03-24-2011 10:43 PM
I'm ready package my app into a .bar file and sign it. The problem I'm having is that signing through Burrito is creating a .bar file without all the swc files used by my project.
The .bar file inside bin-debug contains all assets. With this in mind:
1)Can I use the bar file generated when running the app in the simulator (the one in bin-debug) and sign it through the CLI?
2)If not, can I use the swf in bin-debug and package it with the rest of the files (including the swc files) into the .bar file?
3) The project is currently referencing the swc files inside the bin-debug folder. Could this be the issue? If so, what's the best place to store all assets so that Burrito packs them into the .bar file?
03-24-2011 10:48 PM
Yes to question 1 but you might want to add the "-debug=False" flag to your compilter arguments first then run the command line tools to package and sign the app. If you want more information there are a number of posts dealing with exactly this.
03-25-2011 09:39 PM
Thanks for the info, but it still didn't work. What I ended up doing was publishing the app on Flash Builder without signing it so that I would get a production bar file. I then extracted the swf and packaged it (through the CLI) with the rest of the files needed. I was able to sign and install the bar file generated.
I still don't know why flash builder would not package the swc files on the production bar but it did on the debug one.
03-26-2011 03:46 AM
I had a similar problem with PNG files not being included, apparently due to a bug in Flash Builder. I basically just unzipped the bar, stuck the proper files in place, and zipped it back up and haven't bothered with signing yet
03-26-2011 12:14 PM
Ahhh, I might try that approach next time. The only reason why I signed it was to be able to install it on the simulator and test the bar file before submitting it. The sim would not allow me to install the bar unless it was signed and I wanted to make sure all resources would be accessed correctly.