iOS SDK Version in AIR 27

2018-01-04 Thread Erik J. Thomas
Apple recently started enforcing the use of an asset catalog for app icons if 
the app was compiled using iOS 11 SDK. If the icons are not inside an asset 
catalog that's compiled into the binary itself iTC will refuse your build with 
this message:

"Apps built with iOS 11 or later SDK must supply app icons in an asset catalog 
and must also provide a value for this Info.plist key. For more information see 
http://help.apple.com/xcode/mac/current/#/dev10510b1f7 
."

I suppose this might be a question for the Flex developer mailing list, but I'm 
assuming AIR 27 is still bundling the iOS 10 SDK? Because if it bundled iOS 11 
SDK my AIR apps would fail to load into iTunes Connect.

We also build native apps and as of the past few weeks, Apple has started 
rejecting apps that don't use app catalogs for app icons. I expect the Flex 
community will run into this same issue if/when AIR SDK starts including iOS 11 
SDK.

Does anyone know what version of iOS SDK that AIR 27 uses to build the IPA?

Thanks.

Erik

Re: iOS SDK Version in AIR 27

2018-01-04 Thread Erik J. Thomas
Or perhaps iOS SDK is packaged with the Flex SDK? If so, what version? I can't 
find anything on the web that explains how an iOS app is compiled using FlexSDK 
or AIRSDK. I understand there is the runtime component but I do not configure 
my project to use an external XCode iOS SDK to build (I use IntelliJ and that's 
configurable) so if I don't, then it must be getting compiled with an iOS SDK 
that's bundled somehow with Flex or AIR.

I am very weak in my understanding of this issue. None of the release notes I 
can find on AIR and Flex SDK releases mention the iOS SDK but they do mention 
macOS SDK for desktop AIR apps. 

Thanks.

Erik

On Jan 4, 2018, at 10:25 AM, Erik J. Thomas  wrote:

Apple recently started enforcing the use of an asset catalog for app icons if 
the app was compiled using iOS 11 SDK. If the icons are not inside an asset 
catalog that's compiled into the binary itself iTC will refuse your build with 
this message:

"Apps built with iOS 11 or later SDK must supply app icons in an asset catalog 
and must also provide a value for this Info.plist key. For more information see 
http://help.apple.com/xcode/mac/current/#/dev10510b1f7 
."

I suppose this might be a question for the Flex developer mailing list, but I'm 
assuming AIR 27 is still bundling the iOS 10 SDK? Because if it bundled iOS 11 
SDK my AIR apps would fail to load into iTunes Connect.

We also build native apps and as of the past few weeks, Apple has started 
rejecting apps that don't use app catalogs for app icons. I expect the Flex 
community will run into this same issue if/when AIR SDK starts including iOS 11 
SDK.

Does anyone know what version of iOS SDK that AIR 27 uses to build the IPA?

Thanks.

Erik



Re: iOS SDK Version in AIR 27

2018-01-04 Thread Greg Dove
Hi Erik,

iOS SDK version is 'bundled' with Air SDK, but there is a way to specify an
external location for iOS SDK to point to a different external sdk version
when packaging.

AIR 28 sdk will be the first one that has iOS11 by default and will
therefore have the new requirements.
You can read about that here:
https://fpdownload.macromedia.com/pub/labs/flashruntimes/shared/air28_flashplayer28_releasenotes.pdf

One way I check things is to look at the builds themselves.
An ipa file is basically a zip archive (apk is similar for android).
If you open it in an archive utility and either extract or directly open
the file Info.plist (inside the main Payload folder) in a text editor you
can usually find some helpful info.,
Here is an extract of what I found for an AIR 27 build:

DTPlatformName
iphoneos
DTSDKName
iphoneos10.1
DTPlatformVersion
10.1
DTXcode
0810
DTXcodeBuild
8B62

This seems clear to me that Air 27 is using iOS 10.1


Hope that is helpful...
Greg

On Fri, Jan 5, 2018 at 7:42 AM, Erik J. Thomas  wrote:

