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ios error itms-9000 no .app bundles found in the package

AlrepondTech 2020. 9. 22. 03:42
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출처: http://stackoverflow.com/questions/22020535/error-itms-9000-invalid-code-signing

For an Adobe AIR app (which is published since over a year in Apple App Store) I'm trying to submit an update using Application Loader, but get the following error:

ERROR ITMS-9000: "Invalid Code Signing. The executable 'Payload/XXX.app/XXX' must be signed with the certificate that is contained in the provisioning profile." at SoftwareAssets/SoftwareAsset (MZItmspSoftwareAssetPackage)

The app has been created with Flash Builder 4.7 and Apache Flex 4.11.0 and AIR 4.0:

 

 

The app compiles and runs at my test device (iPhone 5c) just fine.

Why is it rejected by the Application Loader?

It could be something minor, like a missing icon or splash image...

Of course I have tried the obvious several times and revoked/created new certifcates and created new distribution provisioning profiles for the App Store.

Below is the excerpt from my XXX-app.xml:

<autoOrients>true</autoOrients>
<fullScreen>true</fullScreen>
<visible>true</visible>
<softKeyboardBehavior>none</softKeyboardBehavior>

<icon>
        <image16x16>assets/icons/icon-16x16.png</image16x16>
        <image29x29>assets/icons/icon-29x29.png</image29x29>
        <image32x32>assets/icons/icon-32x32.png</image32x32>
        <image36x36>assets/icons/icon-36x36.png</image36x36>
        <image48x48>assets/icons/icon-48x48.png</image48x48>
        <image57x57>assets/icons/icon-57x57.png</image57x57>
        <image72x72>assets/icons/icon-72x72.png</image72x72>
        <image114x114>assets/icons/icon-114x114.png</image114x114>
        <image128x128>assets/icons/icon-128x128.png</image128x128>
        <image512x512>assets/icons/icon-512x512.png</image512x512>

        <image50x50>assets/icons/icon-50x50.png</image50x50>
        <image58x58>assets/icons/icon-58x58.png</image58x58>
        <image76x76>assets/icons/icon-76x76.png</image76x76>
        <image100x100>assets/icons/icon-100x100.png</image100x100>
        <image120x120>assets/icons/icon-120x120.png</image120x120>
        <image144x144>assets/icons/icon-144x144.png</image144x144>
        <image152x152>assets/icons/icon-152x152.png</image152x152>
        <image1024x1024>assets/icons/icon-1024x1024.png</image1024x1024>
</icon>

<iPhone>
<InfoAdditions><![CDATA[
                <key>UIDeviceFamily</key>
                <array>
                        <string>1</string>
                        <string>2</string>
                </array>
                <key>UIViewControllerBasedStatusBarAppearance</key>
                <false/>
        ]]></InfoAdditions>
<requestedDisplayResolution>high</requestedDisplayResolution>
</iPhone>

<extensions>
        <extensionID>com.adobe.Vibration</extensionID>
        <extensionID>com.adobe.ane.gameCenter</extensionID>
    </extensions>
</application>

The splash images included in the .ipa file are:

Default-568h@2x.png
Default-Landscape.png
Default-Landscape@2x.png
Default-Portrait.png
Default-Portrait@2x.png
Default.png
Default@2x.png

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See my answer here. Additionally, make sure the certificate used to build matches the certificate you designated in the developer portal and make sure you follow Adobe's instruction when converting the .cerfile to a .p12 file –  Josh Janusch Feb 25 at 18:45 

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Are you sure your answer applies to Adobe AIR apps? The error messages can be misleading there (see the recent problems with AIR 3.9 submissions rejected by App Store). I did follow the Adobe's instructions, even several times. –  Alexander Farber Feb 25 at 18:48 

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Yes. I am an AIR dev, pretty sure my instructions are right. The error messages are correct from Apple. Figuring out how to fix it in AIR is usually the issue. In this case, you have a certificate issue and nothing more. If you were missing an icon, Apple would tell you. If you weren't using the latest version of AIR 4.0 (released last week), Apple would tell you it needs to be built with Xcode 5. This error means you aren't using the correct certificate and/or provisioning profile.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

you need you use the AIR 4.0 beta (selectable form the installer AIR menu).

One of the fixed issues is: Bug 3686074: [APPLE][XCODE5] New apps and app updates submitted to the App Store must be built with the latest version of Xcode 5 from Feb1

 

 

 

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ERROR ITMS - 9000 when uploading application through ApplicationLoader to itunes

 (6 posts) (3 voices)

  • Started 1 month ago by bali33
  • Latest reply from petermilko

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bali33

Expert Bird
Joined: Sep '12
Posts: 326

Hi guys,

I'm trying to submit an update from my game to itunes using ApplicationLoader but it failed with the following error message :

ERROT ITMS-9000: "Invalid Code Signing. The executable 'Payload/Math Mathews.app/MathMathews' must be signed with the certificate that is contained in the provisioning file profile." at SoftwareAssets.SoftwareAssets (MZItmspSoftwareAssetPackage)

I'm using the latest AIR 13 SDK & Compiler Beta at http://labs.adobe.com/downloads/air.html
After some research I have also downloaded at the same url the AIR 13 SDK for Flex Developers and went folder by folder to copy-paste files into my current SDK.

But event after that the ApplicationLoader failed to upload my game update and displays the same error message.

Any idea guys ?

Thank you very much

POSTED 1 MONTH AGO #


  1. Competent Bird
    Joined: Dec '12
    Posts: 58You can get the newest air but I dont think its an air problem.POSTED 3 WEEKS AGO #
  2. build 4.0.0.1619 is available at
    http://labsdownload.adobe.com/pub/labs/flashruntimes/air/air4-0_sdk_ma c.tbz2 for mac andhttp://labsdownload.adobe.com/pub/labs/flashruntimes/air/air4-0_sdk_wi n.zip for windows.
  3. Im having the same problem!! Please let me know if you fixed it.
  4. petermilko
  5. Jonathan HartIt is a problem with you using the incorrect provisioning profile/certificate combination.Do you have more than one dev certificate set up? Usually it complicates things less if only one was used for everything.POSTED 3 WEEKS AGO #
  6. Don't be afraid to start over from scratch with the cert/provisioning process, it is a pain in the ass to set up but in my experience is a quicker path to figuring it out.
  7. Make sure you are using an App Store provisioning profile type that is signed with the same certificate used to create it in the first place (in the Dev Center)
  8. Moderating Owl
    Joined: Oct '11
    Posts: 606
  9. petermilkoI tried making it a new one but got the same error.
    I made a new certificate on my windows pc and exported on windows.
    Then tried to upload from my mac. Could that be a problem?
  10. POSTED 3 WEEKS AGO #
  11. Competent Bird
    Joined: Dec '12
    Posts: 58
  12. petermilkoI got my app to upload but got an email saying the certificate... was bad WTF
  13. POSTED 2 WEEKS AGO #
  14. Competent Bird
    Joined: Dec '12
    Posts: 58
  15. petermilkoI got it to work I redid everything on a mac...
  16. POSTED 1 WEEK AGO #
  17. Competent Bird
    Joined: Dec '12
    Posts: 58

 

 

 

 

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출처ㅣ https://wikidocs.adobe.com/wiki/pages/viewpage.action?pageId=77463985

 

 

ut I can't use air 3.8 because I need the new Icons 120x120 76x76 etc.


Other people have the same issue. See screenshotshttps://github.com/mutualmobile/MMDrawerController/issues/51


I think the solution is in the info.plist. There is an option for the info.plist UIViewControllerBasedStatusBarAppearance. We need this paramter to activate or deactivate the Statusbar overlay.


any Ideas?
Problem with new icon sizes for iOS 7 while submiting to App-Store 
Hi,


I have compiled my AIR app which includes the new icon sizes required for iOS 7 (76x76, 120x120, 152x152 and the Spotlight search result icons 40x40 and 80x80) from the command line using AIR 3.9. Here's the icon section from my app descriptor XML:


<icon>
        <image29x29>icons/icon29x29.png</image29x29>
        <image48x48>icons/icon48x48.png</image48x48>
        <image57x57>icons/icon57x57.png</image57x57>
        <image72x72>icons/icon72x72.png</image72x72>
        <image114x114>icons/icon114x114.png</image114x114>
        <image512x512>icons/icon512x512.png</image512x512>
        <image58x58>icons/icon58x58.png</image58x58>
        <image144x144>icons/icon144x144.png</image144x144>
        <!-- Additional app icons for iOS 7 -->
        <image40x40>icons/icon40x40.png</image40x40>
        <image76x76>icons/icon76x76.png</image76x76>
        <image80x80>icons/icon80x80.png</image80x80>
        <image120x120>icons/icon120x120.png</image120x120>
        <image152x152>icons/icon152x152.png</image152x152>
  </icon>


App(.ipa) is installed and running fine in all the all the devices(Ipad,IPhone).While submiting the same app to Apple-App-Store with app-store provision profile, I got three warnings.Those are as follows:


1) WARNING ITMS-9000: "Missing recommended icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format." at SoftwareAssets/SoftwareAsset (MZItmspSoftwareAssetPackage).


2) WARNING ITMS-9000: "Missing recommended icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '76x76' pixels, in .png format." at SoftwareAssets/SoftwareAsset (MZItmspSoftwareAssetPackage).


3) WARNING ITMS-9000: "Missing recommended icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '152x152' pixels, in .png format." at SoftwareAssets/SoftwareAsset (MZItmspSoftwareAssetPackage).


Can someone help me?
XCode 5.1 updated and now I can't debug AIR apps on iOS Simulator anymore 
Today XCode updated itself to version 5.1, with new iOS 7.1 platform support. It updated itself without asking permission, and now I can't run my AIR apps on the iOS simulator anymore. All my apps fail with the following error:


'Launching [myApplication]' has encountered a problem.


Error occurred while installing the application:
dyld: Library not loaded: @rpath/iPhoneSimulatorRemoteClient.framework/Versions/A/iPhoneSimulat orRemoteClient
  Referenced from: /Applications/AIR_SDKS/AIRSDK_4.0.0.1628/lib/aot/bin/isb/isb
  Reason: image not found
/var/folders/g1/014r026919j9fkv085ypt31r0000gn/T/cmd772005245632925321 3.tmp: line 1:  2126 Trace/BPT trap: 5       "/Applications/AIR_SDKS/AIRSDK_4.0.0.1628/lib/aot/bin/isb/isb" "-install" "-apppath" "/var/folders/g1/014r026919j9fkv085ypt31r0000gn/T/eb03981d-5689-4bb5- 821c-78ca84086393/Payload/[myApplication].app" "-sdkpath" "/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator .platform/Developer/SDKs/iPhoneSimulator7.1.sdk"


I use AIR SDK 4.0.1628 (the latest version according to the SDK download page today), and it doesn't make a difference if I choose another simulator version (7.0 and 6.1 fail the same way).
I'm developing in Flash Builder 4.7, on OS X 10.9.2


Any ideas of how to fix this? Will using the AIR 13 beta help?




Thanks, Frank

 

 

 

 

 

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출처: http://forums.adobe.com/thread/1304256

Hi,

I have compiled my AIR app which includes the new icon sizes required for iOS 7 (76x76, 120x120, 152x152 and the Spotlight search result icons 40x40 and 80x80) from the command line using AIR 3.9. Here's the icon section from my app descriptor XML:

 

<icon>

        <image29x29>icons/icon29x29.png</image29x29>

        <image48x48>icons/icon48x48.png</image48x48>

        <image57x57>icons/icon57x57.png</image57x57>

        <image72x72>icons/icon72x72.png</image72x72>

        <image114x114>icons/icon114x114.png</image114x114>

        <image512x512>icons/icon512x512.png</image512x512>

        <image58x58>icons/icon58x58.png</image58x58>

        <image144x144>icons/icon144x144.png</image144x144>

        <!-- Additional app icons for iOS 7 -->

        <image40x40>icons/icon40x40.png</image40x40>

        <image76x76>icons/icon76x76.png</image76x76>

        <image80x80>icons/icon80x80.png</image80x80>

        <image120x120>icons/icon120x120.png</image120x120>

        <image152x152>icons/icon152x152.png</image152x152>

  </icon>

 

App(.ipa) is installed and running fine in all the all the devices(Ipad,IPhone).While submiting the same app to Apple-App-Store with app-store provision profile, I got three warnings.Those are as follows:

 

1) WARNING ITMS-9000: "Missing recommended icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format." at SoftwareAssets/SoftwareAsset (MZItmspSoftwareAssetPackage).

 

2) WARNING ITMS-9000: "Missing recommended icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '76x76' pixels, in .png format." at SoftwareAssets/SoftwareAsset (MZItmspSoftwareAssetPackage).

 

3) WARNING ITMS-9000: "Missing recommended icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '152x152' pixels, in .png format." at SoftwareAssets/SoftwareAsset (MZItmspSoftwareAssetPackage).

 

Can someone help me?

14961 Views   88 Replies   Latest reply: BenjaminParis, Apr 6, 2014 5:06 AM

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Correct 

Sep 26, 2013 4:34 AM

3.9.0.960, which was uploaded recently.

