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GoodMorning,Receiving Adobe Air App Crash error. i am on win. the following is my error messageProblem signature: Problem Event Name: APPCRASH Application Name: Adobe AIR Updater.exe Application Version: 20.0.0.233 Application Timestamp: 567b6cd5 Fault Module Name: Adobe AIR.dll Fault Module Version: 20.0.0.233
Hello, I have created one editor and want to give facility of code hinting like FB means when users press ctrl+space in editor they can show the code hinting popup. Anybody have idea which jar file or third party tool i can use for code hinting.Thanks,Kinjal
Hi, I have a code that works perfectly on web and android but not with IOS.I use some swcs with all my assets and when I want to load assets for a certain view I just use ApplicationDomain.currentDomain.getQualifiedDefinitionNames() to retrieve all classes and then filter their prefix to get all assets I want.Here is the problem, on IOS the function return an empty Vector. Anyone got it to work somehow ?
Tutorials I see do not seem to work.I am trying to tie an FLA ( flash pro or CC ) project in with a Flash Builder project.Is this not an option anymore?If I try as the tutes suggest -> import ->Flash Builder Project -> navigate to FLA folder --- all I get is 'this is not a flash builder project.
Download button for Adobe Air takes me to Adobe home page. Tried Chrome and Firefox.
I am attempting to test a file in TestFlight. I managed to upload the ipa file however, when I try to add the file to TestFlight for an internal tester the option to add the app is not available. When I check the External Testing Status in the Activities tab says "Missing Beta Entitlement." Where do I find information about this? There doesn't seem to be much information about this issue.
When I try to start Time Warner Cable Voice Zone Connect, I get an error code 2032, and the message "The application could not be installed. Try installing it again. If the problem persists, contact the application author." My operating system is Windows Vista. What is going on?
I tried to redeem my adobe redemption code and got this error message "Oops! This code has already been redeemed using a different Adobe ID" I jut opened the had copy of the product so there is no way this is possible How do I go about solving this
Hi,I can't sign "Adobe AIR_64" with codesign the way I can without any problems with Air19.Here's the error I receive:... .app/Contents/Frameworks/Adobe AIR.framework: code object is not signed at allIn subcomponent: ... .app/Contents/Frameworks/Adobe AIR.framework/Versions/Current/Adobe AIR_64Can anyone please help me out?OS: OS X latest El CapitanI have no problem signing AIR19's AIR framework binariesThanksEdit: target is native bundle, OS X
I have Apple Developer certificate and signed 2 MacOS applications with it. For staging and production. They have different appId. That are adobe air apps with `extendedDesktop` profile and packaged with target `native` which produce DMG file. Adobe Air 20So when I install first - all fine.When I installed second one - it is installed, but can't be run due to gatekeeper with "unidentified developer" alert.Installation order doesn't matter.I checked code signature in mounted DMG. `Install MyApp.app` has valid signature. And gate-keeper allows to install it. But when it's time to launch app - gate-keeper blocks it, because actual `/Application/MyApp.app` doesn't have valid signature anymore. While firstly installed app has valid signature.I expect problem can be fixed by embeding Adobe Air 20 via packaging as `bundle`. But resulted output was more than 100 MB so I wasn't able to package it to DMG. I should try to PKG later.Please suggest workaround for signing for Mac.
Hi,with the latest AIR 17 SDK I'm getting a "Unable to enumerate devices" error with adt.AIR version 16 Build 283 actually works fine.Windows 7 64-BitiTunes 12.1.1.4
I am attempting to package an ipa file and am getting the following error:My development environment: Win10, Flash CC 2015, Air 19.0.0.241. I am also using the Push notifications ANE from Milkman games. I am using a production certificate and provisioning profile. Ultimately I want to test the app on iOS in TestFlight.I had some suggests but this did not work. I tried different things, with new errors. (Daniel Albu - Albu Interactive Labs)I also went through the Air Applications Descriptor Elements Documentation but I have figured anything out yet.I need help!Here is the code:<?xml version="1.0" encoding="utf-8" standalone="no" ?><!-- Usage: To localize the description, use the following format for the description element. <description> <text xml:lang="en">English App description goes here</text> <text xml:lang="fr">French App description goes here</text>&nb
Hi,I have a game published on iTunes and today I found a serious problem with the latest iOS 6 GM. Sprite rotation around X and Y axes doesn't work with gpu render mode.Here is my code:<mx:UIComponent id="gameCanvas" mouseChildren="false" mouseEnabled="false" width="100%" height="100%" />...var gridSprite:Sprite=new Sprite();gameCanvas.addChildAt(gridSprite,0);// then I draw stuff on this gridSpriteIt works fine if this sprite is not rotated.But when I change its rotationX or rotationY properties, the sprite disappears from the screen!My game works fine on older versions of iOS (5.0, 5.1.1 and 6 beta 3). This problem only happens on iOS 6 GM and since iOS 6 will be officially released in a few days, I am really worried...I tried Air 3.3 and Air 3.4 - both have this problem.In "cpu" and "direct" render modes sprite rotation works, but graphics performance is terrible. So "gpu" is my only option...I'll really appreciate any help.
