My setup: Flash Builder 4.7
I have text file "1.txt" in folder "folder1" I added to project tree in Flash Builder.
I want to read this file in runtime using file stream on iOS device.
Question:
How to make flash builder pack this folder while exporting release build and running on device.
How to access this directory to to read this file.
(I can succesfully open "1.txt" runtime when running/debugging on device/air simulator if I place "folder1" in <path to my app>\bin-debug\ but it still doesn't work after "Export release build" action).
Update:
When i run Export Release Buid dialog i don't get folder1 on Package Contents tab, why????
I finally figured it out.
I've put my folder in src node in project tree. I don't think it is correct way to do this but it works...
Related
building an XCode project with an .xcodeproj file generated by unity 2021.3.3f1 fails with the message "Build input file cannot be found: 'users/---/ --project name--/Libraries/com.unity.services.core/Runtime/Device/UserIdProviders/NSUserDefinitions.mm' "
When I look in Finder, I notice that the com.unity.services.core does not exist under the Libraries folder.
Some background. I recently moved to trash many Xcode files to free up disk space. I also did a new remove and Install of XCode, in case I deleted anything important accidentally. Non unity files work fine in XCode.
This might be the first project I used 2021.3.3f1 for. I previously used 2019.4.14f1 without encountering this problem.
Is there something I should set in the IOS Player settings of Unity BuildSettings to avoid this problem? (or something that would force the com.unity.services.core folder to be generated in the output project)?
I am very inexperienced in Mac and infrastructure so I apologize in advance if I am missing something very basic.
Thank you
You should clean your build folders and build anew, should work.
In Xcode you can do this by going to Product > Clean Build Folder, in Unity you just manually delete the whole Build output folder (I hope you created a seperate folder specifically for the Build output and didn't just export to the project directory in that case don't delete your project directory just set a new Build output folder ;).
I'm using worklight for my mobile app project using eclipse. My problem is I cant build ipad native. I got this error during build.
FWLST1040E: ipad build failed: com.worklight.builder.exception.WorklightBuildRuntimeException: Resource Manager - Problem reading info.plist file
I already use this technique but the problem still occur. Why?
Try the following:
Delete the native folder
Close Eclipse
Open Terminal.app and write: open $TMPDIR
Delete the wlBuildResources folder
Open Eclipse
Build the application
I had deleted my iPad environment, but after I created a new one, I followed this, and it worked.
Try the following:
Delete the native folder
Close Eclipse
Open Terminal.app and write: open $TMPDIR
Delete the wlBuildResources folder
Open Eclipse
Build the application
I am trying to build a BlackBerry 7 and earlier project that uses the WebWorks SDK using Phonegap 2.9; but the build doesn't generate the StandardInstall.zip file as it's supposed to.
The project I'm trying to build is the example app found in the Phonegap 2.9 download (phonegap-2.9.0\lib\blackberry\bbos\example).
I followed the instructions in the Phonegap documentation and there is an overview of my environment:
My OS is Windows XP, I've got JDK, ANT and BlackBerry device manager installed. I've also installed the BlackBerry Webworks SDK and I've setup my Signing Keys (sigtool.csk and sigtool.db are in the bin folder of the webworks installation).
I also updated the project.properties file as explained in the documentation.
When I try to build the app, It doesn't print any error message, but the OTAInstall and StandardInstall folders are not generated (all I get is the zipped application folder and a widget folder).
I also tried deploying to simulator and to device, the errors thrown confirm just that the build step doesn't generate the files it should.
Screenshots: http://i.stack.imgur.com/XpN4M.png
Solutions I already tried:
JDK version problem
I downgraded JDK to 1.6.0_30 version (it seems that the Webworks SDK doesn't work with upper versions); but it didn't change anything.
White spaces
I also tried to avoid white spaces in paths like advised in other posts but it doesn't work:
C:
├ \ant
├ \java
└ \webworks
I don't know what else to do, any help would be much appreciated !
To make a blackberry phonegap project, the things you need are:
Phonegap (cordova libs)
BlackBerry WebWorks SDK
Ant, through which you will build your project.(Also add 'ANT' in you environment variables).
The steps to create a phonegap build:
Open the phonegap sample that came with it. Follow the location -
phonegap-2.3.0\lib\blackberry\sample
Copy cordova folder as you see the sample folder
Copy lib and www folder also. The lib folder contains the cordova library. The www folder is the only place for your files.
It contains your html, css, js and the config.xml
Copy blackberry.xml, build.xml and project.properties files.(change the properties in these files as per your project configurations)
'Build' folder is created once you run the script 'ant blackberry build'(To build the project) or 'ant blackberry load-simulator'(Build and run on simulator) or 'ant blackberry load-device'
Once you have built the project you can run it on device using the .cod files.
When you run the above build scripts you get the build folder in your PhonegapBlackberry project which looks like:
Setting the correct Java jdk home path in bbwp.properties file of my <BlackBerry SDK>/bin folder works for me.
Thanks,
prodeveloper.
I'm working with PhoneGap/Cordova and the only options I see is to build to the emulator or to build for debuging to the device.
I want to package the app for further distribution and publishing. Any thoughts?
Thanks!!
First build with
ant blackberry build
Then, you need to get and install signing keys:
https://developer.blackberry.com/html5/documentation/signing_setup_smartphone_apps_1920010_11.html
Then finally, once you are able to code sign you need to use bbwp to sign and package the zip file generated by the build (the zip is in the build directory of the PhoneGap folder). So navigate to your sdk/bin directory and run:
bbwp C:\myapp\HelloWorld.zip -g mypassword -o C:\myapp\signed
This generates two folders in C:\myapp\signed which contain the signed files. You will need different files depending on the distribution method and a summary is here:
https://developer.blackberry.com/html5/documentation/distributing_your_app_1866990_11.html
https://developer.blackberry.com/html5/documentation/signing_landing_page.html
https://developer.blackberry.com/html5/documentation/distributing_your_app_1866990_11.html
You need to get a signing key from RIM in order to publish your apps to the Blackberry App World. My previous experiences was packaging the app with signing key and allow others to install the app with BlackBerry Desktop Manager using the .alx file generated.
cd into the top level directory of your project (the one that contains the www/ folder). Then call this command:
ant TARGET build
Where TARGET can be blackberry, playbook, or qnx (beta right now). This will create a build/ folder which should contain the needed files for further packaging.
I run Xcode 4.3 on a Mac 10.7.4 (Lion).
I have all my resources (images, audio) for my app on a separate folder (something like a DropBox or a sugar Sync folder installed on root) on my system.
I have written a shell script (in run scripts) to copy the resources i need for the app into the bundle when i compile the code.
Is there a way to view the assets (the images and audio) that have been copied in the build folder by my run script? If so, how would i go about doing this?
Select iOS Device as the build target, and build your application. This will generate the product .app file. Expand Products folder from Project Navigator, and right click yourappname.app and select "Show in Finder". Right click the app in your finder and select "Show Package Contents". You will find all your bundled assets there. Please note that you might not be able to open these images.