Install4j 8.0 release timeline and features - install4j

I am looking for install4j 8 release time line and its features.
Does intall4j 8 supports
1. Apple OS Notarization?
2. Is it compatible with Java 11. In other words what is the least install4j
version that supports Java 11
3. Also any plans to support Open JDK

Related

ARKit+Xcode:Module compiled with Swift 5.0.1 cannot be imported by the Swift 5.3.2 compiler:

I am trying to build an AR app with ARKit, trying to run these open-source ARKit project and Plugins on github:
https://github.com/augmentedrealityplugin/shapeDetection
https://github.com/ShawnMa16/AR-Drawing
However I have this problem
I have tried the solutions:
Set 'Yes' in Build Libraries for Distribution
installing the Xcode Toolchain
delete and add the framework again in Embedded Frameworks
But it cannot help, is there any solutions to my problem, so I can at least try and run these project and Plugins on GitHub?
Swift obtained ABI compatibility in v5.0. But only gained module compatibility in v5.1. So, frameworks compiled with a version before 5.1 are toolchain specific. This is what what the compatibility error you’re receiving refers to.
Pre 5.1, you need to compile both your application and the library with the same version of the Swift compiler. With 5.1 and beyond, preferably, use the latest toolchain for both, but that is optional as long as they are at least compiled with 5.1 or greater. Existing binary distributions of the library compiled pre v5.1 will not work with the latest version of Xcode.
This means you’ll need to compile the library from source, upgrading the Xcode project settings to at least 5.1, and possibly the source code, as necessary.
See this post for more details: https://swift.org/blog/abi-stability-and-more/

Reactivecocoa 3.0 Release Candidate 1 With Project targeting iOS 7

I have a iOS project Which support iOS-7 and later (The project is written by Swift), I use with Reactivecocoa Version 2.5 (via Cocoa-pods). I want to upgrade to the new Reactivecoca RC version.
I know embedded frameworks require a minimum deployment target of iOS 8 or OS X Mavericks.
How can I use Reactivecocoa Release Candidate 1 with a project targeting iOS 7.
I try to include all Swift files located inside the Source directory in my project, But without success. (It works for me with Alamofire).
I also try to add the Reactivecocoa Release Candidate with Git submodule.
Thanks,
Guy
You've answered your own question there:
I know embedded frameworks require a minimum deployment target of iOS 8 or OS X Mavericks.
So its not going to work on iOS7.
Also according to the guys who's developer the library: https://github.com/ReactiveCocoa/ReactiveCocoa
ReactiveCocoa supports OS X 10.9+ and iOS 8.0+.
There is no way to get it to work on iOS7. My suggestion is to change your development target to iOS8 +

Is there a way to install older iOS SDKs in Xcode?

I'd like to ensure some backward compatibility for my apps by compiling them using the older SDKs to test for newer classes and methods. However, Xcode is only available with SDKs for the latest iOS versions.
I've downloaded and installed the iOS 3.1.3 SDK (using the method described here) and that works fine. My code is full (not so full :-) ) of __IPHONE_OS_VERSION_MAX_ALLOWED, __IPHONE_OS_VERSION_MIN_REQUIRED and such respondsToSelector.
This works right now for the iOS 3.1.3 SDK, but what if in the future I wanted to repeat this process with the 4.0 SDK? Is there a general process for installing older SDK versions in the latest Xcode?
You can't install old 3.1 SDKs on Xcode 4. You can set the Deployment target lower to allow testing on devices running older OS versions than your current SDK installation. The only current way to completely ensure backward compatibility, while running more recent versions of Xcode, is to keep a device that runs iOS 3.x, and test on that device. (...because it is claimed that the old Simulators/tools sometimes actually allows APIs that won't run on an actual device with an OS of the same version).
Other methods include installing the different versions of iOS developer tools in a separate Developer_XYZ directories, and or keeping around a bootable HD with the older iOS developer tool installation (say Snow Leopard with Xcode 3.x, since Lion might only support running Xcode 4.x).
For whatever reason (I had to do it to debug an Apple bug), if you still need to install an older SDK to your existing Xcode, follow these steps :
Install the older Xcode package
Copy the older Xcode SDK to the new Xcode
Example
(/old/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS5.1.sdk to /new/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs)
Restart your 'new' Xcode
You will see the old SDK in the build setting option (base sdk)

