No desktopSDK found in TideSDK Developer - tidesdk

when searching the internet, i came across the TideSDK which I learnt was made for develoing desktop apps with HTML, CSS & Javascript. As an experienced web designer I downloaded it hoping to begin creating desktop apps with my HTML, CSS & Jscript experience immediately. But, that wasn't the case.
Immediately I launched it I saw just two buttons one to import, the other to create new project. Since I had nothing to import, i opt to create new project. After filling the spaces for project type(project type was fixed on desktop), name, app id, directory, company/personal URL,the Titanium SDK Version was left inactive ( I don't know why but i thought it was minor), I expected to see some spaces to write my codes but none. Rather after saving my changes, I brought to a 'console' which was also inactive. No cursor at all except some buttons with lauch app, kill app, package with Runtime, package without runtime which were all not yielding any result. Infact after clicking each of them, I still remained in the inactive console.
In my curiousity to get things working, I have done many researches on the net without a fruitful result. The best article I have gotten so far is from: http://seyekuyinu.com/how-to-set-up-the-tide-sdk-developing-desktop-applications-with-html5-css3-and-javascript/ but even that did not work fine. I downloaded the Tiv Community App which suppose to serve as the IDE but it could not be installed.The installer always stop on the way. I have tried to instal it on my home laptop and the office desktop but it could not be completed in any of them. Please if you want to reply to this question, i would love you to download the Tiv Community app and see what am talking about. I have also downloaded the helloworld from Github but when I try to import, it gives an error message something like "Importing desktop project, but not desktop SDK found in your system". I downloaded the desktopsdk-1.2.0.C4-win32 but the installer is not work - 'cannot locate application path'.
Please, am curious about this whole project and would appreciate any useful reply. I would also appreciate if TideSDK Developer team could write a comprehensive 'getting started guide' but the guide avaiable now is not meeting up with our curiousity for getting started in SDK. Thanks

Checkout Getting Started Guide http://tidesdk.multipart.net/docs/user-dev/generated/#!/guide/getting_started
TideSDK's latest release version is 1.3.1-beta
You need to download the SDK from http://tidesdk.org and extract the same in appropriate directory as mentioned in getting started guide.

Related

Firebase Assistant not showing up for new projects in Android Studio

I've been trying to figure this out for several hours with no luck.
In older Flutter projects within Android Studio the Firebase Assistant appears in my Menu Tool-> Firebase; however, when I start new Flutter projects Firebase Assistant does not appear in the Tool's menu. Trying to open Firebase using search, produces a search result, but launching it fails (just an endless loading screen).
I've tried all of the listed items in these previously asked questions:
Firebase assistant not showing in Android Studio 3.4.1
Unable to find Tools > Firebase in Android studio 2.2.3
Firebase assistant not showing in Studio 2.2.3
I am using Android Studio 4.2.1
I've run updates on everything that I can think of to update.
The generally accepted answer in the previously asked questions referenced above is to ensure that the three Firebase plugins are enabled. I've verified that they are:
In older projects where Firebase Assistant appears in the Tools menu, if I disable the three plugins and restart, Firebase Assistant disappears from old projects. When I then re-enable them and restart, Firebase Assistant returns to the Tools menu in older projects. However, in a freshly created Flutter project, disabling and re-enabling the plugins does not cause Firebase Assistant to appear in the tools menu.
One person suggested making sure that you are logged into your Google account. I'm logged in, but that doesn't change anything.
I don't understand why it is available in old projects, but not in new projects.
I assume I'm simply overlooking something.
Any suggestions?
Thanks
EDIT:
Since posting this question, I have tried completely uninstalling Android Studio and performing a clean install of it, Flutter and Dart. However, I have the same result. Older projects have Firebase Assistant and new projects don't.
While trying to figure out the differences between the two projects in the hope of finding something which might explain why one project does have the Firebase Assistant available and new projects do not have Firebase Assistant available, despite having all the same plugins, build.gradle information and pubspec.yaml information, I happened to notice one difference.
In my older projects, the ones that have Firebase Assistant available, if I right click on the project's lib folder and try to add a folder, instead of being able to add a "directory", it gives me the option to add a "package". Here is a screenshot of what it looks like:
However, in my new projects, the menu looks different. It says "directory" instead of "package" as shown here:
I don't know if whatever is different about my projects that is causing one to say "package" and the other to say "directory" is the reason that the project with "package" in the menu has access to Firebase Assistant, while the one with "directory" does not; however, I suspect that it might be.
I haven't been able to find anything that explains why one project would have "package" while another has "directory"; does anyone have an explanation? I would love to test out whether that difference is the reason Firebase Assistant isn't appearing.
You can try to run 'flutter clean', then re-sync the graddle.
I am assuming you are running android studio in administrator mode ? I had problems if I was not in administrator mode.

