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Hello,I'm new to Air development and creating a ios native extension for my flex mobile project.I want to include third party frameworks such as admob,facebook,chartboost in my ANEI have tried to link frameworks using packagedDependencies but it dosn't work.(gives me an error telling that "armv7 not supported")am I doing something wrong? or is there any proper way to link frameworks?platformoptions.xml<platform xmlns="http://ns.adobe.com/air/extension/4.0"> <sdkVersion>7.1</sdkVersion> <linkerOptions> <option>-ios_version_min 6.1</option> <option>-framework StoreKit</option> <option>-framework CoreGraphics</option> <option>-framework UIKit</option> &n
Hi,I work for InMobi and the task is to build ANE for Adobe AIR platform.We are in the process of releasing new SDK for which I need to update my existing ANE.I was able to build the ANE successfully after making changes to my Android Native code (and the changes were mostly API name change).Below are the steps which I followed to build my ANE:1. Made API changes to my Android Native code2. Used "Export it to Jar" option in Eclipse to get the jar out of it.3. Made sure the InMobi SDK Classes are present in the Native Code jar. (extracting the InMobi SDK jar and manually putting it on Native Code jar by "jar -uf <NativeCode.jar> com" command)4. Used the "adt" command from Adobe to build the ANE.ANE got build successfully. Then i imported the built ANE to my test app developed on Adobe Flash Builder. When I make a call to loadBanner(function exposed by my ANE) which internally calls "Banner" class in my native Android code which uses the InMobi SDK classes, in the LogCat of eclipse
Hello Adobe Team,I work for InMobi and we are in the process of updating Adobe AIR ANE to support our upcoming SDK 500. When i run my test app integrated with ANE and AIR SDK 17, it throws below errors:Error occurred while packaging the application:Undefined symbols for architecture armv7: "_llvm_gcov_init", referenced from: ___llvm_gcov_init in libcom.inmobi.plugin.adobeair.a(InmobiInitialize.o) ___llvm_gcov_init in libcom.inmobi.plugin.adobeair.a(InMobiBanner.o) ___llvm_gcov_init in libcom.inmobi.plugin.adobeair.a(IMCarb.o) ___llvm_gcov_init in libcom.inmobi.plugin.adobeair.a(IMSignalsConfig.o) ___llvm_gcov_init in libcom.inmobi.plugin.adobeair.a(InMobiInterstitial.o) ___llvm_gcov_init in libcom.inmobi.plugin.adobeair.a(IMSignalsUtils.o) ___llvm_gcov_init in libcom.inmobi
Hello,Do you know if these 2 ANE will be updated with 64 bits support ?I need them to make an update of my iOS app with Air 16 beta, i think i'm not the only one Thank you, regards
iAd fill rates are low as any of you using iAd know but yesterday my app had the worst fill rate of all time, 0.87%, 52K requests and 457 impressions. Today its at a solid 0%.Has anyone else noticed this or is this a one off issue?
Hi, I recently purchased the iAd extension for ios package from milkman and am having trouble implementing it.I have followed the Getting Started document but am having no joy. I have attached some screenshots to show how it is set up and the problems.1) API library included 2) Code used in first frame of test app file 3) Errors received when publishing 4) Errors received when private is taken out 5) When I turn strict mode off and publish, I just get a blank white screen when viewing the app on my iPhone.Please help!Thanks!
Hi, i just updated to the new AIR SDK and i still have the same error from itunes connect :Minimum OS Version Mismatch - The minimum OS version (LC_VERSION_MIN_IPHONEOS) in the binary ('5.1') for architecture ('armv7') differs from the MinimumOSVersion ('8.0') in the Info.plist. Minimum OS Version Mismatch - The minimum OS version (LC_VERSION_MIN_IPHONEOS) in the binary ('7.0') for architecture ('arm64') differs from the MinimumOSVersion ('8.0') in the Info.plist. As the last SDK don't work for IOS 7, i have to limit the IOS version and i cannot do that either 😕😕is there a solution for limit this ? maybe modifying a info.plist or something else ?
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.
I have a multi-million download iOS app built with Adobe AIR. The whole app x and y axis gets shifted if I launch the app in portrait mode then programmatically change to landscape mode. This happens specifically when I rotate the device to activate the StageOrientationEvent.ORIENTATION_CHANGE event. The red rectangle on the screenshot denotes the new x and y (0,0) coordinates while holding the device in landscape mode. The black area is basically a dead zone. When I click the Home button on the iPad, all the icons are in portrait mode even thou I am holding the device in landscape mode. This is a universal app. The fix that i have in place is breaking the app for iPhone users but fixing it for iPad users. Adobe, can you help??? Issues happens with AIR 14 and AIR 15.
Hi all,We are trying to incorporate AdMob into an AIR for Android app developed in Flash Pro CS6. We'd rather avoid paying for the Milkman ANE if possible, so we tested out the Lancelot Mobile ANE from http://lancelotmobile.com/blog/admob-ane/ . The instructions are for Flex, but since we aren't using a Flex app we were trying to implement it in Flash Pro - however, CS6 won't publish the document, instead reporting the ANE file isn't valid. Any thoughts? There are enough people reporting it working in the comments there that it's hard to believe the ANE is fundementally broken, but I'm at a loss as to what to try next.
integrate Google AdMob ads ,Chartboost,Inmobi,Iad ,MMedia,Adcolony,Amazon,Baidu and GDT into your mobile AIR application using ActionScript 3https://github.com/keymobdev/Adobe-Air-ANE
Hello,I'm using AIR 17 + Android ANE without issues but after overlapping AIR with the lastest stable release AIR 18 SDK e got this error Dropbox - AIR_18_ANE_Bug.png when I try to publish the APK.
