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-------------------------------------- Summary -------------------------------------- -1 fatal error(s), 0 error(s) FATAL: Payload 'Microsoft Visual C++ 2008 Redistributable Package (x64) 9.0.0.3 {9B78FAB0-AC6B-11E0-8EF3-00215AEA26C9}' information not found in Media_db.-------------------------------------------------------------------------------------I have window 8
Can someone explain to me what the difference is between <fullscreen>true</fullscreen> and StageDisplayState.FULL_SCREEN_INTERACTIVE, and how these should be used?Testing on an Android Nexus 4 it seems to be that:StageDisplayState.FULL_SCREEN_INTERACTIVE hides the status bar at the top.<fullscreen>true</fullscreen> hides the status bar at the top and initially reduces navigation buttons to dots, when they are touched they become full icons and stay that way.Questions:Is this the only notable fullscreen behavior on Android?What is the behavior on iOS?Is there any way to return to the initial state of <fullscreen> (with the navigation buttons reduced to dots) from AS3?Thanks!-Aaron
I'm using IntelliJ and windows 8I have tried AIR 1.5, 1.6, 1.7.using -useLegacyAOT=yesBelow is the error when I try to submit my app to Itunes Connect using Application LoaderERROR ITMS-90125: "The binary is invalid. The encryption info in the LC_ENCRYPTION_INFO load command is either missing or invalid, or the binary is already encrypted. This binary does not seem to have been built with Apple's linker."http://i.imgur.com/oNJQllN.pngTried several things I read on forums but there's no reply for this exact error.What do I need to do? Please help me.Thank you.
I use janumedia AirPrintANE native extension to print from AIR app from iPad. After the February 2015 requirements to compile 64bit binary and for ANEs to support universal libraries I compiled AirPrintANE in xcode using appropriate architecture (arm64, armv7, armv7s). Now it builds and works fine on iOS 6.x and 7.x but does not show the print dialog on 8.x version of iOS. I'm not very confident on objective-c side of this ANE so can anyone more confident suppose what is going on there?AirPrintANE github: https://github.com/janumedia/AirPrintANE/
Does anyone know if it's possible to obtain an iOS device's UDID using an ANE?
Microsoft just released it's new universal Windows 10 platform for developers: http://dev.windows.com/en-US/windows-10-developer-preview-toolsNow would be a perfect time for Adobe to announce it will be working on a Windows 10 publisher for AIR!
Currently AIR Desktop Apps seem to only support a limited set of icon sizes (16x16, 32x32, 48x48, 128x128px).It would be great to see bigger icon sizes (like 256x256 and 512x512px) being supported as well. For example, Windows7 does not display 128x128px icon size so the maximum icon size for AIR apps on Windows is currently 48x48px (which actually is pretty small and results in pixelated icons).Can you please consider the option of extending supported icon sizes?
When I starts using air16 I get an unusual runtime error on iOS 8.1.2. It looks like code generating issue due to Android variant works well. I have a project that consists of many swfs containing resources and a bit of AS code. I pack them using adt to make it possible to load them later. After I moved to air16 (from air15) I encountered a runtime error: [Fault] exception, information=ReferenceError: Error #1074: Illegal write to read-only property AGENT_CLASS on class game.agents.presentation.lines.AgentLinesSimplePresentation. Where AGENT_CLASS is the static constant defined like that. public class AgentLinesSimplePresentation extends AgentPresentationBase { static public const AGENT_CLASS: Class = AgentLinesSimplePresentation; .... } useLegacyAOT=no/yes doesn't matter. The stack top is What is this and how to avoid?
