I would like to switch from Dart Editor to WebStorm 8. But I am not able to compile my project as a Chrome Packaged App. I can simply run the HTML Files, which are completely ignoring my manifest.json and all chrome specific libs I'd like to use.
Can anyone give me suggestions how to add such a run configuration? Many thanks in advance!
Are you talking about building or debugging your chrome app?
AFAIK, you don't need to compile anything to debug your dart chome app.
You just have to create the right manifest.json and its background.js file to create the window/service.
If so, you can load your project directory directly in dartium by using the load unpacked app feature or by using the official chrome app developper extension.
If your manifest.json and background.js are fine, your app ll show up in a dedicated window.
Then, you just have to do a right click + refresh the application inside the chrome app window to apply the code changes.
It completely works for debugging, but i never tried to build a release from WebStorm...
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I have an electronJS application, which I packaged with electron-forge.I then used electron-wix-msi to package the app, as per this tutorial. Everything worked fine, until it came to testing the app installed with the MSI. When I searched for the app from my start menu and clicked on it or clicked on the desktop shortcut, the app did not launch. I noticed that there were two executables installed. One of them works, but the other one (which the shortcuts are linked to) doesn't.
app-0.0.0/
.......
|--Gesture Music.exe - Executable that works, but isn't used
.......
Gesture Music.exe - Executable that doesn't work, which shortcuts are linked to
Is there any way to make the shortcuts (which were created during the installation) link to the working executable?
Thank you in advance!
I was having a lot of trouble when I was using electron-wix-msi. Eventually I used inno setup compiler for making the installer (.exe) for my electron app. If it is not compulsory for you to make .msi, you can check out the tutorial I made for the whole process here.
I had this issue with electron-wix-msi#3.2 when I specified the 4-level version string of my app exe. Specifying a 3-level version string solved the issue for me:
new MSICreator({ ...
version: '2.2.0', // Launcher app fails for '2.2.0.41'
})
I'm an absolute beginner with Cordova and was following this tutorial when I started experiencing my problem.
The tutorial is more aimed at building the project for android but I applied the same steps to create an ios build on my mac.
danieloram CordovaProject $ cordova run ios
the default project builds and runs fine but whenever I edit either the index.html or cordova.js files in the ios directory of the platforms folder and run the above command (or cordova build ios), all my changes revert back to the default code.. This behaviour isn't mentioned anywhere that I can see in the linked tutorial.
Am I missing something really obvious?
I haven't been able to find anything online about any other users experiencing this issue.. so I'm inclined to think it is trivial.
Seems I found my answer, and a quick one at that.
The tutorial did not explicitly state which index.html file I was to edit so I naturally assumed it was the file nested inside the platforms/ios directory.
These file however should not be edited as they are overwritten using the outermost index.html file in the myapp/www/ folder.
This SO answer sums it up perfectly with more detail.
Currently we are only testing LiveCode 7.0.4 to see how it works and if we want to even use it. In our apps we need JSON from our server and have setup the mergJSON library/External in Livecode. So far, this is working very nicely in standalone tests for both MacOS and Windows. Today I started doing some simple tests on iOS and I am having a hard time with it.
I found answers where we need to use the Copy Files section in Standalone Settings, and that we need to copy the *.lcext file for mergJSON. Also watched the youtube how-to video that had mergSettings. There are no .nib files for mergJSON. Only .so, .dylib, and .dll, and the .lcext. I tried to add the .bundle file like the video, but the app will not launch, only black screen. Are other files required for mergJSON? And where do we put them? Do they stay in the same Externals folder structure or in project folder. Also, does an IOS runtime folder need to be created like in Widows/Mac? The app runs, no errors, but no JSON results are returned. I guess I am just a little confused on the Externals setup for iOS.
Just quick notes of our environment. We have Xcode 6.2 and the iOS Sdk 8.2. Live Code is 7.0.4 GPL (just testing and learning this way for now, will purchase commercial once I learn more.) I think the mergJSON I have is 1.0.15, downloaded from mergext.com. (which appears to be offline today) I have only tested on the simulator.
Thanks for any help.
You only need to include the lcext file in the copy files section of standalone settings. No need to setup a runtime folder for iOS etc.
I have a Xamarin.iOS app. It links to a C# PCL. Within the PCL, I have a text file Foo.txt. Its build action is set to Content and Copy Always. Yet when running on the iOS simulator from Visual Studio, I usually can't find it anywhere in the app bundle.
One time I actually did find it, at:
PortableLibrary/Foo.txt.
But other times it has not appeared. What could be the matter?
Just tested it on the latest Xamarin.IOS version and it works just fine. Make sure that you rebuilt after changing the file settings. But its not found within the .app file if thats what you mean.
I have a project created with FlashBuilder 4.6 as "Actionscript Mobile Project" targetting iOS.
I want to be able to compile the same project also for desktop. How can I change the project such that beside the IPA file also a desktop AIR file is created - or how can i switch quickly between the two?
Well, you CAN deploy to desktop from within an Actionscript mobile project, but you only get limited options:
Go to "Export Release Build"->"Export as" select "Signed AIR package for...desktop".
That's it. Just did it and am somewhat happy with it.
I know this will not really answer the question, but actually it does not look possible to do this.
The best way I found to achieve this goal (1 code -> destop + mobile) was to make 2 projects 1 for mobile, 1 for desktop, sharing the same single library full of my app classes + sharing the assets, etc... The only thing that cannot be shared is the descriptor xml file + base class file (though setting up those files is a one-time duty).
A good illustration of how things work can be found on Chris Campbell reversi project page : checkout the last screenshot in his post right here
I hope this helps...
You can't deploy to both desktop and mobile devices from the same Flash Builder project.
One option is to move your shared code into a library project, and then create one project for mobile devices and one for desktops, each relying on the shared code in your library.
Another option is to compile using the command line tools.