Hi,I know almost nothing about code and I want to know if there is a "step by step" guide to integrate admob to my apps. Or if theres is another way to monetize my apps.I will appreciate your help.
First of all, I apologize for puting the post here, I didn't manage to get any reply from them so I figure they must be too busy.Maybe someone here who used their AdMob extension could be kind enough help me here:I am using their AdMob extension for iOS and Android and I come across this issue.I have two scenes [in Flash] that uses the AdMob extension, an invisible Sprite in each scene is in charge of initialzing & destroying the Ad [AdMob.destroyAd()] and will initialize it again on the next scene.However, after it has been destroyed and re-initialized in the next scene, I get an error from your extension saying it has already been initialized and the ad area turns blank.Can I assume that internally, when AdMob.destroyAd() is called, they close it some time later instead of immediately ?How do I fix this issue on my end ?
With the Keymob Extension for Android and IOS from www.keymob.com, you can rapidly integrate Google AdMob ads ,Chartboost,Inmobi,Iad ,MMedia,Adcolony,Amazon,Baidu and GDT into your mobile AIR application using ActionScript 3.The Keymob Extension for Android and IOS is a 100 percent native Java and OC solution that enables you to:Monetize free games via Keymob,Google AdMob Chartboost,Inmobi,Iad ,MMedia,Adcolony,Amazon,Baidu and GDTDisplay your first ad with just two lines of codeJumpstart development with a complete sample application, ActionScript 3 documentation, and a getting started guideReposition ads automatically when your app changes orientationSupport banner, Interstitial,video,More APP formats on both phones and tabletsRegister your test devices so you can develop without affecting your metricsCreate, destroy, show, and hide ads with simple commandsAdjusted using the advertising platform at any timeThis tutorial provides details on getting started with the Keymob IOS and Andro
I am building an app using FlashBuilder, and at present running on Mac OSX latest version, and testing my application in the ADL. I am seeing the weirdest problem; i have a big window, and i use scrollrect to show various parts of the window. When I adjust the scrollrect, it works just fine, and the window scrolls up just like you expect. But bold text on the screen gets noticeably more ugly after i scroll. I tried setting CacheAsBitmap on the containing sprite that is being scrolled, but that had no effect. It affects text that might have been in the middle of the window and just move up slightly; all the bold text has ruined sub-pixel antialiasing.Is this a known weakness of using ScrollRect? How can i get around this problem? I tried turning on cacheasbitmap for all my sprites but nothing changed. I tried setting the AntiAliasType of my TextField to ADVANCED but that also had no effect.This is baffling to me, why the rendering is so bad after a scroll. Even when i
I'm developing an application that contains codes that are crucial to the operation and system security. To stop the decompilers, I hired an obfuscator called "secureSWF" that encrypts and protects the code, changing the name of classes and variables. Including Adobe itself recommends that program.The problem came when I met a program called "JPEXS Free Flash Decompiler", which is free, available to anyone on the Internet. This has exposed all my code, including Strings and some variables that show the entire communication process of my program with my web server.I wonder, Adobe, what will I do with so many security flaws? Will I have to wait a response like "We are working to resolve the security problems"? Will I have to give up all my work as AS3 Developer?If anyone has any solution, please, I shall be very grateful!
My apps are not reading the proper fullscreen width on the Kindle Fire anymore. The space occupied by the hiding Kindle toolbar is not being included in the Capabilities.screenResolutionX value and my game leaves a black edge.
I have Win 10 and Adobe Air will not update. Is there an issue with Win 10?
I have setup Flash, Acrobat, and Reader for silent auto updates, but have not been able to find a way to do this with Air. Everything I have tried, it wants to pop up the upgrade window. Is there a way to enable silent auto updates for Air? Thanks.
...Without having to package them into a native Extension.
Using FlashDevelop with AIR SDK 17, FD is not recognizing flash.text.StageText as far as code insight, code completion etc.I'm guessing that I need to manually include one of the SWCs from the Flex SDK? Which is funny because Flash CC 2015 seems to recognize it just fine with the same AIR SDK (not Flex SDK).What's up?
When running opening a stagewebview with the native browser option set to true it crashes the app.
Hello,Firstly, might I say, I have never had an issue that wasn't able to be resolved through forum swimming and google searching. This is the first time where i am completely at a loss for how to solve a computer-related problem.I've run the .exe installer as administrator and it returns with a "an error occured during installation. PIease contact system administrator." Theres a quick flash of a cmd box closing, but not enough time to view it.I believe the problem could lie within my registry. I recently installed a second gpu and had them crossfired for a few days. But the gpu died on me and I was unable to ever get it to power up again since the crash. and I believe the leftover registry files from it could be whats conflicting with the install.Does anyone know of the specific files to check?I cannon uninstall the program as it's not installed int eh first place, and was previously installed as a prerequisite of a game. I uninstalled that game which should have uninstalled the soft
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