EnvironmentS-SM-T230 Samsung tablet running Android 4.4.2 with Air 16 on-board.Problem descriptionsAny air application multiple (2-3) start/close sequence or even minimize/expand causing device to freeze and crash throwing Fatal signal 11 (SIGSEGV) at 0x00000005 (code=1).It is 100% reproducible with any Air app even if there is only one button "exit" (as in attached showcase) or simple empty stage. So nothing related with app logic. Even if you try to dispose app using Android task manager it would still sometimes crash on next startup. Steps to reproduce1) Start some air app2) Close it using nativeApplication.exit() (in some cases you could even just minimize/expand it but this takes more time to crash)3) Repeat 1-2 until it crash (usually 2-3 times for "exit button" app.Expected resultApp would normally release from device memory then start again (as it does on any other device i tested).Actual resultDevice would slowdown during restart sequence, then app would stop to response
Hi,Since the release of AIR 16, I am encountering strange display glitches on Windows. The graphics get garbled, whatever the render type I choose (cpu, gpu or direct). I never had those issues before, and if I revert to AIR 15, everything works fine again.The issue seems to be related to the fact of changing the scale of a sprite (containing a bitmap), while this bitmap has the smoothing attribute set to TRUE. If I set it to false, the glitches disappear.Here is an example :I tried to play with other settings, like stage quality, but without success. I even tried to update my display drivers. Only the "smoothing" attribute set to FALSE fixes it. But then of course, the result is ugly and pixellated.Was there any change regarding bitmap rendering in AIR 16 that could explain this?Note: On Android, the glitch doesn't occur.Thank you!Frédéric
I updated my OS to 10.10.2 and suddenly nothing works. When I try to install AND uninstall Adobe Air, I get this message. I don't know how to fix it. I've tried installing Air on Chrome, Firefox, Opera and Safari browsers with no luck. Error message: "This application requires a version of Adobe AIR which cannot be found. Please download the latest version of the runtime from http://www.adobe.com/go/getair, or contact the application author for an updated version."
I was looking at sample code from David Hassoun about how to play AAC sound files in Flash. His code in Flash works great. But the same code more or less, moved to an AIR Desktop project, fails completely, without any error message. A baffling situation. I am just trying to play a simple sound file, a trivial operation. I know the sound file exists, and can be found but nothing comes out of the speaker, and no messages from the stream system occur either.Is this possibly due to an obsolete runtime of my AIR system? how does one locate the AIR version you are running? There are so many AIR runtimes sprinkled through my hard drive...<pre> public class SysSound extends Object { public static const TRACE_SOUND : Boolean = true; public static var g_connection :NetConnection; public static var g_stream :NetStream; //================================ // on_metadata //================================ // streamin
My application says I need to download Adobe Air to run it. When I try to download this I keep getting the error I need to be the administrator. I am the administrator What can I do.
Hi!I am building an app that will, among other things, act as a pedometer. After much sweat I managed to build a pretty reliable code to detect steps by using, among other things, a dot product of the three axes values and a weighted moving average to smooth the result. Now the problem I seem to be struggling with is when the app is in background. The update event rate seems to be ~2x slower (4-5 updates per second) and sometimes the movement doesn't seem to register at all. I am testing on IOS, on Android I have yet to manage having the accelerometer work in background at all.Is it a bug? Is there something I can do?Any help would be really appreciated.Thanks!
Hello,As the author of this post How do I enable hardware acceleration in an air exe? , I am trying to enable hardware acceleration inside my AIR applicationIf the user has disabled hardware acceleration in his flash player's settings, context3d.driverInfo will say "Hw_disabled=userDisabled"His only way to re-enable it is to open Internet Explorer or Firefox and right click on a flash content, then check "Enable hardware acceleration"I (we) would like to be allowed to re-enable it directly inside the AIR app (via actionscript code) and not telling the user to open a browser and check some random checkboxes (cause you know it's not very user-friendly...)A bug has been opened here Bug#3843535 - Disabling Hardware Acceleration in IE flash plugin disables it in AIR EXEs and is marked as fixed but nothing is fixed : there's still no way to enable hardware acceleration in desktop AIR applicationThanks
Hi all,my app never ask for Geolocation permission and it always gave me Geolocation mute.I've already try the app.xml changes (<name><text xml:lang='en'>MyAppName</text></name>),adding and removing UIrequiredDeviceCabalities, but no way to make it works...I have this issue with also Air 15(last) and 16(214)Someone with the same issue?
Hello, I've a problem to publish .air for desktop from Flash Professional CS5.5. When I create Certificate file (.p12) already and click Publish button but It's appear warning is "Error creating files The digital certificate is invalid. Your certificate expired on Tue Mar 12 15:34:32 ICT 1963" How could I do for solve this case and export .air file for desktop?
