How to obtain copy of Starling without errors OR how to fix Starling errors - flash-builder

I set up my development environment to learn Starling today. I watched the video at Starling Tutorial Video 1 on YouTube, and I followed the steps. Toward the end of the video, the presenter notes that I should make sure there are no errors and run my program.
The assumption is that "make sure there are no errors" applies to the code that we have just written. I have no errors in the two files that I created along with the video instructor. However, I have 54 errors that exist within the newly installed Starling framework, which I am not yet experienced enough to debug and correct (see image).
The package that I installed for Starling is the latest release available from their website on the main page. I am using Flash Builder as recommended by their tutorial, and, clearly Flash has been advanced several generations since the tutorial was first created.
Is there a place where I can download a copy of Starling that has been upgraded to match the current version of flash and uses the correct ActiveScript 3 syntax?
Alternatively, are there any recommendations for bypassing or overlooking errors in a code base that is not mine to maintain?
Any help provided is appreciated. The screenshot below shows the 54 errors in the Starling packages.
Note: Most of the errors seem to regard Context3D objects. And I believe all instances of the errors regard "possibly undefined methods" being used, or an "possibly undefined property" being accessed.

Found some helpful resources:
Bulletin Board Discussion
Instructions for Installing Air SDK that are better than the YouTube video
I had to install the playerglobal.swc files and Air SDK multiple times. Eventually, I deleted all 11.1 folders to remove any potential conflicts.
On the last attempt to recreate the project, I noticed that the swc files were being loaded from the eclipse folder. The playerglobal.swc file was updated there, because I replaced ALL playerglobal.swc files. However, this copy of the Air SDK was not the latest release that I had installed.
I carefully matched each file loaded in the eclipse folder to the corresponding files in the '4.6.0 air 3.4' folder.
Once I did this, the compiler errors went away. Now I am getting ReferenceErrors during the build process, but that is a separate issue and unrelated to the above question.
Advice to those who follow:
Make sure, when you create your new Action Script project, that you load the swc files from the 4.6.0 folder or the 4.6.0 folder that you merged with the AIR SDK.
Save yourself some time and reduce risk of errors by using the ditto command to merge the AIR SDK into the 4.6.0 folder.
If you are still having trouble, delete references to old code-base versions to prevent any chance of accidental references being used.

Related

LWIP library files not building on Atmel 7.0 when setting NO_SYS=1

I've got a strange question that I can't seem to find any answers for. I'm building a quite simple application for sending/receving data from/to a PCB, and the application itself builds, but when I exited Atmel Studio (Version 7.0) and reopened the project, the library files no longer built. At least that's what I think happened. I didn't change any code between building the project before and after restart of the program. It has happened before, and that time I solved it by creating the project from scratch, but I'd really like that not to be the only solution. I've also tried restarting the program again, as well as the computer. I also removed and re-added the library.
Has anyone encountered the same issue? If so, any help in the right direction would be greatly appreciated. Information on my system and error messages below:
I'm building for the ATSAMV71N21B board, with Atmel Studio 7.0. I've imported the lwip library trough the ASF wizard, and these files built before the program restart.
These are the files that won't build:
The 122 build errors mainly consists of "expected expression before 'struct'" and undeclared functions and variables, even though these clearly are defined in the various files in the library.
It ended up being because of my NO_SYS setting being 1. When I switched it to 0, everything built, (except for sys_check_timeouts(), but I think I'll find another answer for this). Keeping this here for reference if anyone needs it one day.

