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I am considering the issues and options concerning a feature that we intend to add to a Mobile AIR app. The feature would involve enabling the app user to purchase a video or voice/avatar discussion with a remote "tutor".I am aware of two limitations in Adobe AIR with regards to voice or video chat. So, I am thinking about work-arounds, and I'd like to compare notes with other developers, see if anyone else has any experience or ideas that might help - and check that I'm going in the right direction with this.1. The first limitation is that Adobe AIR has echo cancellation for desktop apps, but not mobile apps. Assuming that the client is using a mobile app, and the "tutor" is using a desktop app. So echo cancellation would just be at the desktop/tutor end. Am I correct in assuming that the client will be less aware of the echo than the tutor?? (This is what I'd prefer, given that the client would be paying for the service, and the tutor could j
NOTE: I'm using the latest Animate CC & AIR 21.0.0.198I downloaded the latest 64bit Adobe ANE's from here: Gaming SDK ANEs - Universal 64-bit support | Adobe Developer ConnectionI use gameCenter.ane and get this error when trying to just simply test in debug launcher (mobile)Error: Requested extension com.adobe.ane.gameCenter is not supported for MacOS-x86-64.Fair enough. I tweaked the ANE by having it go to a default folder for testing, works fine... until I try to publish. It won't create an IPA file. Did I do something wrong?
We used stage3D on PC, but some PC do not have hardware acceleration. So we got an error 3702, which means "Context3D is unavailable". I am sure the whole program is correct.
Ios 9.xAdobe Air 21.xFlash CCIn ios Event.SUSPEND is never called, does not work. My code: NativeApplication.nativeApplication.executeInBackground = true;NativeApplication.nativeApplication.addEventListener(Event.SUSPEND, onSUSPENDApp);function onSUSPENDApp(event:Event):void{ trace ("**********************onSUSPENDApp"); ... ... }
Hello,I am a musician for which a Flash developper has created an app in Flash that I want ton include in the music album I'm about to sell. This application needs Adobe Air to be installed on the machine of the user to work. The developper has told me there was the possibility to include Adobe AIR in the package, to have an adobe air embedded version of the application so that the customer dos not have to download and install it apart and before. But in the license contract of Adobe Air I see that we dont't have the right to distribute the software - which mans, to include it in our package. Apparently, some mobile apps include adobe air, so there must be some commercial conditions to do that, but I can't find it anywhere on the website. Does anyone know those conditions and could help me with that ?Thank you very much.
Can we have a custom effect with StageOrientationEvent?Just like using KeyboardEvent.preventDefault() to Keyboard.BACK of KeyboardEvent.Because the native effects often caused app to crash.Or have any way to solve it?Simultaneously, can avoid unexpected problems and customize your own transition effect.Thanks.
Here’s me prob: I’m developing an app using a Apple Enterprise distribution certificate and a valid, current provisioning profile. An updated version of my app (say version #38), with an updated manifest (.plist) file goes onto the server that we’re using for app testing. The older .ipa (version #37) is removed from the server. Safari on my iPad still tries to download version #37, even though that version is no longer there and the manifest file now points to version #38. When I address the download page with any other iOS device, that device sees the correct version.Clearing the web data, entirely, does no good. Shutting down the pad, restarting Safari also do no good. One thing that worked, briefly, was to update the iOS version. That cleared the problem, but for only one try.It seems that iOS is not really clearing ‘web data’ when asked to, doesn’t it?Has anybody seen this bloody pain before?
I'm developing a cross platform app using FlashBuilder and I'd like to initialize the Parse library in the Application's onCreate method (I'm using it for push notifications). I've created an ANE to use the library, but, it requires its initialization to occur in the android application's onCreate method otherwise it will throw an error when receiving a push notification that explains that Parse needs to be initialized before being used. Since AIR generates the android app files, it seems like it's not possible to override the main application in order to put the initialization code in there. Is there a way to do this?
we are going to launch on iOS, but we have some problems... plz help!When we submit to the App Store, the following error occurred."Invalid Signature - The binary with bundle identifier... ... "Finally... We found 'known issue' through a searching..."There is a known issue in windows signing which we are working on and would fix soon. You can package the app using mac and upload it."we try to build on mac but following error occurred... Error occurred while packaging the application:/var/folders/vh/hh9nt6g56mj8pyylnwq219j40000gn/T/cmd6423120395059898054.tmp: line 2: 4605 Illegal instruction: 4 "/Applications/Adobe Flash Builder 4.7/eclipse/plugins/com.adobe.flash.compiler_4.7.0.349722/AIRSDK/lib/aot/bin/compile-abc/compile-abc" "-mtriple=armv7-apple-ios" "-filetype=obj" "-sdk" "/Applications/Adobe Flash Builder 4.7/eclipse/plugins/com.adobe.flash.compiler_4.7.0.349722/AIRSDK/lib/aot/lib/avmglue.abc" "-fields" "/Applications/Adobe Flash Builder 4.7/eclipse/plugins/com.adobe.
