Re: 9.6.9 iOS compile error

2023-04-13 Thread Mark Waddingham via use-livecode
On 2023-04-14 03:48, Andrew at MidWest Coast Media via use-livecode 
wrote:
When compiling the same app using 9.6.9 and Xcode 14.2, my submissions 
are getting rejected by Apple when attempting to upload with 
Transporter:


ERROR ITMS-90502: "Invalid Bundle. Your binary, 
'com.midwestcoastmedia.link', has a 64-bit architecture slice, so you 
must include the "arm64" value for the UIRequiredDeviceCapabilities key 
in your Xcode project. Learn more 
(https://developer.apple.com/library/content/documentation/General/Reference/InfoPlistKeyReference/Articles/iPhoneOSKeys.html#//apple_ref/doc/uid/TP40009252-SW3).”


I’m guessing I could just update the info.plist manually but I was 
really trying to avoid that long term.


So with the move to Xcode14.2 we can no longer build 32-bit slices in 
iOS so we have had to remove those from the engines in 9.6.9 - however 
we did miss the fact that currently the S/B will only include the 
`arm64` capability *if* the min iOS version is 11.0 and above (the arm64 
capability is required as there is only a 64-bit slice!).


Thus you can either change the min version to 11.0 - or just tweak the 
revsaveasiosstandalone script - at around line 1771 there is:


   -- Building for iOS 11.0 or more only builds the 64bit slice, so 
update the plist

   if pSettings["ios,minimum version"] >= 11.0 then
  put "arm64" after it
   end if

Removing the 'if' and making this unconditional will ensure that the 
arm64 key is always present.


Sorry for the inconvenience.

Warmest Regards,

Mark.

--
Mark Waddingham ~ m...@livecode.com ~ http://www.livecode.com/
LiveCode: Build Amazing Things

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9.6.2 iOS compile error

2023-04-13 Thread Andrew at MidWest Coast Media via use-livecode
Has anyone been able to successfully submit an iOS build to the AppStore using 
the new 9.6.2 and Xcode 14.2?
When compiling my app using 9.6.2rc2 and Xcode 13.2, my submissions are 
accepted with the familiar warning:

WARNING ITMS-90725: "SDK version issue. This app was built with the iOS 15.2 
SDK. Starting April 25, 2023, all iOS and iPadOS apps submitted to the App 
Store must be built with the iOS 16.1 SDK or later, included in Xcode 14.1 or 
later.”

When compiling the same app using 9.6.9 and Xcode 14.2, my submissions are 
getting rejected by Apple when attempting to upload with Transporter:

ERROR ITMS-90502: "Invalid Bundle. Your binary, 'com.midwestcoastmedia.link', 
has a 64-bit architecture slice, so you must include the "arm64" value for the 
UIRequiredDeviceCapabilities key in your Xcode project. Learn more 
(https://developer.apple.com/library/content/documentation/General/Reference/InfoPlistKeyReference/Articles/iPhoneOSKeys.html#//apple_ref/doc/uid/TP40009252-SW3).”

I’m guessing I could just update the info.plist manually but I was really 
trying to avoid that long term.

—Andrew Bell
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Re: iOS Device orientation confusion!

2023-04-13 Thread HENRY LOWE via use-livecode
Thank you Richard.

Henry

> On Apr 12, 2023, at 5:40 PM, Richard Gaskin via use-livecode 
>  wrote:
> 
> Henry Lowe wrote:
> 
> > The problem is that when the iPhone is in Landscape Left mode
> > (according to the simulator and to Apple’s definition of that mode
> > - see below), Livecode is returning Landscape Right. When the
> > device is in Landscape Right mode, Livecode returns Landscape
> > Left - via the MobileDeviceOrientation function.
> >
> > Apple’s Definition (developer.apple.com )
> > of these two modes:
> >
> > • LandscapeLeft:
> >   The device is in landscape mode, with the device held upright and
> >   the front-facing camera on the left side.
> >
> > • LandscapeRight:
> >   The device is in landscape mode, with the device held upright and
> >   the front-facing camera on the right side.
> >
> >
> > Livecode’s Definition (Dictionary):
> >
> > • landscape left: the device is being held upward with the home button
> >   on the left
> >
> > • landscape right: the device is being held upward with the home
> >   button on the right
> >
> > It would appear that these two definitions at odds with each other.
> 
> They are indeed at odds. Apple should update their description to match LC's. 
> :)
> 
> They seem consistent with one another, except that each uses a part of the 
> hardware at opposite ends of the phone to define orientation.
> 
> Apple's docs are referencing the camera as the point of reference for 
> orientation, while LC uses the Home button as the point of reference. So 
> while "left" and "right" are used differently, you should be able to get the 
> result you need in LC.
> 
> Use Apple's spec when coding in Apple tools and languages, and LC's when 
> writing in LC and you should be fine.
> 
> -- 
> Richard Gaskin
> Fourth World Systems
> Software Design and Development for the Desktop, Mobile, and the Web
> 
> ambassa...@fourthworld.comhttp://www.FourthWorld.com
> 
> 
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Livecode script on Raspberry pi

2023-04-13 Thread Heriberto Torrado via use-livecode

Dear Livecode experts,

I'm interested in running the Livecode script/server version on my 
Raspberry Pi. While I'm not keen on creating graphical applications, I'd 
like to switch from using Python as my scripting language and utilize 
Livecode instead. I find Livecode to be more efficient and productive 
for my needs. My question is: have you successfully managed to run the 
server version of Livecode on a Raspberry Pi using an x86 emulator like 
Box86? Any insights or advice on this matter would be greatly 
appreciated. Thank you!


Best,

Heriberto Torrado

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Re: Problem signing Android app

2023-04-13 Thread Klaus major-k via use-livecode
Hi Jacque,

> Am 12.04.2023 um 22:48 schrieb J. Landman Gay via use-livecode 
> :
> 
> On this page:
> 
> 
> it says:
> 
> * If you choose for Google to generate the app signing key for you when you 
> opt in, then the key you use to sign your app for release is designated as 
> your upload key.
> * If you provide the app signing key to Google when opting in your new or 
> existing app, then you have the option to generate a new upload key during or 
> after opting in for increased security.
> * If you do not generate a new upload key, you continue to use your app 
> signing key as your upload key to sign each release.
> 
> So yeah, I think that means your original signing key is your upload key, 
> which LC supports.

ah, great, thank you for this valuable info!

> --
> Jacqueline Landman Gay | jac...@hyperactivesw.com
> HyperActive Software | http://www.hyperactivesw.com
> On April 12, 2023 2:52:44 PM "J. Landman Gay"  
> wrote:
> 
>> You may be able to use your original signing key to upload an updated app.
>> This page is complicated but explains how the system works:
>> 
>> 
>> If I'm reading it right, you can still use your original signing key again
>> for updates. There is also a way to opt out of Google Signing on that page.
>> It says you should only do that if you plan to re-enroll in Google Signing
>> later, but I suppose you can ignore that advice.
>> 
>> It also says: "After you select a release track, the “App integrity”
>> section displays the status of Play App Signing for your app." So I think
>> if you prepare to upload an updated app, when you choose a release track it
>> will tell you if you are using Google Signing. I think you probably are.
>> 
>> It's far too complicated.

Best

Klaus

--
Klaus Major
https://www.major-k.de
https://www.major-k.de/bass
kl...@major-k.de


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