IOS Simulator build: SDK is missing GPL component X:\sdk_path\lib\aot/bin/as/as-386.exe
Trying to build a simulator build with air 16 or 17 and iPhoneSimulator8.2.sdk I get the following error:
SDK is missing GPL component X:\sdk_path\lib\aot/bin/as/as-386.exe
igmake: *** [../bin/project.ipa] Error 16
igmake: Leaving directory `X:/project/'
I've checked various sdk versions. Some of them have an "as-386" file, but never a "as-386.exe" file. I tried just renaming the file (hoping for the best) but that results in this error:
ld: in `)Ωtm♣Z, unsupported address encoding (08) of personality function in CIE
for architecture i386
Compilation failed while executing : ld64
igmake: *** [../bin/project.ipa] Error 12
Any help would be appreciated!
Ken
Thanks,
Yes I know that.
But what I was expecting was that things which worked in AIR 3.3 beta 3 would continue to work. As in this link http://blogs.adobe.com/airodynamics/2012/05/18/using-platformsdk-for-ios-on-windows/
In fact the Release notes that you point to state:
Platform SDK support for iOS on Windows
Now, a developer can copy the iOS SDK folder on a Windows® machine and use the platformsdk option of adt on Windows® too.
adt –package –target (ipa-app-store|ipa-ad-hoc|ipa-debug|ipa-debug-interpreter|ipa-test|ipa-test-interpreter) -platformsdk
This feature is not yet available in Flash Builder. The SDK should be copied properly, i.e. the symbolic links in the iOS SDK should be converted to actual files on Windows® , else, packaging will fail.
C
Similar Messages
-
I am using Flash Builder 4.7 and today I upgraded to the AIR 3.6 SDK which I got from here:
http://www.adobe.com/devnet/air/air-sdk-download.html
And then replaced the existing AIR 3.5 SDK by following the instructions here:
http://helpx.adobe.com/flash-builder/kb/overlay-air-sdk-flash-builder. html
My application (which is almost complete) runs fine in the AIR simulator but when I try to run it in debug mode on my iPhone I get this error:
Error occurred while packaging the application:
SDK is missing GPL component /Applications/Adobe Flash Builder 4.7/eclipse/plugins/com.adobe.flash.compiler_4.7.0.349722/AIRSDK/lib/ aot/bin/as/as-arm
What am I missing? I have worked hard core on this app over the last couple months and have installed and ran it many many times.
- RandyI solved my own issue and it was caused by the confusing instructions here:
http://helpx.adobe.com/flash-builder/kb/overlay-air-sdk-flash-builder.html
Firstly the link says overlay yet the instructions are for "update" which is consistent with the instructions because no overlay occurs. The user is instructed to delete all the contents in AIRSDK directory and run a command line that unpacks the new files in place. Then there are instructions to copy the contents of the AOT from the old folder over. This was where I made my mistake. I simply replaced this directory which replaced the contents and suddenly some key files were missing.
To fix this, I reinstalled the old AIRSDK directory and ran the command line which OVERLAID the new SDK files over the old ones which replaces the necessary files with upgraded ones and leaves the rest intact. Now my project compiles without error.
Adobe, this is a problem. I realize that "overlaying" in this manner is not clean and can leave garbage behind, but your instructions on this page are problematic. Can you please devise a cleaner, easier and less problematic way of updating the SDK that does not require the command line?
- Randy -
SDK is missing GPL component lib\aot/bin/as/i686-apple-darwin9-as.exe
Hi,
Just downloaded AIR 3.3 release SDK, tried to package and I get this problem - the file 'i686-apple-darwin9-as.exe' is missing by the looks of it.
The command I use is this
adt.bat -package -target ipa-debug-interpreter-simulator -connect 192.168.1.9 -storetype pkcs12 -keystore xxx.p12 -storepass xxx test.ipa test-app.xml text.swf -platformsdk C:\iPhoneSimulator5.1.sdk
running on Windows, with the iPhone SDK copied from the Mac.
The thing is, this worked fine in the AIR 3.3 beta 3 SDK.
Anyone any ideas ??
CThanks,
Yes I know that.
