Build my cross platform applications using intel XDK without cloud support? - intel-xdk

I recently start using Intel XDK. I found that for each platform creation my code will go to Intel cloud center to perform the build. Its a feature mentioned at Product Brief IntelĀ® XDK.
Can I build that locally? I mean can I build locally in my system itself using Intel XDK? If so, then how?

are you afraid of intel knowing your code? in cordova\html5 app your code is available to anyone just get the apk from the store open with winrar and your code is there
if you want offline build there is no problem just read the cordova\phonegap docs step by step.

As you, I needed to build locally my application, principally to debug once Intel XDK, at least in the version 1621, does not provide support to load third-party-plugins(eg: PhoneGap Push Plugin) on Intel App Preview debug mode. Another problem was generate an iPhone build for beta tests.
My solution was, as the others suggested, to create an similar cordova project and copy the main files from my Intel XDK Project, www folder to be more specific. Config files will be found in platforms folder once you build using cordova/phonegap.
It allowed me to build for android on my machine. Debug was easy using "Chrome Inspect" because cordova generates an debug-unaligned.apk.
Allowed me to have access to the iOS build files, this is a good thing to do if you want to build using Xcode instead.
I Hope it help you.

Related

Unity aab not compliant with the Google Play 64-bit requirement

I have a Unity project that I'm switching from APKs to AABs (app bundles). Previously, when I was building it as an APK, the Google Play Console told me the APK was 64-bit compliant.
Now that I'm building an aab, I'm getting the warning:
This release is not compliant with the Google Play 64-bit requirement.
The following APKs or App Bundles are available to 64-bit devices, but
they only have 32-bit native code
I have both ARM7 and ARM64 architectures set.
I am excluding x86.
When I open the .aab in an archive viewer, the lib folder has all of
the .so's for both arm64-v8a and armabi-v7a.
I'm using IL2CPP, .NET 4.x
I'm using Unity 2018.3.7f1
My ndk version is 16b
My
Android Studio is up to 3.4.2 and gradle is 3.2
A lot of similar threads here talk about following the "Learn more" links, which I've done. I had already done all of the work to get my app 64-bit compliant before switching to app bundles.
Other threads talk about Android Studio solutions, which I can't use because my automated build process involves building with Unity from command line, so it has to be Unity configurations or bust.
My expectation was the app bundles were supposed to be the hot new way to let Google build better APKs for you, but it seems like it's getting confused on whether or not aabs are actually 64-bit compliant, which seems to defeat the whole purpose.
Is this a Unity problem, does Google have an error in their system with regards to app bundles, or is there some other step I'm missing?
For those who have this problem since yesterday (August 19, 2019):
In Player Settings > Other Settings you must now uncheck the x86 box (It is for the 32-bit Intel architecture).
You will now only have the following warning:
The device types on which your application can be installed will be more restricted.
But, in my case, it drops from 12392 devices to 12385 devices.
Here is the opinion of a Unity member on the issue:
x86 is used by less than 0.4% of all Android devices, so it shouldn't have any real impact.
x86 target will be removed completely in Unity 2019.3.
It looks that there was a bug in the Play Console where this message was displayed even when the AAB was compliant. This should have been fixed last Friday afternoon.
Try again now.

Intel XDK legacy Build Problam

In new version of intel xdk they removed legacy build option and now only showing cordova hybrid build option which not good because apk easily convertible to zip it is showing complete source code in asset folder to protect from it ,i want to use cordova-plugin-crypt-file (https://github.com/tkyaji/cordova-plugin-crypt-file) plugin in intel xdk to protect complete source code how can i use this plugin if anybody have any link or suggestion or any other way to solve problem so please help me.
In updated Intel xdk ,they remove legacy build option.But in the updated intel xdk you can build normal application and cross Walk application.Also the above mentioned plugin work on crosswalk , android and ios.

Telerik Nativescript for Blackberry

We know that Blackberry 10 can run Android app. Does somebody tried Telerik Nativescript for Android and make it run for Blackberry 10?
If so, is it possible to explain the steps to be able to do it? Does Webworks gives any help?
Telerik NativeScript for Android does indeed work on BlackBerry OS 10 I've tried on (10.3.2.2474). I'll list some tips to get you started, but please keep in mind that NativeScript doesn't officially support BlackBerry OS.
Deployment with the {N} CLI tool (tns) might be problematic - it produces an apk for the app, but it can't deploy it on the device itself, so you need to transfer it somehow and install it on the device.
Alternatively you can use Telerik AppBuilder to build the app (either version will work - VS plugin, CLI tool, Windows or Web clients) and deploy it on the device via QR code scan and install. However, apk installation is a bit slow process on a BB10, so you may choose to use the NativeScript companion app for development. Deployment to the companion app is done via QR codes - it has an integrated QR code reader - and since no installation is necessary, development cycle is faster. There is a small issue with the app - it may seem to crash on the first run, but you can still find the Sync and Scan buttons in the BlackBerry Hub, which you can use to scan the code and start your app.
Releasing the app in the BlackBerry store is out of my scope, but you can check these documents:
https://developer.blackberry.com/android/documentation/rpkg_with_bb_plugin_for_android_stdio.html
https://developer.blackberry.com/android/documentation/publsh_your_app_to_appworld.html
Make sure you've built the app for release as mentioned.
Let me know if this helps.

How to sign and align an android application generated by Intel XDK?

I want to use my custom keystore in this project because I intend to host the application in PlayStore and keep it updated. Without the keystore will be tricky.
Details: In the settings cordova, I not marked the "Signed" box and I exported the app and tried signing it using javasign. At the command prompt went well but the app does not install on any of the devices I tested.
The APK created by the Intel XDK is created using standard Cordova CLI. So the techniques you would use to sign that APK are no different than what you would use with any other Cordova (or PhoneGap) app or an APK built using Eclipse or any other tools.
See these links for some useful information:
-- http://developer.android.com/tools/publishing/app-signing.html
-- https://www.scirra.com/tutorials/861/how-to-sign-and-align-your-android-app-apk

Are After Effects plugins made with the AE sdk cross platform?

I am wanting to develop a after effects plugin in c/c++ using the after effects sdk. Are plugins made in this way cross-platform. I will be developing on a Mac, so will the plugin work on windows without any modifications? If not, will I have to make some small adjustments to make it cross platform, or will I have to re-develop the plugin under windows for it to run in windows?
Depends on your code.
If you use specific platform calls like GET_MAIN_WHND() you would have to alter your code according to each platform.
On the other hand it should be exactly the same code for windows.
just duplicate an existing project, exactly as you did on the mac, and copy your code.
The examples provided with Adobe's SDK are cross-platform. They will build on OSX and Windows (with XCode and Visual Studio) out of the box.
A .plugin bundle will be created for osx and a .aex file will be created for windows.
If you need to rely on libraries, you might have to check if the libraries support Windows and mac.
Here's a good starting point: https://ae-plugins.docsforadobe.dev/
and the SDKs: https://developer.adobe.com/after-effects/