Removing iOS SDKs from OSX

This isn't a programming question but it's about the SDKs and the IDE. I've accumulated a ton of different XCode installs over the past couple of years and now my hard drive is nearly full. With each SDK clocking in at around 5 gigs, and my storage space getting low, I have a couple of questions
3 Questions:
Can I remove old ones?
Where are they stored?
Does the newest SDK overwrite base classes from previous SDKs? (Does NSString.h now reside in two different SDKs or will the newest one take precedence?
What about beta 1, beta 2, beta 3 SDK versions? Does installing the GM/official eliminate the beta version from my Mac?
Most importantly, Can I still target 3.0 if I install the 4.2 SDK? (I understand the difference between base SDK and target SDK)
I want to clean my hard drive and I have about 18 GB remaining on a 160 GB drive. I'd like to just start over and reinstall OSX, download a fresh SDK, but I still have apps that are targeted to 3.1.2 and I don't want to be forced to only support 4.0.
Thank you
Can I remove old ones?
Sure.
Where are they stored?
/Developer/Platforms/iPhone*/Developer/SDKs/ usually.
Does the newest SDK overwrite base classes from previous SDKs? (Does NSString.h now reside in two different SDKs or will the newest one take precedence?
No, you're fine to delete them. Each SDK is self contained.
What about beta 1, beta 2, beta 3 SDK versions? Does installing the GM/official eliminate the beta version from my Mac?
Sometimes, you can choose to reinstall them though
Most importantly, Can I still target 3.0 if I install the 4.2 SDK? (I understand the difference between base SDK and target SDK)
Yes
As of May 2016:
Where are they stored?
/Library/Developer/CoreSimulator/Profiles/Runtimes
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/Library/CoreSimulator/Profiles/Runtimes
You can choose to install Xcode in a different directory rather than have it overwrite your current version. See Can I have multiple Xcode versions installed? for details. Each installation stands on its own. Just be sure you know which one you're launching when opening your project.

Which iPhone "Active SDK" version should I use?

The current (as of Dec 2008) iPhone SDK allows me to pick between 3 versions when I want to build an app: 2.0, 2.1, 2.2. -- I'll ignore 2.1 below.
My assumptions:
2.2 has more API functions available than 2.0,
2.2 has fixed bugs since 2.0,
2.2 is backward-compatible with 2.0 (both for building and running),
If I build with SDK 2.0, my app will work on iPhone 2.2,
If I build with SDK 2.2, my app won't work on iPhone 2.0.
I would think that using the earliest version that can build the app would be best, this way it will run on iPhones running older OSes.
But is there a risk that my app would be missing something if I built it with 2.0? Maybe some speed or nicer UI elements. But maybe there's not that much difference between 2.0 and 2.2 to even worry about it?
So my question is: Which SDK should I select?
The earlist SDK I can build with, to broaden my target market.
The latest SDK always, so that my app benefits from improvements -- at the cost of potentially reducing my market.
(And if the answer is obvious, why do I have a choice?!)
You can use the iPhone OS 2.2 SDK and still compile for iPhone OS 2.0; the way you do this is the same as for Mac OS X. The SDK you use determines the most recent version of the OS you want to use API from, while the Deployment Target you use determines the least recent version of the OS you want to run on. Both of these should generally be set at the project level in Xcode.
So you can build your software against the iPhone OS 2.2 SDK and, when running on devices with 2.2 or later installed, use 2.2 features. But you can set its Deployment Target to 2.0 and not use 2.2 features when running on a device with a pre-2.2 operating system installed and your application should work fine.
I'd pick option #1 - compile it to 2.0. This is what we do for our app. There are still a lot of people running the old 2.0 O/S and if you compile to 2.2 your app won't run on their device.
That said, if you develop your app and run into a bug and find out that it's been fixed in a later firmware version, you may not have much of an option unless there's a workaround. There are also new features added to each new version although I do not know of a comprehensive list of what those features are (at an API level).
In my testing, if you use 2.0 you can't make use of the application badge functionality - that appears in 2.1 (so you may need to at least use that level)
Tim