Hot restart error with cannot copy ipa file

While I am aware that Hot Restart is in preview, it was for quite a while now and my testing never really worked since the first time I've tried it. I've waited for a few VS studio versions to come up, hoping that my issue will be fixed. Since I've kept an eye on issues and haven't seen something similar, I tend to believe that the issue is locally with my setup.
Here is the situation:
I've enabled Hot Restart in VS and added my account, picked the team (after I was added) and everything went fine without errors. I have a free apple account, but after I was added to a Team I was able to obtain automatic provisioning to work.
I've tried to set the debug build options similar to how the simulator was set
I've disabled device specific build as I saw in the docs that it can create problems.
I've installed iTunes just as specified in the docs and when I connect my device to my Windows 10 PC, I can select it from the list.
So basically it looks like everything is set up. I use for testing an iphone 7 with latest iOS version.
Here is what happens:
I've selected different types of output logs hopeing to catch some error in there that could lead me to find a solution.
when starting to build I can see "Building offline for a local device" and I can see my provisioning file details on "Detected signed identity"
I see no apparent error while it compiles and does its job, no complains about signing
then it gets to the IpaCopyToStagingDirectory and there it starts to copy a bunch of files from bin\Iphone\Debug to Artifacts\app.iOS.dSYM where I get the final error: Could not copy the file bin\iPhone\Debug\\app.iOS.ipa because it was not found
If I go to the bin folder, there are many files, including app.iOS.exe, but indeed there is no ipa file. I also don't know why it has two \ on its path.
Any ideas why is not working?

The package "apppxbundle" is taking a long time to process. Unable to push update to windows store [UWP] [ Xamarin.Forms]

I've been at this for past 2 days and I'm getting weird errors from the store.
I'm trying to upload an update to my application "CoManga" via the store and it's not working out.
I'm working on Xamarin.Forms (UWP) and before making the appxbundle, I made sure and "associated my app with CoManga" from my developer account. All the information over there matches and should work fine without any issues.
Then I made a release of my UWP app, got the bundle and I tried to upload it to UWP.
It said that the Publisher info is different, so it couldn't upload. This is weird because I tried signing the bundle with my developer account itself.
Now, I tried building and signing the app bundle from app center. I got the appxbundle and that I tried to upload. But, since today it's giving me weird error :
The package comic_dl.UWP_2.1.15.0_ARM_x86_x64.appxbundle is taking a
long time to process. If this isn’t completed soon, try refreshing the
page, or remove the package and then upload it again. If you continue
to see this issue, contact support.
This package I tried to build from my system manually : https://drive.google.com/open?id=1VVvF6IB70R2DKNUgBJcqw-HryL1LIwgo
This is what I got from App center : https://drive.google.com/open?id=1o0sGKU2AKVgrcTelIoRFz7QCe8Do0WJ3
This is the Store ID : 9N81F8B5WW93
Can someone guide me what I might be doing wrong/missing something.
Thanks
EDIT Update : So, I followed the suggestion and contacted Microsoft's Team for help on this issue. After 3 months of multiple contacts, I was able to get someone to reply back and follow the case. Even they tried things on their end and I tried by deleting all the certificate files I had in my current project and tried to manually build the manifest file and then it worked. I'm not entirely sure what worked out in the end. But, you can try these things if you run into this issue.
1.) Clean your project.
2.) Delete .vs directory.
3.) Look for any certificate files in your project. Back them up somewhere else and then delete them from the project (Don't exclude from project, just delete them entirely). Clean and rebuild your solution.
4.) Check if the application is already installed on your system (When you debug, VS will install your UWP app on your machine to run it). If it's installed, uninstall it completely.
5.) Make a backup of your manifest file and try to create a new manifest file.
These are the links I received from Microsoft Help:
PFN and package publisher name must match values here: https://partner.microsoft.com/en-us/dashboard/products/{YourAppID}/identity
Update manually: https://learn.microsoft.com/en-us/uwp/schemas/appxpackage/how-to-create-a-package-manifest-manually
Update in VS: https://learn.microsoft.com/en-us/uwp/schemas/appxpackage/uapmanifestschema/generate-package-manifest
If these values were pulled from test certificate, partner needs to update their test cert: https://learn.microsoft.com/en-us/windows/msix/package/create-certificate-package-signing
I think this problem is not caused by anything code related, but rather it is a problem on the Store side. I would suggest contacting the Store support, they should be able to investigate if there is something wrong with your app package or the problem is on their side.
For support go to the official website, click the Contact Us tab and fill out the form accordingly.
The team should be able to advise even for the first error with different publisher info. If your app was always associated with the same account, there is no reason it should give you such an error message.
I had this issue gazillion of times. It is so frustrating. That error message isn't useful at all.
Anyway - I think it is something in Package.appxmanifest, something in Identity tag.
Retrieving some necessary info from store helped me.
Click right on your project -> Publish -> Associate App with the Store. This will update Package Display Name,Package Name,Publisher ID,Publisher Display Name and Version with correct values (within Package.appxmanifes).
Also be careful with version number. The last from numbers must be zero. 1.1.1.0 is fine, while 1.1.1.1 is not.

