I want to enable root access on my windows phone Lumia RM-1090 with Windows Phone Internals. But there is some command that make me confused :
On the Menu "Platform-Flash", there is a message : When you flash an original FFU, the phone will be restored to its original configuration. All unlocks, apps and data will be removed from the phone!.
On the Menu "Unlock-Unlock bootloader", there is a message : You should also select a folder where you have Lumia Emergency Flash Loaders. This tool will try to select the Loader that is suitable for your phone.
My question is :
where i can find the original FFU file ?
where is the location of Lumia Emergency Flash Loaders ?
Use "Windows Device Recovery Tool". It will download FFU and place it at C:\ProgramData\Microsoft\Packages\Products
These are not available to general public. As I understand, they're stolen somewhere because they have valid OEM signature and allow you to disable secure boot. You will probably find some at XDA-Developers.
Related
I have signed an Adobe AIR desktop app using a Cocomo Certificate. When I install on a Mac, the publisher is UNKNOWN. But the same .air file sent to a windows user is OK and installs as any signed app should.
Why should this happen? A certificate working on one OS, but not the other?
How can I investigate further? - to determine the cause.
Here are some more details:
The Certificate was obtained by a colleague on their PC. They converted it to a .pfx file, and sent me the .pfx, along with the password they used. I built the signed air app on my Mac.
My guess is: in addition to the main .p12/.pfx key for the AIR build process, you should try to use Mac Ceritificate (Developer ID Application: http://c2n.me/3qcrChL.png ). It helped me. The certificate might be got on the Apple Developers website: https://developer.apple.com (if you have a subscription).
In my case I was able to install .dmg on my MacBook Pro (where the .dmg file was created), but other users weren't able to install (when I send the file through the Internet or Skype).
Actually, the very process of signing is not clear. In my case I had to go through few steps:
1) Create .dmg (regular Adobe AIR build)
2) Deploy it
3) Sign the folder inside of it, something like dmg-folder-name/Contents/Resources/application-filename/Contents/MacOS/application-filename (where "dmg-folder-name" is sort of combination of the filename of the application + ".app", "application-name" is the filename of your application)
4) Sign the folder dmg-folder-name/Contents/MacOS/dmg-volume-name (where "dmg-volume-name" is something like "Install " + the filename of the application)
5) Sign the main dmg-folder
6) Create the new .dmg based on the signed files
It took a lot of time for me to figure out the correct solution. Also, please, pay attention to the order of steps, because it's IMPORTANT to sign the content of the main folder before you sign the main dmg-folder!
Also, I was able to find the topic on the Adobe website: https://forums.adobe.com/thread/1470113 . It has a lot of suggestions and some of them don't workd in my case, but some of them helped me to find a solution.
I am using Flash Builder 4.6 to develop an Android game using Air. When I debug on PC it works fine, however when I plug in my Android phone and attempt to debug, I get an error with the location of a db file.
This is what I presently have the location set to:
private static var DefaultDB:File = File.applicationDirectory.resolvePath("com/arakaron/Assets/Database/DefaultDb.db");
What / where should I be setting it to? It seems that when I debug the app, nothing gets transferred to the phone as I can't find any Arakaron resources on the phone.
Any help would be great.
Thanks.
You can't access the DB in this way.
Please use below code.
File.applicationStorageDirectory.resolvePath("DefaultDb.db");
Your db has to be within the application storage. If you want to have inside the folder then you define the folder name like below:
File.applicationStorageDirectory.resolvePath("db\DefaultDb.db");
The File.applicationDirectory on Android refers to your application and assets. On Android this is contained packaged in your APK and assets are decompressed in memory by the OS when you access them. You shouldn't use this directory unless you are reading assets from your package. Assets in this directory can only be accessed via a url and won't have a nativePath property.
Most likely you should use the File.applicationStorageDirectory or if the files can be safely deleted without breaking the operation of your application you should use the File.cacheDirectory.
You can read more on these locations: http://help.adobe.com/en_US/as3/dev/WS5b3ccc516d4fbf351e63e3d118666ade46-7fe4.html
If you package a database with your application you should use the File copy process to copy the file to one of the above locations before attempting to access it as a database.
I ran into a problem creating a new project in Cocos2d-x 3.1.1 (or 3.0 - it happens at both versions).
When I'm running the build script in console (Windows 8 - console with admin privileges) an WindowsError pops up (check the image below).
http://i.imgur.com/Ixg4jEE.png
I can set up the COCOS_CONSOLE_ROOT manually, but it does not help with the Error 5.
I tried setting the 777 priviligies an all cocos2d-x folder and subfolders, but it does not help.
Anybody had the same problem? Any solutions out there?
On Windows you should not put manually installed programs and tools under C:\Program... (english: C:\Program Files) because that's a folder where only apps with a proper installer should go. Otherwise you will keep having permission issues. Apps are not allowed to write to that folder or any of its subfolders.
Since cocos2d-x isn't an app, it can't redirect its output to the proper AppplicationData folder as is mandated by the operating system. Not being able to write or modify the program folder's contents (except during installation) is a security feature in Windows that you can't (or shouldn't) bypass.
To fix this simply extract cocos2d-x in a folder that both you and apps have full read/write permission. Normally this would be in your Documents folder, but Desktop would also work and probably just any folder on a drive that you created, for instance C:\cocos2d-x.
Due to this line:
_winreg.SetValueEx() ...
the actual problem looks like to be with registry access, rather than with file permissions.