 

-Pahup

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Replies1 2 3 Previous Next

Thank you very much! Problem Solved with this new version of Air 3.9.0.790

  • Translate
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  • Report
    -PahupTranslate
  • Was this helpful? Yes   No
  • Thanks
  • Which version of AIR SDK you're using Rajib_magic?
  • Sep 26, 2013 3:51 AM   in reply to Phil Vessey
  • 4.Pahup,


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  • AIR 3.9.1.1080
  • Sep 26, 2013 4:15 AM   in reply to Pahup
  • 5.Rajib_Magic,


  • Report
    -PahupTranslate
  • Was this helpful? Yes   No
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  • Ah, you're not using latest, this build was uploaded few weeks back, please use latest AIR SDK version 3.9.0.960. Please let us know how it goes.
  • Sep 26, 2013 4:23 AM   in reply to Rajib_Magic
  • 6.Pahup,


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  • Could you say which one is latest "3.9.0.960" or "3.9.1.1080" version?
  • Sep 26, 2013 4:33 AM   in reply to Pahup
  • 7.Rajib_Magic,


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  • -Pahup
  • 3.9.0.960, which was uploaded recently.
  • Sep 26, 2013 4:34 AM   in reply to Rajib_Magic
  • 8.Pahup,


  • ReportI just want to confirm that the structure of XML for Icon tag is correct?Translate
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  • Ok,, I will do it by latest version.
  • Sep 26, 2013 4:49 AM   in reply to Pahup
  • 9.Rajib_Magic,


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  • -Pahup
  • yes.
  • Sep 26, 2013 4:53 AM   in reply to Rajib_Magic
  • 10.Pahup,


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  • Ok, Thanks 
  • Sep 26, 2013 4:56 AM   in reply to Pahup
  • 11.Rajib_Magic,


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  • Thanks a lot for your suport.My app successfully submitted on the Apple-App-Store 
  • Sep 26, 2013 11:14 PM   in reply to Rajib_Magic
  • 12.Rajib_Magic,


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             <image76x76>icons/icon76x76.png</image76x76>         <image152x152>icons/icon152x152.png</image152x152>


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  • What do I have to do to add them at the moment?
  • Why can´t I add these new Icons (sizes) just like the other ones inside the Flash CC Settings (Air for iOS)?
  • When I publish the AIR App for iOS the new Icons are removed /overwritten in the XML File.
  •  
  •          <image120x120>icons/icon120x120.png</image120x120>
  •          <!-- Additional app icons for iOS 7 -->
  • I use the latest Air Version 3.9.0.960 with Flash CC to publish my Apps. I can´t see an option to add the new Icons sizes (76x76, 120x120, 152x152inside the Flash CC Settings - so I added them manually to the XML File.
  • Sep 28, 2013 8:13 AM   in reply to Pahup
  • 13.dasessig,


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  • In the version of Flash you’re using you will have to do the publish from the command line.
  • Sep 28, 2013 8:19 AM   in reply to dasessig
  • 14.Colin Holgate,


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  • Hi colin, can you please show / tell me how to do that? 
  • Sep 28, 2013 8:21 AM   in reply to Colin Holgate
  • 15.dasessig,


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  • http://forums.adobe.com/message/5672070#5672070
  • Read the September 11th, 9:48am post I made here:
  • Sep 28, 2013 8:46 AM   in reply to dasessig
  • 16.Colin Holgate,


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  • I am using flash cc and followed your steps with no success. When is this going to be fixed?
  • Sep 28, 2013 12:10 PM   in reply to Colin Holgate
  • 17.djnr,


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  • myfolder/app\ folder/app\ name.swf
  • you need to put a back slash in front of any spaces:
  • myfolder/app folder/app name.swf
  • What problems do you hit? One thing to watch for is whether there are spaces in the file paths. If you have spaces, like:
  • Sep 28, 2013 12:19 PM   in reply to djnr
  • 18.Colin Holgate,


  • ReportI still can't see the new iOS7 icon sizes listed under the 'icons' tab when going to publish, are they meant to be there yet?Was this helpful? Yes   No
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  • I'm using a Windows PC (so can't use the Xcode trick), and am waiting to submit my App to Apple.
  • I'm using Flash CS6, and just grabbed the new 3.9.0.960 AIR SDK.
  • Sep 29, 2013 3:20 AM   in reply to Colin Holgate
  • 19.HankyDay1234,


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  • As for the icons not being in Flash, that's true, and is still true in Flash CC. It's a known issue and is being worked on. I am pretty sure that they won't do an update to CS6, so be mentally prepared to either use the command line, or to upgrade to Flash CC, when that gets updated to solve the icon problem.
  • You can still use the command line to do the build. I'm just not able to tell you what the Windows steps are to get the line that is used. I gather that Event Viewer ought to be able to get the line, but I found it too confusing to figure out.
  • Sep 29, 2013 6:23 AM   in reply to HankyDay1234
  • 20.Colin Holgate,


  • ReportCC has only been out since June, and CS6 is the previous version that many people are still using.
    Was this helpful? Yes   No
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  • Is there somewhere I can raise this with Adobe?
  • Really hope Adobe consider it's Customers in relation to this.
  • Thanks for the reply, but Wow that is disappointing if Adobe aren't also updating CS6 to be natively ios7 icon compatible, can't understand that really.
  • Sep 29, 2013 7:04 PM   in reply to Colin Holgate
  • 21.HankyDay1234,


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  • If you still having problems with the command line I can write out for you. It is very straight forward or I can do a quick video for you to watch on YouTube .
  • Oct 1, 2013 2:44 AM   in reply to HankyDay1234
  • 22.Femi Awosile,


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  • The format of the command line isn’t so tricky, the problem is making sure that all of your included files are listed, with the right paths. With 3 - 5 screenshots, 18 icons, plus whatever other external files and folders your app requires, it ends up being quite a complex line. That’s why I copy the line from Console, I know for sure that it wrote the line correctly, other than where there are spaces in the path names.
  • Oct 1, 2013 6:44 AM   in reply to Femi Awosile
  • 23.Colin Holgate,


  • ReportWe are waiting on submitting Apps to Apple, and using a command line isn't really good enough, especially seeing ios7 has been live for a few weeks now already.Translate
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  • Any word from Adobe as to when the 3.9 Beta version will be released that supports the new ios7 icons natively for Publish?
  • Oct 3, 2013 1:56 AM   in reply to Colin Holgate
  • 24.HankyDay1234,


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  • http://forums.adobe.com/thread/1308215?tstart=0
  • Take a look at this thread.
  • Honestly..  Its very easy to compile with the method Colin has provided. I needed to submit yesterday and had my submission packaged with the iOS7 needed icons and submitted within an hour.
  • Oct 3, 2013 1:33 PM   in reply to HankyDay1234
  • 25.Applauz78,


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  • I use the commandline all the time. It allows to publish using the ipa-test-interpreter option instead of ad-hoc. Just save the command in a .bat or .sh file.
  • Oct 4, 2013 12:55 AM   in reply to HankyDay1234
  • 26.flexercised,


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  • As for when Flash Pro will stop deleting your list of icons, so that you then don’t have to use the command line at all, that is quite likely going to be in an update within two weeks from now.
  • The interpreter mode is a standard selection in Flash Pro CC, you don’t have to use the command line for that.
  • Oct 4, 2013 5:15 AM   in reply to flexercised
  • 27.Colin Holgate,


  • ReportI've only ever published via Flash, and included icons natively.


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  • This is now holding up the release of our app to the App Store which is frustrating for us.
  • Otherwise, if any PC users have any steps of how to publish using the command line, to include the new ios7 icons on PC, it'd be greatly, and graciously appreciated!!!
  • @ Femi Awosile - Femi, I noticed you offered to create some steps for PC, that would be fantastic if you didn't mind spending the time.
  • As Colin mentioned above, even he has found Event Viewer confusing.
  • Hi Applauze78,  Thanks for taking the time to post the link, but I'm on a PC not Mac, so have no idea how to run the command line to include the new ios7 icons for Flash on PC.
  • Oct 5, 2013 4:43 PM   in reply to Applauz78
  • 28.HankyDay1234,


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  • Hank just so you know you can submit the app without the new icons you will get a warning from the application loader software but it will be reviewed and pending no other problems are found it will be published, so don't let the icon hold you up, submit your app now and update later when Adobe adds native support for the icons, that's my plan at least.
  • Oct 5, 2013 6:00 PM   in reply to HankyDay1234
  • 29.Mark.fromOP,


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    FemiTranslate
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  •  
  • sorry for late reply adobe accounts was hacked lately and i was abit worried about our data. Adobe reassured us that all is safe and we were asked to reset password. Hopeful all fine.
  • I will also post the steps to take with the command line later today for window user.
  • Mark is right in that you can still submit your apps without the new icons included. it will remind you to try and include them for next time.
  • Hi Hank
  • Oct 6, 2013 6:34 AM   in reply to HankyDay1234
  • 30.Femi Awosile,


  • ReportFemi that would be fantastic if you did have a chance to go those steps for PC, it would be extremely helpful.Was this helpful? Yes   No
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  • Thanks again
  • Hi Mark and Femi, thanks very much for the replies and information.
  • Oct 6, 2013 2:44 PM   in reply to Femi Awosile
  • 31.HankyDay1234,


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    Africa_iPad.swf   (.swf)(.xml) :-
    Africa_DragDrop_iPad.mobileprovision(icons) Need to create these images of course use your own name like  image29.png. In my case  :-
    Default-Landscape.png,  Default-LandscapeLeft@2x.png
    iOS7.p12(.ipa) Output file binary to be submitted to Apple :-
    What to do to get the output file .ipa1.The swf file  can be generated by clicking publish in flash2.The xml file will also be generated too when you click publish.3.<icon>    <image57x57>AfricaIcon57.png</image57x57>    <image512x512>AfricaIcon512.png</image512x512>    <image72x72>AfricaIcon72.png</image72x72>  <image80x80>AfricaIcon80.png</image80x80>  <image120x120>AfricaIcon120.png</image120x120>    <image50x50>AfricaIcon50.png</image50x50>    <image100x100>AfricaIcon100.png</image100x100>    <image1024x1024>AfricaIcon1024.png</image1024x1024>
    Now download  adobe air 3.9 or latest  on to your desktop from  (click on Download AIR 3.9 SDK & Compiler for Windows (ZIP, 204 MB) ) this is for window
    extract or unzip 6Move the folder to your c drive
    Copy all your  file below into the bin directory from the flash folder file..mobileprovision.png’sIn my case
    Open  Window PowerShell  (start – all programs – Accessories-Window PowerShell) 


    Navigate to your c driveThen you get C:\>10Then you get C:\ADT>11Then you get C:\ADT\bin>
    12.

    or with (command Prompt)) follow 9 - 11 instructions then type or paste (best to copy from notepad and right click with mouse to paste at the command prompt)adt -package -target ipa-app-store -storetype pkcs12 -keystore iOS7.p12 -provisioning-profile Africa_DragDrop_iPad.mobileprovision Africa_iPad.ipa Africa_iPad-app.xml Africa_iPad.swf AfricaIcon29.png AfricaIcon40.png AfricaIcon48.png AfricaIcon50.png AfricaIcon57.png AfricaIcon58.png AfricaIcon72.png AfricaIcon76.png AfricaIcon80.png AfricaIcon100.png AfricaIcon114.png AfricaIcon120.png AfricaIcon128.png AfricaIcon144.png AfricaIcon152.png AfricaIcon512.png AfricaIcon1024.png Default-Landscape.png Default-LandscapeLeft@2x.png You will be ask to type your password. Please type your password14


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  • if you still preferred a video I will create one for you. but try this first it should help. Cheers
  •  
  • Follow these step and you will be laughing okay. Use your note pad and save it so you dont have to type them every time.
  • If all is well your .ipa file generated.
  •  
  • 13
  •  
  •  
  • ./adt -package -target ipa-app-store -storetype pkcs12 -keystore iOS7.p12 -provisioning-profile Africa_DragDrop_iPad.mobileprovision Africa_iPad.ipa Africa_iPad-app.xml Africa_iPad.swf AfricaIcon29.png AfricaIcon40.png AfricaIcon48.png AfricaIcon50.png AfricaIcon57.png AfricaIcon58.png AfricaIcon72.png AfricaIcon76.png AfricaIcon80.png AfricaIcon100.png AfricaIcon114.png AfricaIcon120.png AfricaIcon128.png AfricaIcon144.png AfricaIcon152.png AfricaIcon512.png AfricaIcon1024.png Default-Landscape.png Default-LandscapeLeft@2x.png 
  • Now type or paste (With PowerShell)(best to copy from notepad and right click with mouse to paste at the command prompt)
  •  
  • Type cd bin
  •  
  • From here type cd ADT
  •  
  • Like cd ../../
  • 9
  • With PowerShell (just like unix on window)
  • Or Command Prompt (start – all programs – Accessories-Command Prompt)
  • 8.
  • iOS7.p12, Africa_DragDrop_iPad.mobileprovision,  Africa_iPad-app.xml,  Africa_iPad.swf, AfricaIcon29.png,  AfricaIcon40.png,  AfricaIcon48.png,  AfricaIcon50.png, AfricaIcon57.png,  AfricaIcon58.png,  AfricaIcon72.png,  AfricaIcon76.png,  AfricaIcon80.png,  AfricaIcon100.png,  AfricaIcon114.png,  AfricaIcon120.png, AfricaIcon128.png,  AfricaIcon144.png, AfricaIcon152.png, AfricaIcon512.png, AfricaIcon1024.png, Default-Landscape.png,  Default-LandscapeLeft@2x.png
  • .p12
  • .xml
  • .swf
  • 7.
  • Double click the extracted file and then double click the bin folder inside the extracted files.
  • Rename the newly extracted folder with simple word like ADT
  •  
  • 5.
  • http://labs.adobe.com/downloads/air.html
  • 4.
  •   </icon>
  •     <image144x144>AfricaIcon144.png</image144x144>
  •     <image58x58>AfricaIcon58.png</image58x58>
  •   <image152x152>AfricaIcon152.png</image152x152>
  •   <image40x40>AfricaIcon40.png</image40x40>
  •   <image76x76>AfricaIcon76.png</image76x76>
  •     <image48x48>AfricaIcon48.png</image48x48>
  •     <image114x114>AfricaIcon114.png</image114x114>
  •     <image29x29>AfricaIcon29.png</image29x29>
  • Then open the xml with notepad and add the new icons to it in the icon section. So it should look like this then save.
  •  
  • Xml :-  Africa_iPad-app.xml
  •  
  • File Name  :-  Africa_iPad.swf
  •  
  •  
  • Africa_iPad.ipa
  •  
  • (.p12) :-
  •  
  • iOS launch images icons :- 
  • AfricaIcon29.png AfricaIcon40.png AfricaIcon48.png AfricaIcon50.png AfricaIcon57.png AfricaIcon58.png AfricaIcon72.png AfricaIcon76.png AfricaIcon80.png AfricaIcon100.png AfricaIcon114.png AfricaIcon120.png AfricaIcon128.png AfricaIcon144.png AfricaIcon152.png AfricaIcon512.png AfricaIcon1024.png
  •  
  • (.mobileprovision):-
  • Africa_iPad-app.xml
  •  
  • (.swf):-
  • Firstly what you need are
  • For Ipad and similar iPhone too
  • OKAY HERE WE GO 
  • Oct 6, 2013 6:29 PM   in reply to HankyDay1234
  • 32.Femi Awosile,