But what I was expecting was that things which worked in AIR 3.3 beta 3 would continue to work. As in this link http://blogs.adobe.com/airodynamics/2012/05/18/using-platformsdk-for-ios-on-windows/
In fact the Release notes that you point to state:
Platform SDK support for iOS on Windows
Now, a developer can copy the iOS SDK folder on a Windows® machine and use the platformsdk option of adt on Windows® too.
adt –package –target (ipa-app-store|ipa-ad-hoc|ipa-debug|ipa-debug-interpreter|ipa-test|ipa-test-interpreter) -platformsdk
This feature is not yet available in Flash Builder. The SDK should be copied properly, i.e. the symbolic links in the iOS SDK should be converted to actual files on Windows® , else, packaging will fail.
C -
IOS improved packaging SDK is missing compile-abc.exe error
I am trying to test out the new and improved iOS packaging on my Windows machine and I am having some trouble getting it to work. I am using AIR 4.0.1170 for Flex developers and as the announcement says, added "-useLegacyAOT no" to my packaging options in FB. I believe it is in the correct spot because moving it to other places in the packaging options gives me syntax errors and when I do "-useLegacyAOT yes", it packages just fine, but takes a really long time. I keep getting the following error:
SDK is missing file C:\{my 4.0 sdk path}/lib/aot/bin/compile-abc/compile-abc.exe
Sure enough, navigating to that path shows compile-abc does not exist. Any ideas of what I may be doing wrong?We are aware of the issue and investigating it.As if now,-useLegacyAOT switch is not working on windows.For more information please see this:
http://labsdownload.adobe.com/pub/labs/flashruntimes/shared/air4-0_flashplayer12-0_release notes.pdf
Thanks,
Sakshi
Adobe AIR Team -
Updated Xcode .. iOS 5.1 SDK is missing. [HELP]
Is it posssible to download the 5.1 SDK from somewhere so I can command line compile with iOS6 or 5.1 SDK?
For an ActionScript project, the AIR SDK placed at: /Applications/Adobe\ Flash\ Builder\ 4.7/eclipse/plugins/com.adobe.flash.compiler_4.7.xxxxxx/AIRSDK is used.
You can check the AIR SDK version present by default by using the following command on the terminal (Replace xxxxxx by the one present on your system):
/Applications/Adobe\ Flash\ Builder\ 4.7/eclipse/plugins/com.adobe.flash.compiler_4.7.xxxxxx/AIRSDK/bin/adt -version
If it is less than 3.4,
1) cd /Applications/Adobe\ Flash\ Builder\ 4.7/eclipse/plugins/com.adobe.flash.compiler_4.7.xxxxxx
2) Backup your AIRSDK directory.
3) Download and extract the 3.4 AIR SDK in your AIRSDK directory. -
Can't launch application on iOS simulator with Flash Pro CC
Hi! What am I doing wrong?
I have installed:
MacOS 10.9.2,
Xcode Version 5.1 (5B130a),
Adobe AIR 13.0.0.64 for iOS,
iPhoneSimulator7.1.sdk,
Adobe Flash Professional 13.1.0.226
I set the path to iPhone simulator sdk in application settings:
"Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/S DKs/iPhoneSimulator7.1.sdk"
I set the path to productStore.ane file in ActionScript settings, but I dont use it in the project.
I have locked buttons 'Debug>Debug movie>On iOS Simulator' and 'Controll>Test movie>On iOS Simulator'
After publishing I have the following message "The application has been successfully published.", but iOS simulator does not start.
I hope very much for your help.
Thanks!Thanks for helping Preran
Same problem here. I even reinstalled Xcode and the iOS SDK (now 8).
If I change the path from what I think it must be to:
.....Xcode > Contents > Applications > iOS Simulator.app
I get an ERROR message telling: SDK is missing GPL component
The provided path points to llvm-gcc -
XCode 5.1 updated and now I can't debug AIR apps on iOS Simulator anymore
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/Pa yload/[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, FrankThanks for the steer Jason that worked,
So that would be Apache Flex 4.12 using Flex installer 2.7 will bring the same benefits of AIR SDK for Flex 13...... I basically have to use an installer from a third party to make the commercial product I pay for work to solve the precise problem its sold as solving.
