Hi - If you are building a MacOS, tvOS or iOS app then Apple wants you to use xCode.
Adobe is being treated like every other Apple Developer. Regards, Dave Sent from my iPhone > On Jan 4, 2018, at 1:11 PM, Tom Chiverton <t...@extravision.com> wrote: > > "it is a manual step and requires a mac & xcode9" > What the heck do Adobe think they are doing? Why doesn't AIR just build a > correctly packaged app?!? > > No sign from their docs this will be temporary. > Another project that let non-Apple owners write for Mac is killed off. > > But this is probably not the place to moan. > >> On 4 January 2018 20:16:18 GMT+00:00, Greg Dove <greg.d...@gmail.com> wrote: >> 'I wonder how adobe plans to get around the asset catalog requirement. >> Do >> you suppose they create an asset catalog during the build' >> >> At the moment that is not the case - see the section titled 'iOS SDK >> Upgrade' in the air28 release notes. I don't know if this will change >> or >> not. but for now it is a manual step and requires a mac & xcode9 (my >> main >> dev setup is windows, but I had to get a small mac for dealing with the >> occasional mac-only build requirements or differences). >> >> >> >> >> >> >>> On Fri, Jan 5, 2018 at 9:07 AM, Linqto <e...@linqto.com> wrote: >>> >>> Hey Greg that’s perfect. Thanks for the info. I wonder how adobe >> plans to >>> get around the asset catalog requirement. Do you suppose they create >> an >>> asset catalog during the build? >>> >>> Sent from my iPhone >>> >>>> On Jan 4, 2018, at 11:35 AM, Greg Dove <greg.d...@gmail.com> wrote: >>>> >>>> Hi Erik, >>>> >>>> iOS SDK version is 'bundled' with Air SDK, but there is a way to >> specify >>> an >>>> external location for iOS SDK to point to a different external sdk >>> version >>>> when packaging. >>>> >>>> AIR 28 sdk will be the first one that has iOS11 by default and will >>>> therefore have the new requirements. >>>> You can read about that here: >>>> https://fpdownload.macromedia.com/pub/labs/flashruntimes/ >>> shared/air28_flashplayer28_releasenotes.pdf >>>> >>>> One way I check things is to look at the builds themselves. >>>> An ipa file is basically a zip archive (apk is similar for >> android). >>>> If you open it in an archive utility and either extract or directly >> open >>>> the file Info.plist (inside the main Payload folder) in a text >> editor you >>>> can usually find some helpful info., >>>> Here is an extract of what I found for an AIR 27 build: >>>> >>>> <key>DTPlatformName</key> >>>> <string>iphoneos</string> >>>> <key>DTSDKName</key> >>>> <string>iphoneos10.1</string> >>>> <key>DTPlatformVersion</key> >>>> <string>10.1</string> >>>> <key>DTXcode</key> >>>> <string>0810</string> >>>> <key>DTXcodeBuild</key> >>>> <string>8B62</string> >>>> >>>> This seems clear to me that Air 27 is using iOS 10.1 >>>> >>>> >>>> Hope that is helpful... >>>> Greg >>>> >>>>> On Fri, Jan 5, 2018 at 7:42 AM, Erik J. Thomas <e...@linqto.com> >> wrote: >>>>> >>>>> Or perhaps iOS SDK is packaged with the Flex SDK? If so, what >> version? I >>>>> can't find anything on the web that explains how an iOS app is >> compiled >>>>> using FlexSDK or AIRSDK. I understand there is the runtime >> component >>> but I >>>>> do not configure my project to use an external XCode iOS SDK to >> build (I >>>>> use IntelliJ and that's configurable) so if I don't, then it must >> be >>>>> getting compiled with an iOS SDK that's bundled somehow with Flex >> or >>> AIR. >>>>> >>>>> I am very weak in my understanding of this issue. None of the >> release >>>>> notes I can find on AIR and Flex SDK releases mention the iOS SDK >> but >>> they >>>>> do mention macOS SDK for desktop AIR apps. >>>>> >>>>> Thanks. >>>>> >>>>> Erik >>>>> >>>>> On Jan 4, 2018, at 10:25 AM, Erik J. Thomas <e...@linqto.com> >> wrote: >>>>> >>>>> Apple recently started enforcing the use of an asset catalog for >> app >>> icons >>>>> if the app was compiled using iOS 11 SDK. If the icons are not >> inside an >>>>> asset catalog that's compiled into the binary itself iTC will >> refuse >>> your >>>>> build with this message: >>>>> >>>>> "Apps built with iOS 11 or later SDK must supply app icons in an >> asset >>>>> catalog and must also provide a value for this Info.plist key. For >> more >>>>> information see >> http://help.apple.com/xcode/mac/current/#/dev10510b1f7 >>> < >>>>> http://help.apple.com/xcode/mac/current/#/dev10510b1f7>." >>>>> >>>>> I suppose this might be a question for the Flex developer mailing >> list, >>>>> but I'm assuming AIR 27 is still bundling the iOS 10 SDK? Because >> if it >>>>> bundled iOS 11 SDK my AIR apps would fail to load into iTunes >> Connect. >>>>> >>>>> We also build native apps and as of the past few weeks, Apple has >>> started >>>>> rejecting apps that don't use app catalogs for app icons. I expect >> the >>> Flex >>>>> community will run into this same issue if/when AIR SDK starts >> including >>>>> iOS 11 SDK. >>>>> >>>>> Does anyone know what version of iOS SDK that AIR 27 uses to build >> the >>> IPA? >>>>> >>>>> Thanks. >>>>> >>>>> Erik >>>>> >>>>> >>> >>> >> >> ______________________________________________________________________ >> This email has been scanned by the Symantec Email Security.cloud >> service. >> For more information please visit http://www.symanteccloud.com >> ______________________________________________________________________ > > -- > Tom Chiverton > Sent from my phone. Please excuse my brevity.