  • ReportWill give this a go soon, thanks very much.Translate
  • Was this helpful? Yes   No
  • Femi, WOW, that looks great, thanks for taking the time to do all that, and in so much detail!
  • Oct 6, 2013 11:34 PM   in reply to Femi Awosile
  • 33.HankyDay1234,


  • ReportWas this helpful? Yes   No
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  • Its ok Mark have fun and wish you good success cheers. Lets me know how it went
  • Oct 7, 2013 4:02 PM   in reply to HankyDay1234
  • 34.Femi Awosile,


  • ReportOff topic to the ios7 thread but I notice you also included the icon sizes 512x and 1024x (itunesartwork ones), as did I too, but I've read that they are to be left out for the final App Store build?  And added separately during Submission steps to Apple.  That right?Once again, thanks for the steps.Translate
  • Was this helpful? Yes   No
  •  
  • Femi, those steps worked a treat, so thanks very much again.
  • Oct 9, 2013 3:56 AM   in reply to Femi Awosile
  • 35.HankyDay1234,


  • Report





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  • Thank you for that. Cheers
  • Let me know if you don't really need them.
  • But you could omit them (512 and 1024 icons that is) and see what happens.
  • I do not get complaint or rejection when submitting an app to Apple store so guess it must be ok.
  • Yes you still have to submit the 1024 icon when you first create the new add app on the apple site.
  • I am glad it worked. I always recommend that you include 512 and 1024 icons because when publishing from flash they are included.
  • Hi Hank
  • Oct 9, 2013 5:57 AM   in reply to HankyDay1234
  • 36.Femi Awosile,


  • Report
    "java" is not recognized as an internal or external command, programm, or (archivo por lotes ejecutable)*.*Sorry, dunno how to translate that
    Can't understand it, i did everything correctly, and of course the word "java" doesnt appear at all in my text. And anyways, in the release notes of air 3.9.0.1030 sdk it says:Notable bug fixes:
    • [3622405] [AIR] [iOS7] - iOS7 requires 5 new icon sizes: 76px, 120px, 152px, 40px, 80px

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  • But i cant still select those icon sizes when publishing? is still being any problem?
  •  
  •  
  •  
  •  
  •  
  • Hey Femi, i did everything but i just got this message:
  • Oct 11, 2013 12:59 PM   in reply to Femi Awosile
  • 37.knoppers,


  • Report


















    4: Use the ADT\bin.   publish your .ipa file from the command prompt.
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  • If you follow these instructions It should work. Cheers let me know what happened.
  •  
  •  
  • E) copy the swf and XML from flash folder to c:\ADT\bin
  • Now publish swf by pressing control + enter keys together.
  • D) select folder AIR3.9 and click ok
  • C) click + and browse to c:\programs file\adobe\flash cc\AIR3.9
  • B) manage SDK
  • A) Click help
  • Then in flash
  • c:\programs file\adobe\flash cc\
  • Move the new AIR3.9 to where your flash directory. Such as, if flash cc is installed then move it to
  • Extract or unzip the downloaded file and Rename it AIR3.9 make a copy and rename that ADT.
  • You need to update your SDK inside flash
  • http://labsdownload.adobe.com/pub/labs/flashruntimes/air/air3-9_sdk_wi n.zip
  • To download click link below.
  • 3: Use the latest AIR 3.9 SDK &amp; Compiler Beta to publish your swf file.
  • http://labsdownload.adobe.com/pub/labs/flashruntimes/air/air3-9_win.ex e
  • 2: Install the latest AIR 3.9 Beta Installers. Click link below for that.
  • http://www.java.com/en/download/help/java_update.xml
  • 1: Please update your Java because Flash needs java. So click the link below to update.
  • Hi Knoppers
  • Oct 11, 2013 5:51 PM   in reply to knoppers
  • 38.Femi Awosile,


  • Report
    Was this helpful? Yes   No
  • When i upload the binary apple says that 76 and 152 "recommended" icons are missing. I'll keep trying, but you know in case i can't get it to work if they will approve my app with those missing icon sizes?
  • Thanks Femi, but still the same "java" problem with both powershell and command prompt. Java is correctly installed, and i've followed all the steps carefully, using the last air sdk beta that is 3.9.0.1050.
  • Oct 12, 2013 4:02 AM   in reply to Femi Awosile
  • 39.knoppers,

 

 

 

 

 

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출처: http://help.adobe.com/en_US/air/build/WSfffb011ac560372f7e64a7f12cd2dd1867-8000.html

iOS Settings



Settings that apply only to iOS devices are placed within the <iPhone> element in the application descriptor. The iPhone element can have an InfoAdditions element, a requestedDisplayResolution element, an Entitlements element, an externalSwfs element, and a forceCPURenderModeForDevices element as children.
The InfoAdditions element lets you specify key-value pairs that are added to the Info.plist settings file for the application. For example, the following values set the status bar style of the application and state that the application does not require persistent Wi-Fi access.
The InfoAdditions settings are enclosed in a CDATA tag.
Th Entitlements element lets you specify key-value pairs added to the Entitlements.plist settings file for the application. Entitlements.plist settings provide application access to certain iOS features, such as push notifications.
For more detailed information on Info.plist and Entitlements.plist settings, see the Apple developer documentation.

Supporting background tasks on iOS

Adobe AIR 3.3 and higher supports multitasking on iOS by enabling certain background behaviors:
  • Audio
  • Location updates
  • Networking
  • Opting out of background app execution
Note: With swf-version 21 and its earlier versions, AIR does not support background execution on iOS and Android when render mode direct is set. Due to this restriction, Stage3D based apps cannot execute background tasks like audio playback, location updates, network upload or download, etc. iOS does not allow OpenGLES or rendering of calls in the background. Applications which attempt to make OpenGL calls in the background are terminated by iOS. Android does not restrict applications from either making OpenGLES calls in the background or performing other background tasks like audio playback. With swf-version 22 and later, AIR mobile applications can execute in the background when renderMode direct is set. The AIR iOS runtime results in an ActionScript error (3768 - The Stage3D API may not be used during background execution) if OpenGLES calls are made in the background. However, there are no errors on Android because its native applications are allowed to make OpenGLES calls in the background. For optimal utilization of mobile resource, do not make rendering calls while an application is executing in the background.
Background audio
To enable background audio playback and recording, include the following key-value pair in the InfoAdditions element:
Background location updates
To enable background location updates, include the following key-value pair in the InfoAdditions element:
Note: Use this feature only when necessary, as location APIs are a significant drain on the battery.
Background networking
To execute short tasks in the background, your application sets the NativeApplication.nativeApplication.executeInBackground property to true.
For example, your application may start a file upload operation after which the user moves another application to the front. When the application receives an upload completion event, it can set NativeApplication.nativeApplication.executeInBackground to false.
Setting the NativeApplication.nativeApplication.executeInBackground property to true does not guarantee the application will run indefinitely, as iOS imposes a time limit on background tasks. When iOS stops background processing, AIR dispatches the NativeApplication.suspend event.
Opting out of background execution
Your application can explicitly opt out of background execution by including the following key-value pair in the InfoAdditions element:

Reserved iOS InfoAdditions settings

AIR sets several entries in the generated Info.plist file to ensure that application and runtime features work correctly. You cannot define the following settings:


Supporting different iOS device models

For iPad support, include the proper key-value settings for UIDeviceFamily within your InfoAdditions element. The UIDeviceFamily setting is an array of strings. Each string defines supported devices. The <string>1</string> setting defines support for the iPhone and iPod Touch. The <string>2</string> setting defines support for the iPad. If you specify only one of these strings, only that device family is supported. For example, the following setting limits support to the iPad:
The following setting supports both device families (iPhone/iPod Touch and iPad):
Additionally, in AIR 3.7 and higher, you can use the forceCPURenderModeForDevices tag to force CPU render mode for a specified set of devices and enable GPU render mode for remaining iOS devices.
You add this tag as a child of the iPhone tag and specify a space-separated list of device model names. For a list of valid device model names, see forceCPURenderModeForDevices.
For example, to use CPU mode in old iPods, iPhones, and iPads and enable GPU mode for all other devices, specify the following in the application descriptor:

High-resolution displays

The requestedDisplayResolution element specifies whether your application should use the standard or high resolution mode on iOS devices with high-resolution screens.
In high-resolution mode, you can address each pixel on a high-resolution display individually. In the standard mode, the device screen will appear to your application as a standard resolution screen. Drawing a single pixel in this mode will set the color of four pixels on the high-resolution screen.
The default setting is standard. Note that for targeting iOS devices, you use the requestedDisplayResolution element as a child of the iPhone element (not the InfoAdditions element or initialWindow element).
If you want to use different settings on different devices, specify your default value as the requestedDisplayResolution element’s value. Use the excludeDevices attribute to specify devices that should use the opposite value. For example, with the following code, high resolution mode is used for all devices that support it except 3rd-generation iPads, which use standard mode:
The excludeDevices attribute is available in AIR 3.6 and later.

iOS custom URI schemes

You can register a custom URI scheme to allow your application to be invoked by a link in a web page or another, native application on the device. To register a URI scheme, add a CFBundleURLTypes key to the InfoAdditions element. The following example registers a URI scheme named com.example.app to allow an application to be invoked by URLs with the form: example://foo.
When your application is invoked through a custom URI, the NativeApplication object dispatches an invoke event. The URL of the link, including query parameters, is placed in the arguments array of the InvokeEvent object. You can use any number of custom URI schemes.
Note: Links in a StageWebView instance cannot open URLs that use a custom URI scheme.
Note: If another application has already registered a scheme, then your application cannot replace it as the application registered for that URI scheme.

iOS compatibility filtering

Add entries to a UIRequiredDeviceCapabilities array within the InfoAdditions element if your application should only be used on devices with specific hardware or software capabilities. For example, the following entry indicates that an application requires a still camera and a microphone:
If a device lacks the corresponding capability, the application cannot be installed. The capability settings relevant to AIR applications include:


AIR 2.6+ automatically adds armv7 and opengles-2 to the list of required capabilities.
Note: You do not need to include these capabilities in the application descriptor in order for your application to use them. Use the UIRequiredDeviceCapabilities settings only to prevent users from installing your application on devices on which it cannot function properly.

