Re: Android 64-bit?
Hi, with LC950DP1 you can, but beware of some bugs still. Op 15-7-2019 om 22:14 schreef Dan Friedman via use-livecode: Greetings! I got some notices from Google (android) that my apps need to be updated to 64-bit by August 1, 2019. Does LiveCode generate 64-bit Android apps? If so, can I do that with Indy 9.0.4? If so, what versions of Android Studio and Android SDKs do I need to install? Any guidance will be greatly appreciated and surely help keep my hair in my head. -Dan ___ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode ___ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode
Re: Android 64-bit?
Wow! Perhaps the constraint for August 1 is that all NEW apps and all UPDATES need to include 64-bit. Maybe, they will still serve your apps. > On Jul 15, 2019, at 2:14 PM, Dan Friedman via use-livecode > wrote: > > Greetings! I got some notices from Google (android) that my apps need to be > updated to 64-bit by August 1, 2019. Does LiveCode generate 64-bit Android > apps? If so, can I do that with Indy 9.0.4? If so, what versions of Android > Studio and Android SDKs do I need to install? Any guidance will be greatly > appreciated and surely help keep my hair in my head. > > -Dan > > ___ > use-livecode mailing list > use-livecode@lists.runrev.com > Please visit this url to subscribe, unsubscribe and manage your subscription > preferences: > http://lists.runrev.com/mailman/listinfo/use-livecode ___ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode
Re: Android 64-bit?
Dar, https://developer.android.com/distribute/best-practices/develop/64-bit states, "Starting August 1, 2019, your apps published on Google Play will need to support 64-bit architectures." So, no new or updated apps can be posted to Google made by LiveCode after August 1? That can't be right! Perhaps someone at LC will have some better news? -Dan On 7/15/19, 2:31 PM, "use-livecode on behalf of Dar Scott Consulting via use-livecode" wrote: Wow! Perhaps the constraint for August 1 is that all NEW apps and all UPDATES need to include 64-bit. Maybe, they will still serve your apps. > On Jul 15, 2019, at 2:14 PM, Dan Friedman via use-livecode wrote: > > Greetings! I got some notices from Google (android) that my apps need to be updated to 64-bit by August 1, 2019. Does LiveCode generate 64-bit Android apps? If so, can I do that with Indy 9.0.4? If so, what versions of Android Studio and Android SDKs do I need to install? Any guidance will be greatly appreciated and surely help keep my hair in my head. > > -Dan > > ___ > use-livecode mailing list > use-livecode@lists.runrev.com > Please visit this url to subscribe, unsubscribe and manage your subscription preferences: > http://lists.runrev.com/mailman/listinfo/use-livecode ___ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode ___ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode
RE: Android 64-bit?
From the android-developers googleblog: The 64-bit requirement: what it means for developers Starting August 1, 2019: All new apps and app updates that include native code are required to provide 64-bit versions in addition to 32-bit versions when publishing to Google Play. Extensions: Google Play will continue to accept 32-bit only updates to existing games that use the following SDKs: Corona Labs SDK - until August 2020 Adobe Air software and the AIR SDK - until August 2020 Unity 5.6.7 or older - until August 2021 Starting August 1, 2021: Google Play will stop serving apps without 64-bit versions on 64-bit capable devices, meaning they will no longer be available in the Play Store on those devices. This will include games built with Unity 5.6.x or older. The requirement does not apply to: APKs or app bundles explicitly targeting Wear OS or Android TV, which are form factors that do not currently support 64-bit code. APKs or app bundles that are not distributed to devices running Android 9 Pie or later. Ralph DiMola IT Director Evergreen Information Services rdim...@evergreeninfo.net -Original Message- From: use-livecode [mailto:use-livecode-boun...@lists.runrev.com] On Behalf Of Dan Friedman via use-livecode Sent: Monday, July 15, 2019 6:04 PM To: How to use LiveCode Cc: Dan Friedman; Dar Scott Consulting Subject: Re: Android 64-bit? Dar, https://developer.android.com/distribute/best-practices/develop/64-bit states, "Starting August 1, 2019, your apps published on Google Play will need to support 64-bit architectures." So, no new or updated apps can be posted to Google made by LiveCode after August 1? That can't be right! Perhaps someone at LC will have some better news? -Dan On 7/15/19, 2:31 PM, "use-livecode on behalf of Dar Scott Consulting via use-livecode" wrote: Wow! Perhaps the constraint for August 1 is that all NEW apps and all UPDATES need to include 64-bit. Maybe, they will still serve your apps. > On Jul 15, 2019, at 2:14 PM, Dan Friedman via use-livecode wrote: > > Greetings! I got some notices from Google (android) that my apps need to be updated to 64-bit by August 1, 2019. Does LiveCode generate 64-bit Android apps? If so, can I do that with Indy 9.0.4? If so, what versions of Android Studio and Android SDKs do I need to install? Any guidance will be greatly appreciated and surely help keep my hair in my head. > > -Dan > > ___ > use-livecode mailing list > use-livecode@lists.runrev.com > Please visit this url to subscribe, unsubscribe and manage your subscription preferences: > http://lists.runrev.com/mailman/listinfo/use-livecode ___ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode ___ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode ___ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode
Re: Android 64-bit?