It's like buying a *******' drill you have to put together yourself.
I'm gonna get this build finished, then sneak into Flash Builders room while it's having a sleep after a big dinner and smother it with a pillow. It's the kindest thing to do. Ha!
@DavidDragon,
Follow these steps:
http://flex.apache.org/doc-getstarted.html
However just make sure you use the latest version [4.12.0] -
Flash builder 4.6 missing strip.exe for mobile compile
I already manually moved the files from the AIR sdk into my flash builder sdk. But I am getting an error:
Error occurred while packaging the application:
SDK is missing file C:\Program Files (x86)\Adobe\Adobe Flash Builder 4.6\sdks\4.6.0\lib\aot/bin/strip/strip.exe
I checked the AIR SDK and the current download doesn't have a strip.exe...
Any ideas. Thanks,
-JonathanThanks- I fixed the problem by updating to the latest apache flex sdk. Had to tweak a couple things but got it working. Just waned to say thank-you for your willingness to help.
-Jonathan -
Collaboration Builder SDK and iOS/Android
Hi,
I Just discovered Connect and dove straight in to Collaboration Builder SDK.
Pretty soon I discovered that I can't share my swf with people connecting from iOS/Android devices.
Is there a different way to do it?
I basically want to create a collaborative touch app using Flash Builder that I can use in a Pod with people connecting from different devices.
I appreciate any help.Currently your custom SWF must be compiled for FP9. I believe that FP 10 support is slated for Connect 9.
From the Collaboration SDK documentation:
Development environment
This SDK is for Flex developers who have a working knowledge of Flex, Flex components, and ActionScript and want to develop collaborative Adobe Connect applications.
Collaboration Builder applications must use the Flex 3.5 SDK and be compiled for Flash Player 9. -
Testing builds in iOS Simulator
Second question....decided to create a new thread.
I tested a source code on the iOS Simulator that comes with xcode and I can't seem to move the main object in the game. It is supposed to bounce up and down and move left to right from platform to platform but I can't seem to click on it or move it. I have the feeling that I have to test the game on an actual iOS device to play it because it might involve tilting motion instead of actual tapping/clicking. Is there a way that I can "tilt" the simulator?Hello,
thanksk so far. I can now create an ANE, hopefully it is correct...
Now, while trying to use it in my mobile application, calling the Constructor of my SWC interface > call initNativeExtension() I get an:
Type Error #1009 cannot access a property or method of a null object reference
It seems that my code cannot load the ANE because I cannot instatiate the extension object.
Can you help me ?
THX
marco -
IOS Simulator Broken Since Xcode 5.1
Ever since Apple released thier newest version of Xcode (5.1) at the start of March the iOS simulator does not work from Flash Professional CC (I do not have Flash Builder).
Updates to AIR 4 didn't help because it woud throw an error about missing files.
Updates to AIR 13 didn't help because the option is disabled (opthion is greyed out in the menu).
How I installed AIR in Flash CC: Help > Manage Adobe AIR SDK > Choose AIR 13 Folder
Ive installed both AIR 13.0.0.83 (official release) and AIR 13.0.0.95 (SDK and Compiler Beta, not Flex) and restarted Flash. Am I missing a step or not correctly installing it?
Is this a known issue under investigation and is any progress being made?Anton are you using Flash Builder or Flash Pro? It seems that there are work-arounds for Flash Builder, but none for Flash Pro ...
-
Simulator build needed for Single-edition DPS App
Hi everyone!
We're trying to embed our App into our site with one of those sites that offers that kind of service, but they're asking for a simulator build and won't accept .ipa files or even the distribution .zip for the App store. They do offer a plugin for Xcode that helps you take it over staright from there. Problem is, nothing except the transfer was done from within Xcode, so there's nothing there, obviously.
So, the question is, how do we get a "simulator build?" Presumably, that's what you create in Xcode for iOS simulator..? Is there a smart way of getting this from any of the builds I'll have after creating the App with DPS?
I've asked the company in question for support, but they seem a little busy setting up new offices and getting funding to answer the question or even provide some sort of troubleshooting page on their site. SUPER HELPFUL.
