I have the 4.0.3 Octave version on my machine.
and I would like to upgrade my version using windows.
Can someone tell me please the steps to follow?
Thanks.
If you want to remove v4.0.3, the complete answer will depend on how you installed that version in the first place.
If you used an executable installer, then there should be an 'uninstall' option available. On Windows 10, you can sometimes right click on the shortcut in the startmenu and an Uninstall option will appear. Otherwise you can follow the directions at this link to navigate through the Settings to the Apps & Features window, which lists everything installed and will provide an Uninstall option.
If you used a zip package to 'install' Octave 4.0.3 just by unzipping it to a folder on your hard drive, then no uninstall process is necessary. you can just delete the folder and shortcuts manually.
You can have multiple octave versions installed next to each other, the folders will have version numbers to prevent them from overwriting themselves.
To install the latest version (5.1.0 as of this answer, although 5.2.0 will be released very soon):
You can find the installation files for Windows by going to the Octave download page and clicking 'Windows'. There will be several file options there. Most people choose the first one (octave-5.1.0-w64-installer.exe) for 64bit systems. You can just download that or one of the other .exe versions, execute that program, and follow the prompts. If for some reason you would rather download a zip package and do a manual setup, I suggest you follow the instructions at the Octave for Microsoft Windows Wiki page to make sure everything is configured correctly.
Before I start writing about the error, I'm running on macOS Sierra and using Xcode 7.3.1.
So I'm creating an Archive from my App, I validate the App and it passes validation, but when uploading to App Store, I get the error "ERROR ITMS - 90167 No. app bundles found in the package".
I've checked all my documentation and I have everything.
I have all my provisioning profiles.
I have Release as "iOS Distribution".
This error just started appearing after I installed macOS Sierra.
Anyone has an idea of why I'm getting this error?
After chatting with folks at WWDC in both the Xcode lab and the App Store lab, they were able to dig up information that this is a known issue in the current Sierra seed that is fixed in the next release. You can either revert, or wait. Not the most satisfying answer, I admit.
Problem:
Issue with the current macOS Sierra build.
Workaround
Build with Xcode 7.3.1 then upload using Xcode 8 [Beta]. (Thanks to #JollyRoger)
Currently, this workaround ONLY works for TestFlight and NOT for App Store submissions.
No need for fix [UPDATE]
So it seems that this bug has lasted for the whole beta period and it might not be worth for Apple to fix it anymore as the final version of iOS 10.0 is releasing in a few days and the final macOS Sierra is releasing a few days after that.
If you are still getting this issue with the final build of macOS Sierra, make sure you are using Xcode 8.x and not anything earlier than that.
Possible errors:
ERROR ITMS-90635
ERROR ITMS-90635: "Invalid Mach-O Format. The Mach-O in bundle
"....framework" isn’t consistent with the Mach-O in the main bundle.
The main bundle Mach-O contains armv7(machine code) and arm64(machine
code), while the nested bundle Mach-O contains armv7(bitcode) and
arm64(bitcode). Verify that all of the targets for a platform have a
consistent value for the ENABLE_BITCODE build setting."
Fix: Uncheck the Include Bitcode option before uploading.
INFO ITMS-90111
INFO ITMS-90111: "Beta Toolchain. This app has been built using beta toolchains. Apps built with beta toolchains are acceptable for TestFlight submission. Note that you will not be able to submit these builds for sale on the App Store."
Note: This will allow you to upload the build and use it for TestFlight but when trying to submit to the store you will be faced with this error message:
New apps and app updates must be built with the public (GM) versions of Xcode 6 or later, OS X, and tvOS SDK. Don't submit apps built with beta software including beta OS X builds.
If you are uploading from Xcode7(less than Xcode8) and macOS Sierra(V10.12), So this issue "ERROR ITMS-90167: "No .app bundles found in the package"" will come and will not allow to upload build to AppStore.
So use "Application Loader V3.6" or "Xcode8" to upload the build.
Try This, it worked like a charm for me,
We also facing same issues at time of updated macOS Sierra.
At time of upload build by using Xcode7.3.1 we get an error message
"ERROR ITMS-90167:"No.app bundles found in the package"
To Solve Error And Upload IPA file On App Store Follow Below Steps
We export build by using Xcode7.3.1.
-For upload build we use Application Loader V3.6 of Xcode8.
Xcode -> Open Developer Tools -> Application Loader
Follow Below Steps
1) Open Application Loader
2) Choose Build(IPA)
3)Uploading IPA file To app store
4)Successfully Submit Build(IPA)To App store
Your App will uploaded on Appstore,
Hope this is help for some one.
I would first like to thank #xemacobra for his solution, it worked for me until I needed to submit an application for Review.
