What is "platforms" for in manifest.json? - google-chrome-extension

In manifest.json definition, there is a "platforms" key.
However, I cannot find it documented anywhere. What does it do?

The platforms key in the manifest file is part of a feature called multi-platform zip files, which is only relevant for NaCl. Developers can reduce the size of the crx file by putting platform-specific files in the _platform_specific directory and listing the directories in the platforms key in manifest.json. Users who then install the CRX from the Chrome Web Store will then only get the files specific for their platform.
This feature is documented at https://developer.chrome.com/native-client/devguide/distributing#distributing-packaged.

Related

How chrome extension download images to extension root directory

I'm making a chrome extension for the first time.
For my extension, I want it can automatically download images to its extension folder. For example, if the extension folder is /xxxx/abc/, I want it can download images to /xxxx/abc/image/.
To make it, I don't know how to write file/ download image to this directory. I don't want users notice this.
I found an extension can make it. It's called Momentum. It can download images to /xxxx/<extension root dir>/backgrounds/.
Can anybody tell me what technique do I need? Thanks a lot!
No, you can't. An extension has only read-only access to own files.
Instead, you can download to a virtual HTML5 filesystem and use files from it. See this tutorial - the big red warning means no other browser uses this technology, but Chrome does.
You may want to declare "unlimitedStorage" permission to make sure you have the space to store the files.
This being a virtual filesystem, those won't actually be files you can open on your disk. If you need to give files to the user afterward, you can use chrome.downloads to write them to the downloads folder, but that's "write-only", you can't access the contents afterwards.

Cannot load extension with file or directory name _metadata

I get the .crx file of an extension name simulty in order to edit the source ( for personal use )
So i have follow all the steps :
get .crx
unzip .crx
Load in Google chrome extension
But when i try to load i have the same error " Cannot load extension with file or directory name _metadata "
There is a _metadata and a locales files in the directy and it seems that google chrome don't want to load it. Is there any way to take off the "" ... and load it ? I heard that its a google chrome bug...
Anybody find the solution ?
Or know any other way to edit the source of an chrome extension?
You can just delete the _metadata folder when loading an unpacked extension.
It contains cryptographic hashes of files to ensure they have not been modified. It is not expected to be present for an unpacked extension (it's automatically added by CWS when generating a crx), so just delete it.
I would also suggest editing the manifest to wipe update_url and key fields (if present), to completely dissociate with the original extension.

Distribute MonoTouch app to testers using Organizer?

I am trying to archive my MonoTouch app and to supply it to our testers using Apple's/Xcode's organizer.
Can somebody tell me how to do that? In ObjC projects I can archive an application. But how can I achieve the same in MT/MonoDevelop?
My starting point was this documentation:
http://developer.apple.com/library/ios/#documentation/Xcode/Conceptual/iphone_development/145-Distributing_Applications/distributing_applications.html
René
The archive that Xcode provides is in the form of an .ipa file. This is a glorified zip file with a certain expected file structure.
The .ipa is made up of the following components:
A folder named "Payload", which contains the compiled
(release/iPhone) .app
a 57x57 .png icon file (which is displayed while the app is being
downloaded)
a 512x512 .png file of the icon once again - however this has to
renamed itunesartwork with no extension
iTunesMetadata.plist - this contains information about the app,
such as copyright name, genre, itemname, softwareIconNeedsShine (you
can google what information this needs).
The way I package up our .ipa, is I have a folder called "App Packaging" which has all of these components already in, and I simply update the .app file whenever we do an upload, "Compress..." then rename the file to x.ipa (OS X will ask if you want to use this extension, make sure you select ("use .ipa" !).
You can then send the file to the testers to install via itunes. If the testers are all testing on devices that are iOS 4.0+ then it is possible to distribute this over the air as well but I can go into that only if you would like me to?
EDIT - Over the air distribution
It is possible to do over the air distribution of apps as well. We use it for distribution of an enterprise app we develop but it is possible to use it for testing purposes as well. It should be noted here that in order for the app to installed, the device needs to be included in the provisioning profile you signed the app with (but you knew that already!).
In order to do over the air, you need 3 things:
the .ipa file we created earlier.
a 57x57 .png icon file (same as the one included in the .ipa preferably)
a file called "Manifest.plist"
The Manifest plist contains the following structure/information:
You'll then want to upload all of these files to your website/intranet etc. In order to download the app, you'll need to create a page that points to the Manifest.plist file and then then iOS takes care of the rest and downloads the app from the location specified in the manifest.
There is now a much much easier way. On the Project menu in MonoDevelop, choose Publish to TestFlight.
You'll need a free TestFlightApp.com account, but it works great!

MonoTouch Enterprise - Deployment

Our firm has begun building MonoTouch iPad/iPhone apps for enterprise deployment.
How do I take the app and create a *.ipa file for upload to our MDM server?
An .ipa file is basically a glorified .zip file. There are a couple of routes you can go down:
Export the project to xcode and under "Build" click "Build and Archive" - fill in the appropriate details and the project should create the .ipa for you as expected.
If this isn't an option, (which it isnt for us, so this is the method I've used, to great success) you can simply create all the components that go into the .ipa and right-click, "Compress..." in Finder.
The .ipa is made up of the following components:
A folder named "Payload", which contains the compiled (release/iPhone) .app
a 57x57 .png icon file (which is displayed while the app is being downloaded)
a 512x512 .png file of the icon once again - however this has to renamed itunesartwork with no extension
iTunesMetadata.plist - this contains information about the app, such as copyright name, genre, itemname, softwareIconNeedsShine (you can google what information this needs).
The way I package up our .ipa, is I have a folder called "App Packaging" which has all of these components already in, and I simply update the .app file whenever we do an upload, "Compress..." then rename the file to x.ipa (OS X will ask if you want to use this extension, make sure you select ("use .ipa" !).
With the current Monodevelop (2.8.6.5) and Monotouch (5.2.5) it is as easy as right clicking on your project -> options -> iPhone IPA Options -> check Build ad-hoc/enterprise package (IPA) for the desired configuration.
We created a special configuration called Distribution which builds using the Distribution Certificate and In House Distribution Profile.
Luke, I like your answer and have given you the credit. I am adding some more details for my own, and others, notes.
Use SpotLight to find one of your own MonoTouch apps. Search on ".ipa".
Rename it to SomeThing.Zip
Unzip it.
You can then use the structure of the unzipped folder to edit then rezip.
Just another way to get an IPA that made it easy for me, drag your .app file onto your itunes library and sync your device. ITunes then creates a copy of the app as an .ipa file in the user/music/itunes/itunes media/mobile applications. This can then be distributed much easier than the .app file.

File format for submitting iPhone app in App Store

When I am building my app,Xcode generates it in .app format. Usually when I install app from AppStore they are in .ipa format. How does this format get generated? Will it be done by guys at AppStore while reviewing app or what? In which format should I compress my .app file?
Thanks
An .ipa file is simply a zipped archive of a .app bundle. Previously, you would simply zip up the compiled application bundle (by right-clicking on it and choosing Compress "xxx.app") before submission, but newer versions of Xcode now do this for you with their Build and Archive or Archive options.
In fact, you might be able to learn things by unzipping other application .ipa files you get via the App Store and inspecting their contents (like Info.plist settings or bundled resources). I know I have.

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