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Hi there!Is Adobe AIR supporting Multiple Window on Android N?
Hi there im having a issue whit Adobe Air.So i was trying to play some Leauge of Legends, and i got the Message:"this application requires a version of Adobe AIR which cannot be found. Please download the latest version of the runtime from http://adobe.com/go/getair , or contact the application author for an updated version."So i tried to fix it myself.By reinstalling Leauge first.Then i tried to install Adobe Air but i got the same Message..So i searched for the problem online, but the only help i got was to delete Adobe air in the Common files inside Program files.But the problem is that i cant find Adobe folder anywhere.I tried reinstalling Windows and reinstalling the Whole game.But i didnt work.I need help 🙂I have Windows 10.
We're trying to port a Flash game to Windows. Never targeted Windows using AIR before so this is a new experience for us.Basically, I'm working on a game Blah that uses ADT to create a native installer (blah_installer.exe) that people can use to install our app (a multiplayer online game).Importantly, we *need* this software to auto-update itself. You can't do anything in the software without connecting to the server, and you must be running the latest version of the software for the server to accept your connection.Now, we can't use the built-in Adobe Air update framework, since it does not support native installers (as shown here, it does not have support for extended desktop applications). That's actually fine, because we'd rather write our own updater with its own graphics and all that.So, we wrote our own updater. Upon starting the application (Blah.exe, which runs Blah_launcher.swf), it pings the server to see what the latest version is, downloads a new version if necessary, and
I have a few concerns that I need addressed. To start I need to know if it is possible when developing an adobe air 32bit application whether using flex, flash builder, flash pro, adobe air, etc. Is it possible to program it in a way that it uses more than 2G of ram if it's installed on a windows 64bit OS that has say 8G or 16G of available ram. If so would I need to edit the source code, sdk, or make a work around/override to force it? In addition is it possible to do this on adobe air version 2.6? (that was a version before adobe added the ability to run on native 64-bit CPU architecture and use hardware accelerated graphics rendering, captive runtime, native extensions, JPEG-XR image format, LZMA compression for SWF files, and H.264 encoding.) If it can be done on any adobe 3+ versions but not 2.6 versions why; please elaborate.Why do I need this info? Well I have a 32bit game that uses adobe air GUI or user interface however you want to describe it, which has a lot of proprietary c
Because if it did, that would be amazing!If you haven't heard of Android Wear yet, check out:http://news.cnet.com/8301-1023_3-57620475-93/google-unveils-android-wear-its-modified-os-for-wearables/http://moto360.motorola.com/http://www.engadget.com/2014/03/18/lg-g-watch-android-wear/That moto 360 is damn sexy, and i'd love to be able to develop apps for it using AIR.
I'm getting this error:The input line is too long.Compilation failed while executing : ld64When trying to use ADT to package a SWF into IOS. This error seems to be resulting from including around more than ~14 ANE's in my app xml. If I stay under 10, it works fine. The amount of ANE's that will produce the error is not strict, and will depend on what ANE's are included. The error will eventually appear if you keep adding enough ANE's, but I find that 14 is usually when it starts to break. I found this closed/fixed Bug#3689286 but it looks like this issue is still around.This error happens with AIR SDK 16,17, and the beta 18.Is there any way to get around or fix this? It is a huge road block since I cannot continue development with this error without removing big chunks of the project.
Hi all,I'm creating an android app that will run on an android tv (android 4.2).I'm using animate cc 2015 and I'm publishing using the AIR 20.0 for Android Settings.The app contains a video (imported as mp4).The app works perfectly on desktop (windows 7) or in the animate cc preview.But once I publish the APK and install it on the android tv the app simply doesn't show the video. All other app buttons and actions work ok.I just double checked the video path and I added the video and other files to the AIR publish dialog box.But the video component doesn't display on android TV.How can I solve this?TIAtony
Does anyone use this feature? Is it working?SDK: AIR 21 SDK & Compiler for Macintosh: 21.0.0.176 SDK & Compiler DownloadApp descriptor: <?xml version="1.0" encoding="utf-8" standalone="no"?><application xmlns="http://ns.adobe.com/air/application/21.0"> ... <android> <webContentsDebuggingEnabled>true</webContentsDebuggingEnabled> ... USB debugging:StageWebView AS3: ... if (StageWebView.isSupported) { webView = new StageWebView(true); // false - also StageWebView debugging isn't working webView.stage = this.stage; webView.viewPort = new Rectangle(0, 0, stage.stageWidth, stage.stageHeight); webView.loadURL(url); } ... App with open StageWebView launched, but WebView isn't inspected.
connect/disconnect (keyboard power save) external keyboard makes my App crash.One solution could be to setandroid:configChanges="orientation|keyboard|keyboardHidden"in my Main-app.xml but this is not supported by Adobe. Is it possible to set android:configChanges somewhere else?Steps to reproduce:Create Adobe Air Mobile ApplicationUse StageWebView to load and display an external WebsiteRun the Application on an Android DeviceConnect bluetooth keyboard to your DeviceRun the AppAfter the page has loaded select and deselect text on the page and connect/disconnect your keyboard a few timesThe App will crash (unfortunately application has stopped)The App does not crash if you destroy and reload StageWebView. But this is not an acceptable solution for my use case.
