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.

Reply via email to