> Or perhaps iOS SDK is packaged with the Flex SDK? If so, what version? I
> can't find anything on the web that explains how an iOS app is compiled
> using FlexSDK or AIRSDK. I understand there is the runtime component but I
> do not configure my project to use an external XCode iOS SDK to build (I
> use IntelliJ and that's configurable) so if I don't, then it must be
> getting compiled with an iOS SDK that's bundled somehow with Flex or AIR.
>
> I am very weak in my understanding of this issue. None of the release
> notes I can find on AIR and Flex SDK releases mention the iOS SDK but they
> do mention macOS SDK for desktop AIR apps.
>
> Thanks.
>
> Erik
>
> On Jan 4, 2018, at 10:25 AM, Erik J. Thomas  wrote:
>
> Apple recently started enforcing the use of an asset catalog for app icons
> if the app was compiled using iOS 11 SDK. If the icons are not inside an
> asset catalog that's compiled into the binary itself iTC will refuse your
> build with this message:
>
> "Apps built with iOS 11 or later SDK must supply app icons in an asset
> catalog and must also provide a value for this Info.plist key. For more
> information see http://help.apple.com/xcode/mac/current/#/dev10510b1f7 <
> http://help.apple.com/xcode/mac/current/#/dev10510b1f7>."
>
> I suppose this might be a question for the Flex developer mailing list,
> but I'm assuming AIR 27 is still bundling the iOS 10 SDK? Because if it
> bundled iOS 11 SDK my AIR apps would fail to load into iTunes Connect.
>
> We also build native apps and as of the past few weeks, Apple has started
> rejecting apps that don't use app catalogs for app icons. I expect the Flex
> community will run into this same issue if/when AIR SDK starts including
> iOS 11 SDK.
>
> Does anyone know what version of iOS SDK that AIR 27 uses to build the IPA?
>
> Thanks.
>
> Erik
>
>


Re: iOS SDK Version in AIR 27

2018-01-04 Thread Linqto
Hey Greg that’s perfect. Thanks for the info. I wonder how adobe plans to get 
around the asset catalog requirement. Do you suppose they create an asset 
catalog during the build? 

Sent from my iPhone

> On Jan 4, 2018, at 11:35 AM, Greg Dove  wrote:
> 
> Hi Erik,
> 
> iOS SDK version is 'bundled' with Air SDK, but there is a way to specify an
> external location for iOS SDK to point to a different external sdk version
> when packaging.
> 
> AIR 28 sdk will be the first one that has iOS11 by default and will
> therefore have the new requirements.
> You can read about that here:
> https://fpdownload.macromedia.com/pub/labs/flashruntimes/shared/air28_flashplayer28_releasenotes.pdf
> 
> One way I check things is to look at the builds themselves.
> An ipa file is basically a zip archive (apk is similar for android).
> If you open it in an archive utility and either extract or directly open
> the file Info.plist (inside the main Payload folder) in a text editor you
> can usually find some helpful info.,
> Here is an extract of what I found for an AIR 27 build:
> 
> DTPlatformName
>iphoneos
>DTSDKName
>iphoneos10.1
>DTPlatformVersion
>10.1
>DTXcode
>0810
>DTXcodeBuild
>8B62
> 
> This seems clear to me that Air 27 is using iOS 10.1
> 
> 
> Hope that is helpful...
> Greg
> 
>> On Fri, Jan 5, 2018 at 7:42 AM, Erik J. Thomas  wrote:
>> 
>> Or perhaps iOS SDK is packaged with the Flex SDK? If so, what version? I
>> can't find anything on the web that explains how an iOS app is compiled
>> using FlexSDK or AIRSDK. I understand there is the runtime component but I
>> do not configure my project to use an external XCode iOS SDK to build (I
>> use IntelliJ and that's configurable) so if I don't, then it must be
>> getting compiled with an iOS SDK that's bundled somehow with Flex or AIR.
>> 
>> I am very weak in my understanding of this issue. None of the release
>> notes I can find on AIR and Flex SDK releases mention the iOS SDK but they
>> do mention macOS SDK for desktop AIR apps.
>> 
>> Thanks.
>> 
>> Erik
>> 
>> On Jan 4, 2018, at 10:25 AM, Erik J. Thomas  wrote:
>> 
>> Apple recently started enforcing the use of an asset catalog for app icons
>> if the app was compiled using iOS 11 SDK. If the icons are not inside an
>> asset catalog that's compiled into the binary itself iTC will refuse your
>> build with this message:
>> 
>> "Apps built with iOS 11 or later SDK must supply app icons in an asset
>> catalog and must also provide a value for this Info.plist key. For more
>> information see http://help.apple.com/xcode/mac/current/#/dev10510b1f7 <
>> http://help.apple.com/xcode/mac/current/#/dev10510b1f7>."
>> 
>> I suppose this might be a question for the Flex developer mailing list,
>> but I'm assuming AIR 27 is still bundling the iOS 10 SDK? Because if it
>> bundled iOS 11 SDK my AIR apps would fail to load into iTunes Connect.
>> 
>> We also build native apps and as of the past few weeks, Apple has started
>> rejecting apps that don't use app catalogs for app icons. I expect the Flex
>> community will run into this same issue if/when AIR SDK starts including
>> iOS 11 SDK.
>> 
>> Does anyone know what version of iOS SDK that AIR 27 uses to build the IPA?
>> 
>> Thanks.
>> 
>> Erik
>> 
>> 



