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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/iPhoneSimulatorRemoteClient
Referenced from: /Applications/AIR_SDKS/AIRSDK_4.0.0.1628/lib/aot/bin/isb/isb
Reason: image not found
/var/folders/g1/014r026919j9fkv085ypt31r0000gn/T/cmd7720052456329253213.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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Thats why i say... Adobe....please ... SUPPORT US...,they know this important issue long time ago..
Thanks for the info about sizes, Lets hope its like that , i'll give feedback later on .
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Could we get an update on this?
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I have asked the Flash team if I have permission to say that the Simulator problem is fixed on their current build, but they didn’t reply, so I can’t tell you that information.
I don’t know a date for when a fixed build will be available to you. Given that they didn’t reply to me, the hope would be that they are busy trying to get such a hypothetical build out to everyone.
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I downloaded the Air 14 SDK today ( Download Adobe AIR 14 Beta - Adobe Labs ) . And finally I am able to launch it on Iphone simulator with Xcode 5.1.1 installed.
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The problem for people here is trying to do that in Flash Pro. Even with AIR 14 the option to test on the simulator is grayed out in Flash Pro CC.
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I am also using Flash Pro. But i am using "adt" , via terminal directly. I had been stuck, since last one month on this, after i had installed XCode 5.1 . But with AIR 14, it seems the problem is solved.
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Can you post your workflow, including your terminal command lines, for the rest of us? That'd be a big help ...
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I follow this method :
Run your Flash apps in Xcode iOS Simulator with AIR 3.3 - Tom Krcha
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Im unable to get these commands to work, can you share the commands you specifically used to make it work?
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inside the direcotry air14_sdk_mac i have :
1) folder with name "AppIconsForPublish" having icons ico-36.png, ico-48.png and ico-72.png
2) FINALAPP.ipa (file created by first command)
3) swf file to be launched.
4) p12 file ( eg. CERTIFICATE.p12 )
5) descriptor.xml
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./bin/adt -package -target ipa-test-interpreter-simulator -provisioning-profile <mobileprovision file name> -keystore <certificate-name> -storetype <storetype> -storepass <password> < ipa file name > <descriptor xml name > AppIconsForPublish/ico-36.png AppIconsForPublish/ico-48.png AppIconsForPublish/ico-72.png <swf-file-name> -platformsdk /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator7.1.sdk
-------------------------------------------------------------------------------------
./bin/adt -installApp -platform ios -platformsdk /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator7.1.sdk -device ios-simulator -package <ipa file name>
-------------------------------------------------------------------------------------
./bin/adt -launchApp -platform ios -platformsdk /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator7.1.sdk -device ios-simulator -appid <app-id in your descriptor.xml>
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Yay!! I can verify that Vishwas Gagrani's solution works! Thank you BIG TIME!
It's a pain, but it works!
Now why can't Flash Pro update its package interface to use these adt commands?
You really don't need to put everything in the air14_sdk_mac, that just makes the file paths less arduous to type in and keep accurate. This should EASILY be able to be automated by Flash Pro.
But BIG THANKS to Vishwas!
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No problem!
Thanks to Tom Krcha's blog actually
Regards,
Vishwas
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What do you put for <store type>?
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-storetype PKCS12
See Adobe AIR * ADT code signing options for more info on constructing this command. This was a return to how things used to be done ...
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When can we expect an update to Flash to fix this issue?
I managed to use the work around but it turned out really laggy and some features aren't working properly despite performing perfectly fine on my real device. Its also a rather cumbersome way to test, so still using the AIR Debugger (Mobile) since its much faster to test (publishing to a device takes many minutes).
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@ David D -- In my use of the simulator it worked great. No lagging, everything worked, no problem. Admittedly my app is not a game, so I don't have twitchy interactions. That might make a difference, I don't know.
@Vishwas -- Yes, Tom Krcha's blog held the key, but his post was an old technique that had been superseded by newer Flash updates. I didn't think to retry it since I thought it wouldn't be of any use. BIG THANKS for pulling it out of the mothballs and putting it to use once again!
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Any word on this status? I haven't noticed any progress on this issue despite update.
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Using the latest AIR SDK from labs (14.0.0.103) I'm still unable to test on the simulator, nor on my device from Flash CS6 or CC. (I have XCode 5.1.1)
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A problem i am facing using the command line, to produce the IPA, is that for some reasons it does not include embedded.mobileProvision file into the IPA created. So, on simulator, everything is ok. But when trying to test using adhoc, it doesnot install on test iphone devices. Or when submitting to appstore it produces error.
On the other hand, when using Flash CS6.0 IDE to produce the IPA, it includes the embedded mobileprovision into the IPA, and hence one can test it on Iphone. But still cannot submit it to appstore, since XCode 5.1 and IOS 7 SDK is mandatory.
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I just submitted an app using this method to the Apple iTunes App Store and it was accepted. Here was my command for compiling for the AppStore:
./bin/adt -package -target ipa-app-store -provisioning-profile myApp.mobileprovision -keystore distrib_cert_using_MYSECRETPASSWORD.p12 -storetype PKCS12 -storepass MYSECRETPASSWORD myApp.ipa myApp_iOS_dev-app.xml myApp_iOS_dev.swf Default.png Default-Portrait.png Default@2x.png Default-Portrait@2x.png Default-568h@2x.png Icons/icon-29.png Icons/icon-57.png Icons/icon-57@2x.png Icons/itunes.png Icons/icon-72.png Icons/icon-76.png Icons/icon-40.png Icons/icon-40@2x.png Icons/icon-50.png Icons/icon-50@2x.png Icons/icon-72@2x.png Icons/icon-76@2x.png Icons/itunes@2x.png Icons/icon-29@2x.png Icons/icon-120.png Icons/icon-48.png
with myApp replacing the real app name, Hope that helps ...
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One of the fixes in Flash Pro CC 2014, that came out yesterday, was the ability to test to the iOS Simulator.
It also has an option for faster packaging in the settings dialog.
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@lumenmedia :
Hi, can you please confirm if you get embedded.mobileprovision , inside the IPA by using the terminal command ? ( You can check that by replacing the extension to .zip and then looking into the package ) . That is the problem i am having, that i don't get it inside the IPA, and so gets rejected.
@Colin: Simulator testing goes fine with this method. ( using terminal command ) .
Regards,
Vishwas
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@lumenimedia
I think, it's a typo, but to confirm, you forgot to add the "-platformsdk parameter" in the above command. Isn't it ? I don't think it's possible to package it otherwise.
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Ah.. I just looked closely into your commandline and found this -target -ipa-app-store . I had been using "-ipa-test-interpreter-simulator" . So naturally this seems to
be problem at my side. Thanks lumenimedia .
So, i think, i am a step ahead, but now get this error, while trying to compile :
ld: library not found for -lgcc_s.1
Compilation failed while executing : ld64
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I've had this error crop up when I had (accidentally) specified multiple targets. Check that you're not telling it to target for the app store somewhere and for something else (like the simulator) in another.
I checked and there is an embedded.mobileprovision in the .ipa
As I wrote earlier, the app I compiled with this command was approved and is now on the iTunes app store.
Hope that helps!