Is the new user end runtime environment 21 backwards compatible with something developed with the adobe air sdk 2.6? for windows os.
message appears; The required native extension is missing for this application. Try re-installing or contacting the publisher for assistance.anybody have a solution for this?From Pago Pago, American Samoa
I want to create a painting app with more artistic brushes. Is this possible?Thanks, Sebastian
The error shown below so happens I try to play league of legends or perfect world private server (BR), read in many forums including this one even if it was just to uninstall and install again but the error also occurs at the time of instalation Adobe Air in programs and features in Windows 10 does not exist adobe air only the adobe flash player, some solution ?
Is there any way to do A/B testing in adobe air apps in ios/android. We want to test some layouts and see which layouts increase in-app purchases.
I am developing an application that turning the camera I go showing landmarks in the distance (something like does google glass) and would like to see if anyone knows how to detect to what extent is pointing the camera (or device) .Any help about how I can get the direction of the camera? maybe something like a compass?I'm developing in AIR with AS3 and for the moment only going to be for Android.Sorry for my english.
Be advised that this ANE does not work anymore ??Using AIR 20 and the 64 bit IOS ANE Productstore and it is not working.I have used the exact code from a previous build (it worked then)Pity......
2 instances in particular1. Town of Salem(steam game)2. League of legends character selectSituation.1. I am in game everythnig is working fine2. I alt tab and watch a youtube video3. game freezes and becomes unresponsiveNote* If youtube is playing in background before playing game no effect but the moment I alt tab it will freeze. I believe both of these games work off of flash and I know youtube videos are flash. This makes me suspect flash could possibly be the issue but it may be something else.In town of salem the countdown will continue until it hits 0 I wont see chat change or anythingIn league of legends the champ select countdown of the current champ will count down to 0 and I wont see it move onto the next player. Youtube doesn't crash at all.
I have windows 10 Home and Adobe Air version 19.0.0.241 installed. I can neither update this software to latest version nor can I uninstall it. I get the following error"Sorry, an error has occured - An error occurred while installing Adobe AIR. Installation may not be allowed by your administrator. Please contact your administrator."My user-id is set up with administrator access, I have also tried this logged on as administrator with the same failure and error message.Is there an app to completely remove adobe Air so I can restart a fresh installation ? Or is there a way of forcing an installation. I recently changed my login from a microsoft account to a normal account to get over Windows 10 networking issues - not sure if that could be part of the reason for the failure.I have also tried reinstalling the version I have installed but it just says it is already installed and does not give me an option to repair.Any help would be appreciated.
I've recently encountered an issue where some android devices prompt user to download Adobe AIR despite packaging my app with captive runtime.Has anyone encountered a similar issue or has any idea where to look for a solution?To my knowledge this issue appears on Nexus 5 and LG G Flex models (probably more) and seems to be model specific - not an issue with particular devices.The prompt requires the user to install Adobe AIR after every single update.I have tried packaging with different versions of the SDK (19, 20 and 21) and to no effect - the issue persists on the same devices.The issue appeared first just before the weekend. I've previously submitted builds with captive runtime using the same configuration on AIR 20 and had no such problem.I'm using Flash Builder on a win 8 system and I am packaging via the windowed mode, not the command line.I have several ANE's in my project, however none of them are currently linked nor are they packaged with the app.This issue also affects my a
Hi, I just updated to flex 4.15 sdk to build an iOS app and get the following NPE when using -package:java.lang.NullPointerException at com.adobe.air.ipa.IPAOutputStream.resignApp(IPAOutputStream.java:1006) at com.adobe.air.ipa.IPAPackager.renameOutput(IPAPackager.java:312) at com.adobe.air.ApplicationPackager.createPackage(ApplicationPackager.java:93) at com.adobe.air.ipa.IPAPackager.createPackage(IPAPackager.java:283) at com.adobe.air.ADT.parseArgsAndGo(ADT.java:604) at com.adobe.air.ADT.run(ADT.java:446) at com.adobe.air.ADT.main(ADT.java:496)Looks like it "resignApp" may have something to do with signing the package, but it works fine when using flex 4.14.1 sdk (AIR 19?). I'm assuming the flex 4.15 sdk uses AIR 20. I can build the same app for android successfully. I'm on OSX 10.10.5, Xcode 7.1, using command line not Flash Builder.I'll download the latest stand-alone AIR SDK and try it there. But I would think throwing an NPE shouldn't hap
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When I try to open the installer.app, I get the message: "You cannot open the application Adobe AIR installer.app because it is not supported on this architecture". I am running OS 10.5.8 on an iBook G4 (1.42 GHz PowerPC G4). Help, please. I do not understand the directions for getting the log msgs.
How can you add Arabic to the appStore description? Is any infoAddition or solutions for this issue?
Is there a library for retrieving Android bluetooth proximity data for use in an Air app?
There seems to be a weird bug in the multitouch gesture behaviour in Adobe Air. It works great when I use it on one movieclip. However, when I have two or more clips next to each other, and I zoom on one clip it works great. But when afterwards I do a zoom gesture on the other clip, it keeps zooming the first clip. Same if I do it the other way. I zoom the second clip and that one zooms great. But then I zoom the first one and the second one zooms in. It's like it stays with the last zoomed clip even though I have put a zoom gesture listener on every clip and use e.target to zoom it's own respected clip. What's going on?
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