flex 4.5.1 with air 2.7 on ipad - iphone

I was reading that air 2.7 version should improve my application performance which is awesome.
Howeverrr , I do not understand what determines what air version is compiled with my application, if I upgrade the air version that is running on my dev machine will that make the change?
I was looking for a parameter in the flex project settings but all I can find there was the sdk to use with my app (4.5.1)
How do I export my app in a way that it will run on air 2.7 ???
Thanks

The SDK determines which version of the AIR for iOS Packager is used when building your application.
In Flash Builder 4.5.1 (and Flex 4.5.1) the iOS emulator uses AIR 2.6; however the actual packager--when you export a release build / create the IPA--will use AIR 2.7 .
As long as you have Flash Builder 4.5.1 and are using the Flex 4.5.1 SDK; you're goign to have IPAs that use AIR 2.7.
There are ways to overlay different AIR SDKs into different Flex SDKs, however in your case I do not think it is needed.

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.

Ionic Capacitor iOS on linux

Considering this answer, it is not possible to run Xcode on Arch Linux.
Capacitor iOS documentation says that I need it to run iOS emulation.
Is there a way to emulate iOS device on Manjaro using Ionic Capacitor?
you can run xcode on linux NATIVELY using darling
Darling is a translation layer that lets you run macOS software on Linux
once installed you can install xcode
via command-line developer tool following this link
No, it's not possible, iOS requires Xcode and macOS

Minimum Android version with flutter

Which minimum android version is supported by flutter?
Do some plugins have any effect on which version is not supported?
I tried to run my flutter app on an android emulator, but with the version android 16 it doesn't work and the app crashes. Do I have to change the compile version in some config files or why doesn't it work?
Flutter support 16. But to run app on Android emulator, use over 19.
https://github.com/flutter/flutter/issues/11094
https://github.com/flutter/flutter/issues/9108
https://github.com/flutter/flutter/issues/8610
From Flutters FAQ
flutter.dev/docs/resources/faq#what-devices-and-os-versions-does-flutter-run-on
Mobile operating systems: Android Jelly Bean, v16, 4.1.x or newer, and
iOS 8 or newer.
Mobile hardware: iOS devices (iPhone 4S or newer) and ARM Android
devices.
Note Flutter currently does not support building for x86 Android
(issue #9253) directly, however apps built for ARMv7 or ARM64 run fine
(via ARM emulation) on many x86 Android devices.
We support developing Flutter apps with Android and iOS devices, as
well as with Android emulators and the iOS simulator.
We test on a variety of low-end to high-end phones but we don’t yet
have an official device compatibility guarantee.
We believe Flutter works well on tablets. We do not currently
implement all of the tablet-specific adaptations recommended by
Material Design, though we are planning further investment in this
area
The answer to this question also, partly, needs to take into consideration what parts of Android you want to take advantage of in your application. The question of what min version Flutter supports has been answered here a couple of times so I won't answer that, but the Android support libraries will also need specific min versions.
If you plan to use plugins of any kind then you will probably hit multiple issues if your min version is too low. Do you need Firebase? Do you need specific camera functions?
Google also just announced required bumps for min versions with regards to Google Play that you should review.
My advice is to follow documentation, analytics and best practices to determine what you "true" min version should be.
The Flutter documentation has this answer to Android and iOS. Now it says that support: Android Jelly Bean, v16, 4.1.x or newer, and iOS 8 or newer. However, this information can change according to the new Flutter version. By this reason, it is better that you review the next link:
https://flutter.dev/docs/resources/faq#what-devices-and-os-versions-does-flutter-run-on
Furthermore, it would be best if you analyzed the plugins because they could need higher versions of Android and iOS.
This answer can be useful :
Devices and OS versions on which Flutter runs
Mobile operating systems: Android Jelly Bean, v16, 4.1.x or newer, and iOS 8 or newer.
Mobile hardware: iOS devices (iPhone 4S or newer) and ARM Android devices.
You can learn more here

Building a Unity project with the Affectiva SDK not working post build

I've been building a game in Unity using the Affectiva Unity SDK, and I can test the game out within Unity fine - the camera turns on, the SDK is called, and I get the response I was expecting.
Yet when I go to build the project, it claims it builds successfully and the camera is activated when the scene starts.. but I get no responses from the SDK. No errors or anything..
Do I need to package this up specially or something?
I suspect the issue is that you are building a 32-bit app on OS X. Is that correct? If it is, can you instead create a universal build or a 64-bit build? The Unity plugin currently only supports the following build options:
Windows 64-bit
Windows 32-bit
OS X Universal
OS X 64-bit (x86_64)
For some odd reason Unity defaults OS X builds to 32-bit. There is documentation about the build requirements on Affectiva's developer portal at the bottom of the page.

Mismatch of CPU Architecture for the Crosswalk using Cordova

I have integrate crosswalk plugin in my Cordova application. When I publish this app to google play. I'm not able to open in my Asus gen phone 2 it throws following error
Error message:Mismatch of CPU Architecture for the Crosswalk
Cordova version - 6.0.0
Crosswalk Version - latest
Can any one help me for resolving this problem?
The Asus phones tend to use an Intel x86 chipset. When doing anything with native code, you need to account for the various chipsets used by devices. Crosswalk is built with native code. It sounds like you did not include builds for both the ARM and x86 chipsets to Google play.
The Cordava Crosswalk plugin out-of-the-box will give you 2 chipset builds, 1 for ARM and 1 for x86 CPU architectures. You should be uploading both APK output files to Google Play.
NOTE: Since Google play changed the max APK size from 50mb to 100mb, you now have the option of package both chipsets together. However, you may still want to consider having a separate build for each and uploading them separately.