Invalid Binary Or Invalid Swift Support

After I send my app for approval to the app store I get the message 'Invalid Binary' in the iTunes Connect. Then I get the following message in an email from Apple:
Invalid Swift Support - The bundle contains an invalid implementation of Swift. The app may have been built or signed with non-compliant or pre-release tools. Visit developer.apple.com for more information.
My app is just a simple game application. No external programs are called. I have researched this message and went through and checked the following:
xcode is up to date - checked in app store
EMBEDDED_CONTENT_CONTAINS_SWIFT to YES or NO
send with the xcode app, not the application loader
did NOT build with the command line
(Xcode menu -> Preferences -> Locations tab - verified that the Command Line Tools matches Xcode version.
"Clean"ed the app, rebuilt and rearchived and then resent, same message
The app validates through the organizer fine
viewing the contents of the archive shows a SwiftSupport folder
I am only using one developer account and have never logged into any other developer account
I cannot find anything online that would help solve this problem.
I am running OS X Yosemite 10.10.1.
xcode version is 6.1.1 version 6A2008a - built, cleaned and sent with this version
I have also pressed the Option key and "Cleaned Build Folder" and resent, same message
I cannot find any other reason for this online or in any forums. Any help is greatly appreciated. Thank you for your time.
SOLUTION I FIND
Edit:
(1)
One you contact Apple and you wait long time … for reset iTunes connect because this problem coming in Apple . (Apple ask to send log of this problem)
(2)
An other solution, your create an other project application on iTunes connect and upload your work, this solution work fine, is the solution for me .
(3)
An other solution, you create a new project on Xcode, copy and paste your project in this other project.... (create new provisioning profile etc..) And upload your work in the same project application on Itunes Connect.
(4)
Step (2) + step (3), create a new project in Xcode and Itunes Connect.
(5)
Create a new project with the same name bundle identifier, it works perfectly !
See: Technical Q&A QA1881 Embedding Content with Swift in Objective-C.
It seems that you only need to set EMBEDDED_CONTENT_CONTAINS_SWIFT to YES "If you are building an app that does not use Swift but embeds content such as a framework that does".
What language is your app written in? If Swift yo do not need EMBEDDED_CONTENT_CONTAINS_SWIFT.
I ran into this problem the other day. Took some doing, but I finally figured out the problem ( for me at least). Everything I read online said the problem had to do with this setting:
EMBEDDED_CONTENT_CONTAINS_SWIFT
When this started failing, I had this set to NO. So I tried setting it to YES, and it still failed for the same reason. The GUI wouldn't let me remove this setting, I could only change it between YES and NO.
For what it's worth, my code has no EMBEDDED code, it's all just straight up SWIFT.
Anyway, so I decided to uninstall XCode and redownload it, hoping that would help.
While XCode was downloading, I fired up Beyond Compare, and compared my current project, with a backup from last week, to see what could have changed.
Beyond Compare found that a file deep inside the Projectname.xcodeproj file, changed ... a file called project.pbxproj file.
Inside this, was that line:
EMBEDDED_CONTENT_CONTAINS_SWIFT = NO;
This appeared in the current version of my project (that was failing). Interestingly enough, this line didn't exist at ALL in the old backup version from a week ago. I know that I didn't set this flag. There must have been something in Xcode that did it under the covers.
Anyway with that knowledge, Xcode finished downloading, and I reinstalled. Started it up, opened my project, and magically, Xcode REMOVED that line from the .pbxproj file, and now my project uploaded to itunesConnect sucessfully.
BottomLine: There's a bug in xcode that it may decide to add this line to your project for no reason, making your project invalid.
Solution: Editing the pbxproj file yourself and removing that line might work ... but reinstalling XCode seemed to clear up any confusion it had, and it removed it for me.
If you are submitting an app that has an AppleWatch extension, you can get this error if you try and submit the app using the Application Loader utility and a zip file. I got the error:
The bundle contains an invalid implementation of Swift. and
The bundle contains an invalid implementation of WatchKit.
I went through pretty much every solution for the first of the errors - but it was submitting via Xcode that fixed it.
well xcode 6.1 is a bit old and contains old swift. xcode 6.4 is the newest public one IIRC
"Check your code signing. I had this error when in automatic signing. I Put my dev profile for dev and production profile for release version and error is gone."
Link for the Quote
Sometimes this happens inadvertently.
To be safe, all components of your app should be built with the same version of Xcode and the Swift compiler to ensure that they work together.
I think you need to do a pod clean and install. I reckon one of your swift pods was created on a old version of Xcode, you updated Xcode and then tried to do a submission to the app store.
Read the apple swift blog about binary compatibility and frameworks
You will also want to specify that your embedded content contains swift in the build settings:
EMBEDDED_CONTENT_CONTAINS_SWIFT
Enable this setting to indicate that content embedded in a target's product contains Swift code, so that the standard Swift libraries can be included in the product.

How to Codesign Growl.framework for Sandboxed Mac App

I'm trying to submit a Mac app for Approval in the App Store, but linking with Growl is causing a validation error. I'm trying to re-codesign from the command line, but I'm getting the following error:
Ashs-MacBook-Pro:500px Uploader ash$ codesign -f -v -s "3rd Party Mac Developer Application: 500px Inc." ./Growl.framework/Versions/A
./Growl.framework/Versions/A: replacing existing signature
./Growl.framework/Versions/A: object file format unrecognized, invalid, or unsuitable
I've tried re-downloading the framework, but with no luck. Anybody see what I'm doing wrong?
Really strange, I've managed to resign the framework like this:
codesign -fs "3rd Party Mac Developer Application: Future Simple" Growl.framework/Versions/A/Growl
Growl.framework/Versions/A/Growl: replacing existing signature
(BTW: I'm working with Xcode 4.3.1 and Growl 1.3.1)
I just spent the day working through the "bundle format unrecognized, invalid, or unsuitable" error when codesigning a framework. In my case I'm using XCode 4.6.1 and I was trying to code sign Qt frameworks.
First note that the Apple documentation (TN2206) explicitly states that you need to code sign the versioned framework directory, not the library executable.
This is discussed further here:
How do you codesign framework bundles for the Mac App Store?
So, based on that, the command line in Ash's original question is correct. However I was getting the same error.
I did get it working with that command line. Here are the things that I had to do:
Make sure that you're using the correct version of CODESIGN_ALLOCATE. This is discussed in many of the answers here: iPhone Codesign object file format invalid or unsuitable If you can get XCode to sign an app then you can find the CODESIGN_ALLOCATE path in the build log.
Make sure that the versioned directory (./Growl.framework/Versions/A in the question above) contains Resources/Info.plist and that there is a link from Versions/Current -> Versions/A and that there is a link Resources -> Versions/Current/Resources at the top level of the framework bundle. I found that I could not sign the versioned framework directory without the Versions/A/Resources/Info.plist being present. You can read more about the correct structure of a framework here and here, or just take a look at some system frameworks to get an understanding about how they're supposed to be structured.
Further to the previous point, make sure that your symlinks in your framework bundle are structured correctly (Current links to numbered version, top level links to Current) as shown in the Apple docs. This won't affect code signing but your App will be rejected if you don't get this right.
Make sure that CFBundleExecutable is set to the correct name (the executable name) in your framework's Info.plist
Would it be better if we shipped the sdk unsigned? It'd be a simple change, I'm hesitant to do so now since it's been like this for a little while.
It looks like the error might have been trying to sign a bundle that was already signed; I fixed the issue by downloading the Growl framework source and compiling it with my own signature instead.
If I find a better answer that will work for frameworks for which you don't have the ability to compile, I'll post it here.

