SDK Beta 8

I have updated to the newest SDK, how do I install iTunes 7.7 and the 2.0 Firmware, where are the files?

The developer's version of iTunes is in the same area where you download the SDK and the latest iPhone/iPod operating system. It's kind of hidden, but it is there.
-Dan

Similar Messages

  • SDK Beta 7 - Interface Builder Keeps Crashing

    I am running 10.5.3 on a MBP. I was previously running Beta 4 with no problems.
    After installing SDK Beta 7 I can no longer use Interface Builder. As soon as I scroll the library scrollbar and reach the datepicker object the IB application beachballs indefinitely. This also happens if I double-click a .xib file in Xcode - IB just hangs.
    I have repaired permissions, removed the dev-tools and re-installed them and rebooted several times but the problem persists.
    Is anyone else experiencing this problem? How can I fix it?
    Thanks,

    lots of people with similar problem --- http://discussions.apple.com/thread.jspa?threadID=1538812&tstart=0
    any hints?

  • AIR 3.4 SDK Beta with iOS6 Support is missing BETA 2 update

    We are trying to get our application that uses native extensions working with iO6 and AIR 3.4.  I can see from the website that there was an update on August 7th, and the top links show that update in the link date:
    Ie: http://labsdownload.adobe.com/pub/labs/flashplatformruntimes/air3-4/air3-4_p2_sdk_mac_080712.tbz2
    However the links under “AIR 3.4 SDK Beta with iOS6 Support”, have  not been updated.  (And that is oviously the build we are most interested in)
    http://labsdownload.adobe.com/pub/labs/flashplatformruntimes/air3-4/air3-4_p1_sdk_ios6_mac _071612.tbz2

    So I found the problem.   I had installed beta 1 in a folder called AIR 3.4     ...   I installed beta 2 in a folder called  AIR 3.4 Beta2      
    I did however point Flash CS6 to use the AIR 3.4 Beta2 SDK ...    it must not like something about this.   Once I deleted both SDK's and then put Beta 2 in a folder simply titled AIR 3.4 everything works again.

  • Failed to install AIR 3.5 SDK (beta)

    Hi guys,
    I wanted to use the AIR 3.5 SDK (beta) in Flash Builder 4.7 (beta) but when I attempted to manually replace the bundled AIR SDK in Flash Builder a few of the files could not be copied due to excessive file name/path lengths. This is on Windows 7. I had to try this because there is no other way to setup AIR SDKs in Flash Builder which is really annoying... how are we supposed to use prerelease/beta AIR SDKs in Flash Builder 4.7 if we are not able to specify alternative AIR SDK locations?

    Thanks for the reply, Sunil. Here are the steps I took over time ...
    1. Downloaded and installed the 32-bit version of Flash Builder 4.7  (beta 1)
    This worked fine, I'm not sure which AIR SDK version it came bundled with but I imagine it was 3.4 (beta 1)
    2. Downloaded AIR SDK 3.4 (beta 2) and replaced the bundled Flash Builder version
    This worked fine, the files were copied over without any problems and Flash Builder was happy.
    3. Downloaded AIR SDK 3.5 (beta 1) and attempted to replace the bundled Flash Builder version
    This failed, Windows 7 complained about some "license" related file names being too long, it didn't provide the exact file names or paths though.
    As far as the installation directories go, they are the default directories ...
    Flash Builder 4.7
    C:\Program Files (x86)\Adobe\Adobe Flash Builder 4.7
    AIR SDK (relative to the above directory)
    \eclipse\plugins\com.adobe.flash.compiler_4.7.0.345990\AIRSDK
    I think Adobe is aware that the AIR SDK 3.5 currently cannot be used with Flash Builder, the obvious solution to avoiding these problems would be to allow us to specify the location of a AIR SDK directory in Flash Builder, it was a bit silly for Adobe not to allow this really.
    Right now I'm just waiting for the next Flash Builder beta release, if there is one, to see if the AIR SDK problem has been resolved. I can continue using AIR SDK 3.4 for now but it isn't an ideal situation for me at the moment.
    Again, thanks for the reply :-)

