What if you unload it.
Turn messages off. Load your stack and build it right away. Does that work?
Op vr 14 aug. 2020 17:25 schreef Paul Dupuis via use-livecode <
use-livecode@lists.runrev.com>:
> The stack where building a Windows Standalone just stays on "Attaching
> Engine..." forever had no '
The stack where building a Windows Standalone just stays on "Attaching
Engine..." forever had no 'closeStack' handlers at all.
I added the following:
on closeStack
-build close issue--
if the environment is "development" and \
there is a stack "revStandalo
The Standalone Builder really needs to be a separate process.
--
Richard Gaskin
Fourth World Systems
Software Design and Development for the Desktop, Mobile, and the Web
ambassa...@fourthworld.comhttp://www.
Put this in every stack you build, and i mean the "build close issue" part
in the on closeStack Handler
It was in one of the release notes.
Maybe that is holding your build to complete
on shutdownRequest
answer question "Are you sure you want to stop?" with "Y" or "N"
if it is "Y" then
I have a stack that when I build into a Windows Standalone (only
Windows) in LC 9.6.0 under Windows, the dialog that says "Attaching
Engine..." never finishes.
The Standalone gets built and runs properly, but the "Attaching
engine..." dialog in the building process never finishes (waiting over
Hi all.
On the issue of Standalone Building with a call to open stacks modally in a
script, I noted that I can suppress messages and then build the standalone
without issue. I am wondering if this doesn't cause problems for the standalone
builder, why not have the standalone builder sav
I have a similar issue when I even build for one platform, except with
behavior stacks. After the build, all the behaviors unload and the
stacksInUse is reset. Every time I build I have to preOpenStack to get the
other stacks back in.
On Wed, Oct 25, 2017 at 11:34 AM, Bob Sneidar via use-livecod
Hi all.
Not sure if this would qualify for a bug, but I think the issue where building
for multiple platforms failing for a variety of reasons can be resolved, if the
Standalone Builder simple CLOSED ALL STACKS before building for the next
platform. I just build for Windows, and now what ought
No, this one hasn’t been submitted yet.
The app is about 85 MB, maybe around 90 once we’re all done with the audio.
Very small audio files. Just a narrator saying a single word in each one. We’ve
done this kind of thing before and never had any problems.
On May 27, 2014, at 2:49 PM, Bob Sneida
Apple let an app through with 8500 audio files attached? How big is the app
when compiled?
Bob
On May 22, 2014, at 11:29 , Chris Sheffield
mailto:cmsheffi...@icloud.com>> wrote:
So I have an app. An iOS app. This app includes lots and lots of small audio
files (nearly 8500).
___
o.net
-Original Message-
From: use-livecode [mailto:use-livecode-boun...@lists.runrev.com] On Behalf Of
Mike Kerner
Sent: Thursday, May 22, 2014 3:39 PM
To: How to use LiveCode
Subject: Re: sloooowww standalone building with many included files
You don't think it would have anything
I know. You’d think so. But it’s not the signing of the app that takes a long
time. It’s the copying of the files into the app bundle. At least, that’s the
step that’s shown in the standalone builder progress dialog. The actual signing
is quick.
On May 22, 2014, at 1:39 PM, Mike Kerner wrote:
You don't think it would have anything to do with signing an app that has
8500 files in it, do you? I would bet that THAT would take forEVER
On Thu, May 22, 2014 at 2:29 PM, Chris Sheffield wrote:
> So I have an app. An iOS app. This app includes lots and lots of small
> audio files (nearly 850
So I have an app. An iOS app. This app includes lots and lots of small audio
files (nearly 8500). All those files are in a folder, which is included in the
Copy Files pane of the standalone build settings. Creating the build works just
fine, but it takes a very long time. I haven’t kept track ex
On 7/29/12 1:25 PM, Dar Scott wrote:
How does the standalone builder integrate externals into a standalone?
It creates a folder named "Externals" in the same folder as the
engine/mainstack. On Mac, that's inside the bundle. On Windows it's next
to the standalone.
However, there is (was?) a
I'm going to guess that it puts the external into the same folder as the
mainStack. And I do not know what you mean by "one object per external or one
for all". I imagine each external is it's own file.
One way to tell would be to add a couple of externals, compile a standalone,
then look to s
How does the standalone builder integrate externals into a standalone?
In particular, where does it insert them in the path?
And does it use one object per external or one for all?
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