Exiting instead of pausing

When a user switches away from an AIR application it enters the background and pauses. If you want your application to exit completely instead of pausing, set the UIApplicationExitsOnSuspend property to YES:

Minimize download size by loading external, asset-only SWFs

You can minimize your initial application download size by packaging a subset of the SWFs used by your application and loading the remaining (asset-only) external SWFs at runtime using the Loader.load() method. To use this feature, you must package the application such that ADT moves all ActionScript ByteCode (ABC) from the externally loaded SWF files to the main application SWF, leaving a SWF file that contains only assets. This is to conform with the Apple Store’s rule that forbids downloading any code after an application is installed.
ADT does the following to support externally loaded SWFs (also called stripped SWFs):
  • Reads the text file specified in the <iPhone> element’s <externalSwfs> subelement to access the line-delimited list of SWFs to be loaded at execution time:
  • Transfers the ABC code from each externally loaded SWF to the main executable.
  • Omits the externally loaded SWFs from the .ipa file.
  • Copies the stripped SWFs to the .remoteStrippedSWFs directory. You host these SWFs on a web server and your application loads them, as necessary, at runtime.
You indicate the SWF files to be loaded at runtime by specifying their names, one per line in a text file, as the following example shows:
The file path specified is relative to the application descriptor file. Additionally, you must specify these swfs as assets in the adt command.
Note: This feature applies to standard packaging only. For fast packaging (using for example, using interpreter, simulator, or debug) ADT does not create stripped SWFs.
 For more information on this feature, including sample code, see External hosting of secondary SWFs for AIR apps on iOS, a blog post by Adobe engineer Abhinav Dhandh.
More Help topics
requestedDisplayResolution
Renaun Erickson: Developing for both retina and non-retina iOS screens using AIR 2.6

 

 

 

 

 

 

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출처: http://stackoverflow.com/questions/20232907/xcode-application-loader-error-itms-900-invalid-provisioning-profile

 

XCode Application Loader - ERROR ITMS-900 Invalid Provisioning Profile

 

When I try to upload my ios application to the app store using application loader I get the following errors:






This means that the provisioning profile is invalid, so, I deleted it and re-made the provisioning profile, then archived the application using that profile, and I still got this error... I have uploaded this application to iTunesConnect before, and I got no errors, but now, even though I didn't do anything with my profiles, or change it in the application, I'm getting this error. I've looked at the other questions like this, and none of them seem to help.
I have valid and non-expired certificates, and my bundle ID's are correct. The distribution provisioning profiles I have are:






SloganGen is the application this is happening for. Thanks in advance!
ios xcode itunesconnect provisioning-profile application-loader
 

2 Answers

activeoldestvotes

With the Screenshot that you have attached for errors & provisioning profile, looks like the problem is with the "Case Sensitive" name.
Profile : com.slogangen.slogangen
Error : com.slogangen.SloganGen
From apple documentation:
Typically, the bundle ID in your Xcode project is a string formatted as a reverse-domain name such as com.MyCompany.MyProductName, where you replace MyCompanyName and MyProductName with your domain and product name. However, unlike domain names, app IDs and bundle IDs are case sensitive.
Hope that helps.
 
you can try following
  1. remove "armv7s" from valid architecturein build setting
  2. make sure u have a certificate for app store.
  3. check the bundle identifire if it is same as your certificates.
 

 

 

 

 

 

 

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출처: http://stackoverflow.com/questions/19090640/failed-to-submit-app-to-itunes-store

I am having some problems when trying to submit my iPhone app to store using XCode5 that my app is always failed validation with below errors:
Apple's web service operation was not successful
Unable to authenticate the package: [My app id, ex: 123456789].itmsp
ERROR ITEMS-9000: "The bundle [Bundle ID, ex: com.myapp.mobile] at bundle path 'Payload/[My App Name].app' is not signed using an Apple submission certificate." at SoftwareAssets/SoftwareAsset (MZItmspSoftwareAssetPackage)
I am quite sure about settings (bundle id, certificate, profile, entitlement) because this is not first time I submit app to store, jut don't know why these issues come up, I have tried to search and found some related article but they don't help.
I have this issue for 1 week. Anyone know the root cause, pls help!
xcode validation app-store submit


show 1 more comment

4 Answers

activeoldestvotes

up vote3down vote I just selected Standard Architectures in both Project and Target, and it worked for me.


add comment
I don't know the cause, but I had the same exact issue crop up this week and just got things to work. I had checked the build, distribution certificate, provisioning profile. I went through all of the troubleshooting steps in Technical Note TN2250 -- no luck! However, I just got it to upload successfully. I happened to have an old Mac Mini that had Application Loader 2.5.1 on it. I created a zip file from the .app within the Payload folder of the .ipa, put this on a USB drive, and watched as it finally uploaded after trying about 50 times with both Xcode organizer and Application Loader v2.9.
Other people have reccomended reverting to a previous Application Loader version. Perhaps the web service endpoint uses a different (and properly working) certificate validation method for older AL versions.
 
I had the exact the same error, after hours of trying, adjusting all the parameters like the bundle ID or display name, etc. None of them worked.
Finally I got it work. Here is what I did.
I started all over by deleting all the records in keychain, certificates and provision profiles. And just added one certificate and profile for app distribution. There was only one record to make no confusion. And then boom, it uploaded successfully.
I guess my mistake was to submit multiple times of certificates or provision profiles earlier (although I deleted multiple entries but I did see something strange) because I thought the creation process was stuck so I refreshed the browser. Being patient in each steps will eventually saves more time! :) Good luck!
 
I too have had the same problem and after many hours I managed to solve. I finally fixed the problem. You needed to download the "Apple Root Certificate Authority" (http://www.apple.com/certificateauthority/) and put it in your login keychain & system, I also put your iPhone disitrbution certified in your system and set all keychian trust values ​​for all certificates to "system default". Finally went through!

 

 

 

 

 

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출처: http://stackoverflow.com/questions/23347770/error-itms-9000-missing-code-signing-entitlements-no-entitlements-found-in-bu

 

I recently re-signed my app with another certificate (I do not have the source code, so I had to do this to upload it to the App Store).
When I tried to upload it, I got: ERROR ITMS-9000: "Missing Code Signing Entitlements. No entitlements found in bundle 'xxx.xxxxxx.xxxxxx' for executable 'Payload/xxxxxxx.app/Xxxxxxxx'."" at SoftwareAssets/SoftwareAsset (MZItmspSoftwareAssetPackage)".
I read in other posts that my bundle ID has to match my new App ID, from the new certificate I just signed.
I need direct instructions on how change the bundle ID in the IPA file! Like, real step-by-step instructions (I'm kind of a newbie).
Can anyone help me?? Thanks!
ios upload terminal certificate application-loader

 

 

 

 

 

 

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출처: http://forums.adobe.com/message/5840352

 

 

Application wrapper must end in .app - Error Message

Mar 6, 2012 2:07 PM

Tags: #application #.app #wrapper

When using Application Loader I received the following error message:

 

The application wrapper must in in .app. /var/folders/j4/dxcyk0g90277p3cw5g9mq8640000/T/Stellapop_Digital_Broc hures.zip/BrandingBrochure.folio is invalid

 

Any ideas how to fix this? Please help!?!

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2425 Views   11 Replies   Latest reply: Bob Bringhurst, Nov 13, 2013 4:55 PM

Branched to a new discussion.

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Neil Enns - Adobe

Correct 

Nov 13, 2013 4:25 PM

If you are a professional customer we have a similar guide that explains step-by-step how to submit your app:http://help.adobe.com/en_US/ppcompdoc/Adobe_Publishing_Companion_Guide _for_iPad.pdf.

 

From what you have written above it sounds like you are trying to create a Single Edition application, even though you are a professional subscriber. Single Edition apps are iPad only. They do not support iPhone at all. If your client wants to support iPhone the only option is to create a multi-issue application and submit that to the store, then publish issues using Folio Producer.

 

Neil

See the answer in context

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Replies



  • Report;-(Translate
  • Was this helpful? Yes   No
  • Did you find an answer to this - i am getting the same error and i have no idea how to fix
  • Apr 18, 2012 3:07 AM   in reply to wilsonbw459
  • 1.iwallace_001,
  • 4,658 posts 
    May 29, 2007

    ReportWas this helpful? Yes   No
  • Translate
  • Did you use the most current Application Loader to upload a .zip distribution file that you exported from Viewer Builder?
  • Apr 18, 2012 8:16 AM   in reply to iwallace_001
  • 2.Bob Bringhurst,
  • 60 posts 
    Apr 19, 2011

    Report
    unable to authenticate the package

    CalvinTranslate
  • Was this helpful? Yes   No
  • Thanks,
  • Could you please help me with this?
  • Error ITMS-9000: "No .app bundles found in the package...
  • I do not understand... If the DPS App builder can publish and send my app into iTunes, why should I use application loader? Also, I downgreaded the Application loader to 2.8 it comes with the " wrapper must end in .app" if I have it in the latest version 2.9 it says: Apple's web service operation was not successful
  • Hi Bob,
  • Nov 12, 2013 8:37 PM   in reply to Bob Bringhurst
  • 3.Calvin Mousavi,


  • Report

    Was this helpful? Yes   No
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  • Neil
  • Make sure you are attempting to submit the .zip file generated from app builder and not the .ipa for internal testing purposes.
  • DPS App Builder does not actually submit your app to iTunes. It just produces the file you then upload via Application Loader.
  • Nov 13, 2013 4:00 PM   in reply to Calvin Mousavi
  • 4.Neil Enns - Adobe,
  • 60 posts 
    Apr 19, 2011

    ReportBut does DPS App Builder produce .zip file? I thought we should make .zip from folio producer page (by clicking Publish & Export)?And the last question, these errors, are they related to the version of applciation loader or subscription limitations? and if not, I tried veriosn 2.8 and 2.9 (as I explained above) and still have problem in both versions.Many thank,Was this helpful? Yes   No
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  • Calvin
  •  
  • And correct me if I am wrong, so .ipa is only useful to have it on our iTunes as a test user version, is that right?
  • Thanks Neil.
  • Nov 13, 2013 4:07 PM   in reply to Neil Enns - Adobe
  • 5.Calvin Mousavi,


  • Report
    Was this helpful? Yes   No
  • Translate
  • Neil
  • Are you a Creative Cloud user? If so I suggest following the steps in our publishing guide:http://help.adobe.com/en_US/ppcompdoc/Step_by_step_guide_to_dps_se.pdf. It will walk you thorugh step-by-step how to do this.
  • Nov 13, 2013 4:09 PM   in reply to Calvin Mousavi
  • 6.Neil Enns - Adobe,
  • 60 posts 
    Apr 19, 2011

    ReportI have started DPS in early 2011 and made an app. Then I had a couple of years absence and I am back again.I am not a creative cloud member because my clients want their apps to be published in both iPhone & iPad and (again correct me if I am wrong) I know I have to purchase Pro Edition which allows me to do so.
    CalvinTranslate
  • Was this helpful? Yes   No
  • Many thanks,
  • One last question and it might sound silly. So no matter if it is a single edition or Pro, the process will be the same, is that right?
  • I pretty much know all the steps which as mentioned in that pdf file you've kindly attached. However now it makes more sence to me.
  • Thanks Neil.
  • Nov 13, 2013 4:20 PM   in reply to Neil Enns - Adobe
  • 7.Calvin Mousavi,


  • Report

    Was this helpful? Yes   No
  • Translate
  • Neil
  • From what you have written above it sounds like you are trying to create a Single Edition application, even though you are a professional subscriber. Single Edition apps are iPad only. They do not support iPhone at all. If your client wants to support iPhone the only option is to create a multi-issue application and submit that to the store, then publish issues using Folio Producer.
  • If you are a professional customer we have a similar guide that explains step-by-step how to submit your app:http://help.adobe.com/en_US/ppcompdoc/Adobe_Publishing_Companion_Guide _for_iPad.pdf.
  • Nov 13, 2013 4:25 PM   in reply to Calvin Mousavi
  • 8.Neil Enns - Adobe,
  • 60 posts 
    Apr 19, 2011

    ReportI might come up with more question later for you.Thanks again.Was this helpful? Yes   No
  • Translate
  • Calvin
  •  
  • Thanks Neil.
  • Nov 13, 2013 4:29 PM   in reply to Neil Enns - Adobe
  • 9.Calvin Mousavi,
  • 60 posts 
    Apr 19, 2011

    ReportYou mentioned using Folio producer to publish... I have both my apps in folio producer now. Once I published them, it only gives me free and public choices... and then the export button give me the chance to create .zip.
    Was this helpful? Yes   No
  • Translate
  • Calvin
  • ...but still I have to deal with DPS app builder and application loader, don't I?
  • back again! 
  • Nov 13, 2013 4:38 PM   in reply to Neil Enns - Adobe
  • 10.Calvin Mousavi,
  • 4,658 posts 
    May 29, 2007

    Report

    Was this helpful? Yes   No
  • The steps for creating single-folio apps and multi-folio apps are slightly different. When you create a single-folio app as a Pro customer, you use the Export command in Folio Producer to build the .zip file that you'll be baking into your app. (Or you can select the folio in the InDesign panel and choose Create App like CC customers.) If you create a multi-folio app, the key information to specify is the "Title ID." That Title ID is the Adobe ID that you use to publish the folios that will appear in your app. For an app that supports both the iPad and iPhone, you'll need to publish separate folios for the iPad and iPhone. iPad folios don't show up on the iPhone, and vice versa.
  • With any type of app you create, you use DPS App Builder to generate the .zip file. That .zip file includes the .app (or .ipa) file along with other information required by Apple. (Do not crack open that .zip file or it will likely become unsigned and invalid.) You then use Application Loader (preferably the newest version) to upload that unedited .zip file to Apple for approval.
  • Yes, you still need to use App Builder and Application Loader for DPS apps.
  • Nov 13, 2013 4:55 PM   in reply to Calvin Mousavi
  • 11.Bob Bringhurst,

 

 

 

 

=================================

=================================

=================================

 

 

 

 

출처ㅣ http://stackoverflow.com/questions/4167466/a-valid-provisioning-profile-for-this-executable-was-not-found-for-debug-mode

 

I am getting this error while i am trying to debug my app on device. I created development provisioning profile as it is mentioned at developer portal. my development device is selected in the profile and i am selecting the correct profile from Target's code signing identity menu. I recreated provisioning profile for several times and also removed and reinstalled it and recreated the project but i am getting that whenever i try to debug on device. btw, the adhoc distribution provision profile works. I spent my whole day to find out a solution but nothing. hope someone has an answer. thanks in advance.
iphone debugging profile provisioning


add comment

20 Answers

activeoldestvotes

Basically it could be because of this:

your iphone is not recognized by the provisioning portal

Solution:

1) In XCode:Goto-->Build-->clean all targets.
2) In "Groups & Files" -->Target --> expand it --> right click your app and select Clean "you app"
3) Goto->Window-->Organizer
4) In the Devices tab on the left, select you iphone
5) In the Provisioning section of the selected iphone delete all the current profiles (if any)
6) Plug out your iphone and replug it in.
7) Goto->Window-->Organizer-->right click your iphone -->Add device to provisioning portal
8) Now make sure you have selected the appropriate code signing identity in edit project settings -> build --> code signing
BUild and run ......
Good Luck !!!!
 
