What is the correct version for Box Android sdk - box-api

I go http://developers.box.com/onecloud/ to download the Android SDK. I got box-box-android-sdk-5482811 Is this the latest version?
Because when I open up the OneCloudAppToAppSample, even the R. variable is not well defined. And I cannot run the sample code.
Where can I find more help or documentation on using Box with Android SDK?

The SDK is being improved quite frequently, so our advice would be to always use the latest version on the "master" branch. We consider the master branch to be our stable release. In your case, 5482811 should work fine.
Regarding your issues with the sample app, I don't seem to have any problems compiling it off of a fresh download. I can think of one thing you might be running into:
The sample app was configured to point to target "Google APIs:15". It's possible you don't have this installed (through the Android SDK manager). We actually should not have configured this build target, since the project doesn't use the Google APIs, and we'll fix that in our next release.
In the meantime, could you try this (assuming you're using Eclipse):
Right-click on the OneCloudAppToAppSample project and go to Properties.
Go to the Android section on the left, and change the build target to Android 4.0.3 - 15 (not the Google APIs version).
Project -> Clean -> Clean all projects.

Related

ERROR ITMS - 90167 No. app bundles found in the package

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

How to properly update Monogame with a Github PR

Heey,
I got a little problem. The current Monogame 3.2 build available hasn't got a working template for Windows Phone 8. This will result into a black screen and a non working app. So I went onto their git hub and found the issue https://github.com/mono/MonoGame/pull/2089 and someone who fixed it and posted a Pull request.
The problem now is I have close to zero experience with building my own version or editing project template files. I got some common knowledge and started to delve into this all and already tried copying the template files to my visual studio files and building projects and throwing around the new .DLL but it all doesn't want to work properly. I started to work with the older template but I need the new version due to proper support for landscape in windows phone 8 that we need to utilize for our game.
Now is my question if someone knows the right/proper way to do this. A short summing up from what to copy where will do.
Thanks in advance.
Okay it took me some time but I figured out what to copy,build,set and run.
You download the .Zip or make a pull with your Github into an empty folder and when finished extract it.
In the map open the MonoGame.Framework or MonoGame.Framework.”your
target platform” which will startup visual studio.
Build the solution/project (don’t forget to build in ARM, x86 and
x64 if enabled and needed) and navigate to “Extracted
folder”/MonoGame.Framework/bin/”your targeted platform” at the same
time open a new explorer and navigate to your MonoGame installation
by default C:\Program Files (x86)\MonoGame\v3.0
Navigate in your extracted folder to your targeted platform and
build and copy the MonoGame.Framework.dll to the opposing C:\Program
Files (x86)\MonoGame\v3.0\Assemblies\”targeted platform”\”build”
Rebuild your Project/Solution
Gratz you now updated your MonoGame :)
This could fix your problem but it’s possible that you still get an error when initializing your app on your phone or emulator DXGI related.
If this occurs then follow these steps. The problem lies probably by your SharpDX.WP8.dll how to fix this? In my case download and install the newest SharpDX http://sharpdx.org/download/ you could also look further how to only download the SharpDX.WP8.dll & .winmd!
Navigate to your SharpDX install (by default C:\Program Files
(x86)\SharpDX) navigate further to
Bin\DirectX11_1-“platform”-“build”\ and copy the SharpDX.WP8.dll and
.winmd to C:\Program Files
(x86)\MonoGame\v3.0\Assemblies\WindowsPhone\”build”
Rebuild your Project/Solution (if this still doesn't work you may
need to manually add the references again to SharpDX.WP8.winmd for
both builds)
So if it’s alright this should fix most issues but there is one left. Between MonoGame 3.0.x and 3.2 the project template of a windows phone game has changed but this didn't went well in the code. So we’re now going to update the project template of our Visual Studio.
Go back to your extracted Monogame map and head into the folder
“ProjectTemplates”\”your visual studio version”\WindowsPhone
Select all files and create a .Zip (could be done by the integrated
windows option “Send To”) make sure when you open the .Zip you will
immediately see all the files and they aren't nested into a folder
inside the .Zip
Navigate to C:\Users\”your PC name”\Documents\Visual Studio
201X\Templates\ProjectTemplates\Visual C#\MonoGame and copy your
just created .Zip and overwrite the existing file.
You may have to follow these steps if you use different version of Visual Studio because of the lack of support for XNA inside VS2013.
Now you should've fixed any possible problem. If your project still gives errors try to recreate a new one (this would now use the new updated template you just copy pasted and would work) If this still doesn't work than please post what goes wrong but this all should do! These instructions should also work for all other platforms (at least which you could build of course)
Pretty easy to do pull it in to your own version.
Follow these steps:
Fork the Monogame repository
Clone your version to your local machine
Find the repository of the fixed code.
In a command prompt, move to your MonoGame folder, and pull the changes in using this line on your machine. (the branch is most likely master)
git pull http://github.com/other/repo branch_name
Once you have the pull request pulled into your local branch, just build it using Visual Studio.
You can also follow these steps if you think you'll be doing this often.
https://help.github.com/articles/syncing-a-fork
For some reason MrME, I couldn't get your solution to work because of some missing SharpDX reference which REFUSED to be added manually. While your solution may be valid I would like to present an alternative if you have the patience to transfer the code to a Monogame 3.2 project and are still getting the black screen:
Set the DrawingSurface to a DrawingSurfaceBackgroundGrid in the GamePage.xaml. Full details are found in the commented explanation at the bottom of the GamePage.xaml file.
Source: https://github.com/mono/MonoGame/issues/2081