If you need to submit an application for the App Store, and the build says You may not submit builds using beta software... here is the solution:
The problem is Xcode is sending the build information along with the version of you Mac OS. To fix that, you just need to change your Mac OS build to an older, acceptable, version.
Restart your Mac and hold Command + R on boot up
Open Terminal
Run csrutil disable
Restart your Mac.
In Finder, go to /System/Library/CoreServices/SystemVersion.plist
Open the file so that you may edit the SystemVersion.plist
Find <key>ProductBuildVersion</key> and locate the string attached to this key. For example, mine was 16A254g.
Change this string to a version of Mac OS that is currently supported for public release. At the time of this solution this one will fine: 15G31
Restart Xcode. Re-Archive your application. Re-Submit the application.
I did not try submitting the application through Xcode 7.3.1, but I do know this still works if you submit the .ipa through Xcode 8 beta 3.
Once you have submitted your build, revert the SystemVersion.plist to the original string, and repeat steps 1-4 replacing csrutil disable with csrutil enable.
I have also experienced the same. This is the simple way to solve your problem. Archive your app using Xcode 7.3.1 and export the ipa file of your app into a directory by selecting the option Save for iOS App Store deployment.
After that open Xcode 8.0 and open Application Loader from Xcode -> Developer Tools. Sign in to your team, and upload the ipa file using Xcode 8.0.
I have uploaded two apps to iTunesConnect, it will work for sure.
I was having this issue with Xcode 8 GM and trying to submit an app for release though Application Loader.
You have to use the version of Application Loader that comes with Xcode 8, which should be 3.6
I still have Xcode 7 installed, and was using Application Loader 3.5
Update
My apps submit okay now and go into processing, then soon after disappear completely. I think this might be a separate issue though.
Update 2
You still can't use Sierra to submit your apps. At least not until they release the GM.
Update 3
This issue is still occurring with this particular project. All other new ones (sticker apps) that I have created since public launch have been submitted to iTunes Connect with no issues.
I worked on this project during the betas, so it's possible something has been corrupted along the way and is causing issues. Might require starting a new project in Xcode 8.
There's a thread on the developer forums addressing this issue. https://forums.developer.apple.com/thread/62703
Solution
Turns out the fix for us was to add the "NSCameraUsageDescription" key
to the info.plist with a description of what the camera does in the
app.
Not sure if that solution will help in all cases though.
I submit an app built using LibGDX and had the same issue after upgrading to Sierra. I solved it by:
Upgrading Xcode (8.x), as explained above
Use the latest version of appLoader (3.6). To do that, use the AppLoader available within Xcode. I was using a standalone version of the appLoader: that's incorrect. Open Xcode and go to Xcode->Open Developer Tool->Application Loader
Unable to process application at this time due to the following error: No .app bundles found in the package. This issues appear when your pc's space is less. So clear you trash or some useless document from you pc. Then let's try again! It's work for me!
I recently upgraded to macOS Sierra and also received this error message. After uploading through the application loader failed.I downloaded Xcode 8 (kept my 7.3.1 copy). Closed Xcode 7.3.1. Opened Xcode 8-> Organizer-> proceeded to validate and upload my build. It worked. Hope this helps someone in a similar situation.
Maybe it's about your disk space check your disk space.
Try open App Loader from Xcode8.
Xcode > Open Developer Tools > Application Loader
Then you can upload app to TestFlight without the error.
These are all fabulous answers above... follow Nicholas's 9 step process above and also Tobeiosdev if you don't have write access to the SystemVersion.plist file.
However be very careful about how you read the step by step guide. DO NOT do as I did and restart your device after editing that plist file, as you will render most applications on your mac useless, including Terminal & TextEdit (which are required to edit it back). Reopen terminal inside Sierra (or the beta OS you are running) not inside the command line.
I unfortunately found out the hard way and then could not edit the plist file again in the command line. So I then had to reboot several times before finding the solution which was to go into single user mode (Command-S on restart), all of which scared me senseless that I had ruined the build of my mac. Eventually got everything running again but was somewhat delayed too by having to reinstall Xcode 8... leading to a sleepless night as my first ever submission to the AppStore.
All in all, the above is a perfect solution that works all around, IF you follow the directions correctly. Lesson learnt!