I had the same problem. Everything was ok: the device was registered in IOS Provisioning Portal; the certificate was downloaded and the Development Provisioning Profiles for my app was downloaded.
So the solution!!!
Target> Get Info
Select Configuration to Release (here's the devil) In code signing, Code Signing Identity check iPhone Developer. Close.
On Target chose Clean Target and then Run the app.
Good Luck.
 
In my case this was because there where a couple of versions of the developer certificate in the keychain.
Deleting the iPhone Developer cert from both My Certificates and Certificates and then downloading the latest one from the dev centre and installing that (double click on the .cer file)
sorted my problem
 
Finally i could solve the problem. One of my colleagues has revoked the developer certificate at iOS Provisioning Portal for his test apps. for fixing; i removed the existing developer certificate at my keychain, requested a new certificate with the existing private key, revoked the certificate from provisioning portal and submitted the newly requested certificate.then i downloaded and installed it.
now i can debug my app on my device :)
 
This caught me out because someone had changed the "Run" configuration's "Build Configuration" setting to "Release" (under "Product" > "Edit Scheme.." > "Run *.app").
This is normally set to "Debug" and hence it was NOT using the developer certificate and provisioning profile that I was expecting, it was using the distribution certificates instead.
In addition to this I found that if you look in the Console Log for the device (via Organiser), there may be an error code that better indicates your problem. For example I had...
I then googled "0xe8008012" and got the following page which indicates a "0xE8008012 - The UUID of the device does not match any in the Provisioning Profile being loaded" error.
MobileInstallation
 
Assuming you have your development and distribution certificate installed correctly:
Under Project your main code signing identity should be the developer profile for that app.
Under Targets your main code signing identity should be the distribution profile for that app, except that you should change Debug > Any iOS SDK to your Development profile... and make sure Release > Any iOS SDK is your Distribution profile. This should build and run on your provisioned phone and should archive without any codesign warnings.
Only thing that worked for me when my phone crashed and I had to restore it from a previous iTunes image.
 
In my case a valid provisioning file is because that I didn't add the device to the very provisioning file.
 
1-Xcode->Click your app -> TARGETS -> click the app-> Build Setting-> Code Signing : Make sure that both "Debug" and "Any iOS SDK" are set to "iPhone Development"
2- Xcode -> Product -> Scheme -> Edit Scheme: Make sure "Build Configuration" is set to “Debug".
 
Remove certificate, profiles and recreate it. Install it. Thats the best soultion.
 
Another cause (verified):
  1. Apple has a major bug in Xcode going back to version 3.x, where it magically overwrites the OS X keychain with a fake keychain from inside Xcode, re-installing certs (and private keys!) that you already deleted
  2. ...so, if you have "new cert" installed, and nothing else, Xcode will sometimes get into an infinite loop where it will keep ALSO installing "old cert" (that doesn't exist anywhere except inside XCode!).
  3. ...and because of ANOTHER bug in Xcode (unfixed for 3+ years now...), Xcode sometimesautomatically selects the "oldest cert I can find" (whcih, by definition, is incorrect - I think someone at Apple got mixed up between "oldest" and "newest" :( )
  4. ...and EVEN THOUGH you've selected the correct provisioning profile, Xcode sends the "old" provisioning profile to the device, then signs with the "new" profile, causing this error
Solution: you have to un-FUBAR Xcode's FUBAR of your Keychain.
This is harder than it sounds (there are multiple SO posts on this topic) - it involves multiple reboots of your machine, deleting the key every time.
Eventually, Xcode gives up on corrupting your OS, and accepts the reality you present it with :).
 
I had a certificate that expired (which generated the error).
Step 1. Go to developer.apple.com, login, and go to IOS provisioning portal

Step 2. Go to certificates (which is now empty), and follow the instructions listed to create a new certificate (open keychain on your computer, create a signing request, save it to disk, upload it to apple)
Step 3. Download and install the files created by apple to your keychain
Step 4. Problem: all of your previous provisioning profiles were associated with your OLD certificate, so you need to go back to developer.apple.com->IOS provising portal-> provisioning profiles and 'modify' each profile you care about. You will see that your identity is no longer assicated with the profile, so just click the check box
Step 5. Download all the profiles you changed
Step 6. Plugin your phone and drag and drop the .mobileprovision file onto xcode icon in the dock bar to install them on the device
 
I saw this problem because I had obtained a new Mac, and was still using my old Computer's certificate. I had created a new certificate for the new Mac, but had both certificates in my keychain.
In the Organizer, the profile warned that "XCode could not find a valid private-key/certificate pair for this profile in your keychain" even though the old certificate existed in my Keychain.
The solution was to delete the old certificate from my Keychain and delete/revoke of all the profiles which used this old certificate. Then create a new profile with the new certificate and use this.
Hope this helps!
 
I had the same problem. what I did is: 1. clean the target 2. exit the xcode 3. restart xcode 4. rebuild.
and it worked.
 
Bringing an app up from Xcode 3 to 4.3 I found the Bundle name and Bundle identifier had to be set to match the AppId. If all else fails, give that a whirl.
 
I faced same issue there may some other reasons too:
 
I'm compiling my app in Adobe Air for iOS, not Xcode. I was trying to copy the .ipa using iTunes, and got a mysterious "Error installing app" message. It wasn't until I used the iPhone Configuration Utility (iCU) that I got the real error message.
The problem was that I was compiling the app with a provisioning profile for ad hoc distribution and a certificate for development. I didn't understand that there are 2 types of certificates, and 2 types of provisioning profiles. There's one of each for development and one for distribution. If they don't match... then you get that error message. It's obvious once you understand it...
The solution was to download the distribution certificate (.cer), double click to open in Keychain, and export that as P12 from KC directly. Then use that P12 distribution certificate in the publish settings (Flash IDE or Flash builder), and also use the provisioning profile used for ad hoc distribution(.mobileprovision). Then finally install the provisioning profile and the .ipa file using the iPhone Configuration Utility.
That did it for me.
 
In my case my provisioning profile was invalid because apple has changed some of its terms and conditions. To fix problem I had to
  1. delete previous profile.
  2. I had to accept terms and condition from this website of apple.
 
Click Your app from Xcode Under Targets. (Under project.) Here you see Summary info, build settings, Build phases, build rules.
Okay go to Build Settings. Go down to Code Signing.
You see you have two fields Debug and Release. You have two profiles to choose from in each of those fields, Distributing and developing.
Let distributing be the one from the Release field. Let Developing be the one from the Debug field.
Doing this solved this problem, and let that error message go away. Now I can run my application fine.
 
I had this problem too with Xcode 5.0.1. One fine day the application simply did not want to be installed on the device to which it was installed five minutes ago without any problems.
I tried to clean settings, delete derived data, recreate provisioning profiles, sign with another certificates/profiles, remove the device from the organizer, etc.
Finally, I reset my device's content and settings and successfully built my project with old profiles, certificates and bundle ID.
 
We can try this: This has solved my problem . You need to reset the profile for which your device id has been added into your member area of Apple.com . . 





 

 

 

 

 

 

 

=================================

=================================

=================================

 

 

 

 

출처: http://forums.adobe.com/message/5840407

Application wrapper must end in .app - Error Message

Mar 6, 2012 2:07 PM

Tags: #application #.app #wrapper

When using Application Loader I received the following error message:

 

The application wrapper must in in .app. /var/folders/j4/dxcyk0g90277p3cw5g9mq8640000/T/Stellapop_Digital_Broc hures.zip/BrandingBrochure.folio is invalid

 

Any ideas how to fix this? Please help!?!

Translate

2426 Views   11 Replies   Latest reply: Bob Bringhurst, Nov 13, 2013 4:55 PM

Branched to a new discussion.

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Neil Enns - Adobe

Correct 

Nov 13, 2013 4:25 PM

If you are a professional customer we have a similar guide that explains step-by-step how to submit your app:http://help.adobe.com/en_US/ppcompdoc/Adobe_Publishing_Companion_Guide _for_iPad.pdf.

 

From what you have written above it sounds like you are trying to create a Single Edition application, even though you are a professional subscriber. Single Edition apps are iPad only. They do not support iPhone at all. If your client wants to support iPhone the only option is to create a multi-issue application and submit that to the store, then publish issues using Folio Producer.

 

Neil

See the answer in context

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Replies



  • Report;-(Translate
  • Was this helpful? Yes   No
  • Did you find an answer to this - i am getting the same error and i have no idea how to fix
  • Apr 18, 2012 3:07 AM   in reply to wilsonbw459
  • 1.iwallace_001,
  • 4,658 posts 
    May 29, 2007

    ReportWas this helpful? Yes   No
  • Translate
  • Did you use the most current Application Loader to upload a .zip distribution file that you exported from Viewer Builder?
  • Apr 18, 2012 8:16 AM   in reply to iwallace_001
  • 2.Bob Bringhurst,
  • 60 posts 
    Apr 19, 2011

    Report
    unable to authenticate the package

    CalvinTranslate
  • Was this helpful? Yes   No
  • Thanks,
  • Could you please help me with this?
  • Error ITMS-9000: "No .app bundles found in the package...
  • I do not understand... If the DPS App builder can publish and send my app into iTunes, why should I use application loader? Also, I downgreaded the Application loader to 2.8 it comes with the " wrapper must end in .app" if I have it in the latest version 2.9 it says: Apple's web service operation was not successful
  • Hi Bob,
  • Nov 12, 2013 8:37 PM   in reply to Bob Bringhurst
  • 3.Calvin Mousavi,


  • Report

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  • Neil
  • Make sure you are attempting to submit the .zip file generated from app builder and not the .ipa for internal testing purposes.
  • DPS App Builder does not actually submit your app to iTunes. It just produces the file you then upload via Application Loader.
  • Nov 13, 2013 4:00 PM   in reply to Calvin Mousavi
  • 4.Neil Enns - Adobe,
  • 60 posts 
    Apr 19, 2011

    ReportBut does DPS App Builder produce .zip file? I thought we should make .zip from folio producer page (by clicking Publish & Export)?And the last question, these errors, are they related to the version of applciation loader or subscription limitations? and if not, I tried veriosn 2.8 and 2.9 (as I explained above) and still have problem in both versions.Many thank,Was this helpful? Yes   No
  • Translate
  • Calvin
  •  
  • And correct me if I am wrong, so .ipa is only useful to have it on our iTunes as a test user version, is that right?
  • Thanks Neil.
  • Nov 13, 2013 4:07 PM   in reply to Neil Enns - Adobe
  • 5.Calvin Mousavi,


  • Report
    Was this helpful? Yes   No
  • Translate
  • Neil
  • Are you a Creative Cloud user? If so I suggest following the steps in our publishing guide: http://help.adobe.com/en_US/ppcompdoc/Step_by_step_guide_to_dps_se.pdf. It will walk you thorugh step-by-step how to do this.
  • Nov 13, 2013 4:09 PM   in reply to Calvin Mousavi
  • 6.Neil Enns - Adobe,
  • 60 posts 
    Apr 19, 2011

    ReportI have started DPS in early 2011 and made an app. Then I had a couple of years absence and I am back again.I am not a creative cloud member because my clients want their apps to be published in both iPhone & iPad and (again correct me if I am wrong) I know I have to purchase Pro Edition which allows me to do so.
    CalvinTranslate
  • Was this helpful? Yes   No
  • Many thanks,
  • One last question and it might sound silly. So no matter if it is a single edition or Pro, the process will be the same, is that right?
  • I pretty much know all the steps which as mentioned in that pdf file you've kindly attached. However now it makes more sence to me.
  • Thanks Neil.
  • Nov 13, 2013 4:20 PM   in reply to Neil Enns - Adobe
  • 7.Calvin Mousavi,


  • Report

    Was this helpful? Yes   No
  • Translate
  • Neil
  • From what you have written above it sounds like you are trying to create a Single Edition application, even though you are a professional subscriber. Single Edition apps are iPad only. They do not support iPhone at all. If your client wants to support iPhone the only option is to create a multi-issue application and submit that to the store, then publish issues using Folio Producer.
  • If you are a professional customer we have a similar guide that explains step-by-step how to submit your app:http://help.adobe.com/en_US/ppcompdoc/Adobe_Publishing_Companion_Guide _for_iPad.pdf.
  • Nov 13, 2013 4:25 PM   in reply to Calvin Mousavi
  • 8.Neil Enns - Adobe,
  • 60 posts 
    Apr 19, 2011

    ReportI might come up with more question later for you.Thanks again.Was this helpful? Yes   No
  • Translate
  • Calvin
  •  
  • Thanks Neil.
  • Nov 13, 2013 4:29 PM   in reply to Neil Enns - Adobe
  • 9.Calvin Mousavi,
  • 60 posts 
    Apr 19, 2011

    ReportYou mentioned using Folio producer to publish... I have both my apps in folio producer now. Once I published them, it only gives me free and public choices... and then the export button give me the chance to create .zip.
    Was this helpful? Yes   No
  • Translate
  • Calvin
  • ...but still I have to deal with DPS app builder and application loader, don't I?
  • back again! 
  • Nov 13, 2013 4:38 PM   in reply to Neil Enns - Adobe
  • 10.Calvin Mousavi,
  • 4,658 posts 
    May 29, 2007