Exported my Construct 2 game with Intel XDK (edit: Crosswalk); error message shows up. How do I get rid of it?

I just learned about the Intel XDK at Indiecade today, and I couldn't wait to get home to try a port of one of my Construct 2 games. The game ended up working perfectly, aside from the fact that it has no sound when played on my Galaxy S5. The Intel XDK Emulator plays the game with sound, but for some reason it doesn't work on my phone. My volume is all the way up. Are there any tips when importing C2 games with the Intel kit to make sure the sound is preserved?
One thing I might add is when I run the app, it gives me an error message as though I am trying to run it locally in my computer. The actual message:
Alert: Exported games won't work until you upload them. (When running on the file:/// protocol, browsers block many features from working for security reasons.)
And then it auto-jumps to:
Application Error: The connection to the server was unsuccessful. (file:///android_asset/www/index.html)
... as a matter of fact it stopped working altogether after the two error messages while I was typing this question.
Edit: OK... so I exported it within the XDK as Crosswalk rather than simply Android, and the music now works. However, the first error message I mentioned before still shows up. I won't want this on all of my apps. Any way to get rid of it?
OK so this is what I did wrong: When I exported through Construct 2, I did what I always do and exported as a web app. What I should've done is export it as an Android app. I seriously don't know why I didn't try this first but after exporting as Android and then using the Intel XDK to port it with Crosswalk, everything is peachy.
I found my answer here: https://www.scirra.com/blog/133/introducing-crosswalk-the-new-way-to-publish-to-android
I'm glad you found the answer here; I knew there would be a way :)
Just wanted to chip in as a follow-up, there is a webinar tomorrow for a much more in-depth tour of the XDK and its features - including crosswalk - than I was able to provide at IndieCade. Let me know if it works out for you!
Thanks,
Brad
Webinar Link: http://l.intelswpartner.com/u.d?V4GjZxR-vxyrcx8RFF58HZ=33001
This happens if you export as a normal html5 and not as Cordova app.
I had the same problem. I'm calling other HTML offline and solved the problem with this post:
https://software.intel.com/en-us/xdk/docs/adding-third-party-plugins-to-your-xdk-cordova-app
How Do I Reference cordova.js Script from My Project index.html File
To enable the use of Cordova plugins in an HTML5+Cordova project type, reference the cordova.js script file exactly once in your index.html file:
If your project contains more than one HTML file (or page) that will use Cordova APIs, you must include a reference to the cordova.js script file in each of those HTML files. It is highly recommended that you limit yourself to building single-page apps (SPAs) when creating Cordova applications. See this Cordova Best Practices article for more details. Also, note that the cordova.js file is a "phantom" file; it is not present in your project directory, but is added by the Cordova build system when your application is built (it is customized for your app as part of the build process).

