64-bit requirements for iOS apps

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At the end of last year Apple announced their new requirements for submitting apps to the app store:

This doesn’t pose much of a problem for native apps, but we AIR developers were stranded… Until last week, when Adobe released AIR 16 beta in Adobe Labs. Let us go through the steps necessary for rebuilding your apps and ANEs to support 64 bits.

Step 1: Update your AIR SDK

1.1. Download AIR SDK 16 beta from Adobe Labs: http://labs.adobe.com/downloads/air.html

Note: if you use Flash Builder and/or the Flex SDK, you need the last download link, AIR 16 SDK for Flex Developers.

1.2. Make a backup copy of your AIR SDK folder.

1.3. Overlay the new SDK over the old one:

1.3.1 If you are a Windows user, unzip the download and copy the contents over your AIR SDK.

1.3.2. On Mac you can do the same and ask Finder to merge folders or, you can copy the archive in the root of your AIR SDK and run the following command in the Terminal:

Step 2: Update your app descriptor

If you are a veteran AIR developer, you are used to this, but here it is just in case. Open your app descriptor file – usually named your-app-name-app.xml and found in your project’s src/ folder and make sure the namespace at the top of the file points to 16.0:

Step 3: Rebuild your iOS ANEs

Any native extensions for iOS that your app uses will also need to be built with 64-bit support. If you have the source code for these ANEs, this is what you do:

3.1. Make sure you are using Xcode 6 and iOS SDK 8.

3.2. In your Xcode project, go to Build Settings > Architectures and first make sure that Architectures is set to Standard architectures (armv7, arm64), then set Build Active Architecture Only to No. Without the last change the compiler will default to building a binary that supports only one architecture, which matches the device that you have connected at the moment or the simulator version you have made active – good idea for a debug build, but not for release.

Xcode 64bit architecture setting

 

Now make a clean build of your ANE.

Here are a couple of resources that will help you automate your ANE building and packaging:

Step 4: How do you know if your app is now universal/64-bit?

… before submitting it to the Apple App Store, that is. There are a couple of things you can check.

First, if you build your app with AIR 16, you should NOT get an error message like this:

Error: Apple App Store allows only universal applications. “libMultiplatformANETemplateLib.a” is not a universal binary. Please change build settings in Xcode project to “Standard Architecture” to create universal library/framework.

Or like this:

[exec] Error: libCameraLibiOS.a are required to have universal iOS libraries. Please contact the ANE developer(s) to get the same.

[exec] Result: 12

Then,  to double-check, do the following:

4.1. Rename your .ipa file to .zip and unzip it.

4.2. Use lipo in the Mac Terminal:

You want to see a message like this:

 4.3. You can also use the file command on Mac:

This should result in a message like this one:

Ta-da! Your app is now up to date with the 64-bit requirements.

And just when you thought we were slacking…

All Native Extensions in our shop have now been updated to support 64 bits. Hooray!

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Comments

  1. This is really great guide! Love it! BTW lipo seem to missing ” -info”? e.g.

    $ lipo Main/Payload/Main.app/Main -info

    Not sure but my Mac seem to need it somehow :)

    Cheers!

  2. Maurice

    Hi, great Tutorial… works fine… but if i debug the app …. and touching the magic button … the app crashed with 1014 … class can not be found.

    in project -> properties -> flex build packaging -> ios -> native Extensions the Package box is checkmarked :-(

    can’t find the problem

    • Radoslava

      Hi Maurice,

      Could you give us some details on what goes wrong:
      – did the ANE work fine before the update?
      – what changed during the update?
      – what’s the exact error message that it shows when it crashes?

      Thanks,
      Radoslava

      • Maurice

        – did the ANE work fine before the update?
        Yes,
        – what changed during the update?
        In Xcode:
        -> architectures: Standard (armv7,arm64)
        -> valid architectures: armv7, armv7s, arm64
        -> clean
        -> build > *.a

        Flash Builder:
        as3 libproject with antscript and flex SDK 16.0
        Run The Build Script -> Successfully

        VerifyError: Error #1014: Class pl.randori.air.nativeextensions.ios::MailExtension could not be found.

        • Radoslava

          Hi Maurice,

          One thing to check would be if the ANE didn’t get packaged in the app’s IPA file for some reason.
          You can rename .ipa to .zip, unzip it and have a look inside: there should be a META-INF folder and an ANE folder inside it, containing the native extension files.

