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Hello Adobe Experts,Need help!Is it possible somehow to integrate google play services to Adobe AIR app, not via Native extension?I mean, can I integrate it as a dependent library to my AIR app? I know how to bundle it as a part of Native extension but the challenge here is if I use some other ANE's which is also bundled with google play services library then it gives the conflicts. So was thinking if there is any way to integrate google play services all together separately to my AIR app.Looking forward for reply.Thanks in advance.
Please see the bug I submitted here: Bug#4059741 - Air Application Crashes On Startup with GenyMotion Would appreciate votes and/or guidance.~ JT
Hello,today I received an email by Facebook that our games will stop functioning in iOS 9 unless we take action (needless to say this is a nice announcement 1 week ahead of the release, given the Apple review process): https://developers.facebook.com/blog/post/2015/09/10/new-SDK-for-iOS9/- What is not clear is, will we have to adapt these changes even if we are building against the iOS 8 SDK, or will apps using the iOS 8 SDK continue to work normally?- Also I could not find any information which version of the iOS SDK is included in the latest Air SDK (18.0.0.199), where do I find this piece of information?TIARuben
Hello ~I have developed game project with air mobile. (forgive my bad English)We used stage3d to develop 2D ActionGame. Although it's based on 2D, we used lots of sprite and effect, so it needs to high spec mobile device.Recently we tested the game on the Android Mobile device. Target devices are Galaxy Edge(QHD), Xperia(new model), Galaxy 4, Optimus(old model), Galaxy Node4(QHD).. etc...We keep the game resolution and stretch the screen to fit each mobile devices.The problem is, the old mobile device works fine... showing good frames and has no frame drop.But newest mobile device(especially high resolution mobile devices), worked bad... showing low frame rates, frequent frame drop, and high temperature. (some time, the device shut down...)I guess, although we scaled game to fit the device supported high resolution, It seems to has very high cost to rasterize the game scene.I try to change the resolution of stage but not work good..Someone told me the information that unity3d keeps gam
Nexus7 not play flv in GPU mode.No problem in Auto mode.Android os ver.5.1.1air ver.18.0.0.199 , ver.19.0.0.183Scout debug nothing but LogCat :09-16 17:48:31.093: D/VideoSurfaceView(3202): Changing FP Instance from 0 to 162595964809-16 17:48:31.158: A/libc(3202): Fatal signal 11 (SIGSEGV), code 1, fault addr 0x0 in tid 3248 (Thread-1235)09-16 17:48:31.158: I/libc(3202): Suppressing debuggerd output because prctl(PR_GET_DUMPABLE)==009-16 17:48:31.182: W/InputDispatcher(468): channel '34d9334f air.com.speakingmax.GPU/air.com.speakingmax.GPU.AppEntry (server)' ~ Consumer closed input channel or an error occurred. events=0x909-16 17:48:31.182: E/InputDispatcher(468): channel '34d9334f air.com.speakingmax.GPU/air.com.speakingmax.GPU.AppEntry (server)' ~ Channel is unrecoverably broken and will be disposed!09-16 17:48:31.183: I/WindowState(468): WIN DEATH: Window{34d9334f u0 air.com.speakingmax.GPU/air.com.speakingmax.GPU.AppEntry}09-16 17:48:31.184: W/InputDispatcher(468): Attempted t
HiI upgraded from GoViral 4.7 to 5.It is posting fine to Facebook but upon return to the app, the launch image displays for a sec, and I get a DIALOG CANCELED event return (even though it successfully posted)Anyone else have issues with this ANE and its Facebook listeners ?ThanksPete
Working with Flash Professional, I've found compiling with any individual file in excess of 189 MB in the package causes a compiling error almost immediately. I was having an issue with some videos I had as assets in the install package and removing them fixed the error. I noticed it compiled with some of the smaller videos but not with larger videos. I encoded the larger videos to smaller sizes and kept increasing the size of the video until it errored. This was the size I arrived at: 189 MBIs there a reason for this? I've successfully compiled installers as large as 4 gigsWhy can I not include a larger file, it's just added the file to a zip container. ThanksFlash Professional CC 2015
Hi,I developed an ANE to implement a third party library in my mobile app, and now I'm facing some problems.Their developers told me I have two options to solve the problem.1º) Extend the MainActivity.java to their CustomMainActivity.2º) Add some code to stop(); and start() to ALL the activities of the application.I've been investigating and seems like none of the possibilities are doable. Adobe Air does not provide access to MainActivity class (al least not enough access to subclass it) and I think we can't access to all the activities and remap them in order to add some code.What I've done, so far, is to add the start() and stop() code when Event.ACTIVATE and Event.DEACTIVATE is called. But it does not cover all the Activities launched by the application.Any ideas? Or should I assume is not possible?Thanks!