I've searched the DPS forum for something similar, but not found anything. If someone does have a thread link for this type of problme, please do post that, of course. Otherwise, any proverbial sharing of greymatter would be hugely appreciated.
Thanks!Hello Pete, please take a look at the following document and see if it applies to your case:
http://helpx.adobe.com/digital-publishing-suite/kb/missing-folios-viewer-application-digit al.html
Cheers,
Ercole -
Flash CC 2014 14.1.0.96 Crashing on attempt to debug in iOS Simulator
Just like the title says, Flash CC 2014 14.1.0.96 is completely crashing every time I try and debug my project in the iOS simulator via the Debug > Debug Movie > On iOS Simulator command. I have XCode version 6.1 installed. The simulator never opens - Flash crashes while the "Publishing..." progress bar is showing, after about 5 seconds.
I've tried the following iOS Simulator SDK paths in the Air 14.0 for iOS Publish settings:
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SD Ks/iPhoneSimulator.sdk/
and
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SD Ks/iPhoneSimulator8.1.sdk/
But both cause Flash CC 2014 to crash completely.
I should note that Publishing directly to my iPad works properly. Flash only crashes when trying to debug in the simulator.
The crash generates a rather lengthy error report. Here's the top part of it:
Process: Adobe Flash CC 2014 [18187]
Path: /Applications/Adobe Flash CC 2014/Adobe Flash CC 2014.app/Contents/MacOS/Adobe Flash CC 2014
Identifier: com.adobe.Adobe Flash CC 2014.application
Version: 14.1.0 (14.1.0.96)
Code Type: X86-64 (Native)
Parent Process: ??? [1]
Responsible: Adobe Flash CC 2014 [18187]
User ID: 501
Date/Time: 2014-10-30 19:27:03.689 -0400
OS Version: Mac OS X 10.10 (14A389)
Report Version: 11
Anonymous UUID: D572A920-72C5-3A81-FC6C-5190EEE5CC54
Sleep/Wake UUID: 3AAEBF78-CC4E-4B94-8C18-DB6F9F2C1915
Time Awake Since Boot: 620000 seconds
Time Since Wake: 330000 seconds
Crashed Thread: 37
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Application Specific Information:
Performing @selector(dispatchMenuSelection:) from sender DVAMacMenuItem 0x6080000eaa80
[18187] stack overflow
If you'd like the full version let me know.
Please help! Being able to test in the simulator will improve my life exponentially.
ThanksHi All,
Thanks for your patience. All the issues related to iOS simulator, XCode 6.x have been fixed in latest release of FlashPro CC 2014 (Build No. 14.2.0.20) which was released yesterday.
Requesting you to please update and try and let us know if you still face any issues.
You can update your Flash CC 2014 build by just going to Help>Updates or through Creative Cloud App.
You can learn more about the update at Flash Professional Help | New features summary
Rgds,
Mukesh -
Me
FlashBuilder 4.7 Premium
Flex SDK 4.6.0 w/ Air 3.5 overlayed
Mac OS X 10.8.2
I'm trying to run a small app from one of the FeathersUI tutorials. It runs fine on the Air Simulator, but once I try to run it on the iOS Simulator I get:
Error occurred while packaging the application:
Exception in thread "main" java.lang.Error: Unable to find llvm JNI lib in:
/Applications/Adobe Flash Builder 4.7/eclipse/plugins/com.adobe.flash.compiler_4.7.0.349722/AIRSDK/lib/adt.jar/Darwin
/Applications/Adobe Flash Builder 4.7/eclipse/plugins/com.adobe.flash.compiler_4.7.0.349722/AIRSDK/lib/aot/lib/x64
/Applications/Adobe Flash Builder 4.7/eclipse/plugins/com.adobe.flash.compiler_4.7.0.349722/AIRSDK/lib/adt.jar
/Applications/Adobe Flash Builder 4.7/eclipse/plugins/com.adobe.flash.compiler_4.7.0.349722/AIRSDK/lib
at adobe.abc.LLVMEmitter.loadJNI(LLVMEmitter.java:582)
at adobe.abc.LLVMEmitter.<clinit>(LLVMEmitter.java:596)
at com.adobe.air.ipa.AOTCompiler.generateExtensionsGlue(AOTCompiler.java:419)
at com.adobe.air.ipa.AOTCompiler.generateMachineBinaries(AOTCompiler.java:1790)
at com.adobe.air.ipa.IPAOutputStream.createIosBinary(IPAOutputStream.java:378)
at com.adobe.air.ipa.IPAOutputStream.finalizeSig(IPAOutputStream.java:743)
at com.adobe.air.ApplicationPackager.createPackage(ApplicationPackager.java:91)
at com.adobe.air.ipa.IPAPackager.createPackage(IPAPackager.java:245)
at com.adobe.air.ADT.parseArgsAndGo(ADT.java:571)
at com.adobe.air.ADT.run(ADT.java:419)
at com.adobe.air.ADT.main(ADT.java:469)
I've read several different forums on Adobe and I see suggestions to remove Java 7 in favor of Java 6 (this isn't really a solution). I see to overlay Air SDK 3.4+ because Flex SDK 4.6 that comes with FB 4.7 is using Air 3.1. This didn't work.I had to overlay the 3.5 Air SDK over 2 locations in the FB 4.7 app.