I have been following this with regard to Adobe AIR, and it’s nice that they get an extension. I use Unity too, and that has a longer extension. I suspect it’s in proportion to the number of apps submitted with those tools. I have read figures of 10% of apps are AIR and 50% of games are Unity. That’s a lot of users to upset. LiveCode isn’t quite at the 10 or 50 percent level yet, so no special case. But one thing to note is that Android 9 is only at 10% of devices, which is high enough for Google to brag about, but if you have to set your APK to only work on Android 8 or earlier, you still get 90% of the users. > On Jul 15, 2019, at 5:16 PM, Ralph DiMola via use-livecode > wrote: > > From the android-developers googleblog: > > The 64-bit requirement: what it means for developers > Starting August 1, 2019: > > All new apps and app updates that include native code are required to provide > 64-bit versions in addition to 32-bit versions when publishing to Google Play. > Extensions: Google Play will continue to accept 32-bit only updates to > existing games that use the following SDKs: > Corona Labs SDK - until August 2020 > Adobe Air software and the AIR SDK - until August 2020 > Unity 5.6.7 or older - until August 2021 > Starting August 1, 2021: > Google Play will stop serving apps without 64-bit versions on 64-bit capable > devices, meaning they will no longer be available in the Play Store on those > devices. > This will include games built with Unity 5.6.x or older. > The requirement does not apply to: > APKs or app bundles explicitly targeting Wear OS or Android TV, which are > form factors that do not currently support 64-bit code. > APKs or app bundles that are not distributed to devices running Android 9 Pie > or later. > > > Ralph DiMola > IT Director > Evergreen Information Services > rdim...@evergreeninfo.net > > -Original Message- > From: use-livecode [mailto:use-livecode-boun...@lists.runrev.com] On Behalf > Of Dan Friedman via use-livecode > Sent: Monday, July 15, 2019 6:04 PM > To: How to use LiveCode > Cc: Dan Friedman; Dar Scott Consulting > Subject: Re: Android 64-bit? > > Dar, > > https://developer.android.com/distribute/best-practices/develop/64-bit > states, "Starting August 1, 2019, your apps published on Google Play will > need to support 64-bit architectures." > > So, no new or updated apps can be posted to Google made by LiveCode after > August 1? That can't be right! Perhaps someone at LC will have some > better news? > > -Dan > > > On 7/15/19, 2:31 PM, "use-livecode on behalf of Dar Scott Consulting via > use-livecode" use-livecode@lists.runrev.com> wrote: > >Wow! > >Perhaps the constraint for August 1 is that all NEW apps and all UPDATES > need to include 64-bit. Maybe, they will still serve your apps. > >> On Jul 15, 2019, at 2:14 PM, Dan Friedman via use-livecode >> wrote: >> >> Greetings! I got some notices from Google (android) that my apps need to >> be updated to 64-bit by August 1, 2019. Does LiveCode generate 64-bit >> Android apps? If so, can I do that with Indy 9.0.4? If so, what versions >> of Android Studio and Android SDKs do I need to install? Any guidance will >> be greatly appreciated and surely help keep my hair in my head. >> >> -Dan >> >> ___ >> use-livecode mailing list >> use-livecode@lists.runrev.com >> Please visit this url to subscribe, unsubscribe and manage your subscription >> preferences: >> http://lists.runrev.com/mailman/listinfo/use-livecode > > >___ >use-livecode mailing list >use-livecode@lists.runrev.com >Please visit this url to subscribe, unsubscribe and manage your > subscription preferences: >http://lists.runrev.com/mailman/listinfo/use-livecode > > > ___ > use-livecode mailing list > use-livecode@lists.runrev.com > Please visit this url to subscribe, unsubscribe and manage your subscription > preferences: > http://lists.runrev.com/mailman/listinfo/use-livecode > > > ___ > use-livecode mailing list > use-livecode@lists.runrev.com > Please visit this url to subscribe, unsubscribe and manage your subscription > preferences: > http://lists.runrev.com/mailman/listinfo/use-livecode ___ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode
RE: Android 64-bit?
