Flash Builder fail to export release Build - air

I am having this desktop project which contains a native extension, when I run it there is absolutely no problem, and the native extension works fine,
But when I try to export a release build It shows this error message "Native extensions are being used in the project but are not supported by the AIR package type. Runtime issues can occur."
Flash Builder 4.6, Windows 7 x64
I have seen some answers, saying it's a bug on 4.6, so I tried on 4.7 and still having the same error

To use ANEs on the desktop, you need to publish the app as a native installer rather than an AIR installer.
On the first page of the publish wizard there is an option "Export as:" - select "Signed native installer".
You will also need to amend the app descriptor file to include the extended desktop as a profile:
<supportedProfiles>extendedDesktop</supportedProfiles>

Related

Is there some special environment for creating desktop app in react native

I was trying to make react native desktop app, I have never used it before its my first time experience and am facing errors I did tried to resolve them but couldnot, i did followed the instructions given on official website, error i am facing right now is:
C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.Cpp.WindowsSDK.target
s(46,5): error MSB8036: The Windows SDK version 10.0.18362.0 was not found.
I installed the sdk but its not going and this is what i see on my terminal
Build failed with message Building Solution returned error code 1. Check your build configuration.
nailed it....!!!
I don't know why but the issue was with the target SDK version 10.0.18362.0...
I installed the latest version and now its working absolutely fine.....

ERROR ITMS - 90167 No. app bundles found in the package on macOS Sierra

I am using Xcode 7.3.1 on macOS Sierra which I just updated yesterday.
Since I updated, I can't upload any more builds to Testflight; I always get this error message.
ERROR ITMS - 90167 No. app bundles found in the package
I see from research that this problem only happens in the macOS Sierra beta, but I worry it's going to continue through the final release
After a deep search and investigation, I finally decided that there is nothing wrong with our build. There was a problem when uploading our build with Apple iTunes Connect, which is that server denied uploading our build on Xcode 7.3.1 on macOS Sierra. But, uploading with Xcode 8 is working just fine. Just use the Application Loader from Xcode 8 if you are not ready for Migration to Xcode 8, or if some of your project's third party libraries don't support Swift 2.3.
So, how do I pass this?
Simply, just install two version on Xcode: one to continue your development.And one for uploading the submit.
Here is how : https://blogs.oracle.com/mobile/entry/how_to_install_multiple_xcodes
Create an archive from your Xcode 7.3.1 and export an .ipa with with your production profile. Then upload that .ipa via the Xcode 8 Application Loader. This is inside the Xcode app bundle: Xcode.app/Contents/Applications/Application Loader.app
You can also get to it inside of Xcode:
Xcode menu > Open Developer Tools > Application Loader
This is the only solution until Apple fixes it, believe me.

TideSDK: Getting the Hello World example app to work

I'm on Windows 7 64bit and I'm following the Getting Started Tutorial. So far I've:
Downloaded TideSDK-1.3.1-beta-win-x86.zip
Extracted the 3 folders it contains (modules, runtime, and sdk) to C:/ProgramData/TideSDK/
Downloaded and installed Imagemagick
Downloaded and installed Wix 3.0
Downloaded and installed TideSDK-Developer-1.4.2-win-x86.msi
Cloned using Git: https://github.com/TideSDK/TideSDK-HelloWorld
Opened TideSDK Developer tool.
Clicked "Import Project" and selected the cloned Git repository, hit OK. (Screenshot)
Clicked "Test & Package" tab, and then clicked "Launch App" button. (Screenshot)
TideSDK Developer tool says "Preparing to package and launch desktop app. One moment..." but it never does do anything beyond that. The tutorial says I should see this, but I don't.
There are no errors anywhere that I can see. What can I do to get this Hello World app working?
I was not able to get TideSDK to work. However I found something that worked even better: node-webkit.
"node-webkit is an app runtime based on Chromium and node.js. You can write native apps in HTML and Javascript with node-webkit. It also lets you to call Node.js modules directly from DOM and enables a new way of writing native applications with all Web technologies."
https://github.com/rogerwang/node-webkit

Captive Runtime Bundle with AIR native extension

I'm trying to export a release build of my app which makes use of AIR native extensions. Due to certain requirements, the app needs to be exported as a captive runtime bundle package.
Flash Builder 4.6 refuses to do such an export and displays this message"Native extensions are being used in the project but are not supported by the CAPTIVE_RUNTIME_BUNDLE package type. Runtime issues can occur."
Does anyone know exactly what these runtime issues are?
I ran into this same issue in a project I'm involved in. Flash Builder 4.6 doesn't support an export as a captive runtime bundle when the project includes AIR native extensions. But I managed this in Flash Builder 4.7 without any problems (Also see http://forums.adobe.com/message/4930032#4930032).

How to invoke an AIR native installer app (EXE,DMG, etc) from browser

I'm looking at this Howto:
http://livedocs.adobe.com/flex/3/html/help.html?content=distributing_apps_3.html#1036176
But I cannot get it to work with a Native installer application. These are .EXE/.DMG AIR apps that are downloaded and installed, NOT .air apps installed by badge.swf. I need to be able to do a browser invocation with a few additional flashvars set.
I already tried to modify the badge.swf file by got many compile errors in FlashBuilder 4.5
Is there an online example of how to do this?
The AIR installer badge is intended to be used in the situation where the user has Flash installed, but may not have AIR installed. When the user clicks on the badge to install the AIR application, the AIR runtime is first downloaded and installed if necessary, and then the application is installed.
There is no reason to use the badge with a packaged native installer because the installer will download and install the AIR runtime if necessary before installing the application.
You can create a SWF which looks like a badge and downloads the native installer using a FileReference. There is however no way to execute the installer automatically after it has downloaded as doing so would present serious security risks.
The best course of action is to present clear instructions to the user on how to download and install the application using the native installer.