  • Nokia Series 60 MIDP SDK Beta 0.1 with JBuilder6

    Hi,
    I installed Nokia Series 60 MIDP SDK Beta 0.1 and configured the JDK of JBuilder6.
    When I run the midlet, The EPOC emulator was pop up, but then there was a runtime error:
    Emulator command: C:\Nokia_Series_60_MIDP_SDK_Beta_0_1\bin\Epoc32\release\wins\udeb\kmidp_debug.exe -parent_port 2810 -classpath C:\Nokia_Series_60_MIDP_SDK_Beta_0_1\lib\j2me-debug.zip; C:\projects\test\classes;C:\Nokia_Series_60_MIDP_SDK_Beta_0_1\lib\j2me-debug.zip -descriptor c:\tmp\midp\Test.jad Test
    java.lang.RuntimeException: Class not found in runMIDlet: java.lang.ClassNotFoundException: test.Test
    at com.symbian.midp.compatibility.runtime.MIDletExecutor.runMIDlet(+143)
    at com.symbian.midp.compatibility.runtime.MIDletMain.runFirstMIDlet(+77)
    at com.symbian.midp.compatibility.runtime.MIDletMain.run(+346)
    at com.sun.midp.midlet.Main.main(+56)
    I changed the path to that MIDP SDK, but still failed. This test program can be run with Default J2MEwtk, motorola or Sony emulator.
    What's wrong with my settings? or the software has bugs because I found that there are many developers who posted in the Nokia's support forum were unable to run it properly .
    Regards
    gogo

    Nokia emulator can execute only packaged MIDP. So, make .jar and jad files by WirelessToolkit and then run it under WirelessToolkit, by choosing Nokia device, of course.

  • IPhone SDK Beta 2 Interface Builder Add a UIViewController

    Hi,
    I am trying the new SDK (beta 2). I didn't try the beta 1 before, because of the lack of IB. However, I am having a problem when trying to code a simple Hello World with a button, with a classic MVC design.
    If I use a UIViewController as a view controller, it compiles fine, but when I hit the button, it crashed. If I code it, or if I subclass the UIView and use it as a view controller, it works.
    Is there any difference of coding compared to a "classic" cocoa app ?
    I hope everything is clear.
    Thanks for your help.
    Have a great day.

    scottjg wrote:
    I've written a tutorial on how to setup a basic Hello World MVC app at: http://ihatetheiphonesdk.blogspot.com
    hope it helps!
    thanks. That helped me!
    A couple of issues though:
    1. I could not "*right click*" and bring up the outlet popups. I had to control-click to do that.
    2. the steps for connecting up outlets for viewController and window did not exist already for me as selectable outlets
    "-Connect our App Delegate's viewController outlet to our view controller, and the window outlet to our window:"
    I added them manually to the app delegate and then ran the connections. Then, I had to add
    +" IBOutlet UIWindow *window;+
    +IBOutlet UIViewController *viewController;"+
    to my HelloWorldAppDelegate.h file (along with any other code that I compared to your files)

  • Interface Builder not starting (iPhone SDK beta 6)

    Hi,
    I have upgraded my OS to 10.5.3, uninstalled SDK beta 5 and installed SDK beta 6. Since then I cannot start Interface Builder (the icon bounces 3 or 4 times and the application hangs). I tried to reinstall it again and nothing changed.
    Is that a known problem with beta 6? I have a friend who does not experience this problem. Any workaround?
    Thanks and best,
    Rodrigo

    How can it be possible? you invest some money believeng you will start something great and develop allied with the biggest intrepeneur of the world,and... boom. what you see.... isnt really what u get. Why this beta 6/7 Interface Builder crashs when u scroll around too see some v2.0 aspects of the i-phone? just some secret aspects or a little glitch on the final build ? lets see if we can have a taste for it... i was really anxious...