Our latest application requires us to use some of the more recent features of Android which require some of the v7 support libs. To use these you need to use a version 21+ of the android build tools. Unfortunately the adt fails with those versions of aapt:aapt tool failed:ERROR: Asset package include '/Applications/Adobe Flash Builder 4.7/eclipse/plugins/com.adobe.flash.compiler_4.7.0.349722/AIRSDK/lib/android/lib/resources/android-res.jar' not found.This issue seems to be related to a stricter policy with the way assets are included ?Anyone found a way around this? This happens with both the current AIR 18 and the beta AIR 19.
Hi folks,I'm attempting to access the custom settings I created for my app using the Settings.bundle. However, I can't seem to access the .plist from within ActionScript.I'm using Julian Dolce's iPhoneAppSettings.as ( https://code.google.com/p/as3iphone/source/browse/#svn%2Ftrunk%2FClasses%2Fcom%2Fflashiphonedevelopment%2Fsettings) which uses the following to read in the .plist:__path = "Library/Preferences/" + NativeApplication.nativeApplication.applicationID + ".plist";__file = File.userDirectory.resolvePath( __path );if( __file.exists ){ readBinary( __file );}This consistently fails as __file.exists returns false. After doing some research, I also tried __path = "AppData/Library/Preferences/" + NativeApplication.nativeApplication.applicationID + ".plist"; to no avail.I successfully created the Settings; when I install my app and go to Settings, I see the Settings page for my app. Using XCode's Devices window, I can verify that the .plist file has been installed and that
I've found the DiaDraw E-mail ANE 64bit, but was wondering if there was a free universal ANE or maybe an Actionscript 3.0 way of sending an email with an attachment on iOS?
Hi!I've been struggling with creating ANE for iOS for a week. The problem is that we have our own custom iOS framework with resources.Mostly my work was based on this article: Adobe Flash Platform * Building the native libraryI've tried a lot of things trying to integrated it into the ANE and came up with the following restrictions, please correct me if I wrong.1. Dynamic custom iOS frameworks that are supported in iOS 8 don't work. Or I didn't found a way to link them appropriately. So you have to make a static library inside a framework. I tried some options like placing framework at different places inside an IPA and configuring @rpath, but didn't succeed.2. Assets in custom embedded frameworks are ignored. When you embed a custom framework using platformoptions/packagedDependency like in example in article: <packagedDependencies> <packagedDependency>SampleFramework.framework</packagedDependency> </packagedDependencies> The framework in this case will
I've built a mobile game in Flash CC 2015, Air 17.0 for Android. I've been deploying it to an Android Razr M, Android version 4.4.2 for debugging. In Debug mode it pops right up on the phone's screen, runs just fine. However, when when I do a standard launch, i.e. click the app icon, I consistently get a black blank screen for 25 seconds before the game kicks in. Thinking it might related to files being loaded, I made a test app with just a single-color bitmap. Same problem; a 25-second delay.Can anyone give me a hand on this? I've tried using a splash screen, which works just fine... after 25 seconds. Is there any solution for this, or could it be a hardware issue? Many thanks.