Hit send too quick. The means that 32 bit apps will be served to 64 bit devices until 2021 Ralph DiMola IT Director Evergreen Information Services rdim...@evergreeninfo.net ___ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode
Re: Android 64-bit?
Welli thought it was clear ..but now i'm more confused than ever on this subject :P It will not be possible to post a *new* app to the playstore starting august 1 without using livecode 9.5 to build it? Is 9.5 stable slated to be out anytime soon? On Mon, Jul 15, 2019 at 7:22 PM Colin Holgate via use-livecode < use-livecode@lists.runrev.com> wrote: > I have been following this with regard to Adobe AIR, and it’s nice that > they get an extension. I use Unity too, and that has a longer extension. I > suspect it’s in proportion to the number of apps submitted with those > tools. I have read figures of 10% of apps are AIR and 50% of games are > Unity. That’s a lot of users to upset. > > LiveCode isn’t quite at the 10 or 50 percent level yet, so no special > case. But one thing to note is that Android 9 is only at 10% of devices, > which is high enough for Google to brag about, but if you have to set your > APK to only work on Android 8 or earlier, you still get 90% of the users. > > > > On Jul 15, 2019, at 5:16 PM, Ralph DiMola via use-livecode < > use-livecode@lists.runrev.com> wrote: > > > > From the android-developers googleblog: > > > > The 64-bit requirement: what it means for developers > > Starting August 1, 2019: > > > > All new apps and app updates that include native code are required to > provide 64-bit versions in addition to 32-bit versions when publishing to > Google Play. > > Extensions: Google Play will continue to accept 32-bit only updates to > existing games that use the following SDKs: > > Corona Labs SDK - until August 2020 > > Adobe Air software and the AIR SDK - until August 2020 > > Unity 5.6.7 or older - until August 2021 > > Starting August 1, 2021: > > Google Play will stop serving apps without 64-bit versions on 64-bit > capable devices, meaning they will no longer be available in the Play Store > on those devices. > > This will include games built with Unity 5.6.x or older. > > The requirement does not apply to: > > APKs or app bundles explicitly targeting Wear OS or Android TV, which > are form factors that do not currently support 64-bit code. > > APKs or app bundles that are not distributed to devices running Android > 9 Pie or later. > > > > > > Ralph DiMola > > IT Director > > Evergreen Information Services > > rdim...@evergreeninfo.net > > > > -Original Message- > > From: use-livecode [mailto:use-livecode-boun...@lists.runrev.com] On > Behalf Of Dan Friedman via use-livecode > > Sent: Monday, July 15, 2019 6:04 PM > > To: How to use LiveCode > > Cc: Dan Friedman; Dar Scott Consulting > > Subject: Re: Android 64-bit? > > > > Dar, > > > > https://developer.android.com/distribute/best-practices/develop/64-bit > states, "Starting August 1, 2019, your apps published on Google Play will > need to support 64-bit architectures." > > > > So, no new or updated apps can be posted to Google made by LiveCode > after August 1? That can't be right! Perhaps someone at LC will have > some better news? > > > > -Dan > > > > > > On 7/15/19, 2:31 PM, "use-livecode on behalf of Dar Scott Consulting > via use-livecode" use-livecode@lists.runrev.com> wrote: > > > >Wow! > > > >Perhaps the constraint for August 1 is that all NEW apps and all > UPDATES need to include 64-bit. Maybe, they will still serve your apps. > > > >> On Jul 15, 2019, at 2:14 PM, Dan Friedman via use-livecode < > use-livecode@lists.runrev.com> wrote: > >> > >> Greetings! I got some notices from Google (android) that my apps need > to be updated to 64-bit by August 1, 2019. Does LiveCode generate 64-bit > Android apps? If so, can I do that with Indy 9.0.4? If so, what versions > of Android Studio and Android SDKs do I need to install? Any guidance > will be greatly appreciated and surely help keep my hair in my head. > >> > >> -Dan > >> > >> ___ > >> use-livecode mailing list > >> use-livecode@lists.runrev.com > >> Please visit this url to subscribe, unsubscribe and manage your > subscription preferences: > >> http://lists.runrev.com/mailman/listinfo/use-livecode > > > > > >___ > >use-livecode mailing list > >use-livecode@lists.runrev.com > >Please visit this url to subscribe, unsubscribe and manage your > subscription preferences: > >http://lists.runrev.com/mailman/l
Re: Android 64-bit?
