How to force AAB to install only in 32 bits - google-play

We have lost our project source long ago, we now need to force android app bundle to install 32-bit lib into 64b arch devices. At the same time we need to put dummy libs into arm64-v8a for google play to accept our app. Is there anyway we can force this install?
We cant edit gradle (lost srcs)

Unfortunately NO you can not do this, you have to have the source code.

Related

Can I use homebrew to compile static binaries with all dependency on macOS

I would like to compile a binary that is portable like a "normal" macOS bundle app.
For example using https://formulae.brew.sh/formula/cherrytree to create a macOS app that I can then share on a computer that do not have brew.
I know I can compile it using gcc directly. But is their a way to automatize library download and statically link those to the target binary?
I thought someone may have extended homebrew to do that?
I am also trying to create an app bundle which uses Homebrew packages but does not require other users to have Homebrew. The best I have been able to do so far is to install Homebrew inside the app bundle, for example, into a folder
/Applications/myApp.app/Contents/Homebrew
This has a big downside - it takes up a huge amount of disk space, of which only a small fraction is needed at runtime. You can clean it out by hand some after building, but it's painful.
Homebrew says installing into non default location is not officially supported, but it has been working OK. OTOH, the other Mac package manager, MacPorts, does officially support arbitrary install locations, but it doesn't actually work. Go figure...

Dynamic Libraries and OSX App

I'm building and OS X app that needs a set of dynamic libraries in order to run (Graphviz Libraries). On the machine I'm developing on it works fine but when I tried running the app on another machine the app crashes (which does not surprise me) probably because it doesn't find the libraries, they are installed but in a different location.
My question is what is the best way to make sure your program works?
Graphviz libraries should be installed into "/usr/local", but can be installed in other places.
There are ways to include dylibs in application packages you build (this related question's answer has more info), but it's a bit of a hassle to set up the build steps / phases in Xcode to do the extra steps at build time (such as calling "install_name_tool" to point to "#executable_path").
If your app is going to be installed on not too many machines, I'd recommend just making certain that Graphviz is properly installed into the expected place. If you're going to distribute this app far & wide, you might as well include the Graphviz dylibs within your app package. A third -- possible -- option might be to call the Graphviz installer as a sub-installer from an installer that you create.

Xcode/Phonegap not compiling the right version of my app

When I compile my mobile app using Xcode and Phonegap, the application on the iPod/iPhone/iPad is the anterior version that I compiled yesterday.
Basically when I run the app in the emulator, all works fine, so I know it's the right files and everything, but when I then build it for the mobile device, it shows the one I did yesterday.
What could be causing this? Is there any settings I should check or something? Like I said I doubt it's related to the files/folder because when emulating it, it works fine.
Thanks!
I had a similar problem long time ago. Try to delete your app on the device and then build it again. I don't know how apple manage apps but I think that the major of your app is keeped on your device (in order to speed up compilation).
I hope it will works !
Did you increase the version number of your built? If you recompile with the same number, you may run into trouble.

Redistributing Tools used by application (OSX, imageMagick, TWAIN - SANE)

I have a mac application that uses twain (Relies on 3 packages that I had to install: libusb, sane backends, and twain sane interface) and imagemagick which I also used a package to install and I'm not really sure how to go about redistributing them.
I'm thinking I would have to include the source for each package I rely on, libusb-1.0.9.tar.bz2 for example for the lib usb package, and then configure and make each of those in /use/local/bin (Basing that off seeing it done by the binary packages). I imagine I would have to add these locations to $PATH once done.
I was trying this myself but ran into this error: "configure: error: no acceptable C compiler found in $PATH" so am now downloading xcode developer tools. I imagine the end user for my installer will run into this issue as well though if they don't have it installed so I'm now not sure how to proceed.
Can anyone shed some light on how to properly distribute tools that your app relies on? I am using FileStorm Pro and was planning on using applescript shell commands to do the command line work.
Unless you were planning to distribute your application as source, you definitely don't want to distribute its dependencies as source. Most Mac users do not have the Xcode developer tools, and do not want them.
Build the binaries on your machine (ideally on a clean machine with the oldest version of OS X you want to support, the newest version of Xcode that works on that OS, and nothing else installed on it). Then copy the resulting binaries somewhere into your .app bundle. Then, instead of running the tools in a way that relies on $PATH, launch them by an explicit path relative to argv[0] or [NSBundle mainBundle].
(And make sure to check the licenses of every third-party tool you're using.)

XCode 4 can I copy the download from one machine to another

Hi
I downloaded the XCode 4 which uses the app store to download and install and took over 8 hours for the 4.1 GB download to complete.
Can I copy this install from to another machine without having to do that massive download again?
Just to be clear I know how to move files between machines its more the location and what needs to be moved that I am interested in,
Thanks in advance,
I simply copied "/Applications/Install Xcode.app" from one machine to the other after the first machine downloaded from the App Store ($4.99 version). It worked fine.
I am stumped by other answers here - I have just downloaded XCode 4.3.2 for Lion (AFAIK latest at the moment) from this site:
https://developer.apple.com/downloads/index.action
You only need a valid AppleID (free of charge) developer account. No credit card whatsoever.
The filtering & pagination on download page do not work properly / are somewhat weird, at least in FF. But you can still find and download the 1.8GB .dmg file there and install it wherever you want.
OP has stated that he has downloaded a 4.1GB file, so the versions might be different. I do not miss anything from mine though, it works (well, mostly - but that's just the quality of Apple software... :) ).
For what it’s worth, if you’re a registered developer you can download a single .dmg file from Apple’s website and install Xcode from that. The disc image can then be obviously copied wherever you wish.
Isn't it just a *dmg file? That's what I have done one with a previous version. Just copied it and a normal install did the trick..
The newest is called xcode_4_and_ios_sdk_4.3__final and is in my download folder...

Resources