Re: iOS SDK Version in AIR 27

2018-01-04 Thread Greg Dove
'I wonder how adobe plans to get around the asset catalog requirement. Do
you suppose they create an asset catalog during the build'

At the moment that is not the case - see the section titled 'iOS SDK
Upgrade' in the air28 release notes. I don't know if this will change or
not. but for now it is a manual step and requires a mac & xcode9 (my main
dev setup is windows, but I had to get a small mac for dealing with the
occasional mac-only build requirements or differences).






On Fri, Jan 5, 2018 at 9:07 AM, Linqto  wrote:

> Hey Greg that’s perfect. Thanks for the info. I wonder how adobe plans to
> get around the asset catalog requirement. Do you suppose they create an
> asset catalog during the build?
>
> Sent from my iPhone
>
> > On Jan 4, 2018, at 11:35 AM, Greg Dove  wrote:
> >
> > Hi Erik,
> >
> > iOS SDK version is 'bundled' with Air SDK, but there is a way to specify
> an
> > external location for iOS SDK to point to a different external sdk
> version
> > when packaging.
> >
> > AIR 28 sdk will be the first one that has iOS11 by default and will
> > therefore have the new requirements.
> > You can read about that here:
> > https://fpdownload.macromedia.com/pub/labs/flashruntimes/
> shared/air28_flashplayer28_releasenotes.pdf
> >
> > One way I check things is to look at the builds themselves.
> > An ipa file is basically a zip archive (apk is similar for android).
> > If you open it in an archive utility and either extract or directly open
> > the file Info.plist (inside the main Payload folder) in a text editor you
> > can usually find some helpful info.,
> > Here is an extract of what I found for an AIR 27 build:
> >
> > DTPlatformName
> >iphoneos
> >DTSDKName
> >iphoneos10.1
> >DTPlatformVersion
> >10.1
> >DTXcode
> >0810
> >DTXcodeBuild
> >8B62
> >
> > This seems clear to me that Air 27 is using iOS 10.1
> >
> >
> > Hope that is helpful...
> > Greg
> >
> >> On Fri, Jan 5, 2018 at 7:42 AM, Erik J. Thomas  wrote:
> >>
> >> Or perhaps iOS SDK is packaged with the Flex SDK? If so, what version? I
> >> can't find anything on the web that explains how an iOS app is compiled
> >> using FlexSDK or AIRSDK. I understand there is the runtime component
> but I
> >> do not configure my project to use an external XCode iOS SDK to build (I
> >> use IntelliJ and that's configurable) so if I don't, then it must be
> >> getting compiled with an iOS SDK that's bundled somehow with Flex or
> AIR.
> >>
> >> I am very weak in my understanding of this issue. None of the release
> >> notes I can find on AIR and Flex SDK releases mention the iOS SDK but
> they
> >> do mention macOS SDK for desktop AIR apps.
> >>
> >> Thanks.
> >>
> >> Erik
> >>
> >> On Jan 4, 2018, at 10:25 AM, Erik J. Thomas  wrote:
> >>
> >> Apple recently started enforcing the use of an asset catalog for app
> icons
> >> if the app was compiled using iOS 11 SDK. If the icons are not inside an
> >> asset catalog that's compiled into the binary itself iTC will refuse
> your
> >> build with this message:
> >>
> >> "Apps built with iOS 11 or later SDK must supply app icons in an asset
> >> catalog and must also provide a value for this Info.plist key. For more
> >> information see http://help.apple.com/xcode/mac/current/#/dev10510b1f7
> <
> >> http://help.apple.com/xcode/mac/current/#/dev10510b1f7>."
> >>
> >> I suppose this might be a question for the Flex developer mailing list,
> >> but I'm assuming AIR 27 is still bundling the iOS 10 SDK? Because if it
> >> bundled iOS 11 SDK my AIR apps would fail to load into iTunes Connect.
> >>
> >> We also build native apps and as of the past few weeks, Apple has
> started
> >> rejecting apps that don't use app catalogs for app icons. I expect the
> Flex
> >> community will run into this same issue if/when AIR SDK starts including
> >> iOS 11 SDK.
> >>
> >> Does anyone know what version of iOS SDK that AIR 27 uses to build the
> IPA?
> >>
> >> Thanks.
> >>
> >> Erik
> >>
> >>
>
>