    Report

    Was this helpful? Yes   No
  • The steps for creating single-folio apps and multi-folio apps are slightly different. When you create a single-folio app as a Pro customer, you use the Export command in Folio Producer to build the .zip file that you'll be baking into your app. (Or you can select the folio in the InDesign panel and choose Create App like CC customers.) If you create a multi-folio app, the key information to specify is the "Title ID." That Title ID is the Adobe ID that you use to publish the folios that will appear in your app. For an app that supports both the iPad and iPhone, you'll need to publish separate folios for the iPad and iPhone. iPad folios don't show up on the iPhone, and vice versa.
  • With any type of app you create, you use DPS App Builder to generate the .zip file. That .zip file includes the .app (or .ipa) file along with other information required by Apple. (Do not crack open that .zip file or it will likely become unsigned and invalid.) You then use Application Loader (preferably the newest version) to upload that unedited .zip file to Apple for approval.
  • Yes, you still need to use App Builder and Application Loader for DPS apps.
  • Nov 13, 2013 4:55 PM   in reply to Calvin Mousavi
  • 11.Bob Bringhurst,

 

 

 

 

=================================

=================================

=================================

 

 

 

 

출처: http://andycho.sinaapp.com/blog/

Flash Develop iOS & Android App Issues Recod

基于Flash技术开发iOS和Android App的那些不可避免的坑。

和原生沟通的ANE们

ANE资源合辑

http://sleepydesign.blogspot.com/2012/07/ane-free-air-native-extensions.html

微信

https://code.google.com/p/wechat-ane-for-flash-air/

和Arduino沟通的ANE(跑题了,这个和游戏无关)

https://code.google.com/p/as3-arduino-connector/ 

如何解决iOS7无法隐藏状态栏(Status Bar) 的问题。

在Application-app.xml文件中的找到

<!– 不显示状态栏 –>
<key>UIViewControllerBasedStatusBarAppearance</key><false/>
<!– 显示状态栏 –>
<key>UIViewControllerBasedStatusBarAppearance</key><true/>

iOS在Flash项目中的典型配置

<iPhone>
        <InfoAdditions><![CDATA[
                <key>UIDeviceFamily</key>
                <array><string>1</string><string>2</string></array>
                <!-- Remove Gloss on Icon -->
                <key>UIPrerenderedIcon</key>
                <string>YES</string>
                <!-- Make Bar on Iphone Black -->
                <key>UIStatusBarStyle</key>
                <string>UIStatusBarStyleLightContent</string>
                <!-- Persistent Wifi for iPad Apps -->
                <key>UIRequiresPersistentWiFi</key>
                <string>NO</string>
                <!-- Exit the App Completely, not just suspend -->
                <key>UIApplicationExitsOnSuspend</key><true/>
                <key>UIViewControllerBasedStatusBarAppearance</key><false/>
            ]]></InfoAdditions>
        <requestedDisplayResolution>high</requestedDisplayResolution>
</iPhone>

Android在Flash项目中的典型配置

<![CDATA[
<manifest android:installLocation="auto">
<uses-sdk android:targetSdkVersion="11"/>
<uses-sdk android:minSdkVersion="8"/>
<uses-permission android:name="android.permission.INTERNET"/>
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>
<application>
<activity android:name="com.google.ads.AdActivity" android:configChanges="keyboard|keyboardHidden|orientation|screenLayout|uiMode|screenSize|smallestScreenSize"/>
</application></manifest>]]>

AIR APP app.xml中图标配置的模版(包括iOS和Android)

<icon>
<image36x36>icons/drawable-ldpi/Icon.png</image36x36>
<image48x48>icons/drawable-mdpi/Icon.png</image48x48>
<image72x72>icons/drawable-hdpi/Icon.png</image72x72>
<image96x96>icons/drawable-xdpi/Icon.png</image96x96>


<image29x29>icons/Icon-29x29.png</image29x29>
<image58x58>icons/Icon-58x58.png</image58x58>
<image50x50>icons/Icon-50x50.png</image50x50>
<image100x100>icons/Icon-100x100.png</image100x100>
<image57x57>icons/Icon-57x57.png</image57x57>
<image114x114>icons/Icon-114x114.png</image114x114>
<image72x72>icons/Icon-72x72.png</image72x72>
<image144x144>icons/Icon-144x144.png</image144x144>
<image40x40>icons/Icon-40x40.png</image40x40>
<image80x80>icons/Icon-80x80.png</image80x80>
<image60x60>icons/Icon-60x60.png</image60x60>
<image120x120>icons/Icon-120x120.png</image120x120>
<image76x76>icons/Icon-76x76.png</image76x76>
<image152x152>icons/Icon-152x152.png</image152x152>
<image512x512>icons/Icon-512x512.png</image512x512>
<image1024x1024>icons/Icon-1024x1024.png</image1024x1024>
</icon>

Flash开发iOS应用如何根据硬件静音开关设置来播放声音

import   flash.media.AudioPlaybackMode;
import   flash.media.SoundMixer;
SoundMixer.audioPlaybackMode  =  AudioPlaybackMode.AMBIENT;

https://blogs.adobe.com/airodynamics/2012/07/17/silencing-audio-on-ios-with-ambient-audio-playback-mode/

无法添加iOS7图标和上传报错的问题

在Project-app.xml文件中添加iOS7适配的图标后,发布过程中出现错误提示
是非法标签。

生成ipa文件上传到AppStore的时候出现错误

ERROR ITMS-9000: "This bundle is invalid. New apps....."

上面两个问题都是由于没有使用最新的AIRSDK造成的,下载地址:

http://labs.adobe.com/downloads/air.html

当前需要下载的是页面最下方的 AIR 13 SDK for Flex Developers

如何管理Flash CC的 AIR SDK?

Flash > Help > Manager Adobe AIR SDK > Add

如何通过AS3判断用户使用的设备

http://gamedev.stackexchange.com/questions/50506/how-to-check-the-device-type-using-adobe-air-for-ios

如何接入Google Play的游戏服务

http://www.as3gamegears.com/air-native-extension/ane-google-play-game-services/

App Name的多语言设置

首先要注释掉之前的语言设置,在xml里同样的标签只能存在一个。另外就是不能写错了语言的简写标识符,例如中文不是 zh 而是 zh_Hans 这个是和iOS的系统语言简写保持一致。

<!--    
<description>Tom and partners want to build their own huts, Tom is responsible for hold nails, make nails and wood surfaces perpendicular, partner in charge of hammer, There are too many nail for hammer. If crooked nails, that piece of wood is wasted, you can help Tom to do a good job of this, finished huts built? do not waste too much wood and nails.</description>
-->
<description>
    <text xml:lang="en">Tom and partners want to build their own huts, Tom is responsible for hold nails, make nails and wood surfaces perpendicular, partner in charge of hammer, There are too many nail for hammer. If crooked nails, that piece of wood is wasted, you can help Tom to do a good job of this, finished huts built? do not waste too much wood and nails.</text>
    <text xml:lang="zh_Hans">汤姆和小伙伴一起建设属于自己的木屋,汤姆负责扶住钉子,让钉子和木材的表面保持垂直,小伙伴负责抡大锤,需要钉钉子的地方真的太多了。如果钉子扶歪了那这条木头可能就废掉了,你能帮助汤姆干好这个工作,顺利建设木屋么?可不要浪费太多木材哦。</text>
    <text xml:lang="zh_Hant">湯姆和小夥伴壹起建設屬于自己的木屋,湯姆負責扶住釘子,讓釘子和木材的表面保持垂直,小夥伴負責掄大錘,需要釘釘子的地方真的太多了。如果釘子扶歪了那這條木頭可能就廢掉了,妳能幫助湯姆幹好這個工作,順利建設木屋麽?可不要浪費太多木材哦。</text>
</description>
<!--     <name>Endless Nails</name> -->
<name>
    <text xml:lang="en">Endless Nails</text>
    <text xml:lang="zh_Hans">钉钉钉!</text>
    <text xml:lang="zh_Hant">釘釘釘!</text>
</name>

 

 

 

 

AS3条件编译

当你尝试一套代码同时发布多个版本(例如:flash版本、iOS版本、Android版本)。应该就会遇到一些问题,比如某个ane的类库只是为了iOS平台准备的(GameCenter)这时如果编译会遇到很多问题。理想化的解决方案应该是这样的:
1.在发布设置里创建多个Profile,每个Profile只针对一个平台,不同的Profile里选择不同的Target;
2.在一个平台的Profile里的Script的高级设置中都可以针对性的添加ane或者swc;
3.在Advance ActionScritp3.0 Setting里的 Config constants 里可以增加对于此版本针对性参数设置;
4.在程序中增加如下的代码片段

CONFIG::MOBILE_DEVICE{
private var _admob:Admob;
}

或者

CONFIG::IOS_DEVICE
{
    //GameCenter
    if (DeviceInfoUtils.isIOSDevice() && GameCenterController.isSupported) {
        var gc:GameCenterController = new GameCenterController();
        if (!gc.authenticated) {
            gc.addEventListener(GameCenterAuthenticationEvent.PLAYER_AUTHENTICATED, authenticatedHandler);
            gc.authenticate();
            Log.send("game center authenticate....");
        }
    }
}

关于Admob ANE的bug

我使用的是so.cuo.platform.admob.Admob提供的Admob Ane插件,在有网络的情况下这个插件表现的基本稳定,没出现问题,但是如果切换有网和无网,或者网络连接不稳定的情况下,很容易造成程序假死的状况。经过一天多的排查测试,终于发现是在显示Admob广告的时候不能使用 Admob.SMART_BANNER 这个参数;更换成Admob.BANNER就不会出现假死的状况了。

iOS是否后台运行的选项

<!-- 程序转到后台后继续运行 -->
<key>UIApplicationExitsOnSuspend</key><false/>
<!-- 程序转到后台后继续退出 -->
<key>UIApplicationExitsOnSuspend</key><true/>

The Time-lapse Photography Works of Japan Travel

去年12月去日本旅行拍摄的延时摄影集锦,基本都是在忙碌的空隙录制的,算是初次实验,很多技巧都没掌握。正好利用春节假期空闲,粗略剪辑了一下。

遗憾:剪辑的过程中发现有些延时摄影压根用不了,主要的问题在几个方面。1.拍摄过程中镜头晃动,造成画面无法连贯,尤其是在拍摄的中间阶段;这样造成的问题是前后两段视频都比较短,素材无法利用。放弃又实在可惜。2.很多时候拍摄都是透过一面玻璃进行的,这样很容易被玻璃的镜面反光干扰了拍摄画面。如果有条件还是尽可能的避开玻璃到户外拍摄,如果实在没条件,也要尽可能的贴近玻璃,同时找好角度。

拍摄地点:包括北京T3航站楼、北海道函馆、札幌、东京天皇宫等。
拍摄设备:iPhone5 & GoPro Hero 3 plus.
剪辑软件:GoPro Studio,Final Cut Pro.

如何获取 XCode 项目的环境变量

根据自己的项目设置来运行下面的代码:

$ xcodebuild -project myProj.xcodeproj -target "myTarg" -showBuildSettings

得到的内容大致如下:

Variable                                  Example
PATH                                      "/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin"
LANG                                      en_US.US-ASCII
IPHONEOS_DEPLOYMENT_TARGET                4.1
ACTION                                    build
AD_HOC_CODE_SIGNING_ALLOWED               NO
ALTERNATE_GROUP                           staff
ALTERNATE_MODE                            u+w,go-w,a+rX
ALTERNATE_OWNER                           username
ALWAYS_SEARCH_USER_PATHS                  YES
APPLE_INTERNAL_DEVELOPER_DIR              /AppleInternal/Developer
APPLE_INTERNAL_DIR                        /AppleInternal
APPLE_INTERNAL_DOCUMENTATION_DIR          /AppleInternal/Documentation
APPLE_INTERNAL_LIBRARY_DIR                /AppleInternal/Library
APPLE_INTERNAL_TOOLS                      /AppleInternal/Developer/Tools
APPLY_RULES_IN_COPY_FILES                 NO
ARCHS                                     "armv6 armv7"
ARCHS_STANDARD_32_64_BIT                  "armv6 armv7"
ARCHS_STANDARD_32_BIT                     "armv6 armv7"
ARCHS_UNIVERSAL_IPHONE_OS                 armv7
AVAILABLE_PLATFORMS                       "iphonesimulator macosx iphoneos"
BUILD_COMPONENTS                          "headers build"
BUILD_DIR                                 "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/BuildProductsPath"
BUILD_ROOT                                "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/BuildProductsPath"
BUILD_STYLE
BUILD_VARIANTS                             normal
BUILT_PRODUCTS_DIR                         "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/BuildProductsPath/Distribution-iphoneos"
CACHE_ROOT                                 /var/folders/2x/rvb2r9s16mq6r318zxvn0lk80000gn/C/com.apple.Xcode.501
CCHROOT                                    /var/folders/2x/rvb2r9s16mq6r318zxvn0lk80000gn/C/com.apple.Xcode.501
CHMOD                                      /bin/chmod
CHOWN                                      /usr/sbin/chown
CLASS_FILE_DIR                             "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build/JavaClasses"
CLEAN_PRECOMPS                             YES
CLONE_HEADERS                              NO
CODESIGNING_FOLDER_PATH                    "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/InstallationBuildProductsLocation/Applications/project.app"
CODE_SIGNING_ALLOWED                       YES
CODE_SIGNING_REQUIRED                      YES
CODE_SIGN_CONTEXT_CLASS                    XCiPhoneOSCodeSignContext
CODE_SIGN_IDENTITY                         "iPhone Distribution"
COMBINE_HIDPI_IMAGES                       NO
COMPOSITE_SDK_DIRS                         /var/folders/2x/rvb2r9s16mq6r318zxvn0lk80000gn/C/com.apple.Xcode.501/CompositeSDKs
COMPRESS_PNG_FILES                         YES
CONFIGURATION                              Distribution
CONFIGURATION_BUILD_DIR                    "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/BuildProductsPath/Distribution-iphoneos"
CONFIGURATION_TEMP_DIR                     "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos"
CONTENTS_FOLDER_PATH                       project.app/Contents
COPYING_PRESERVES_HFS_DATA                 NO
COPY_PHASE_STRIP                           YES
COPY_RESOURCES_FROM_STATIC_FRAMEWORKS      YES
CP                                         /bin/cp
CURRENT_ARCH                               armv7
CURRENT_VARIANT                            normal
DEAD_CODE_STRIPPING                        YES
DEBUGGING_SYMBOLS                          YES
DEBUG_INFORMATION_FORMAT                   dwarf-with-dsym
DEPLOYMENT_LOCATION                        YES
DEPLOYMENT_POSTPROCESSING                  YES
DERIVED_FILES_DIR                          "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build/DerivedSources"
DERIVED_FILE_DIR                           "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build/DerivedSources"
DERIVED_SOURCES_DIR                        "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build/DerivedSources"
DEVELOPER_APPLICATIONS_DIR                 /Developer/Applications
DEVELOPER_BIN_DIR                          /Developer/usr/bin
DEVELOPER_DIR                              /Developer
DEVELOPER_FRAMEWORKS_DIR                   /Developer/Library/Frameworks
DEVELOPER_FRAMEWORKS_DIR_QUOTED            "\"/Developer/Library/Frameworks\""
DEVELOPER_LIBRARY_DIR                      /Developer/Library
DEVELOPER_SDK_DIR                          /Developer/SDKs
DEVELOPER_TOOLS_DIR                        /Developer/Tools
DEVELOPER_USR_DIR                          /Developer/usr
DEVELOPMENT_LANGUAGE                       English
DOCUMENTATION_FOLDER_PATH                  project.app/English.lproj/Documentation
DO_HEADER_SCANNING_IN_JAM                  NO
DSTROOT                                    "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/InstallationBuildProductsLocation"
DWARF_DSYM_FILE_NAME                       project.app.dSYM
DWARF_DSYM_FILE_SHOULD_ACCOMPANY_PRODUCT   NO
DWARF_DSYM_FOLDER_PATH                    "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/BuildProductsPath/Distribution-iphoneos"
EFFECTIVE_PLATFORM_NAME                    -iphoneos
EMBEDDED_PROFILE_NAME                      embedded.mobileprovision
ENABLE_HEADER_DEPENDENCIES                 YES
ENABLE_OPENMP_SUPPORT                      NO
ENTITLEMENTS_ALLOWED                       YES
ENTITLEMENTS_REQUIRED                      YES
EXCLUDED_INSTALLSRC_SUBDIRECTORY_PATTERNS  ".svn CVS"
EXECUTABLES_FOLDER_PATH                    project.app/Executables
EXECUTABLE_FOLDER_PATH                     project.app
EXECUTABLE_NAME                            project
EXECUTABLE_PATH                            project.app/project
FILE_LIST                                  "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build/Objects/LinkFileList"
FIXED_FILES_DIR                            "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build/FixedFiles"
FRAMEWORKS_FOLDER_PATH                     project.app/Frameworks
FRAMEWORK_FLAG_PREFIX                      -framework
FRAMEWORK_SEARCH_PATHS                     "\"/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/BuildProductsPath/Distribution-iphoneos\" "
FRAMEWORK_VERSION                          A
FULL_PRODUCT_NAME                          project.app
GCC3_VERSION                               3.3
GCC_C_LANGUAGE_STANDARD                    gnu99
GCC_INLINES_ARE_PRIVATE_EXTERN             YES
GCC_PFE_FILE_C_DIALECTS                    "c objective-c c++ objective-c++"
GCC_PRECOMPILE_PREFIX_HEADER               YES
GCC_PREFIX_HEADER                          project/Prefix.pch
GCC_PREPROCESSOR_DEFINITIONS               "NDEBUG DISTRIBUTION_BUILD=1 KK_TARGET=0x000F0"
GCC_SYMBOLS_PRIVATE_EXTERN                 YES
GCC_THUMB_SUPPORT                          YES
GCC_TREAT_WARNINGS_AS_ERRORS               NO
GCC_VERSION                                com.apple.compilers.llvm.clang.1_0
GCC_VERSION_IDENTIFIER                     com_apple_compilers_llvm_clang_1_0
GCC_WARN_ABOUT_RETURN_TYPE                 YES
GCC_WARN_UNUSED_FUNCTION                   YES
GCC_WARN_UNUSED_VARIABLE                   YES
GENERATE_MASTER_OBJECT_FILE                NO
GENERATE_PKGINFO_FILE                      YES
GENERATE_PROFILING_CODE                    NO
GID                                        20
GROUP                                      staff
INPUT_FILE_BASE             Default
INPUT_FILE_DIR              "/Volumes/Development/Project Game/Project-v1/images"
INPUT_FILE_NAME             Default.png
INPUT_FILE_PATH             "/Volumes/Development/Project Game/Project-v1/images/Default.png"
SCRIPT_INPUT_FILE           "/Volumes/Development/Project Game/Project-v1/images/Default.png"
SCRIPT_OUTPUT_FILE_0        "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build/DerivedSources/Default.png"


EXCLUDED_RECURSIVE_SEARCH_PATH_SUBDIRECTORIES              "*.nib *.lproj *.framework *.gch (*) CVS .svn .git *.xcodeproj *.xcode *.pbproj *.pbxproj"
HEADERMAP_INCLUDES_FLAT_ENTRIES_FOR_TARGET_BEING_BUILT     YES
HEADERMAP_INCLUDES_FRAMEWORK_ENTRIES_FOR_ALL_PRODUCT_TYPES YES
HEADERMAP_INCLUDES_NONPUBLIC_NONPRIVATE_HEADERS            YES
HEADERMAP_INCLUDES_PROJECT_HEADERS                         YES
HEADER_SEARCH_PATHS                  "\"/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/BuildProductsPath/Distribution-iphoneos/include\" "
ICONV                                /usr/bin/iconv
INFOPLIST_EXPAND_BUILD_SETTINGS      YES
INFOPLIST_FILE                       project/Resources/Info.plist
INFOPLIST_OUTPUT_FORMAT              binary
INFOPLIST_PATH                       project.app/Info.plist
INFOPLIST_PREPROCESS                 NO
INFOSTRINGS_PATH                     project.app/English.lproj/InfoPlist.strings
INPUT_FILE_REGION_PATH_COMPONENT
INPUT_FILE_SUFFIX                    .png
INSTALL_DIR                          "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/InstallationBuildProductsLocation/Applications"
INSTALL_GROUP                        staff
INSTALL_MODE_FLAG                    u+w,go-w,a+rX
INSTALL_OWNER                        username
INSTALL_PATH                         /Applications
INSTALL_ROOT                         "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/InstallationBuildProductsLocation"
JAVAC_DEFAULT_FLAGS                  "-J-Xms64m -J-XX:NewSize=4M -J-Dfile.encoding=UTF8"
JAVA_APP_STUB                        /System/Library/Frameworks/JavaVM.framework/Resources/MacOS/JavaApplicationStub
JAVA_ARCHIVE_CLASSES                 YES
JAVA_ARCHIVE_TYPE                    JAR
JAVA_COMPILER                        /usr/bin/javac
JAVA_FOLDER_PATH                     project.app/Java
JAVA_FRAMEWORK_RESOURCES_DIRS        Resources
JAVA_JAR_FLAGS                       cv
JAVA_SOURCE_SUBDIR                   .
JAVA_USE_DEPENDENCIES                YES
JAVA_ZIP_FLAGS                       -urg
JIKES_DEFAULT_FLAGS                  "+E +OLDCSO"
KEEP_PRIVATE_EXTERNS                 NO
LD_GENERATE_MAP_FILE                 NO
LD_MAP_FILE_PATH                     "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build/project-LinkMap-normal-armv7.txt"
LD_NO_PIE                            NO
LD_OPENMP_FLAGS                      -fopenmp
LEGACY_DEVELOPER_DIR                 /Developer/Library/Xcode/PrivatePlugIns/Xcode3Core.ideplugin/Contents/SharedSupport/Developer
LEX                                  /Developer/usr/bin/lex
LIBRARY_FLAG_NOSPACE                 YES
LIBRARY_FLAG_PREFIX                  -l
LIBRARY_SEARCH_PATHS                 "\"/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/BuildProductsPath/Distribution-iphoneos\"  \"/Volumes/Development/Project Game/Project-v1/FlurryLib\""
LINKER_DISPLAYS_MANGLED_NAMES        NO
LINK_FILE_LIST_normal_armv6          "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build/Objects-normal/armv6/project.LinkFileList"
LINK_FILE_LIST_normal_armv7          "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build/Objects-normal/armv7/project.LinkFileList"
LINK_WITH_STANDARD_LIBRARIES         YES
LOCALIZED_RESOURCES_FOLDER_PATH      project.app/English.lproj
LOCAL_ADMIN_APPS_DIR                 /Applications/Utilities
LOCAL_APPS_DIR                       /Applications
LOCAL_DEVELOPER_DIR                  /Library/Developer
LOCAL_LIBRARY_DIR                    /Library
MACH_O_TYPE                          mh_execute
MAC_OS_X_PRODUCT_BUILD_VERSION       11A511
MAC_OS_X_VERSION_ACTUAL              1070
MAC_OS_X_VERSION_MAJOR               1070
MAC_OS_X_VERSION_MINOR               0700
NATIVE_ARCH                          armv6
NATIVE_ARCH_32_BIT                   i386
NATIVE_ARCH_64_BIT                   x86_64
NATIVE_ARCH_ACTUAL                   x86_64
NO_COMMON                            YES
OBJECT_FILE_DIR                      "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build/Objects"
OBJECT_FILE_DIR_normal               "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build/Objects-normal"
OBJROOT                              "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath"
ONLY_ACTIVE_ARCH                     NO
OPTIMIZATION_LEVEL                   0
OS                                   MACOS
OSAC                                 /usr/bin/osacompile
OTHER_CFLAGS                         -DNS_BLOCK_ASSERTIONS=1
OTHER_CPLUSPLUSFLAGS                 -DNS_BLOCK_ASSERTIONS=1
OTHER_INPUT_FILE_FLAGS
OTHER_LDFLAGS                        -lz
PACKAGE_TYPE                         com.apple.package-type.wrapper.application
PASCAL_STRINGS                       YES
PATH_PREFIXES_EXCLUDED_FROM_HEADER_DEPENDENCIES  "/usr/include /usr/local/include /System/Library/Frameworks /System/Library/PrivateFrameworks /Developer/Headers /Developer/SDKs /Developer/Platforms"
PBDEVELOPMENTPLIST_PATH              project.app/pbdevelopment.plist
PFE_FILE_C_DIALECTS                  "c objective-c c++ objective-c++"
PKGINFO_FILE_PATH                    "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build/PkgInfo"
PKGINFO_PATH                         project.app/PkgInfo
PLATFORM_DEVELOPER_APPLICATIONS_DIR  /Developer/Platforms/iPhoneOS.platform/Developer/Applications
PLATFORM_DEVELOPER_BIN_DIR           /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin
PLATFORM_DEVELOPER_LIBRARY_DIR       /Developer/Library/Xcode/PrivatePlugIns/Xcode3Core.ideplugin/Contents/SharedSupport/Developer/Library
PLATFORM_DEVELOPER_SDK_DIR           /Developer/Platforms/iPhoneOS.platform/Developer/SDKs
PLATFORM_DEVELOPER_TOOLS_DIR         /Developer/Platforms/iPhoneOS.platform/Developer/Tools
PLATFORM_DEVELOPER_USR_DIR           /Developer/Platforms/iPhoneOS.platform/Developer/usr
PLATFORM_DIR                         /Developer/Platforms/iPhoneOS.platform
PLATFORM_NAME                        iphoneos
PLATFORM_PREFERRED_ARCH              i386
PLATFORM_PRODUCT_BUILD_VERSION       8H7
PLIST_FILE_OUTPUT_FORMAT             binary
PLUGINS_FOLDER_PATH                  project.app/PlugIns
PRECOMPS_INCLUDE_HEADERS_FROM_BUILT_PRODUCTS_DIR                    YES
PRECOMP_DESTINATION_DIR              "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build/PrefixHeaders"
PRESERVE_DEAD_CODE_INITS_AND_TERMS   NO
PRIVATE_HEADERS_FOLDER_PATH          project.app/PrivateHeaders
PRODUCT_NAME                         project
PRODUCT_SETTINGS_PATH                "/Volumes/Development/Project Game/Project-v1/project/Resources/Info.plist"
PRODUCT_TYPE                         com.apple.product-type.application
PROFILING_CODE                       NO
PROJECT                              project
PROJECT_DERIVED_FILE_DIR             "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/DerivedSources"
PROJECT_DIR                          "/Volumes/Development/Project Game/Project-v1"
PROJECT_FILE_PATH                    "/Volumes/Development/Project Game/Project-v1/project.xcodeproj"
PROJECT_NAME                         project
PROJECT_TEMP_DIR                     "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build"
PROVISIONING_PROFILE_REQUIRED        YES
PUBLIC_HEADERS_FOLDER_PATH           project.app/Headers
RECURSIVE_SEARCH_PATHS_FOLLOW_SYMLINKS   YES
REMOVE_CVS_FROM_RESOURCES            YES
REMOVE_GIT_FROM_RESOURCES            YES
REMOVE_SVN_FROM_RESOURCES            YES
RESOURCE_RULES_REQUIRED              YES
REZ_COLLECTOR_DIR                    "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build/ResourceManagerResources"
REZ_OBJECTS_DIR                      "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build/ResourceManagerResources/Objects"
REZ_SEARCH_PATHS                     "\"/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/BuildProductsPath/Distribution-iphoneos\" "
RUN_CLANG_STATIC_ANALYZER            NO
SCAN_ALL_SOURCE_FILES_FOR_INCLUDES   NO
SCRIPTS_FOLDER_PATH                  project.app/Scripts
SCRIPT_INPUT_FILE                    "/Volumes/Development/Project Game/Project-v1/fonts/helvetica-black-hd.png"
SCRIPT_OUTPUT_FILE_0                 "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build/DerivedSources/helvetica-black-hd.png"
SCRIPT_OUTPUT_FILE_COUNT             1
SDKROOT                              /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.3.sdk
SDK_DIR                              /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.3.sdk
SDK_NAME                             iphoneos4.3
SDK_PRODUCT_BUILD_VERSION            8H7
SED                                  /usr/bin/sed
SEPARATE_STRIP                       NO
SEPARATE_SYMBOL_EDIT                 NO
SET_DIR_MODE_OWNER_GROUP            YES
SET_FILE_MODE_OWNER_GROUP           NO
SHALLOW_BUNDLE                      YES
SHARED_DERIVED_FILE_DIR             "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/BuildProductsPath/Distribution-iphoneos/DerivedSources"
SHARED_FRAMEWORKS_FOLDER_PATH       project.app/SharedFrameworks
SHARED_PRECOMPS_DIR                 /Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/Build/PrecompiledHeaders
SHARED_SUPPORT_FOLDER_PATH          project.app/SharedSupport
SKIP_INSTALL                        NO
SOURCE_ROOT                         "/Volumes/Development/Project Game/Project-v1"
SRCROOT                             "/Volumes/Development/Project Game/Project-v1"
STRINGS_FILE_OUTPUT_ENCODING        binary
STRIP_INSTALLED_PRODUCT             YES
STRIP_STYLE                         all
SUPPORTED_DEVICE_FAMILIES           1,2
SUPPORTED_PLATFORMS                 "iphonesimulator iphoneos"
SYMROOT                             "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/BuildProductsPath"
SYSTEM_ADMIN_APPS_DIR               /Applications/Utilities
SYSTEM_APPS_DIR                     /Applications
SYSTEM_CORE_SERVICES_DIR            /System/Library/CoreServices
SYSTEM_DEMOS_DIR                    /Applications/Extras
SYSTEM_DEVELOPER_APPS_DIR           /Developer/Applications
SYSTEM_DEVELOPER_BIN_DIR            /Developer/usr/bin
SYSTEM_DEVELOPER_DEMOS_DIR          "/Developer/Applications/Utilities/Built Examples"
SYSTEM_DEVELOPER_DIR                /Developer
SYSTEM_DEVELOPER_DOC_DIR            "/Developer/ADC Reference Library"
SYSTEM_DEVELOPER_GRAPHICS_TOOLS_DIR "/Developer/Applications/Graphics Tools"
SYSTEM_DEVELOPER_JAVA_TOOLS_DIR     "/Developer/Applications/Java Tools"
SYSTEM_DEVELOPER_PERFORMANCE_TOOLS_DIR   "/Developer/Applications/Performance Tools"
SYSTEM_DEVELOPER_RELEASENOTES_DIR   "/Developer/ADC Reference Library/releasenotes"
SYSTEM_DEVELOPER_TOOLS              /Developer/Tools
SYSTEM_DEVELOPER_TOOLS_DOC_DIR      "/Developer/ADC Reference Library/documentation/DeveloperTools"
SYSTEM_DEVELOPER_TOOLS_RELEASENOTES_DIR   "/Developer/ADC Reference Library/releasenotes/DeveloperTools"
SYSTEM_DEVELOPER_USR_DIR            /Developer/usr
SYSTEM_DEVELOPER_UTILITIES_DIR      /Developer/Applications/Utilities
SYSTEM_DOCUMENTATION_DIR            /Library/Documentation
SYSTEM_LIBRARY_DIR                  /System/Library
TARGETED_DEVICE_FAMILY              1
TARGETNAME                          Project
TARGET_BUILD_DIR                    "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/InstallationBuildProductsLocation/Applications"
TARGET_NAME                         Project
TARGET_TEMP_DIR                     "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build"
TEMP_DIR                            "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build"
TEMP_FILES_DIR                      "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build"
TEMP_FILE_DIR                       "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath/project.build/Distribution-iphoneos/Project.build"
TEMP_ROOT                           "/Users/username/Library/Developer/Xcode/DerivedData/project-dxdgjvgsvvbhowgjqouevhmvgxgf/ArchiveIntermediates/Project Distribution/IntermediateBuildFilesPath"
TEST_AFTER_BUILD                    NO
UID                                 501
UNLOCALIZED_RESOURCES_FOLDER_PATH   project.app    UNSTRIPPED_PRODUCT           NO
USER                         username
USER_APPS_DIR                /Users/username/Applications
USER_HEADER_SEARCH_PATHS     project/libs
USER_LIBRARY_DIR             /Users/username/Library
USE_DYNAMIC_NO_PIC           YES
USE_HEADERMAP                YES
USE_HEADER_SYMLINKS          NO
VALIDATE_PRODUCT             YES
VALID_ARCHS                  "armv6 armv7"
VERBOSE_PBXCP                NO
VERSIONPLIST_PATH            project.app/version.plist
VERSION_INFO_BUILDER         username
VERSION_INFO_FILE            project_vers.c
VERSION_INFO_STRING          "\"@(#)PROGRAM:project  PROJECT:project-\""
WRAPPER_EXTENSION            app
WRAPPER_NAME                 project.app
WRAPPER_SUFFIX               .app
XCODE_APP_SUPPORT_DIR        /Developer/Library/Xcode
XCODE_PRODUCT_BUILD_VERSION  4B110
XCODE_VERSION_ACTUAL         0410
XCODE_VERSION_MAJOR          0400
XCODE_VERSION_MINOR          0410
YACC                        /Developer/usr/bin/yacc