  • IPhone SDK (Beta 5) - AudioQueue Problem playing MP3

    Dear community,
    i have a problem using the iPhone SDK (Beta 5). I want to playback a simple MP3-file. So i checked a lot of examples, read documentation and found a least the "AudioQueueTest" example. This is an simple example which is able to play MP3, WAV, ... from the command line. I ported the example to a simple application on the iPhone. Now the problem:
    If i playback a WAV file in the iPhone simulator, everything works fine. If i want to playback an MP3 file, it doesn't work and i don't know why. I stepped through the debugger and found out that the application freezes at the command "AudioQueueNewOutput".
    Do you have the same problem? What i am doing wrong? Is it no possible to create a background thread playing back a local MP3 file?
    Thank you!

    Did you get PCM recording on actual iPhone hardware? With Beta5, my PCM recording works fine in the simulator, but on the hardware, all the buffers I receive contain only 4 bytes of audio data!
    Here's my source code - if anyone can spot anything wrong, I'd be enormously grateful!
    #import "AudioAppDelegate.h"
    #import "AudioViewController.h"
    #import "AudioToolbox/AudioQueue.h"
    #define BUFFER_CT 4
    #define BUFFER_BYTES 8192
    AudioQueueRef audioInQueue;
    static void AudioInCallback(void* aqData,AudioQueueRef aq,AudioQueueBufferRef buffer,const AudioTimeStamp* startTime,UInt32 numPackets,const AudioStreamPacketDescription* desc)
    OSStatus result;
    printf("received %d bytes\n",buffer->mAudioDataByteSize);
    result=AudioQueueEnqueueBuffer(audioInQueue,buffer,0,NULL);
    if(result)
    printf("AudioQueueEnqueueBuffer returned %d\n",result);
    static void StartAudio(void)
    OSStatus result;
    AudioStreamBasicDescription format;
    // 11KHz, 16-bit stereo
    memset(&format,0,sizeof(format));
    format.mSampleRate=11025;
    format.mFormatFlags=kLinearPCMFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
    format.mFormatID=kAudioFormatLinearPCM;
    format.mBytesPerPacket=BUFFER_BYTES;
    format.mBytesPerFrame=4;
    format.mFramesPerPacket=format.mBytesPerPacket / format.mBytesPerFrame;
    format.mChannelsPerFrame=2;
    format.mBitsPerChannel=16;
    result=AudioQueueNewInput(&format,AudioInCallback,NULL,CFRunLoopGetCurrent(),kC FRunLoopCommonModes,0,&audioInQueue);
    printf("AudioQueueNewInput result was %d\n",result);
    for(int i=0;i<BUFFER_CT;i++)
    AudioQueueBufferRef buffer;
    result=AudioQueueAllocateBuffer(audioInQueue,format.mBytesPerPacket,&buffer);
    printf("AudioQueueAllocateBuffer result was %d\n",result);
    result=AudioQueueEnqueueBuffer(audioInQueue,buffer,0,NULL);
    printf("AudioQueueEnqueueBuffer to in result was %d\n",result);
    Float32 gain=1.0;
    AudioQueueSetParameter(audioInQueue,kAudioQueueParam_Volume,gain);
    result=AudioQueueStart(audioInQueue,NULL);
    printf("AudioQueueStart result was %d\n",result);
    }

  • How to signup for the FIOS Widget SDK Beta?

    I've been waiting over a year for the SDK to become available and nothing has been announced. Is there a signup for the beta? Can I get access (please)?
    Thanks,
    - Davey

    Sorry Davey, we have already looked into this and there is no signups into the SDK beta program at this time. Thanks for your interest.
    Anthony_VZ
    **If someones post has helped you, please acknowledge their assistance by clicking the red thumbs up button to give them Kudos. If you are the original poster and any response gave you your answer, please mark the post that had the answer as the solution**
    Notice: Content posted by Verizon employees is meant to be informational and does not supersede or change the Verizon Forums User Guidelines or Terms or Service, or your Customer Agreement Terms and Conditions or plan

  • Kinect sdk beta 2

    Hi all, I am using kinect sdk beta 2 with an xbox kinect sensor. I have code for skeletal tracting but I dont know how to use this to control different servos for joints. Any help would be appreciated?

