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adt ANE: Missing implementation for platform: default

Explorer ,
Mar 14, 2015

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Hello,

I'm trying to update an old ANE to support 64-bit (this one: appirater-ane - Appirater ANE - Google Project Hosting, which I've forked here: CaptainN/appirater-ane · GitHub). I've gotten pretty far, but I'm running into an error now that I can't make any sense of.

Here is the command I'm running (from in my git directory, where I've collected all these files):

/Users/kevin/SDKs/AIR17SDK/bin/adt -package -target ane Appirater.ane extension.xml -swc appirater.swc -platform iPhone-ARM libAppirater-ANE.a library.swf

My extensions.xml file looks like this:

<extension xmlns="http://ns.adobe.com/air/extension/3.4">

  <id>com.palDeveloppers.ane.Appirater</id>

  <versionNumber>1</versionNumber>

  <platforms>

    <platform name="iPhone-ARM">

      <applicationDeployment>

          <nativeLibrary>libAppirater-ANE.a</nativeLibrary>

          <initializer>AppiraterExtInitializer</initializer>

          <finalizer>AppiraterExtFinalizer</finalizer>

      </applicationDeployment>

    </platform>

    <platform name="default">

        <applicationDeployment/>

    </platform>

  </platforms>

</extension>

As far as I know, I've got everything else building right (the xcode project, the swc, etc.) but I can't figure out why it's telling me about a "default" platform, when I've specified "iPhone-ARM" everywhere.

Note: The original project has a build.xml file that might be easier to get working - but I don't know what that is or how to use it. Any pointers are appreciated!

Thanks,

Kevin N.

The original project uses Apache Ant to compile. Install Ant, edit the build.properties file, navigate to the folder containing build.xml and type ant on the commandline.

Or add the following to the adt command:

-platform default library.swf

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adt ANE: Missing implementation for platform: default

Explorer ,
Mar 14, 2015

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Hello,

I'm trying to update an old ANE to support 64-bit (this one: appirater-ane - Appirater ANE - Google Project Hosting, which I've forked here: CaptainN/appirater-ane · GitHub). I've gotten pretty far, but I'm running into an error now that I can't make any sense of.

Here is the command I'm running (from in my git directory, where I've collected all these files):

/Users/kevin/SDKs/AIR17SDK/bin/adt -package -target ane Appirater.ane extension.xml -swc appirater.swc -platform iPhone-ARM libAppirater-ANE.a library.swf

My extensions.xml file looks like this:

<extension xmlns="http://ns.adobe.com/air/extension/3.4">

  <id>com.palDeveloppers.ane.Appirater</id>

  <versionNumber>1</versionNumber>

  <platforms>

    <platform name="iPhone-ARM">

      <applicationDeployment>

          <nativeLibrary>libAppirater-ANE.a</nativeLibrary>

          <initializer>AppiraterExtInitializer</initializer>

          <finalizer>AppiraterExtFinalizer</finalizer>

      </applicationDeployment>

    </platform>

    <platform name="default">

        <applicationDeployment/>

    </platform>

  </platforms>

</extension>

As far as I know, I've got everything else building right (the xcode project, the swc, etc.) but I can't figure out why it's telling me about a "default" platform, when I've specified "iPhone-ARM" everywhere.

Note: The original project has a build.xml file that might be easier to get working - but I don't know what that is or how to use it. Any pointers are appreciated!

Thanks,

Kevin N.

The original project uses Apache Ant to compile. Install Ant, edit the build.properties file, navigate to the folder containing build.xml and type ant on the commandline.

Or add the following to the adt command:

-platform default library.swf

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Mar 14, 2015 0
Engaged ,
Mar 15, 2015

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The original project uses Apache Ant to compile. Install Ant, edit the build.properties file, navigate to the folder containing build.xml and type ant on the commandline.

Or add the following to the adt command:

-platform default library.swf

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Mar 15, 2015 0
Explorer ,
Mar 15, 2015

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Worked like a charm! Thanks.

Kevin N.

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Mar 15, 2015 0