Re: iOS SDK Version in AIR 27

2018-01-04 Thread Tom Chiverton
"it is a manual step and requires a mac & xcode9"
What the heck do Adobe think they are doing? Why doesn't AIR just build a 
correctly packaged app?!? 

No sign from their docs this will be temporary. 
Another project that let non-Apple owners write for Mac is killed off. 

But this is probably not the place to moan. 

On 4 January 2018 20:16:18 GMT+00:00, Greg Dove  wrote:
>'I wonder how adobe plans to get around the asset catalog requirement.
>Do
>you suppose they create an asset catalog during the build'
>
>At the moment that is not the case - see the section titled 'iOS SDK
>Upgrade' in the air28 release notes. I don't know if this will change
>or
>not. but for now it is a manual step and requires a mac & xcode9 (my
>main
>dev setup is windows, but I had to get a small mac for dealing with the
>occasional mac-only build requirements or differences).
>
>
>
>
>
>
>On Fri, Jan 5, 2018 at 9:07 AM, Linqto  wrote:
>
>> Hey Greg that’s perfect. Thanks for the info. I wonder how adobe
>plans to
>> get around the asset catalog requirement. Do you suppose they create
>an
>> asset catalog during the build?
>>
>> Sent from my iPhone
>>
>> > On Jan 4, 2018, at 11:35 AM, Greg Dove  wrote:
>> >
>> > Hi Erik,
>> >
>> > iOS SDK version is 'bundled' with Air SDK, but there is a way to
>specify
>> an
>> > external location for iOS SDK to point to a different external sdk
>> version
>> > when packaging.
>> >
>> > AIR 28 sdk will be the first one that has iOS11 by default and will
>> > therefore have the new requirements.
>> > You can read about that here:
>> > https://fpdownload.macromedia.com/pub/labs/flashruntimes/
>> shared/air28_flashplayer28_releasenotes.pdf
>> >
>> > One way I check things is to look at the builds themselves.
>> > An ipa file is basically a zip archive (apk is similar for
>android).
>> > If you open it in an archive utility and either extract or directly
>open
>> > the file Info.plist (inside the main Payload folder) in a text
>editor you
>> > can usually find some helpful info.,
>> > Here is an extract of what I found for an AIR 27 build:
>> >
>> > DTPlatformName
>> >iphoneos
>> >DTSDKName
>> >iphoneos10.1
>> >DTPlatformVersion
>> >10.1
>> >DTXcode
>> >0810
>> >DTXcodeBuild
>> >8B62
>> >
>> > This seems clear to me that Air 27 is using iOS 10.1
>> >
>> >
>> > Hope that is helpful...
>> > Greg
>> >
>> >> On Fri, Jan 5, 2018 at 7:42 AM, Erik J. Thomas 
>wrote:
>> >>
>> >> Or perhaps iOS SDK is packaged with the Flex SDK? If so, what
>version? I
>> >> can't find anything on the web that explains how an iOS app is
>compiled
>> >> using FlexSDK or AIRSDK. I understand there is the runtime
>component
>> but I
>> >> do not configure my project to use an external XCode iOS SDK to
>build (I
>> >> use IntelliJ and that's configurable) so if I don't, then it must
>be
>> >> getting compiled with an iOS SDK that's bundled somehow with Flex
>or
>> AIR.
>> >>
>> >> I am very weak in my understanding of this issue. None of the
>release
>> >> notes I can find on AIR and Flex SDK releases mention the iOS SDK
>but
>> they
>> >> do mention macOS SDK for desktop AIR apps.
>> >>
>> >> Thanks.
>> >>
>> >> Erik
>> >>
>> >> On Jan 4, 2018, at 10:25 AM, Erik J. Thomas 
>wrote:
>> >>
>> >> Apple recently started enforcing the use of an asset catalog for
>app
>> icons
>> >> if the app was compiled using iOS 11 SDK. If the icons are not
>inside an
>> >> asset catalog that's compiled into the binary itself iTC will
>refuse
>> your
>> >> build with this message:
>> >>
>> >> "Apps built with iOS 11 or later SDK must supply app icons in an
>asset
>> >> catalog and must also provide a value for this Info.plist key. For
>more
>> >> information see
>http://help.apple.com/xcode/mac/current/#/dev10510b1f7
>> <
>> >> http://help.apple.com/xcode/mac/current/#/dev10510b1f7>."
>> >>
>> >> I suppose this might be a question for the Flex developer mailing
>list,
>> >> but I'm assuming AIR 27 is still bundling the iOS 10 SDK? Because
>if it
>> >> bundled iOS 11 SDK my AIR apps would fail to load into iTunes
>Connect.
>> >>
>> >> We also build native apps and as of the past few weeks, Apple has
>> started
>> >> rejecting apps that don't use app catalogs for app icons. I expect
>the
>> Flex
>> >> community will run into this same issue if/when AIR SDK starts
>including
>> >> iOS 11 SDK.
>> >>
>> >> Does anyone know what version of iOS SDK that AIR 27 uses to build
>the
>> IPA?
>> >>
>> >> Thanks.
>> >>
>> >> Erik
>> >>
>> >>
>>
>>
>
>__
>This email has been scanned by the Symantec Email Security.cloud
>service.
>For more information please visit http://www.symanteccloud.com
>__