    KinectCam.ax is not a Microsoft component of the Kinect SDK. Do the samples work from the SDK toolkit browser? You need to ensure you are running the supported version of the SDK not the beta:
    http://www.microsoft.com/en-us/download/details.aspx?id=40278
    http://www.microsoft.com/en-us/download/details.aspx?id=40276
    Carmine Sirignano - MSFT

  • IPhone SDK Beta 4 - How to send emails with attachments?

    Hello everyone!
    This is my first post Please be so kind to point me in the right direction.
    Using the official iPhone SDK Beta 4, I am trying to show the compose email screen not only with a subject and body fields, but also with an attached PDF file that I generated. I know that many apps available in the Installer.app can do that, but can the SDK do that as well?
    Generating a mailto URL doesn't seem to be the answer since the RFC 2368 doesn't support attachments as far as I understand. All my attempts to hard-code a mailto URL that could trick the Mail application into composing a message with an attachment have failed...
    Could you give me a hint or maybe copy paste some code to help me with attaching files to emails?
    Thank you so much in advance,
    Eugene

    I tried the following :
    NSError *error;
    NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
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    if ([records writeToFile:path atomically:YES encoding:NSUTF8StringEncoding error:&error] == NO) {
    UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Export error" message:@"An error occured while writing the file."
    delegate:self cancelButtonTitle:@"OK" otherButtonTitles: nil];
    [alert show];
    [alert release];
    static NSString *email = @"[email protected]";
    NSString *outMailtoPath = [NSString stringWithFormat:@"mailto:%@?subject=Review&body=%@&attachment=%@", email, @"test", path, nil];
    NSURL *url = [NSURL URLWithString: [(NSString *)CFURLCreateStringByAddingPercentEscapes(NULL, (CFStringRef)outMailtoPath,NULL,NULL,kCFStringEncodingUTF8) autorelease]];
    [[UIApplication sharedApplication] openURL:url]

  • 9/3/2013 - AIR 3.9.0.720 Runtime and SDK Beta

    Adobe AIR Beta Channel Update
    This beta release provides access to the latest AIR runtime and SDK (with compiler) for Windows, Mac OS, iOS and Android.
    Below are some of the key features and benefits of AIR 3.9.  Please see our release notes for full details.
    Mobile Workers (concurrency) for Android - BETA – Our hugely popular desktop feature, AIR Workers, is now making its debut on mobile! We have added support on Android devices so that you will be able to execute code in the background without interrupting your application’s main code. Your UI will remain responsive, enhancing the user experience. We haven’t forgotten about iOS! Look for news on iOS workers in an upcoming release (NOTE: this feature will undergo an extended beta period).
    Mobile Support for Background Execution in “Direct” Render Mode – AIR now supports background execution of code on iOS and Android when render mode is set to “direct”.  This will allow your applications to perform tasks such as audio playback even when invisible to the user. Due to power and CPU considerations, we recommend reviewing our release notes for additional details and guidance.
    Mac OS 10.9 Support – We have tested against the latest developer releases of OS X 10.9 and are making sure that your applications support the latest technologies such as “App Nap”.
    XXHDPI Icon Support – With this feature we have added support for beautiful, high resolution icons on devices such as the Nexus 10.
    Known Issues:
    The following behaviors will be modified in Safari 6.1 and higher in Safe Mode:
    AIR Badge Installs - AIR Badge Installer will not launch an installer when running Safari 7 in Safe Mode.  Users will instead see a dialog with a link to more details and workarounds on an Adobe website.
    LocalConnection - When a LocalConnection is constructed from a SWF hosted in Safe Mode, it may only establish a connection with other SWFs also hosted in Safe Mode.  If a LocalConnection is constructed from a tab with Safe Mode disabled, it will not be able to communicate with a SWF in a Safe Mode tab.
    Developers can detect whether or not a SWF is running in Safe Mode by checking the Boolean ProductManager.isAllowed().  (This is currently unofficial, and it's possible that we may alter it during the API review process.)
    3622405: [iOS7] iOS7 specific icons are not yet supported.
    3621111: [Android] Cannot load files asynchronously in StageWebView.
    3616999: [iOS7] On changing AudioPlayback mode from Media to voice dialog comes up asking permission for accessing Microphone.
    3616981: [iOS] Sound gets stop on clicking Power button even when UIBackground tag value set to Audio in application.xml
    AIR SDK build compiled with iOS 7 Beta SDK is coming soon.
    Fixed Issues:
    3613819: [iOS7] On using Sound.play app asks permission for accessing the Microphone even when microphone API is not used in the app.
    About the Beta Channel
    If you would like real-time notification for announcements related to the AIR Beta Channel, please subscribe to our Twitter feed @FlashPlayerBeta, or follow the Flash Runtime Announcements forums by choosing "Follow this forum" from the right-hand menu on the Forums page.
    You can find instructions for getting started with this release here: AIR Labs Page
    We encourage you to let us know what you think on our AIR Labs Forum

