Is there a proper way to create expansions files for iOS and Android apps using the command line tool (haxe or lime) or is it always just by manually making a .zip file and renaming it to match the correct pattern?
I do the same thing. I also made an extension with a tool for this that simplifies the command. In addition to zipping and pushing the obb file to your device for testing, it also has the suggested google libraries to handle downloading the OBB in the case that the APK is downloaded and not the obb. https://github.com/thomasuster/android-expansion
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Is pretty annoying to upload the ProGuard mapping files to google play console everytime i need to build a new version of my apk (my gradle build generate 4 different apks for every release so i do need to upload 4 different mapping files)
I was wondering if is possible to make this process automatically then i found this article
https://developers.google.com/android-publisher/api-ref/edits/deobfuscationfiles/upload
So google does have an api to upload the mapping files, is there any gradle plugin to work with? is there any easy way to integrate?
Suggestion: If you publish an Android App Bundle instead of APKs, the deobfuscation mapping file will be uploaded automatically with your artifact so you don't have to do it separately.
For the curious, the mapping file is located at BUNDLE-METADATA/com.android.tools.build.obfuscation/proguard.map in AAB (which is, like the APK format, just a ZIP file).
you can write a gradle build script to run tasks after build complees
and then you can use something like this file upload plugin to upload the file to the url
when you have Crashlytics set up, this is being explained here. there's also a Play Publisher Plugin for Gradle, while it does no seem to upload the mapping.txt. if you want to use that API, it should be easy to extend eg. the Google Cloud PHP Client with another API endpoint.
I want to set auto-updates up for my apps before I release. I'm a budding programmer, so when I looked into node-webkit-updater I was pretty confused. It seems under-documented to me. Can someone explain the overall update mechanism that it helps implement?
As an alternative to node-webkit-updater, I was thinking of creating my own update system. I kinda like how Apple handles extension updates and I was thinking about replicating it. This would involve putting a JSON/XML manifest file on Amazon S3 along with the latest versions of the app for all platforms. The app checks the file at startup and replaces itself with the new version.
Is the latter sound plausible? Am I better off going with node-webkit-updater? If so, can someone explain it to me please? My app is a Mac + Windows project.
This is what we did:
The first script of the page checks a custom "manifest" (.txt file) on the server, which contains some arbitrary text, e.g. version number.
If this value differs from a local version of the manifest, then download a .zip file from server. (The zip contains the latest nwjs website. You could have a separate one for each platform).
Unzip into a local directory (we use 7za command line util).
Set window.location.href to above local directory (index.html).
I know this is a old question, but here is the answer :)
https://www.npmjs.org/package/node-webkit-updater
I want to verify if certain exe files already exist in a merge module .ism (binary format). Is there a method of doing this without using InstallShield?
An *.ism file is really an MSI file with a changed extension. MSI files in turn are SQL databases stored as COM-structured storage files - a file system inside a single file with file streams for various content. This is the same format used in Office documents.
You can view MSI files with Orca from the Windows SDK: http://www.hass.de/content/how-install-microsoft-orca
Windows Installer XML (WiX) Deployment Tools Foundation (DTF) has an InstallPackage class available that exposes a FindFiles() method. This should be really easy to query the EXE. Just realize that being a merge module you won't know the full installation path as that's decided by the MSI generally.
Both of Chris's suggestions should work fine, as would using Orca. But it got me thinking there might be an even easier way using a tool called Merge Module Finder. It all depends on what you really want to do? Find files already in merge modules? Investigate what merge modules are in an Installshield file? It is not quite clear exactly what you want to do.
Though a bit clunky at times (I think the author hasn't updated it for the latest versions of Windows) it will help you look for a file in a bunch of merge modules interactively. You can also search for a registry value. Here is a screenshot:
I have what might be a simple question and might be....a more complex one. We are preparing to add NSIS to our software, that is, we want people who use our software to be able to create installers using NSIS, but through our software. (We'll be creating functions using NSIS, acknowledging NSIS, etc.) What I am trying to figure out before we get started is how many/what files our customers will be required to have on their hard drive for NSIS to work. So, we just need to know if nsis can be used standalone or if it requires the user to install it into program files, or if it requires a lot of different files in AppData - If we have to bundle a few .dlls, that's not a problem and is expected. Ultimately, if we end up having to bundle NSIS as well, that's fine - We just want to make sure it'll work on other people's computers without telling them to go download it.