-- 
Tom Chiverton 
Sent from my phone. Please excuse my brevity. 

Re: iOS SDK Version in AIR 27

2018-01-04 Thread Dave Fisher
Hi -

If you are building a MacOS, tvOS or iOS app then Apple wants you to use xCode.

Adobe is being treated like every other Apple Developer.

Regards,
Dave

Sent from my iPhone

> On Jan 4, 2018, at 1:11 PM, Tom Chiverton  wrote:
> 
> "it is a manual step and requires a mac & xcode9"
> What the heck do Adobe think they are doing? Why doesn't AIR just build a 
> correctly packaged app?!? 
> 
> No sign from their docs this will be temporary. 
> Another project that let non-Apple owners write for Mac is killed off. 
> 
> But this is probably not the place to moan. 
> 
>> On 4 January 2018 20:16:18 GMT+00:00, Greg Dove  wrote:
>> 'I wonder how adobe plans to get around the asset catalog requirement.
>> Do
>> you suppose they create an asset catalog during the build'
>> 
>> At the moment that is not the case - see the section titled 'iOS SDK
>> Upgrade' in the air28 release notes. I don't know if this will change
>> or
>> not. but for now it is a manual step and requires a mac & xcode9 (my
>> main
>> dev setup is windows, but I had to get a small mac for dealing with the
>> occasional mac-only build requirements or differences).
>> 
>> 
>> 
>> 
>> 
>> 
>>> On Fri, Jan 5, 2018 at 9:07 AM, Linqto  wrote:
>>> 
>>> Hey Greg that’s perfect. Thanks for the info. I wonder how adobe
>> plans to
>>> get around the asset catalog requirement. Do you suppose they create
>> an
>>> asset catalog during the build?
>>> 
>>> Sent from my iPhone
>>> 
 On Jan 4, 2018, at 11:35 AM, Greg Dove  wrote:
 
 Hi Erik,
 
 iOS SDK version is 'bundled' with Air SDK, but there is a way to
>> specify
>>> an
 external location for iOS SDK to point to a different external sdk
>>> version
 when packaging.
 
 AIR 28 sdk will be the first one that has iOS11 by default and will
 therefore have the new requirements.
 You can read about that here:
 https://fpdownload.macromedia.com/pub/labs/flashruntimes/
>>> shared/air28_flashplayer28_releasenotes.pdf
 
 One way I check things is to look at the builds themselves.
 An ipa file is basically a zip archive (apk is similar for
>> android).
 If you open it in an archive utility and either extract or directly
>> open
 the file Info.plist (inside the main Payload folder) in a text
>> editor you
 can usually find some helpful info.,
 Here is an extract of what I found for an AIR 27 build:
 