  • 9/10/2013 - AIR 3.9.0.790 Runtime and SDK Beta

    Adobe AIR Beta Channel Update
    This beta release provides access to the latest AIR runtime and SDK (with compiler) for Windows, Mac OS, iOS and Android.
    Below are some of the key features and benefits of AIR 3.9.  Please see our release notes for full details.
    Known Issues:
    3616999: [iOS7] On changing AudioPlayback mode from Media to voice dialog comes up asking permission for accessing Microphone.
    3616981: [iOS] Sound gets stop on clicking Power button even when UIBackground tag value set to Audio in application.xml
    Fixed Issues:
    3622405: [iOS7] iOS7 requires 5 new icon sizes: 76px, 120 px, 152px, 40px and 80px
    3588923: [iOS7] switch to fullscreen mode is not working on iOS7
    3621111: [Android] Cannot load files asynchronously in StageWebView
    About the Beta Channel
    If you would like real-time notification for announcements related to the AIR Beta Channel, please subscribe to our Twitter feed @FlashPlayerBeta, or follow the Flash Runtime Announcements forums by choosing "Follow this forum" from the right-hand menu on the Forums page.
    You can find instructions for getting started with this release here: AIR Labs Page
    We encourage you to let us know what you think on our AIR Labs Forum

  • 9/17/2013 - AIR 3.9.0.880 Runtime and SDK Beta

    Adobe AIR Beta Channel Update
    This beta release provides access to the latest AIR runtime and SDK (with compiler) for Windows, Mac OS, iOS and Android.
    Below are some of the key features and benefits of AIR 3.9.  Please see our release notes for full details.
    Notable Fixes and Enhancements:
    3584066: [Desktop][Webkit][API][External] Add a property to StageWebView to switch between the Native engine and the embedded WebKit engine from AIR 3.5 and prior
    By popular demand, we'd modified the StageWebView API to add a parameter allowing the developer to switch between the system and built in webkit engines.  By default, this parameter is false.  Please see below for additional details.
    StageWebView (useNative:Boolean)
    The object is invisible until it is attached to a stage and until the viewPort is set.
    Note:  Although it is not prohibited, with some content, failures can occur when the same process uses both the embedded and the system WebKit, so it is recommended that all StageWebViews in a given application be constructed with the same value for useNative.  In addition, as HTMLLoader depends on the embedded WebKit, applications using HTMLLoader should only construct StageWebViews with useNative set to false.
    @param useNative - When useNative is false, a version of WebKit embedded within AIR is used as the source of the StageWebView created. When useNative is true, then AIR will use the system's default web engine.  Mobile platforms only support using the system web engine, so useNative is ignored on mobile platforms.
    Known Issues:
    3616999: [iOS7] On changing AudioPlayback mode from Media to voice dialog comes up asking permission for accessing Microphone.
    3616981: [iOS] Sound gets stop on clicking Power button even when UIBackground tag value set to Audio in application.xml
    About the Beta Channel
    If you would like real-time notification for announcements related to the AIR Beta Channel, please subscribe to our Twitter feed @FlashPlayerBeta, or follow the Flash Runtime Announcements forums by choosing "Follow this forum" from the right-hand menu on the Forums page.
    You can find instructions for getting started with this release here: AIR Labs Page
    We encourage you to let us know what you think on our AIR Labs Forum