          Good luck,
          Radoslava

  3. Thanks in advance.

    Help me about. I can’t release adobe air game in app store after 1st feb, because Appstore changed policy. so that I have download latest sdk. but it showing me below error. so please help me to create final .ipa which I can upload it in app store.

    —————————
    Adobe Flash Professional
    —————————
    Error creating files.

    Error: META-INF/ANE/iPhone-ARM/AdMobAPI.a are required to have universal iOS libraries. Please contact the ANE developer(s) to get the same.

    —————————
    OK
    —————————

  4. Hi

    Thanks for reply.

    Can you provide 64 bit ane files of.
    “AdMob.ane, GameCenter.ane, NativeGATracker.ane,Social.ane ”

    Because I got bellow errors while creating ipa.

    —————————
    Adobe Flash Professional
    —————————
    Error creating files.

    Error: META-INF/ANE/iPhone-ARM/libSocialIosExtension.a, META-INF/ANE/iPhone-ARM/GameCenterAPI.a, META-INF/ANE/iPhone-ARM/libNativeGATracker.a, META-INF/ANE/iPhone-ARM/AdMobAPI.a are required to have universal iOS libraries. Please contact the ANE developer(s) to get the same.

    —————————
    OK
    —————————

  5. Hi,

    I have implement admob and. which you have sent me.
    it gave me following errors while creating ipa.

    —————————
    Adobe Flash Professional
    —————————
    Error creating files.

    Included native extension ‘so.cuo.platform.admob’ includes a SWF version 25 which is greater than the version of the root SWF of this application: 15

    —————————
    OK
    —————————

    Thanks
    Tushar

    • Radoslava

      Hi Tushar,

      As we aren’t the developers of either of the ANEs that you have mentioned (AdMob.ane, GameCenter.ane, NativeGATracker.ane, Social.ane), we are unable to provide support for them.

      Have you been in touch with the original developers?

      Greetings,
      Radoslava

  6. webbang

    kevinui-MacBook-Pro:ane kevin$ “/Applications/Adobe Flash Builder 4.7/eclipse/plugins/com.adobe.flash.compiler_4.7.0.349722/AIRSDK/bin/adt” -package -target ane AirLibrary.ane AirLibrary-extension.xml -swc AirLibrary.swc -platform iPhone-ARM -C . . -platformoptions AirLibrary-ios-platformoptions.xml
    Error: Apple App Store allows only universal applications. “libNativeExtensionTemplateiOS.a” is not a universal binary. Please change build settings in Xcode project to “Standard Architecture” to create universal library/framework.

    컴파일 시 위와 같은 에러 발생한다.
    AIRSDK 버전 : AIR24.0
    Xcode : 버전 9.2
    Architectures -> Standard architectures – $(ARHS_STANDARD)
    Base SDK -> Latest(iOS 11.2)
    Build Active Architecture Only -> No
    Supported Platforms -> iOS
    Valid Architectures -> arm64 armv7 armv7s

    이유가 뭔가?

  7. webbang

    kevinui-MacBook-Pro:ane kevin$ “/Applications/Adobe Flash Builder 4.7/eclipse/plugins/com.adobe.flash.compiler_4.7.0.349722/AIRSDK/bin/adt” -package -target ane AirLibrary.ane AirLibrary-extension.xml -swc AirLibrary.swc -platform iPhone-ARM -C . . -platformoptions AirLibrary-ios-platformoptions.xml
    Error: Apple App Store allows only universal applications. “libNativeExtensionTemplateiOS.a” is not a universal binary. Please change build settings in Xcode project to “Standard Architecture” to create universal library/framework.

    The above error occurs when compiling.
    AIRSDK version : AIR 24.0
    Xcode:Version 9.2
    Architectures – > Standard architectures – $ (ARHS _ STANDARD)
    Base SDK – > Latest (iOS 11.2)
    Build Active Architecture Only – > No
    Supported Platforms – > iOS
    Valid Architectures – > ar arm 64 ar mv7 s 7 s

    Why?

Trackbacks

  1. […] At the end of last year Apple announced their new requirements for submitting apps to the app store:from February 1st 2015 all new apps must include 64-bit support;from June 1st 2015 all app updates will also have to support 64 bits.This doesn’t pose much of a problem for native apps, but we AIR developers were stranded… Until last week, when Adobe released AIR 16 beta in Adobe Labs. Let us go through the steps necessary for rebuilding your apps and ANEs to support 64 bits.  […]

  2. […]64-bit requirements for iOS apps | Easy Native Extensions. At the end of last year Apple announced their new requirements for submitting apps to the app […]

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