XCode 4 Archive/IPA Error: "The operation couldn’t be completed. No such file or directory"

I've found various proposed solutions to this problem on this internet, but none of them work for me. Does anyone know why this might be happening?
http://answers.unity3d.com/questions/15294/xcode-build-and-archive-error-no-such-file-or-directory
http://blog.joshschumacher.com/2011/04/06/xcode4-the-operation-couldn%E2%80%99t-be-completed-no-such-file-or-directory/
I've tried archiving with every combination of coding signing vs not using code signing, and I've tried using every combination of provisioning profiles, but I still get the same error every time.
I'm very confused as to why I'd even be getting an error like this when trying to save a file. I'm using XCode 4, my application builds for archive fine. In fact, I can even upload my application to itunesconnect (and it was accepted!). I just can't create an IPA for sharing and beta testing before submission.
Any ideas?
The error message
Right before I get the error
After much frustration, I filed a developer support request with Apple. The technician I spoke with was able to save my archive as an .ipa on her computer -- the exact same archive that I was not able to save on mine, which pointed to a possible bug in my system (and from the sounds of it, many other people's).
She recommended that I uninstall and reinstall XCode and the developer tools, and that worked!
Here were her uninstall instructions:
Make sure that your machine is running the latest Mac OS X (10.6.7) and iTunes.
Run the following command in the Terminal application to uninstall your SKD:
sudo <Xcode>/Library/uninstall-devtools --mode=all (where <Xcode> is the path to the directory that contains your SDK.)
Drag your <Xcode> to the trash and restart your machine
Re-download and install Xcode (4.0.2) from the iOS Dev Center. Make sure that the System Tools, UNIX Development, Essentials packages in the Custom Install pane are selected before installing it.
I have the same issue after my distribution certificate was expired. I add new ones (private key and certificate) and xCode "Share" command starts to produce such error.
The problem resolves as soon as I remove old private key & certificate from Keychain Access.
Hope it helps
Selecting "Don't Re-sign" at Identity solved the same issue for me.
I actually had the same problem, but a different solution (and reason). I had Xcode 3 and Xcode 4 both running at one point. I recently deleted Xcode 3 and moved my Xcode 4 from /Xcode4 to /Developer directory. This caused me to have the same issue you describe.
I moved the directory back to /Xcode4 and now my archives save out correctly.
I also had the same problem but I could resolve the problem in the below way.
My project was on the portable disk (formatted as FAT-32) and the project referred some folders on the same disk as "add folder reference for any added folder". I could build it any configurations however I couldn't just make .ipa file with above alert.
So, I copied the referenced folders on the portable disk to the desktop of the disk installed XCode (MacOS). And adding again the folders into the project. I could make .ipa file.
I installed Xcode 4.0.2 in one directory and then manually moved it to another.
When I moved Xcode back to the first directory everything worked.

clang Can't find any frameworks

I've been tearing my hair out over this, and Google hasn't yielded much so my problem must be caused by my own specific brand of stupidity.
Basically, having installed Xcode 4 I removed the /Developer-old folder (properly, can't remember the command but I used the uninstall script rather than sticking it in the trash).
Xcode builds projects fine, and the latest version of all the Objective-C frameworks seem to live in /System/Library/Frameworks, but when I compile something (which built fine in the Xcode 3 days) clang complains that it can't find any headers, e.g:
fatal error: 'Cocoa/Cocoa.h' file not found
I've tried forcing the framework search path with -F to no avail- is there a common underlying issue or have I just screwed my machine?
Reinstall the developer tools. It will take a lot less time than tracking down whatever you broke.