Packaging Operation Failed in Xcode 4

When I use Xcode 4 to create an app IPA fie, I go to Product --> Archive to get an Xcode Archive. I recently read the SO post here detailing on how to distribute an app in the AppStore. I followed the instructions in this post and my errors still persist.
First, I begin with validation. When I click Validate I login, elect the correct code signing ID and then get the following error:
I get the same error message when I attempt to distribute to the AppStore.
Any ideas as to why I cannot share and/or distribute my app?
EDIT
Previously, I was having trouble validating and distributing and as a result I would receive this error:
I fixed this problem by finishing my CCATs / Encryption Registration in iTunes Connect.
I got the same error and found this solution (Xcode 4.4).
In Build Settings/Code Signing I had "Don't Code Sign" in my first Archive attempt.
I then put a valid Distribution Certificate (in the Release identity) and, after Archiving, validation of package went flawless.
Thanks to Apple that at every release does something (undocumented) different from the previous version.
Cheers.
Couple months late, but in case someone else encounters this problem and finds this question (as I did) and none of the other suggestions work for you. After reading the other answers, there seem to be multiple causes for this error.
In my case, it was because my project's scheme had its Archive build configuration set to Release, instead of Distribution. After changing this to Distribution, I was able to submit the app without issues.
Hope this helps someone else.
I had similar situation and standard solutions like removing files with prefix _. and certificate experimenting did not lead into success.
Build distribution of English version worked, but localised to Croatian did not. So I used heavy weapon. I installed Croatian keyboard layout. And guess what? Since that moment all worked out!
So maybe there was something else in the place, but I would suggest you at least to check if this matches your situation.
Possible error with your certificate/provisioning profiles. Here is a short summary of my certificate quest with Xcode 4.3:
Make certain (in developer.apple.com) that you have created a distribution certificate
Make certain your application id in Xcode matches perfectly the one in developer.apple.com
Create your app in itunesconnect.apple.com
Load the distribution certificate in your keyChain create a distribution provisioning profile for your app (make certain you add all devices when creating the provisioning profile)
Drag the provisioning profile in Xcode organizer, LIBRARY section, Provisioning Profiles.
Make your archive.
In Xcode organizer, validate your app, then distribute it for ad-hoc.
Eventually (if you are patient) Xcode will offer to save the IPA somewhere. Save it, place the IPA in a place where your testers can download it.
After download, the tester can drag the IPA in iTunes (LIBRARY), and eventually sync up the device (if and only if their device UDID was checked when you created/modified the provisioning profile).
more or less. Best of luck.
ps. there is a free app in AppStore , Get UDID. Ask your testers to use that and email you the devices specifics, will save you tons of frustrations with the 40'ish characters long device ID.
It happnes to me when I've try distribute app from Xcode DEVELOPER PREVIEW.
From actual version of XCode - everything works fine.
I was also seeing this inexplicable error, and tried all of the suggestions here with no success. I finally went and deleted my local certificates and provisioning profiles and downloaded them again from Apple's provisioning website. After making sure the code signing options were set correctly in my build settings, I cleaned the project and archived again and this time the error disappeared when I ran the validation step.
Check if the code signing entries are correct (containing the distribution profile) for both the project and the target. It is possible to archive the project even if only the project settings are correct.
To me the answer came after trying to validate my app after unsuccessfully submitting it to the MacAppStore. I thought that by validating it, I should get a more detailed error message, instead ot this "Packaging operation error". And here it comes:
And that was because I had to revoke my certificates (as for why I had to revoke them, don't ask, I don't know, it happens in one every 2 submissions...). And I had recreated only the Mac Submission certificate. Actually, you also need the Installer one. It waqs late, I thought do I really need this?... Hence I finally made twice the little dance in Keychain.app -> Request Certificate from a Certificate Authority... etc, uploading to itunesconnect, and downloading them back. After that, it worked.

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