How Do I Build Standalones For Supported Platforms?

This article will show you how to build a standalone for supported platforms and what properties to set in the framework plugin.

Configure stack glxappLauncher

Configure stack glxappLauncher

To build the executables that your application will use right-click on the glxappLauncher stack in the Application Browser and select Standalone Application Settings...

Select Select inclusions for the standalone application and add any Script Libraries you want to use with your application. You can always rebuild later if you forget one. It is important to keep in mind that glxappLauncher is a launcher stack. That means it's only purpose is to load the application framework. This means that allowing LiveCode to search for required inclusions will not work.

You can ignore the Stacks and Copy Files tabs. Just move on to the platform tabs (OS X, Windows, and Linux) and configure them.

 

Tell The Framework The Name Of Your Standalone

Tell The Framework The Name Of Your Standalone

Now that you have configured the standalone settings for the glxappLauncher stack you need to tell the framework what you would like to name the standalone. Enter the the standalone name into the Standalone Name field.

Click Save Settings to save changes (2). This will save the application.dat stack file.

Build Standalone engines

Now that you are done configuring everything, click on the Build Standalone button. The plugin will build the standalones for the supported platforms and place the executables alongside your glxappLauncher stack file.

Build Standalone engines

Test Executable

Test Executable

You can now test your application by double-clicking the executables. Your application will launch and display the program stack.

9 Comments

rodney

When building standalones for GLX, should you include inclusions in the Standalone Properties that require externals (such as the database drivers) or instead specify these manually in the GLX Application Properties?

~ Rodney

rodney

Standalone requires internet inclusion is enabled, otherwise you will see this error on launching the standalone

Type: if-then: error in statement
Object: stack "glxApplicationFramework"
Line: if theError is empty then
Line No: 1195
Hint: glxapp_loadApplication

This is because the glxApplicationFramework expects the internet functions to be present.

~ Rodney

Trevor DeVore

Regarding standalone builder: Whether or not you include in the standalone builder or let the framework handle it is up to you. Just make sure you only choose one.

If you add the externals using the framework then do not include them with the standalone builder. If you use the standalone builder then do not manage them with the framework.

I prefer to use the framework myself.

Regarding libURL: The framework is calling libUrlSetAuthCallback. I should probably wrap that in a try/catch so that the framework doesn't complain if the handlers aren't present.

Andrew Thompson

If I create a new GLX app (following step 1) when I use the framework to build a standalone I get the error - 'Error building standalones 91,72,1,532,72,1'. I'm using Livecode 7.0.5 on Windows

Trevor DeVore

@Andrew - Try this:

1. Execute the following in the message box:

edit script of stack "glxApplicationProperties"

Change line 72 to this:

send "revSaveAsStandalone theStack, theOutputFolder" to stack "revSaveAsStandalone"

You are just removing the 'of stack "revStandaloneSettings"'.

Does that fix it?

Andrew Thompson

On message box execution (1) I simply get - Message execution error: Error description: Chunk: can't find stack

Andrew Thompson

Please ignore the last comment.

I've managed to make the recommended edit and I don't get an error on build (via the plugin). However there doesn't appear to be a built executable anywhere - I expected it alongside the launcher stack file.

Trevor DeVore

@Andrew - I just tried creating a new app, configuring the properties and standalone settings, and then building it using the GLX App Framework plugin. The executables (OS X and Windows) appeared alongside the launcher.rev stack. Are there any unicode characters in the location where you are storing the launcher.rev file? Is it on a network disk? Anything else that might be out of the ordinary?

Andrew Thompson

I now have this working but only when I ticked the build for MAC option on the standalone application settings. Before I was building only for Windows and no executable got built (although I did try it the old way of building from the right click menu of the application browser - which worked - and manually moving the executable to the launcher.rev folder level).

Add your comment

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.