/Applications/Adobe Flash Builder4.7/sdks/4.6.0 - this was so that my projects all have 4.6.0 + 3.5 Air. Then I overlayed
/Applications/Adobe Flash Builder 4.7/eclipse/plugins/com.adobe.flash.compiler_4.7.0.349722/AIRSDK - This is where the tools compile and cause the main problem.
I hope this helps you. -
Can't install on iOS simulator with AIR 16 beta
I'm having trouble testing an app on the simulator with AIR 16 beta SDK. It says "Unable to install the application on iOS Simulator." when I try it.
This is my iOS Simulator SDK path:
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SD Ks/iPhoneSimulator.sdk
Am I missing something?
Kevin N.
BTW, It's a total nightmare every time I have to edit this project because of issues like this. I loose hours of time trying to figure it out every time (granted, I only update the app once or twice a year). Why can't Adobe keep their tool chain working?Thanks for reporting the issue.
At our end there is no problem when there are multiple iOS SDKs. We used the following commands:
Package App :
adt -package -target ipa-test-interpreter-simulator -storetype <type> -keystore < Certificates > -storepass < password > <.ipa> <.xml> <swf> -platformsdk /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/S DKs/iPhoneSimulator8.0.sdk/
Install App :
adt -installApp -platform ios -platformsdk /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/S DKs/iPhoneSimulator8.0.sdk -device ios-simulator -package < ipa >
Launch App :
adt -launchApp -platform ios -platformsdk /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/S DKs/iPhoneSimulator8.0.sdk -device ios-simulator -appid <APP ID>
Could you please share the adt packaging, install and launch commands?
P.S: In case you are using SDK path as: -platformsdk /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/S DKs/iPhoneSimulator.sdk,
kindly use the SDK path containing the SDK version eg, If you want to use iOS 8.0 simulator use -platformsdk /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/S DKs/iPhoneSimulator8.0.sdk and in case you want to use iOS 7.1 simulator use -platformsdk /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/S DKs/iPhoneSimulator7.1.sdk
Maybe you are looking for
-
Hi, We have created one document for plant to plant STO within same company code.Here we have two separate profit center for two plant.When I will do PGI inventory account entry is generated and value is moving from one profit center to another but
-
could router WiFi be defective if it will not accept your password saying it is incorrect it is 2 yrs old.
-
I'm having trouble setting up a Static IP address for my Macbook. I can do it fine when I use Ethernet to connect. But when going wirelessly and using Airport to connect, whatever I do to set up the Static IP fails. I just go into System Preferences,
-
Project 2007 (with server) - Visual reports custom templates export problem
Hi, someone fimiliar with this situation? While creating and saving a new template in visual report using Project Professional 2007, some of the reports that was saved as template lose connection between Project cube and Excel. Those reports include
-
H-REAP Local Authentication eap-fast not working
Hi, I'm using a central Radius Server and have leap and eap-fast working fine, but when the wan link fail(local authentication) the new user that try to conect via leap get authenticated but eap-fast fail. any ideas?. Im using wlc 5.01