参考资料:

http://stackoverflow.com/questions/6910901/how-do-i-print-a-list-of-build-settings-in-xcode-project

 

随手拍的iPhone手机壁纸

拍摄地点在玉渊潭公园和国家奥林匹克森林公园,大多数图片没有做过处理,少许用美图秀秀调整了亮度和对比度,尽量保持原片感觉,喜欢花花草草的可以收了 :)

 (更多…)

如何隐藏iOS7的状态栏

 

 

很懒,最近也一直在做自己的硬件项目,所以还没更新Crunching到 iOS7 和 XCode5 如果未经任何修改的 cocos2d-iphone的项目直接跑XCode5 和 iOS7 出现的就是上图的效果。修改方法也很简单

1.在项目的RootViewController里加入下面的方法:

- (BOOL)prefersStatusBarHidden
{
    return YES;
}

2.修改项目对应Target的info.plist文件,加入下面的设置:

View controller-based status bar appearance

类型是

BOOL

Value 是 NO

 

 

更全面参考Stackoverflow的答案

http://stackoverflow.com/questions/17763719/status-bar-wont-disappear

 

 

 

 

 

 

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출처: http://ftp.runrev.com/forums/viewtopic.php?t=18998&p=96057

App upload error as of Feb 1

Moderators: FourthWorldheatherlaineKlauskevinmillerrobinmiller

Post a reply

 

24 posts • Page 2 of 2 • 12

Re: App upload error as of Feb 1

by scotttyang » Thu Feb 06, 2014 1:28 am

I get the Push Notification all the time as a warning. When you go to iTunes connect, look at your app, it won't let you uncheck it as an option. just ignore it. I don't know where to undo the "push notification" from Livecode.

scotttyang Posts: 97Joined: Fri Jan 30, 2009 11:01 pm

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Re: App upload error as of Feb 1

by KennyR » Thu Feb 06, 2014 3:17 pm

Okay, I followed the instructions on extracting the plist files and it seemed to take care of a few issues I was having uploading the binary, but I keep getting this error again....I am using LC5.5.5....Is this the issue? I noted that the files for extraction should go in the LC 6.5.2 build, but will they work with my version? Here is my error below

Package Summary:

1 package(s) were not uploaded because they had problems:
/var/folders/l3/ygw5grw548s9yvcz25kmx_t40000gn/T/815395717.itmsp - Error Messages:
Apple's web service operation was not successful
Unable to authenticate the package: 815395717.itmsp
ERROR ITMS-9000: "No .app bundles found in the package" at SoftwareAssets/SoftwareAsset (MZItmspSoftwareAssetPackage)

KennyR Posts: 246Joined: Thu Jan 19, 2012 3:25 am

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Re: App upload error as of Feb 1

by runrevneil » Thu Feb 06, 2014 3:43 pm

Hi Kenny,

XCode 5 support was introduced in LiveCode 6.1.2 and as of 1st Feb 2014 all iOS apps must be built using this version of Xcode. 

More information on this can be found here-

https://developer.apple.com/news/?id=12172013a

As this is the case, builds using LiveCode 5.5.5 will not be accepted.

Kind Regards,


Neil Roger
--
RunRev Support Team ~ http://www.runrev.com
--

runrevneilLivecode Staff Member
 Posts: 523Joined: Wed Oct 03, 2012 3:07 pm

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Re: App upload error as of Feb 1

by KennyR » Thu Feb 06, 2014 4:06 pm

Thank you Neil for your quick response...Guess submitting apps with my dinosaur is just not going to happen....That's honestly disappointing.....

KennyR Posts: 246Joined: Thu Jan 19, 2012 3:25 am

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Re: App upload error as of Feb 1

by chrisbailey » Fri Feb 07, 2014 10:12 am

I have installed the plist files and my app now uploads to the AppStore via Application Loader. I am just waiting to see if Apple approve the app!

I would also like to mention the superb support I have personally received from RunRev. I am new to LiveCode and I was having a few "simple" problems getting my app to work or having the correct credentials to submit an app to the AppStore.

At every step, the support from RunRev was nothing short of brilliant. I would recommend them to everyone!!! Especially people like myself with very limited knowledge of App Development.

Thank you!

chrisbailey Posts: 10Joined: Fri Feb 07, 2014 9:57 am

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Re: App upload error as of Feb 1

by dave.kilroy » Fri Feb 07, 2014 10:30 am

Hi Chris and welcome to the forum 

Yes I agree about the quality of people working in LiveCode and the culture of the company - that was the main deciding factor when I chose them back in 2009 as my new main development tool over Xojo (although then it was called RealBasic)...

Dave

"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning." Rick Cook

dave.kilroyVIP Livecode Opensource Backer
 Posts: 170Joined: Wed Jun 24, 2009 12:17 pmLocation: Plymouth, UK

  •  

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Re: App upload error as of Feb 1

by jessamy99 » Sat Feb 15, 2014 6:11 pm

Thankyou all for the above messages which I was hoping would solve my problems.

I have LC 6.1.2 and Xcode 5.0.2
I have updated the plist files as recommended above.

I just built an app and got an error during the building that Xcode was unable to find Arm 7:

linking for armv7 failed with g++: failed to exec
/Applications/Xcode.app/Contents/Developer/usr/bin/clang++;
No such file or directory

Any help would be gratefully received.
Thanking you all in advance!

Best wishes, Jessamy.

***********************************************************************

Update...

I discovered my mistake. I rename my Xcode's as I have a few different ones.
The latest didn't like being renamed!!

Problem solved!
Thankyou to all of you helpful people anyway!!

Jessamy.

jessamy99 Posts: 41Joined: Thu Oct 25, 2012 2:23 pm

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Re: App upload error as of Feb 1

by greaper76 » Sun Mar 09, 2014 4:28 pm

Hi,

Sorry if I am posting this in the wrong thread. I have had errors trying to submit my app to apple using livecode 5.5.5 and xcode 5.0.2. Am I to understand that Livecode 5.5.5 cannot be used to submit ios apps anymore, which means I have to now purchase a livecode 6.5 license.

many thanks,

greaper76 Posts: 4Joined: Tue Sep 13, 2011 5:02 pm

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Re: App upload error as of Feb 1

by runrevneil » Mon Mar 10, 2014 10:09 am

Hi Greaper,

Xcode 5.0.2 support was introduced in LiveCode 6.1.2 so in order to submit to the iOS app store, you will have to upgrade your instance of LiveCode to a compatible version.

A comparison of our available licences can be found here-

http://livecode.com/livecode-licenses-comparison/

Kind Regards,


Neil Roger
--
RunRev Support Team ~ http://www.runrev.com
——

 

 

 

 

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