 DTPlatformName
   iphoneos
   DTSDKName
   iphoneos10.1
   DTPlatformVersion
   10.1
   DTXcode
   0810
   DTXcodeBuild
   8B62
 
 This seems clear to me that Air 27 is using iOS 10.1
 
 
 Hope that is helpful...
 Greg
 
> On Fri, Jan 5, 2018 at 7:42 AM, Erik J. Thomas 
>> wrote:
> 
> Or perhaps iOS SDK is packaged with the Flex SDK? If so, what
>> version? I
> can't find anything on the web that explains how an iOS app is
>> compiled
> using FlexSDK or AIRSDK. I understand there is the runtime
>> component
>>> but I
> do not configure my project to use an external XCode iOS SDK to
>> build (I
> use IntelliJ and that's configurable) so if I don't, then it must
>> be
> getting compiled with an iOS SDK that's bundled somehow with Flex
>> or
>>> AIR.
> 
> I am very weak in my understanding of this issue. None of the
>> release
> notes I can find on AIR and Flex SDK releases mention the iOS SDK
>> but
>>> they
> do mention macOS SDK for desktop AIR apps.
> 
> Thanks.
> 
> Erik
> 
> On Jan 4, 2018, at 10:25 AM, Erik J. Thomas 
>> wrote:
> 
> Apple recently started enforcing the use of an asset catalog for
>> app
>>> icons
> if the app was compiled using iOS 11 SDK. If the icons are not
>> inside an
> asset catalog that's compiled into the binary itself iTC will
>> refuse
>>> your
> build with this message:
> 
> "Apps built with iOS 11 or later SDK must supply app icons in an
>> asset
> catalog and must also provide a value for this Info.plist key. For
>> more
> information see
>> http://help.apple.com/xcode/mac/current/#/dev10510b1f7
>>> <
> http://help.apple.com/xcode/mac/current/#/dev10510b1f7>."
> 
> I suppose this might be a question for the Flex developer mailing
>> list,
> but I'm assuming AIR 27 is still bundling the iOS 10 SDK? Because
>> if it
> bundled iOS 11 SDK my AIR apps would fail to load into iTunes
>> Connect.
> 
> We also build native apps and as of the past few weeks, Apple has
>>> started
> rejecting apps that don't use app catalogs for app icons. I expect
>> the
>>> Flex
> community will run into this same issue if/when AIR SDK starts
>> including
> iOS 11 SDK.
> 
> Does anyone know what version of iOS SDK that AIR 27 uses to build
>> the
>>> IPA?
> 
> Thanks.
> 
> Erik
> 
> 
>>> 
>>> 
>> 
>> _

Re: Event when app regains focus

2018-01-04 Thread bilbosax
Thanks for the info Erik, it was exactly what I was looking for!

I have one last question for you that is a little unrelated, but you
mentioned in an earlier post that you use a webview ANE and StageWebView so
I thought that you might have run into this.  Do you know if any of these
browsers have a timeout function built into them someway??  The reason I ask
is that if a user clicks a button in my app that pulls up a webview and they
have lost internet connection, the webview just sits there indefinitely
blank.  After five seconds, I would like to put up a message to check their
internet connection or some useable feedback.  My webview is very
interactive so I don't want to have to set up a timer and listen for a
page-loaded event for every function in my app.  I would much rather just
listen to a timeout event and react if necessary.  Do you have any idea if
webviews have a built-in timeout feature??



--
Sent from: http://apache-flex-users.246.n4.nabble.com/


Re: iOS SDK Version in AIR 27

2018-01-04 Thread Tom Chiverton
Hopefully PhoneGap / Cordova figures out a work around... 

On 4 January 2018 21:16:26 GMT+00:00, Dave Fisher  wrote:
>Hi -
>
>If you are building a MacOS, tvOS or iOS app then Apple wants you to
>use xCode.
>
>Adobe is being treated like every other Apple Developer.
>
>Regards,
>Dave
>
>Sent from my iPhone
>
>> On Jan 4, 2018, at 1:11 PM, Tom Chiverton  wrote:
>> 
>> "it is a manual step and requires a mac & xcode9"
>> What the heck do Adobe think they are doing? Why doesn't AIR just
>build a correctly packaged app?!? 
>> 
>> No sign from their docs this will be temporary. 
>> Another project that let non-Apple owners write for Mac is killed
>off. 
>> 
>> But this is probably not the place to moan. 
>> 
>>> On 4 January 2018 20:16:18 GMT+00:00, Greg Dove
> wrote:
>>> 'I wonder how adobe plans to get around the asset catalog
>requirement.
>>> Do
>>> you suppose they create an asset catalog during the build'
>>> 
>>> At the moment that is not the case - see the section titled 'iOS SDK
>>> Upgrade' in the air28 release notes. I don't know if this will
>change
>>> or
>>> not. but for now it is a manual step and requires a mac & xcode9 (my
>>> main
>>> dev setup is windows, but I had to get a small mac for dealing with
>the
>>> occasional mac-only build requirements or differences).
>>> 
>>> 
>>> 
>>> 
>>> 
>>> 
 On Fri, Jan 5, 2018 at 9:07 AM, Linqto  wrote:
 