Hi,I'm troubling with URLLoader.load() method only in AIR SDK version 2.5.Simply it doesn't work...When 'load' method is called, the IOError below is raised Error Event message:>IOErrorEvent type="ioError" bubbles=false cancelable=false eventPhase=2 text="Error #2032: Stream Error. URL: http://localhost:8888/login/remoteLogIn?account=xxx" errorID=2032# Additionaly, HTTPStatusEvent.status = 0At the same code, same environment, it works if I chage AIR SDK version from 2.5 to Other(2.0/1.5)#Flex SDK version is 4.1The problem code is...function initLoader():void{ var url:String = "http://hoge.com/servletName"; var variables:URLVariables = new URLVariables(); variables.account = "xxx"; var request:URLRequest = new URLRequest(url); request.data = variables;&nbs
Hello,We're experiencing ApplicationVerificationFailed error with AIR SDK 20.0.0.233 every time no matter the type of buid we're compiling (debug/test/adhoc/etc) while 20.0.0.204 compiles successfully every time.Any advice on how to make 20.0.0.233 work since it doesn't appear to be working out of the box?Thanks.
Hello Adobe Team and Air developers!My company is specialized in Trivia games.In one of them players have to type the answer in an input textfield.Answers contain letters and/or numbers.In most of devices, virtual keyboard offers a 'word prediction' service.This is an issue for many players (few times it helps, but most of the time it doesn't).So it would be great to add a new SoftKeyboard type 'ALPHANUMERIC'.This type of keyboard displays a line of numbers instead of the word prediction.I heard that many developers are asking for a feature like this.Unity3D provides this type of keyboard so I thinks it's a realistic request!Thank you
Hello,I've a problem with my Adobe Air mobile application.I'm using NetConnection class to connect my app to AMFPHP on a server to load my database information.When I launch the app with an Android device, all works fine.But, when I'm trying to launch the app on iOS device I got an error :code : "NetConnection.Call.Failed"description : "HTTP: Failed"details : "http://serveuripadress/amfphp/Amfphp"level : "error"I'm not able to find an issue for that problem.Did somebody can help me solve this ?Glassalau
Hello Gurus!I found that the color of image(jpg) loaded by Loader is incorrect. All pixels is off by 010101. For example, the real color is 2bb9ab, after I loaded the image the color is trun to 2abaab. In air 18 the color is correct. But in air 21 and 22 the color is incorrect. By the way, when I load a image by HtmlLoader, the color is also correct.My environment is mac os. I think this error is cause by rounding.This is really a big problem. Holp you will fix this bug. And waitting for your reply. Thanks very much
We followed updated codesign process to prepare Mac App to App Store discussed at here: https://forums.adobe.com/thread/1909626Initially I tried to codesign our Adobe AIR Mac app with Mac Developer distribution certificate which generally starts as "3rd Parth Mac Developer Application:xxx". Later, I read through https://developer.apple.com/library/mac/technotes/tn2206/_index.html#//apple_ref/doc/uid/DTS40007919-CH1-TNTAG211 where it's discussed that verification through codesign and spctl commands needs the certificate to be Developer ID certificate only (I'm using 'Developer ID Application:xxx'):Like Gatekeeper, spctl will only accept Developer ID-signed apps and apps downloaded from the Mac App Store by default. It will reject apps signed with Mac App Store development or distribution certificates.My verification commands were:./check-signature DEPLOY/Moonshine.app DEPLOY/Application.pkg (c) 2014 Apple Inc. All rights reserved.DEPLOY/Application.app: YESDEPLOY/Application.pkg: YESand
I am working on an AIR Native Extension for Android that I want to connect to peripheral devices via USB. However, my efforts at enumerating USB devices just hang at present. (Using this library: kshoji/USB-MIDI-Driver · GitHub )Before I get too far into debugging the code I wanted to check something more fundamental:Can an Android Native Extension handle/bypass the dialog that Android throws for use of USB (or other) devices. ("Allow the app <AppName> to access the USB device?") I have seen a few articles for defining intents and remembering permissions in native Android apps and tried that but it seems that the dialog would still be shown at least once. (See android - USB device access pop-up supression? - Stack Overflow.)Is my understanding correct? Is this what is hanging my app? And if so is there any way to raise/handle that dialog in my AIR app or bypass it altogether?Thanks for reading.
