHARED_VERSION_NUMBER" set at the Project level in Xcode.

I then use this variable in the Info.plists for each target as shown below.

Using the build property

Obviously this means I just need to update the version number in one place to automatically update it in all the targets.

Setting the build number

As I said above, I set the build number to be the number of Git revisions in the repo so far.

This guarantees a unique and incrementing build number for releases, and a informative number that helps when communicating with users about what version of the app they are running/testing.

I do this by adding a custom Build Phase to each of my targets that:

  1. Uses git rev-list --all --count to get the current number of git revisions in the repo
  2. Sets the ‘CFBundleVersion’ property in the Info.plist file to this number, using the PlistBuddy utility

Here’s the script I use:

git=`sh /etc/profile; which git`
appBuild=`$git rev-list --all --count`
/usr/libexec/PlistBuddy -c "Set :CFBundleVersion $appBuild" "$TARGET_BUILD_DIR/$INFOPLIST_PATH"


My Android apps are usually more straightforward, with a single build.gradle file used to set the versionCode and versionName for the app.

I use this simple build function in the app’s build.gradle to get the git revision number:

static def generateVersionCode() 
    def result = "git rev-list --all --count".execute().text.trim()
    return result.toInteger()

def majorVersion = "4.1.2"



        versionCode generateVersionCode()
        versionName "$majorVersion.$generateVersionCode()"

Code adapted from this Gist


I have a Xamarin iOS and Android native app – inherited from another company – so wanted to use a similar strategy for incrementing the build numbers.

This solution isn’t as nice – that can probably be said for Xamarin in general! – but it does work.

It involves manually adding build steps into the iOS and Android project files, that use the now familiar git command to get the build number we need, then using XmlPoke commands to set the values in either the iOS Info.plist or the Android AndroidManifest.xml files.

The pain is it changes the actual files in the repo – not just setting values at build time – so the Info.plist and AndroidManifest.xml files are continually being changed in the repo.

Below are what I added to my two project files for reference …

iOS Project file

<Target Name="BeforeBuild">
 <Exec Command=“git rev-list --all --count” ConsoleToMSBuild="true">
  <Output TaskParameter="ConsoleOutput" PropertyName="APPBUILD" />
 <XmlPoke XmlInputPath="Resources/Info.plist" Query="//dict/key[. = 'CFBundleVersion']/following-sibling::string[1]" Value="$(APPBUILD)" />
 <XmlPoke XmlInputPath="Resources/Info.plist" Query="//dict/key[. = 'CFBundleShortVersionString']/following-sibling::string[1]" Value="$(VersionNumber)" />

Android Project file

<Target Name="BeforeBuild">
 <Exec Command=“git rev-list --all --count” ConsoleToMSBuild="true">
  <Output TaskParameter="ConsoleOutput" PropertyName="APPBUILD" />
 <XmlPoke XmlInputPath="PropertiesAndroidManifest.xml" Namespaces="&lt;Namespace Prefix='android' Uri='' /&gt;" Query="manifest/@android:versionCode" Value=“$(APPBUILD)” />
 <XmlPoke XmlInputPath="PropertiesAndroidManifest.xml" Namespaces="&lt;Namespace Prefix='android' Uri='' /&gt;" Query="manifest/@android:versionName" Value="$(VersionNumber).$$(APPBUILD)" />


I’m very pleased I’ve got all this working (particularly in Xamarin), and I’d defintely recommend using an approach like this for your apps.

find the cost of your paper

Sep 13, Grand Remembrances

Today is Grandparents Day in the United States. Being a Grand is a special honor. I feel very blessed that my wife and I have two grandchildren. We were able to visit them today. Yes, we are still being cautious with the coronavirus, but we also find it very difficult to not see them when they live so close. So today we did drop by to visit Jacob (age 10) and Sophia (age 7) along with their parents. We brought donuts and caught up with them. Our grandchildren are still pretty young and this is a precious time in their lives – and ours!

I wish I had known my grandparents better. We never lived in the same place. Dad was a career Air Force pilot, so we moved around a lot. But we did get to see them once in a while when they would visit us, or we them.

A Plague of Giants

There are five known magical ‘kennings’ or types: air, water, fire, earth, and plants. Each nation specializes in of these kennings, and the magic influences the society. There’s a big pitfall with this diversity of ability and locale–not everyone gets along.