 Hey Greg that’s perfect. Thanks for the info. I wonder how adobe
>>> plans to
 get around the asset catalog requirement. Do you suppose they
>create
>>> an
 asset catalog during the build?
 
 Sent from my iPhone
 
> On Jan 4, 2018, at 11:35 AM, Greg Dove 
>wrote:
> 
> Hi Erik,
> 
> iOS SDK version is 'bundled' with Air SDK, but there is a way to
>>> specify
 an
> external location for iOS SDK to point to a different external sdk
 version
> when packaging.
> 
> AIR 28 sdk will be the first one that has iOS11 by default and
>will
> therefore have the new requirements.
> You can read about that here:
> https://fpdownload.macromedia.com/pub/labs/flashruntimes/
 shared/air28_flashplayer28_releasenotes.pdf
> 
> One way I check things is to look at the builds themselves.
> An ipa file is basically a zip archive (apk is similar for
>>> android).
> If you open it in an archive utility and either extract or
>directly
>>> open
> the file Info.plist (inside the main Payload folder) in a text
>>> editor you
> can usually find some helpful info.,
> Here is an extract of what I found for an AIR 27 build:
> 
> DTPlatformName
>   iphoneos
>   DTSDKName
>   iphoneos10.1
>   DTPlatformVersion
>   10.1
>   DTXcode
>   0810
>   DTXcodeBuild
>   8B62
> 
> This seems clear to me that Air 27 is using iOS 10.1
> 
> 
> Hope that is helpful...
> Greg
> 
>> On Fri, Jan 5, 2018 at 7:42 AM, Erik J. Thomas 
>>> wrote:
>> 
>> Or perhaps iOS SDK is packaged with the Flex SDK? If so, what
>>> version? I
>> can't find anything on the web that explains how an iOS app is
>>> compiled
>> using FlexSDK or AIRSDK. I understand there is the runtime
>>> component
 but I
>> do not configure my project to use an external XCode iOS SDK to
>>> build (I
>> use IntelliJ and that's configurable) so if I don't, then it must
>>> be
>> getting compiled with an iOS SDK that's bundled somehow with Flex
>>> or
 AIR.
>> 
>> I am very weak in my understanding of this issue. None of the
>>> release
>> notes I can find on AIR and Flex SDK releases mention the iOS SDK
>>> but
 they
>> do mention macOS SDK for desktop AIR apps.
>> 
>> Thanks.
>> 
>> Erik
>> 
>> On Jan 4, 2018, at 10:25 AM, Erik J. Thomas 
>>> wrote:
>> 
>> Apple recently started enforcing the use of an asset catalog for
>>> app
 icons
>> if the app was compiled using iOS 11 SDK. If the icons are not
>>> inside an
>> asset catalog that's compiled into the binary itself iTC will
>>> refuse
 your
>> build with this message:
>> 
>> "Apps built with iOS 11 or later SDK must supply app icons in an
>>> asset
>> catalog and must also provide a value for this Info.plist key.
>For
>>> more
>> information see
>>> http://help.apple.com/xcode/mac/current/#/dev10510b1f7
 <
>> http://help.apple.com/xcode/mac/current/#/dev10510b1f7>."
>> 
>> I suppose this might be a question for the Flex developer mailing
>>> list,
>> but I'm assuming AIR 27 is still bundling the iOS 10 SDK? Because
>>> if it
>> bundled iOS 11 SDK my AIR apps would fail to load into iTunes
>>> Connect.
>> 
>> We also build native apps and as of the past few weeks, Apple has
 started
>> rejecting apps that don't use app catalogs for app icons. I
>expect
>>> the
 Flex
>> community will run into this