Where can I find Open Source Software Disclosure for Adobe Air? Thanks
The latest beta release notes mentions the new use of iOS 9 and iOS SDK Upgrade and with support for App Transport Security (ATS) you include a sample exceptions to the default behaviour of:<iPhone> <InfoAdditions> <![CDATA[ <key>NSAppTransportSecurity</key> <dict> <key>NSAllowsArbitraryLoads</key><true/> </dict> ]]> </InfoAdditions></iPhone>But you really shouldn't be recommending this global disabling setting. It is more secure for people to only downgrade on a per-domain exception setting as needed for the domains they know they are using, like:<iPhone> <InfoAdditions> <![CDATA[<key>NSAppTransportSecurity</key> <dict> <key>NSExceptionDomains</key> <dict> <key>yourserver.com</key> <dict> <!--Include to allo
I am packing my game for android. When I tested it on android device, I found many graphics missing. They seems to be invisible. It is fine on iOS device. I use gpu mode but not stage3D
I just got an email from Samsungs Seller office saying:1. When submitting new app in Seller Office, you are required to submit app that was developed using Samsung SDK. Samsung SDKs are the tools that help sellers to make apps using Samsung device-specialized functions such as S Pen, Finger Print, Gesture, Motion and more. Please visit SAMSUNG DEVELOPERS (http://developer.samsung.com/) to download Samsung SDKs and obtain additional information. In case of existing apps registered in Seller Office, the apps can be updated without using Samsung SDK. 2. Samsung Seller membership will be terminated for those who registered before February 20, 2014 (GMT +09:00), but have not submitted any apps to Samsung Apps Seller Office. (Membership termination date : June 30, 201Does this mean we can no longer submit AIR based apps???
can somebody help?
Hi,I have logged a bug here Bug#4109701 - VerifyError:1021 : Compilation error when compiling for Flash compared with compiling for FlexValid code works fine ina) debug mode for Flexb) debug mode for ActionScriptc) release mode for FlexBut crashes 100% of the time in release mode for ActionScript.Presumably a compiler difference, but is a fundamental blocker to our rolling out required functionality.Please vote for this issue if you are experiencing the same!G
Hi,I've been transitioning my app to the latest AIR 3.9 beta for iOS 7, and I'm running into a wild issue. None of the text fields trigger the virtual keyboard anymore. The cursor is blinking, and if I select different textfields, the cursor moves there. But the soft keyboard doesn't appear. Come to think of it, it's possible I already had this behavior in 3.8, which I didn't stay in for long for debugging reasons, so I never released in 3.8.Here is the condensed code as it relates. First the text field is created and then it's activated. But even with multiple text fields on the screen, tapping between them doesn't trigger the keyboard.// Creationlabel.enabled = true;label.autoCapitalize = AutoCapitalize.SENTENCE;label.softKeyboardType = SoftKeyboardType.DEFAULT;// Activationlabel.setFocus();label.needsSoftKeyboard = true;label.requestSoftKeyboard();Is there something I'm doing wrong that I'm missing that's maybe suddenly incompatible?Thanks,Per
We've been using Flash Media Live Encoder to stream to our Flash Media Server to deliver live video to desktops and mobile devices for several years with good success. Suddenly yesterday, the live videos are no longer able to be viewed on a mobile device. We see a play button and no error message on the device, but it's not clickable, no live video is viewable.Has anyone else experienced this issue? Any indication as to where the problem might lie? As far as I know, nothing has changed in our FMLE or Flash Media Server settings.Thanks,Mike
I'm trying to create ANEs with arm64 support with no success so far.My native libraries are compiled for both armv7 and arm64 since lipo -info confirms so, however ADT still outputs:"Error: Apple App Store allows only universal applications. This ANE must have a universal iOS binary. Please change build settings in Xcode project to "Standard Architecture" to create universal library."Do I need to change something in my ADT commandline? I tried several ANEs and had problems with all of them. Could anyone provide further information or tips?
Hi,I've recently built an ANE that includes a 3rd party framework and after packaging it inside an ANE I am getting these errors when trying to compile the ipa:Undefined symbols for architecture arm64: "_alDeleteSources", referenced from: _fini_openal in R5Streaming(present_stream.o) "_alcOpenDevice", referenced from: _init_openal in R5Streaming(present_stream.o) "_alGetError", referenced from: _init_openal in R5Streaming(present_stream.o) "_alcCloseDevice", referenced from: _fini_openal in R5Streaming(present_stream.o) "_alDeleteBuffers", referenced from: _fini_openal in R5Streaming(present_stream.o) "_alcCreateContext", referenced from: _init_openal in R5Streaming(present_stream.o) "_alcMakeContextCurrent", referenced from: _init_openal
Hi there,In my Adobe AIR app (desktop), I wrote a FileDownloader class that use insternally a FileStream instance to write remote files into the application storage directoryThe problem is that the UI freezes during the download process (even though i opened the local file asynchronously)As a workaround, I thought it could be a good idea to use a Worker to download those files, but when I try to write them inside the app-storage directory from my Worker thread,the Worker writes it in this folder : %appdata%\[Worker].null\Local StoreAs you can see, the app-storage directory is inside this folder named "[Worker].null" instead of being in my real app-storage dir (named by my app identifier)A solution I found is to write the downloaded files to a tmp file, and then, in the main Worker Thread, use moveToAsync to move the file to my app-storage directory, but it's not very clean... and moveToAsync takes time with large files...Anyone has experienced this issue?Is it the normal behavior
I've got this code in AS3 var products:Array; var list:Sprite = new Sprite(); function complete(e:Event):void { addChild(list); products = JSON.parse(loader5.data) as Array; for(var i:int = 0, l:int = products.length - 1; l >= 0; i++, l--){ createListItem(i, products); if(products.length >=10){ next.visible=true; } } showList(); } It displays a list of all the products contains in my table database.Now I added if(products.length >=10){ and it's working.I would like to add : if(products.length >=10){ What shoud I put here for showing only 10 products. next.visible=true; next.addEventListener(MouseEvent.CLICK, show10Next); } function show10Next(event:MouseEvent){ What should I put here for showing the 10 next products ? } I've tried createListItem(i, products[10]); but it's showing me the product number 10 x times. How can I tell the code to show me the 10 first products only ?Thx
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