We've released a handful of apps on iOS with AIR 15, which supported devices as far back as the iPod Touch 3rd Generation. Unfortunately AIR 18 doesn't support this old device anymore, and as we're preparing updates for these older apps we're wondering if others have experience with releasing app updates that dropped support like this.We're planning to change the MinimumOSVersion to 6.0 in the update -- which should in theory prevent that unsupported 3rd gen iPod from downloading the app. I haven't found any clear information though on what happens if someone had previously purchased the AIR 15 version of the app on that older device. Will this new update just not show up for those users? Or will it let them install it (and be broken since it doesn't support that device)?
Everething that allows to save data can simply fail by the same scenarios. In some cases this can be 50mb of free space. In some cases - it's 400mb.This must be fixed. Please check iOS Adobe AIR sources that working with file saving. External API for this - FileStream and SharedObject.Here is two different opened bug tickes:https://bugbase.adobe.com/index.cfm?event=bug&id=3711301https://bugbase.adobe.com/index.cfm?event=bug&id=4052562P.S. As I'm a little bit know how this works at native side - there is some issues because using Objective-C app can go do this limit. Also checking of free space will not solve this issue. You will see that freespace is available. But you can't write to it from the AIR. Native APP - can do this.
I need an updated version of Jampot's MobileBackup ANE for Universal 64-bit support.Can anyone help me find one?Thank you.
I have tried to find some help about these issues:"Unable to build a valid certificate chain for the signer."“Could not access the digital certificate”and all I findin Adobe Forums is unanswered questions on the related topics or staledated references for AIR 3.0 or something tlike that. I use Flash CC 2015 to buil my apps. Adobe says that I don´t have to know a lot about coding or programming. Adobe says almost anyone with some knowledge of Flash can create apps. I have been publishing Android apps and iOS apps using Flash CC for the las two years. But know that I´m trying to build desktop apps for mac it is impossible because when I try to publish my app for testing it on my mac it say:"Unable to build a valid certificate chain for the signer."or“Could not access the digital certificate”over and over.I tried the advice from this guy: Code Signing Certificates for Adobe Air in OS X : Scott Gaertner and this link: Maintaining Your Signing Identities and Certificatesbut I´m not an Xcode
HiI have implemented the Adobe AIR IOS ProductStore ANE and its working ok bar the return values when querying the apps IAP productsEverything returns fine bar the IAP prices2. title : Unlocked : PremiumpriceLocale: en_IE@currency=EURprice :2.98999999999999983. title : Unlocked : StandardpriceLocale: en_IE@currency=EURprice :1.9899999999999998As you can see, the IAP products use Tier 2 and 3 pricing, which should be 1.99 and 2.99 - any ideas why it is returning the above ?ThanksPete
I Don't think this is possible currently, only static frameworks. If so, please direct me to a tutorial.the main reason for this is the inclusion of Swift into custom frameworks or native library where it only supports dynamic framework.thanks.
I'm very computer naive... My daughter has downloaded e-books for school, but we can't access them without Adobe Air. When I try to download it, the download begins for 1-2 seconds and then the page goes blank - page unavailable. I've tried disabling firewall but no help. Would really welcome any help in plain speak please?!
This happens way too often.. go to hit COMMAND + ENTER .. get "test failed" ... Simulator is in my tray no responding. Quitting Flash Pro and re-opening does nothing. Only fix is to fully reboot my computer. Is there a process I can kill or something to fully reset Flash Pro rather than a full computer reboot?
1. Air SDK 18.0.0 ServerSocket.isSupported // true2. Policy Server port Num over 100003. Server[PC] to Client[PC] // SuccessServer[Android] to Client[PC] // Failed, Clients gets Error #2048 ( securityError )Android Device : Samsung Galaxy Note.-----------------------Please teach me how to use ServerSocket on Air for Android.Thank you.
Hi,I'm creating an Android app with Adobe Air (v14) that contains a native extension. (ANE) I used the SAFE pre-set of secureSWF 4.5 to obfuscated the app but since then the features of the ANE are not longer working. (everything else is working great) Anybody know how to fix this issue?Thanks
I'm creating an adobe flash application for Android. I want this app to have a shortcut to open another apps, like open messages, or browser. But I completely have no idea how to do this. Any help or code snippets will be helpful. I'm really stuck here.thanks
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