Make sure you actually running console as an admin, by:
searching cmd in Windows search, or just creating a shortcut to it to desktop
right clicking to cmd.exe and choosing "Run as administrator"
Make sure you don't have registry access block in any way: like blocking in group policies, some "security optimization" software and viruses and antiviruses.
Make sure your python version is 2.x. Python 3.x is not supported.
Anyway, this 'setup.py' step is optional for using cocos2d-x and you can live without running it at all.
I am looking for the Mime type for an aetx file.
This file is used when distributing a windows phone 8 application in house. a user downloads and installs this to their phone.
But, when you download this file the phone does not give the option to install this enrollment token.
I can only guess the web server is not set to the correct MIME type so the phone is responding appropriately.
my google skills have failed me on the occasion and the microsoft documentation is... sparse on this subject.
thanks for any help.
Martyn
Finally found it. in the aet.xml file that's created when you generate one of these tokens you can see its an x509 certificate file.
So, the mime type is:
"application/c-x509-ca-cert"
So you can host this on a secure site and then set the mime type for your users to download, hopefully it saves someone else some time.
While Martin's answer is correct for Windows Phone 8.0, it won't work for Windows Phone 8.1.
If you use "application/c-x509-ca-cert" with 8.1, the .aetx file is transformed to .cer and you get the error 0x8028a001 "Your phone couldn't add one or more certificates because the certificate file might be unsupported or corrupt ...".
The correct type for 8.1 is "application/octet-stream". Same mime-type used when you send the token as attachment in an email.
But with "application/octet-stream", WindowPhone 8.0 doesn't see the aetx file as token and displays its content to the user.
The solution is to use a servlet (or equivalent if you're not using java) to set the mime type dynamically.
I am trying to adjust my Flash development workflow so that I am using Flash Builder for all of my coding and multiple FLA files for the user interfaces. I will be creating an ActionScript project in Flash Builder and then having each FLA export a SWC into a resources folder.
It is important that I retain the ability to export PC and Mac -- EXE and app, respectively -- projector files. Is there a way of doing this with the Flash compiler or any 3rd party tools?
I know that mProjector and similar tools can do this, but I would like a solution that can be automated into my builds.
EDIT 5/14/2010 9:30 AM: One of my options is to use AIR, however...Flash Builder does not let you build an AIR application from an ActionScript project. Another option is to use Zinc...does Zinc have any command line options such that I can include that in my build process?
There are different options available:
Use AIR
Encapsulate your completed project in a fla (setting the document's class to your custom class) and then publish it as win/mac projector
Use a third-party application to convert swf to native executables. The best known option there is probably zinc
and really, You can pack everything into exe. For example, using flajector can convert the file into exe. and you will not need to think about ... was Flash player installed or not...application will be available in any case
you should have a look at zinc. also, if the machines you want to run on have AIR installed, you may simply wanna build an AIR app.
You can build an AIR application from a pure ActionScript project. Apparently it's not as obvious as it should be, but here's one way of doing it:
http://ted.onflash.org/2010/03/air-apps-using-actionscript-only.php
Also the very latest version of AIR (currently in RC stage, so stable enough to use, final version will be released soon) can package the app into an EXE so you don't need to install the AIR framework separately.
AIR packages can also be compiled from the commandline, so should be easy to integrate into a separate build process if you don't want to do it from the Flash Builder GUI.
Turning SWF into an iOS App/OS App via Xcode and Zinc 4.0 (will help Windows users part of the way)
Step 1:Be an iOS Developer with Working XCode, Provisioning Profile, etc.
Step 1: Download Zinc and Install it
Step 2: Using Zinc select to start a new project and pick the .swf file you want to turn into an app
Step 3: Build / Compile the app - this will create a .app and a .exe file if you select to build for all platforms when compiling
If you are a windows developer then this is as far as you go. Enjoy! If you are a mac/ios dev then continue on.
Step 4: Select your new projector file (.app) and click to 'Convert Projector into an XCode project under the 'Project' tab up top
NOTE - For anyone looking for their projector (or .app file on a mac) made by Zinc 4.0+ to turn into an XCode project, you may have to look in your file directory around the .swf file you used to build the projector in the first place. At first I was frustrated for a bit since I (the Finder on my mac) can easily find the new .exe file but it could not see the .app file with search
Step 5: Locate your new XCode project folder (in the same general place and with same name as your .app) and drag it into XCode
Step 7: Make sure your scheme is correct (Mac OSX or iOS), if it is not then go to build settings and go to 'Base SDK' and switch it to the correct one
Step 8: Check your provisioning, (while still in Build Settings) and select the right code signing and provisioning profile for your app, check your bundle id to make sure it will work too, if you get a problem with code signing after this and you are sure your profile is correct then put
--deep
in the 'Other Code Signing Flags' section
Note - My app was set up to be a mac app and so it had some #import calls that I had to remove and remove the reference to the Cocoa framework on the general section, and put in calls to and instead
Step 9: Archive the app to make the .ipa file and submit it to the app store/post it for ad hoc purposes/build it on a dev device
Note - If submitting to the app store/testflight you may want to look at your .ipa file after this whole process, normally an .ipa is just a fancy zip with a 'Payload' folder that contains your app (with a big cancel symbol over the icon) if after decompresing your ipa (after renaming the .ipa to .zip) you see that your top folder is not called Payload or that your app is actually contained in several folders, then make a new folder called 'Payload' move the icon with the cancel sign on it to the new folder and compress it into a .zip then rename the .zip into a .ipa and you should be good to upload the the app store or testflight