On the Apple Developer Site I found out that the including of a scripting addition will be done like this:
Scripting additions can be embedded within bundled applets by placing them in a folder named Scripting Additions inside the bundle’s Contents/Resources/ folder. Note that Script Editor does not look for embedded scripting additions when editing bundled applets. Any required scripting additions must be properly installed in the normal locations during script development so that Script Editor can find them. [3314117]
in my Bundle I see Resources but not parentfolder “Contents”
Can somebody please tell me how to integrate a Scripting Addition into a Project?
If I might ask, which scripting addition are you trying to add to your project… aka, what functionality does it provide? There is often a way to get the capabilities you are looking for using obj-c instead of adding a scripting addition. In my opinion it is best to exhaust all built-in options before resorting to installing extra software just to be able to get your software run. There are times when this is not possible, but scripting additions often simply provide a wrapper for obj-c or carbon calls that you can add to the project yourself. While simple applescripts don’t allow this, if you are writing an asstudio app you have access to lots of features of cocoa and carbon that might natively do what you want.
I have created a group “Scripting Additions” under the folder “Resources” and put the serialport x osax into it, but now I have 2 info.plist files and my application is building with an error warning…
And I think I have the solution for the intel problem - I was using the old (1.0) version of serialport x which is not universal binary → the new one (1.1) is universal binary…