Specified Gradle Installation (..) is not supported by this tooling API version (1.6, protocol version 4) [duplicate]

This question already has answers here:
Gradle build errors with Android Studio
(3 answers)
Closed 9 years ago.
I have just set up Android Studio 0.2.2 and updated my Android SDK to the latest version.
I have exported my Android project (android:minSdkVersion="8", android:targetSdkVersion="15") in Eclipse by 'Generate Gradle Build Files' without (visible) problems. And I can export/compile my app in Eclipse just fine, it also runs fine in the emulator.
However, in Android Studio, when trying to import my project, I am confronted with the above error message. "Gradle Home" is (IMO, correctly) displayed as "D:\Prog\Android-Studio\plugins\gradle".
Any idea how to make Android Studio feel more comfortable on my computer?..
I've encountered a similar problem where I can't import my project. There is at least one answer out there that may help; it requires the creation of a blank project in Android Studio and then copy files over from Eclipse. This ensures the creation by Android Studio of the necessary Gradle files, etc. Here's the link to the full answer: Gradle build errors with Android Studio
Look's like you should try to use the Gradle Wrapper rather than a local Gradle distribution. According to Gradle's website (http://www.gradle.org/docs/current/userguide/gradle_wrapper.html):
The wrapper is something you should check into version control. By distributing the wrapper with your project, anyone can work with it without needing to install Gradle beforehand. Even better, users of the build are guaranteed to use the version of Gradle that the build was designed to work with. Of course, this is also great for continuous integration servers (i.e. servers that regularly build your project) as it requires no configuration on the server.
You'll need to mimic the following structure in your project's directory:
simple/
gradlew
gradlew.bat
gradle/wrapper/
gradle-wrapper.jar
gradle-wrapper.properties
At that point, go to Settings (Windows) Preferences (Mac), click "Gradle" on the left hand side, choose "Use Gradle wrapper (recommended)". If that option isn't available, try restarting Android Studio or closing and reimporting your project. Checking this option should ensure that you always build with the correct Gradle distribution.

IBM Worklight - How to silently update the application's web resources?

I want to silently update the web resources of my application using the Direct Update feature.
I did not manage to find any related documentation to do that.Can anyone give me an idea on how to proceed?
I generated an apk for my application say app version 1.0.
With some modifications in UI I generated one more apk say version 1.1.
Now again with some change i generated apk for third version say v 1.2.(latest)
Now My intention is if a user has apk 1.0 then it should update the user that this version is deprecated and i will provide a link to get the latest version.
If the user has apk version 1.1 then it has to alert the user that an update is available.
All these things I am able to achieve using direct update. But when I am trying the same for silent update it is not working.
The property you're looking for is updateSliently set to true in initOptions.js.
For this to work, it is required that connectOnStartup will be set to true as well.
It seems to be working in Worklight 6.0, but fail in Worklight 5.0.6; I have opened a defect for this.
In any case,
The steps you have described are INCORRECT. These are the steps for Direct Update, silent or not:
Create an app, add environment
Build all and deploy
Launch app on device
Change WEB RESOURCES in the app (images, HTML, JavaScript)
Re-build and deploy the app
Re-open the app / bring it back to the foreground
If you are changing the version id, the changes you will make to the web resources will not reach their destination.
Changes done to version="1.0", will reach only apps running version "1.0"; if you up the value then changes will only reach apps of that new value.

Standalone version of Chrome (for development)

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.