I accidentally opened an old version of the Application Loader Version 3.5 (921) and got the error ITMS-90167 no app bundles found. Be sure you open the Application Loader over the menu of Xcode (Xcode->Open Developer Tool). Version 3.6 (1020) works like a charm! :)
I solved this problem as follows, find your archive in the Organizer, and then:
Show in finder
Show package contents
In the „Wasabi.xcarchive“ file, find the
„Products“-„Applications“-„Wasabi.app“(Wasabi is your app’s name),
„Show package contents“ again
Finally, you can see there has a file named“Info.plist“, open it
Edit the value with a key named „BuildMachineOSBuild“, I just change
it to „15F34″(it’s „El Capitan 10.11.5“ ’s version)
According to #Fan Zhang answer follow these steps and you can upload this archive use Xcode or Application Loader, whatever you want!
When you archived your app, find your archive in the Organizer, and then:
-->"Show in finder";
-->"Show package contents";
-->In the "xx.xcarchive" file, find the "Products"->"Applications"->"xx.app"(xx is your app's name), "Show package contents" again;
-->Finally, you can see there has a file named"Info.plist", open it;
Edit the value with a key named "BuildMachineOSBuild", I just change it to "15F34"(it's "EI Capitan 10.11.5" 's version);
With me, my application writing by Swift 2.2. And must use Xcode 7.3.1 to archive and upload to Apple testflight but got the same error(I run on macOS Sierra-10.12). The follow solution fix it for me, hope another who face the same problem can find somethings helpful:
1> Use Xcode 7.3.1 to archive
2> Export to file .ipa
3> Quit Xcode 7.3.1 then open Xcode 8, and then open Application Loader, use Application Loader to upload file .ipa to itunes connect.
In case this helps, I had the same error code "ERROR ITMS - 90167 No. app bundles found in the package" using mac OS 10.14.4 with Xcode 10.2.
(As a note, I was able to successfully submit builds some weeks ago with the same configuration, but this seems to be something in the iTunes Connect side)
Had to update to mac os 10.14.6 and Xcode 10.3 to successfully submit my build.
I faced the same problem .
what worked for me was ->
go to target-> signing & capabilities -> signing certificate -> I had to revoke one certificate. Always revoke the Certificate by the name of admin's iMac .
It is created by default while making your certification and profiles.
**Picture is attached for the reference.
PS:- always make sure the bundle id is same on App store connect and Xcode before archiving.
The privacy settings are changed for iOS 10, more on this could be read here
I had previous described issues, which had to be solved as described, but after successful upload application wasn't visible on iTunes connect.
I had to add Privacy - Bluetooth Peripheral Usage Description key in a plist in order to solve the last one.
Other missing keys will make the same problem.
I was getting this error with Xcode 7.2.1 and Application Loader 3.4 on macOS 10.12.1.
But for some reason, it worked if I used the command-line "altool" to do the upload instead:
'/Applications/Xcode-7.2.1.app/Contents/Applications/Application Loader.app/Contents/Frameworks/ITunesSoftwareService.framework/Versions/A/Support/altool' \
--upload-app -f your-app.ipa \
-u your-apple-id -p your-apple-id-password \
--output-format xml
I had to provide missing application name in order to fix this problem.
Go inside your Appstore and download the new version of Transporter.
this worked for me
I have installed Unity3D 5.1.0f3 Personal on Ubuntu. I have not installed Wine for Ubuntu.
When I tried to open link: Open in Unity, on the page https://www.assetstore.unity3d.com/en/#!/content/25794. I've got error:
The address wasn't understood
Firefox doesn't know how to open this address, because one of the
following protocols (com.unity3d.kharma) isn't associated with any
program or is not allowed in this context.
You might need to install other software to open this address.
Can someone help me to resolve the problem. My browsers are Firefox and Chrome.
Thank you!
You can open a project (new if necessary) and import the asset using the Unity editor.
Unity3D is beta in Linux, does not work the schema to store.
I was having the same issue, but you should be able to get around this by opening the Asset Store in the Unity editor and downloading the asset from there
1.5 years later. I'm using Unity on Linux as well. The protocol is still not understood, but there's no Asset Store in Unity itself either (Window » Asset Store button does nothing). Unity will not recognise that here's a Unity Hub installed, even though it was installed by Unity Hub, and the My Assets window therefore only ever shows an error. It seems there's no way to get Assets into Unity on Linux.
If you are using a newer version of Unity, you can click Add to My assets on Browser Asset Store then install them via the Package Manager.
Open a New or Existing Project -> Window -> Package Manager, then by selecting "My Assets" in the source drop down will show all assets that you have added on the browser.
I use the stable version of Google Chrome as my default browser on my system. I now need to work on a project requiring the development version of Chrome, yet I do not wish to replace my system install of Chrome.
Does there exist a standalone package of Chome which can be unpacked into a folder and executed entirely from there? Ie, it should not require anything to be installed, it should not touch the profile associated with my installed version of Chrome. I should be able to download different versions of this into different folders, and be sure that they do not conflict with each other..