    1. It works fine in AIR 3.6,  3.7 and 3.8.
    2. Yes, see code below.
    3. I'm testing on a 15-inch Retina MacBook Pro running OS X 10.8.5.
    Test code:
    package
    import flash.display.Sprite;
    import flash.display.StageAlign;
    import flash.display.StageScaleMode;
    import flash.media.StageWebView;
    import flash.geom.Rectangle;
    [SWF(width="800", height="800")]
    public class StageWebViewExample extends Sprite
        private var webView:StageWebView = new StageWebView();
        public function StageWebViewExample()
            webView.stage = this.stage;
            webView.viewPort = new Rectangle(0, 0, stage.stageWidth, stage.stageHeight);
            webView.loadURL("http://www.adobe.com/");
            stage.align = StageAlign.TOP_LEFT;
            stage.scaleMode = StageScaleMode.NO_SCALE;

  • Flex 4 SDK beta 2 download

    There's no beta 2 sdk download. At the top of the beta 2 download page it says...
    "As a reminder, everything that is in the Flex 4 SDK is also included in Flash Builder 4, so you will not need to download the SDK if you plan on using Flash Builder."
    But if you download the win version of Flash Builder the beta 2 SDK  only has  the win version of the Adobe AIR Runtime.
    If you download the Mac version of Flash Builder the beta 2 SDK  only has  the Mac version of the Adobe AIR Runtime.
    You need to manually merge these to make a full SDK.
    This was discovered because we check in the SDK into perforce... and when people tried to execute our AIR based test runner on both win and mac when we only had the win version of the adobe air runtime checked in... we got "Adobe AIR could not be found" on the mac versions.
    After copying the mac version into the SDK and checking it in... it worked just fine.

    It's probably best to file a bug at http://bugs.adobe.com/flex/ (not sure if this would potentially be an SDK issue or a Builder issue, but we can move it after the fact if it should belong somewhere else).
    Also, if you post the bug number here, I can try and speed it through the process.
    Peter

  • 7/16/2012 - AIR 3.4 Runtime and SDK Beta 1

    The beta 1 release provides access to the AIR 3.4 runtime and SDK for Windows, Mac OS, iOS and Android. The key features and benefits of AIR 3.4 are:
    iOS 5.1 SDK Support — Build your AIR on iOS applications by default with iOS 5.1 SDK (without using the --platformsdk switch) and leverage the enhancements available in iOS 5.1 SDK.
    Exception Support in Native Extensions for iOS — A native extension for iOS can now use both C++ and Objective-C exceptions.
    iOS Push Notifications — This feature will use APNS (Apple Push Notification Service) and a provider (third-party server which will communicate with the APN) to generate notifications.
    AIR direct deployment (without iTunes) — Deploy an AIR application on iOS devices without having to use iTunes or the iPhone configuration utility.
    You can find instructions for getting started with this release here: AIR 3.4 Labs Page
    We encourage you to let us know what you think over on our AIR 3.4 Labs Forum

    Excellent, glad you were able to get this to work!  Had you tried right clicking the installer and doing a "run as administrator"?

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