When you submit apps to Google Play you have some amount of control over what versions are able to see that app. At this point it’s a few years since I had to deal with that, but hopefully you will have an option to say that it’s compatible with say Android 4-8. That rules out 9, and works around the 64 bit requirements. > On Jul 15, 2019, at 6:26 PM, Tom Glod via use-livecode > wrote: > > Welli thought it was clear ..but now i'm more confused than ever on > this subject :P > > It will not be possible to post a *new* app to the playstore starting > august 1 without using livecode 9.5 to build it? > > Is 9.5 stable slated to be out anytime soon? > > > > On Mon, Jul 15, 2019 at 7:22 PM Colin Holgate via use-livecode < > use-livecode@lists.runrev.com> wrote: > >> I have been following this with regard to Adobe AIR, and it’s nice that >> they get an extension. I use Unity too, and that has a longer extension. I >> suspect it’s in proportion to the number of apps submitted with those >> tools. I have read figures of 10% of apps are AIR and 50% of games are >> Unity. That’s a lot of users to upset. >> >> LiveCode isn’t quite at the 10 or 50 percent level yet, so no special >> case. But one thing to note is that Android 9 is only at 10% of devices, >> which is high enough for Google to brag about, but if you have to set your >> APK to only work on Android 8 or earlier, you still get 90% of the users. >> >> >>> On Jul 15, 2019, at 5:16 PM, Ralph DiMola via use-livecode < >> use-livecode@lists.runrev.com> wrote: >>> >>> From the android-developers googleblog: >>> >>> The 64-bit requirement: what it means for developers >>> Starting August 1, 2019: >>> >>> All new apps and app updates that include native code are required to >> provide 64-bit versions in addition to 32-bit versions when publishing to >> Google Play. >>> Extensions: Google Play will continue to accept 32-bit only updates to >> existing games that use the following SDKs: >>> Corona Labs SDK - until August 2020 >>> Adobe Air software and the AIR SDK - until August 2020 >>> Unity 5.6.7 or older - until August 2021 >>> Starting August 1, 2021: >>> Google Play will stop serving apps without 64-bit versions on 64-bit >> capable devices, meaning they will no longer be available in the Play Store >> on those devices. >>> This will include games built with Unity 5.6.x or older. >>> The requirement does not apply to: >>> APKs or app bundles explicitly targeting Wear OS or Android TV, which >> are form factors that do not currently support 64-bit code. >>> APKs or app bundles that are not distributed to devices running Android >> 9 Pie or later. >>> >>> >>> Ralph DiMola >>> IT Director >>> Evergreen Information Services >>> rdim...@evergreeninfo.net >>> >>> -Original Message- >>> From: use-livecode [mailto:use-livecode-boun...@lists.runrev.com] On >> Behalf Of Dan Friedman via use-livecode >>> Sent: Monday, July 15, 2019 6:04 PM >>> To: How to use LiveCode >>> Cc: Dan Friedman; Dar Scott Consulting >>> Subject: Re: Android 64-bit? >>> >>> Dar, >>> >>> https://developer.android.com/distribute/best-practices/develop/64-bit >> states, "Starting August 1, 2019, your apps published on Google Play will >> need to support 64-bit architectures." >>> >>> So, no new or updated apps can be posted to Google made by LiveCode >> after August 1? That can't be right! Perhaps someone at LC will have >> some better news? >>> >>> -Dan >>> >>> >>> On 7/15/19, 2:31 PM, "use-livecode on behalf of Dar Scott Consulting >> via use-livecode" > use-livecode@lists.runrev.com> wrote: >>> >>> Wow! >>> >>> Perhaps the constraint for August 1 is that all NEW apps and all >> UPDATES need to include 64-bit. Maybe, they will still serve your apps. >>> >>>> On Jul 15, 2019, at 2:14 PM, Dan Friedman via use-livecode < >> use-livecode@lists.runrev.com> wrote: >>>> >>>> Greetings! I got some notices from Google (android) that my apps need >> to be updated to 64-bit by August 1, 2019. Does LiveCode generate 64-bit >> Android apps? If so, can I do that with Indy 9.0.4? If so, what versions >> of Android Studio and Android SDKs do I need to install? Any guidance >> will be great
Re: Android 64-bit?