Enter the Hathrim giants, or ‘lavaborn’ whose kenning is fire. Where they live the trees that fuel their fire are long gone, but the giants are definitely not welcome anywhere else. They’re big, they’re violent, and they’re ruthless. When a volcano erupts and they are forced to evacuate, they take the opportunity to relocate. They don’t care that it’s in a place where they aren’t wanted.

I first read Kevin Hearne’s Iron Druid books and loved them (also the quirky The Tales of Pell), so was curious about this new venture, starting with A PLAGUE OF GIANTS. Think Avatar: The Last Airbender meets Jim Butcher’s Codex Alera series. Elemental magic, a variety of races, different lands. And it’s all thrown at you from page one.

But this story is told a little differently. It starts at the end of the war, after a difficult victory, and a bard with earth kenning uses his magic to re-tell the story of the war to a city of refugees. And it’s this movement back and forth in time and between key players in this war that we get a singularly grand view of the war as a whole. Hearne uses this method to great effect.

There are so many interesting characters in this book that I can’t cover them all here. Often in books like this such a large cast of ‘main’ character can make the storytelling suffer, especially since they don’t have a lot of interaction with each other for the first 3/4 of the book–but it doesn’t suffer, thankfully. And the characterization is good enough, despite these short bursts, that by the end we understand these people and care about what happens to them.

If there were a main character it would be Dervan, a historian who is assigned to record (also spy on?) the bard’s stories. He finds himself caught up in machinations he feels unfit to survive. Fintan is the bard from another country, who at first is rather mysterious and his true personality is hidden by the stories he tells; it takes a while to understand him. Gorin Mogen is the leader of the Hathrim giants who decide to find a new land to settle. He’s hard to like, but as far as villains go, you understand his motivations and he can be even a little convincing. There’s Abhi, the son of hunters, who decides hunting isn’t the life for him–and unexpectedly finds himself on a quest for the sixth kenning. And Gondel Vedd, a scholar of linguistics who finds himself tasked with finding a way to communicate with a race of giants never seen before (definitely not Hathrim) and stumbles onto a mystery no one could have guessed: there may be a seventh kenning.

There are other characters, but what makes them all interesting is that they’re regular people (well, maybe not Gorin Mogen or the viceroy–he’s a piece of work) who become heroes in their own little ways, whether it’s the teenage girl who isn’t afraid to share vital information, to the scholars who suddenly find how crucial their minds are to the survival of a nation, to the humble public servants who find bravery when they need it most. This is a story of loss, love, redemption, courage, unity, and overcoming despair to not give up. All very human experiences by simple people who do extraordinary things.

Hearne’s worldbuilding is engaging. He doesn’t bottle feed you, at first it feels like drinking from a hydrant, but then you settle in and pick up things along the way. Then he shows you stuff with a punch to the gut. This is no fluffy world with simple magic without price. All the magic has a price, and more often than not it leads you straight to death’s door. For most people just the seeking of the magic will kill you. I particularly enjoyed the scenes with Ahbi and his discovery of the sixth kenning and everything associated with it. But giants? I mean, really? It isn’t bad enough fighting people who can control fire that you have to add that they’re twice the size of normal people? For Hearne if it’s war, the stakes are pretty high, and it gets ugly.

The benefit of the storytelling style is that the book, despite its length, moves along steadily (Hearne is no novice, here). The bits of story lead you along without annoying cliffhangers (mostly), and I never got bored with the switch between characters. It was easy to move between them, and they were recognizable enough that I got lost or confused. The end of the novel felt a little abrupt, but I guess that has more to do with I was ready for the story to continue, despite the exiting climax.

If you’re looking for epic fantasy with fun storytelling and clever worldbuilding, check out A PLAGUE OF GIANTS.

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The Artwork Of Gary Choo

Gary Choo is a concept artist/illustrator based in Singapore. I’ve know Gary for a good many years ( 17, actually ), working together in animation studios in Singapore like Silicon Illusions and Lucasfilm. Gary currently runs an art team at Mighty Bear Games, but when time allows he also draws covers for Marvel comics, and they’re amazing –

The Art Of Gary Choo
The Art Of Gary Choo
The Art Of Gary Choo
The Art Of Gary Choo
The Art Of Gary Choo

To see more of Gary’s work or to engage him for freelance work, head down to his ArtStation.

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