(Ideally we could package up prototype builds complete with a copy of this version of Chrome. These packages would then be as self contained as a desktop application...)
You could download the Chromium flavour (which is the open source browser that runs Google Chrome). You can download the latest and greatest from:
http://build.chromium.org/buildbot/continuous/LATEST/
If you have specific dates/revision that you want to download, you can pick them from:
http://build.chromium.org/buildbot/continuous/
That will not interfere with the current version of Chrome, instead it will be using Chromium folder structure (chrome replaced with chromium everywhere).
Simply get the portable version, it does what as you need.
As an answer above, you could get Chromium (portable) which also includes chromedriver from chromium snapshots page.
Pick one with the biggest number (scroll down):
https://commondatastorage.googleapis.com/chromium-browser-snapshots/index.html?prefix=Win_x64/
If the link is dead, there is always a solution to build it from source code, it's a benefit of open source application.
https://chromium.googlesource.com/chromium/src/+/refs/heads/main/docs/windows_build_instructions.md#Build-Chromium
Chromium home page:
https://www.chromium.org/
Hope it helps!
I believe Chrome on Windows installs itself into the Application Data (/Users on Win7) folder of a user. While I can't test this at the moment, try creating a new user account, install Chrome, then log into your other account. Then try running both at the same time. Might be a bit hard to find the executable.
Another option would be to run it in a VM. More expensive versions of Win7 have this somewhat built-in (you need to download an XP image from Microsoft, but the VM software is pre-installed, I think) but you can also install VirtualBox + your own ISO. On a decent computer system, you shouldn't get too much of a performance hit.
A really silly way of doing this is installing the multiple concurrent users Remote Desktop hack, Remote Desktopping to your own computer (if that's possible) and running the second Chrome install as a different user.
I installed TortoiseHg (Mercurial) in my Vista 64-bit and the context menu is not showing up when I right click a file or folder.
Is there any workaround for this problem?
Update: TortoiseHg 0.8 (released 2009-07-01) now includes both 32 and 64 bit shell extensions in the installer, and also works with Windows 7. The workaround described below is no longer necessary.
A workaround to getting the context menus in Windows Explorer is buried in the TortoiseHg development mailing list archives. One of the posts provides this very handy tip on how to run 32-bit Explorer on 64-bit Windows:
TortoiseHG context menus will show up if you run 32-bit windows explorer; create a shortcut with this (or use Start > Run):
%Systemroot%\SysWOW64\explorer.exe /separate
(Source: http://www.mail-archive.com/tortoisehg-develop#lists.sourceforge.net/msg01055.html)
It works fairly well and is minimally invasive, but unfortunately this doesn't seem to make the icon overlays appear. I don't know of any workaround for that, but file status can still be viewed through TortoiseHg menu commands at least. All other TortoiseHg functionality seems intact.
The icon overlays are now working with TortoiseHg 0.6 in 32-bit explorer! Not sure if this is a new fix or if I had some misconfiguration in 0.5; regardless this means TortoiseHg is fully functional in 64-bit Windows.
In order to be able to use an extension in Explorer, the "bitness" of the extension needs to match the bitness of the operating system. This is because (at least under Windows) you can't load a 32-bit DLL into a 64-bit process -- or vice versa. If there's no 64-bit version of HgTortoise, then you can't use it with Explorer on a 64-bit Windows OS.
I upgraded to Windows 7 RC and the 64bit workaround seems to have stopped working
You could always install the command line hg and use it in a pinch. It's a bit faster, too.
I can verify that xplorer2 does show the HG tortoise context menu in 64bit Vista.
As detailed in the TortoiseHg FAQ, you need to run a 32-bit Windows Explorer instance for the context menu and overlays to work under 64-bit Vista.
My personal preference is to create a shortcut similar to the following for each project I'm actively using with TortoiseHg:
%windir%\syswow64\explorer.exe /separate /root,C:\projects\frobnicator
This launches explorer with the C:\projects\frobnicator folder already opened. (You can omit the /root option and just use the same shortcut for all projects if you don't mind clicking your way to the target folder every time you launch it.)
According to the TortoiseHg FAQ the context menus will work in 64-bit Vista if you start a 32-bit instance of explorer by creating a shortcut with the following settings (as suggested in the answer above):
Target: %windir%\syswow64\explorer.exe /separate
Start In: %windir%\syswow64\
I've just noticed that the context menu and icons work from a file open dialog from some apps (on Vista). I now just use Notepad++'s file open dialog, since I use Notepad++ all the time.
It seems to have to be the simple open dialog, not the new one Notepad has, for example.
Maybe someone can check if this trick works in Windows 7.