No matter what I do .. .draw or .drawBitmapWithQuality .. the capture looks terrible. It looks like a jpg compressed at least 50% I'm running in GPU mode on an iPhone6 S Plus if that means anything.Has anyone else run in to this or know a way around it ?This is what I am usingmyObject.myBitmapData.drawWithQuality(object_mc, new Matrix(1, 0, 0, 1, 0,0), null, null, null, false, StageQuality.BEST);
This is a very simple app. It only handles files twice on startup and then only to load assets and data bundled with the app itself. We have reviewed the code and nowhere is data saved or files or directories created - so iCloud should not be used at all. When we test the app as outlined in 'Next Steps' of the rejection the result is that the app uses 'No Data'.The details of the rejection are:2.23 DetailsOn launch and content download, your app stores 6.8MB on the user's iCloud, which does not comply with the iOS Data Storage Guidelines.It is a very simple app. Bundled in the applicationstorage is an xml and the bitmap assets. The only file operations made is loading these into the app. we don't save anything anywhere and still - the app is rejected.
Hi,I’ve recently submitted 3 almost identically programmed apps to the Apple App Store published in Adobe Animate and packaged with Air 20.0.0.204 iOS. They are mobile versions of some older web games produced about 4-5 years ago.The strange thing is one of them got accepted, but the other two got rejected, both for the following reason:From Apple2.23 DetailsOn launch and content download, your app stores 7.MB on the user's iCloud, which does not comply with the iOS Data Storage Guidelines.Next StepsPlease verify that only the content that the user creates using your app, e.g., documents, new files, edits, etc. is backed up by iCloud as required by the iOS Data Storage Guidelines. Also, check that any temporary files used by your app are only stored in the /tmp directory; please remember to remove or delete the files stored in this location when it is determined they are no longer needed.Data that can be recreated but must persist for proper functioning of your app - or because users e
I don't understand what Adobe is doing.I understand that Windows Phone are not quite important (as it's a really tiny market share) but, now, with Windows 10 and Universal App, it's :- really cool as we can make app for computer, tablet and PC (market share is HUGE as Windows 10 is 11.15% and it keeps growing).- really easy I suppose ! If Adobe AIR can run on Windows 10 desktop, it must not be very hard to adapt it for Windows 10 mobile as it's the same OS..So, the big question : What Adobe is doing ?AIR 21 doesn't seem to introduce us to Windows Phone. I doubt that Adobe Animated CC will. So when can we expect it ?Thx
For more than a month I am trying to update my app but always got the same rejected message from apple review. " Your app declares support for audio in the UIBackgroundModes key in your Info.plist, but we were unable to play any audible content when the application was running in the background."But my app isn't include audio support for background, on the Info.plist file isn't exist a single line declared audio or UIBackgroundModes. How can be possible apple always find the declaration of audio in the UIBackgroundModes when isn't there, somebody can explain me?
I'm making a messenger and wanted to know how can I do to use my background APP with unlimited running time.
Hello everyone, we are trying to generate an ANE that includes a third party library for visualizing pdf documents. The library works fine without ANE integration, and also the ANE itself works without the library.The problem seems to occur while linking:[java] # Generating executable... [java] /Users/rsanchez/Dev/flex_sdk_4.6/lib/aot/bin/ld64/ld64 -ObjC -dead_strip -Z -arch armv7 -syslibroot "/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.1.sdk" -L/usr/lib -F"/System/Library/Frameworks" -L"/Users/rsanchez/Dev/flex_sdk_4.6/lib/aot/lib" -o "../aot6539214514669007088.tmp" -exported_symbol _main "extensionglue.o" -non_global_symbols_no_strip_list "/Users/rsanchez/Dev/flex_sdk_4.6/lib/aot/lib/local_nostrip.arm-air.txt" -ios_version_min 4.3 "/Users/rsanchez/Dev/flex_sdk_4.6/lib/aot/lib/libRuntimeInterpreter.arm-air.a" -lgcc_s.1 -lSystem.B -lstdc++.6 -lcrt1.o -lz -lobjc -framework CoreFoundation -framework UIKit -framew
Hello!I am developing a video player where downloaded video tutorials have to be played offline. The video files in mp4 formatI want to secure these video files. What is the best and economical way to encrypt these files per pc or per user I am tracking the IP of the user's connection also some machine related information. Can i use this information along with some encryption key to restrict the playing of the video file.The users get these videos after paying for them. But once they get it, they can share it with others. I want to restrict that. Please suggest me some ideas of how I can protect these videos from piracy.Please help
When playing StageVideo on an iOS device the audio does not play.The .ipa is compiled with AIRSDK 21.0.0.176 on mac and the issue did not exist in earlier versions. Has something changed in StageVodeo/NetStream in AIRSDK 21?I can make a "dirty fix" by playing an ordinary sound-clip, set to volume 0 and stopping it immediately after playing it, before the video starts. Then the video will play audio as well, otherwise not.
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