MakeNSIS does not read/write from/to the registry or anywhere else and only needs a handful of files for minimal operation.
To build a simple installer you need:
NSIS\MakeNSIS.exe (Just calls Bin\MakeNSIS.exe)
NSIS\Bin\MakeNSIS.exe
NSIS\Stubs\* (If you are only going to use a specific compression mode you only need one, and the uninstaller file if you want uninstall capability)
If you want to use the Modern UI you need its header files, some files from Contrib (Graphics and UI) and system.dll and nsDialogs.dll from the plugin folder.
Everything else is optional but I would recommend that you also bundle:
NSIS\Include
NSIS\Plugins (You can remove stuff you will never need; dialer, splash etc)
NSIS\Contrib (Language files, graphics and UI)
You can find license information here.
You could also just ask the user to install it and enter the path to it in your setup program...
I would just include all of the files. (It's only 5MB or so) NSIS has a zip archive as well as exe installer that includes the necessary files. (Or just zip up the installed directory from exe installer).
From my experience, NSIS does not need to be installed to work. I run a fleet of build servers that build NSIS-based installers, and they each just have the files extracted in a directory. The installer is never run on them. This should mean there are no DLLs to register or things like that.
Just make sure you are following whatever their licensing terms are - I have not reviewed redistribution/bundling of their files in another product, since that is not something I do.
I have a lot of png images into a directory. I've added it to the project as Content/Copy if newer. I can load them from the app without problems.
But, the project needs a lot of time to compile. If i make a little change in the code, the project recompiles all again. It takes a lot of time.
I've tried to add another project, add the files to the new project, but then i can not access to the files from the app.
Is there any solution?
Of course, when i debug the app into the iPad, the uploading+install takes a lot of time. These files will not change ever, so...Is there any method to copy all the content ONE time?
Thanks
I just have discovered a tricks. It seems that monotouch does not remove directories when you upload and install from the MonoDevelop environtment, so:
Add your folders and all the files and mark them as Content
Build your project for iPhone/iPad and Run it from MonoDevelop
Remove your data foldres from your porject
Clean the solution
Make any changes you need in your code, your data reamins in the device!!!
That changes all!!! Before that, when i need to make a minor change in my code, i needed to wait about 15' for building and uploading. Now it's just 1 minute!!!
Place your images in a separate class library
Mark all your files as embedded resources
Add a logical name to each resource (in your project file)
<EmbeddedResource Include="Images\Folder\Filename.ext">
<LogicalName>LogicalNameForImage</LogicalName>
</EmbeddedResource>
4. Load the resource as
UIImage.FromResource(yourAssembly, "LogicalNameForImage");
Embedded resources are loaded on demand, not when the assembly loads.
In A future version of MonoDevelop (my patch didn't make it in time for the upcoming 4.0 release), this won't be an issue any longer.
What currently happens in MonoDevelop 3.x is that when building a project, it will only copy the images that have changed into the app bundle, however, after building, MonoDevelop invokes a script that is installed along with Xcode called iphone-optimize which scans the entire app directory and uses pngcrush to crush all of the images (it also converts all plist files into binary plists). This is the step that causes such slow build times if you have a lot of images.
Just after the 4.0 branch closed for QAing, I wrote a patch that avoids the need for invoking the iphone-optimize script. Instead, what MonoDevelop will do is it will directly invoke pngcrush on only the images that have changed, passing the proper app directory location as the output argument to pngcrush so that we avoid an additional file-copy.
From my own testing, this makes a massive improvement to build times for projects with a lot of image files.
In the meantime, what you could do, is make a backup of the iphone-optimize script (should be located somewhere under /Applications/Xcode.app) and then modify it to not crush image files. Then, once you've done that, go and pre-crush all of your png files in your project.
(Note: when the MonoDevelop with my patch finally ships, it'll also have an option to disable calling pngcrush for developers who have already pre-crushed their images).