ok thanks Colin that clears up the most confusing part for me. ...i'll find out the rest in sept when i'm trying to submit using 9.0x :) On Mon, Jul 15, 2019 at 8:35 PM Colin Holgate via use-livecode < use-livecode@lists.runrev.com> wrote: > When you submit apps to Google Play you have some amount of control over > what versions are able to see that app. At this point it’s a few years > since I had to deal with that, but hopefully you will have an option to say > that it’s compatible with say Android 4-8. That rules out 9, and works > around the 64 bit requirements. > > > > On Jul 15, 2019, at 6:26 PM, Tom Glod via use-livecode < > use-livecode@lists.runrev.com> wrote: > > > > Welli thought it was clear ..but now i'm more confused than ever > on > > this subject :P > > > > It will not be possible to post a *new* app to the playstore starting > > august 1 without using livecode 9.5 to build it? > > > > Is 9.5 stable slated to be out anytime soon? > > > > > > > > On Mon, Jul 15, 2019 at 7:22 PM Colin Holgate via use-livecode < > > use-livecode@lists.runrev.com> wrote: > > > >> I have been following this with regard to Adobe AIR, and it’s nice that > >> they get an extension. I use Unity too, and that has a longer > extension. I > >> suspect it’s in proportion to the number of apps submitted with those > >> tools. I have read figures of 10% of apps are AIR and 50% of games are > >> Unity. That’s a lot of users to upset. > >> > >> LiveCode isn’t quite at the 10 or 50 percent level yet, so no special > >> case. But one thing to note is that Android 9 is only at 10% of devices, > >> which is high enough for Google to brag about, but if you have to set > your > >> APK to only work on Android 8 or earlier, you still get 90% of the > users. > >> > >> > >>> On Jul 15, 2019, at 5:16 PM, Ralph DiMola via use-livecode < > >> use-livecode@lists.runrev.com> wrote: > >>> > >>> From the android-developers googleblog: > >>> > >>> The 64-bit requirement: what it means for developers > >>> Starting August 1, 2019: > >>> > >>> All new apps and app updates that include native code are required to > >> provide 64-bit versions in addition to 32-bit versions when publishing > to > >> Google Play. > >>> Extensions: Google Play will continue to accept 32-bit only updates to > >> existing games that use the following SDKs: > >>> Corona Labs SDK - until August 2020 > >>> Adobe Air software and the AIR SDK - until August 2020 > >>> Unity 5.6.7 or older - until August 2021 > >>> Starting August 1, 2021: > >>> Google Play will stop serving apps without 64-bit versions on 64-bit > >> capable devices, meaning they will no longer be available in the Play > Store > >> on those devices. > >>> This will include games built with Unity 5.6.x or older. > >>> The requirement does not apply to: > >>> APKs or app bundles explicitly targeting Wear OS or Android TV, which > >> are form factors that do not currently support 64-bit code. > >>> APKs or app bundles that are not distributed to devices running Android > >> 9 Pie or later. > >>> > >>> > >>> Ralph DiMola > >>> IT Director > >>> Evergreen Information Services > >>> rdim...@evergreeninfo.net > >>> > >>> -Original Message- > >>> From: use-livecode [mailto:use-livecode-boun...@lists.runrev.com] On > >> Behalf Of Dan Friedman via use-livecode > >>> Sent: Monday, July 15, 2019 6:04 PM > >>> To: How to use LiveCode > >>> Cc: Dan Friedman; Dar Scott Consulting > >>> Subject: Re: Android 64-bit? > >>> > >>> Dar, > >>> > >>> https://developer.android.com/distribute/best-practices/develop/64-bit > >> states, "Starting August 1, 2019, your apps published on Google Play > will > >> need to support 64-bit architectures." > >>> > >>> So, no new or updated apps can be posted to Google made by LiveCode > >> after August 1? That can't be right! Perhaps someone at LC will have > >> some better news? > >>> > >>> -Dan > >>> > >>> > >>> On 7/15/19, 2:31 PM, "use-livecode on behalf of Dar Scott Consulting > >> via use-livecode" >> use-livecod