Hi,I'm working on a Mac OSX 10.10.3 / Flash Professional CC 2014 / Adobe Air 17.0.0.96. I created a few new iOS Apps.Each app is connected to Apples GameCenter using the Milkman Games Gamecenter.ane. This works perfect. Now I'd like to publish these Apps as Mac Apps for the Mac App Store too. This one is almost finished:Agent Al EvatorAppStore: http://bit.ly/agent_iosGooglePlay: bit.ly/agentgglAmazon: http://bit.ly/agentamazTrailer: http://youtu.be/nKAmq5ApqosWebsite: http://bit.ly/agent_alIs there a way to do this? Unfortunately the Milkman .anes are not working for Mac Apps. Is there a way to make it possible or do I have to set up my own PHP Highscore on my server?Best regardsJan
I'm building a app that supports Android and iOS builds in Flash Pro. When I switch between the 2 platforms using the "Target" dropdown .. it deletes all the icons and they have to be added manually each time. It's really frustrating. Is there any way around this ?
It's seems that the "landscape" orientation make a 100% reproductible beug on my apps when I return to it after calling the camera or "picture explorer" (with a native extension or with AS3, this is the same problem).The problem is huge !! : no more texture present on the app, the photo taked with cam is partially visible, sometime a black square blink, no more interaction seems possible.I only reproduce this beug in landscape orientation, with ios8 and Air Sdk 17.0.0.124 or Air Sdk 16 on iphone 6.No problem with portrait orientation or Air Sdk = 15 or with a different version of ios.I've modified the last "Demo_Mobile" example include in starling, put the app in landscape mode and added a simple call to CameraUI, I still have the same problem.Any idea ?P.S :I'm also interested to know if someone else can or can't reproduce the beug on iphone6 with the starling example in landscape mode or can simply call the camera in landscape mode without problem on iphone 6 with the SDK 16 or 17.
I'm having some issues with StageWebView on a Windows 8 touch-screen desktop computers. On Windows, our app has been using the WebKit embedded in AIR. I've pointed the StageWebView to whatsmyuseragent.com, and as expected it shows "Mozilla/5.0 (Windows; U; en-US) AppleWebKit/533.19.4 (KHTML, like Gecko) AdobeAIR/16.0".I am using Flex 4.14.0 and AIR 16.0.I would like to try using the native/system-default web engine. The documentation for StageWebView is unclear on whether or not this is supported for Windows.In the introduction to the documentation, it states:On desktop computers (in the desktop and extended desktop profiles), the StageWebView class uses the system web control provided by the Flash Player plugin.But the documentation for the useNative:Boolean parameter for the StageWebView constructor states:useNative:Boolean (default = false) — When useNative is false, a version of WebKit embedded within AIR is used as the source of the StageWebView created. When use
Hi,When trying to generate an IPA with AIR 16.0.0.250, I get the following error:Undefined symbols for architecture armv7: "___divmodsi4", referenced from: __ZN12BlockedCodec12CalcGridSizeEiiPi in libRuntimeHMAOT.arm-air.a(ZlibCodec.o) __ZN12BlockedCodec11SetupBlocksEii in libRuntimeHMAOT.arm-air.a(ZlibCodec.o) "___udivmodsi4", referenced from: __ZN11FlashString9AppendIntEli in libRuntimeHMAOT.arm-air.a(flashstring.o) __ZN7avmplus6String12hashCodeUIntEj in libRuntimeHMAOT.arm-air.a(StringObject.o) _sqlite3BitvecSet in libRuntimeHMAOT.arm-air.a(sqlite3_all.o) _sqlite3BitvecTest in libRuntimeHMAOT.arm-air.a(sqlite3_all.o) _sqlite3BitvecClear in libRuntimeHMAOT.arm-air.a(sqlite3_all.o) __ZL10II_samplesP10mad_bitptrPK10quantclassPl in libRunt
Hi,I have a problem about writing to sharing object for some mobile devices (ios8, some iphone and ipad), when calling my_so.flush();Is it about permission or ?Any idea will be great
We're planning on introducing a new ActionScript feature that will allow hardware accelerated video to be used as a source texture in a Stage3D environment. Currently, using video with Stage3D requires the use of the Video object, which is not accelerated, and manipulation of the bitmap representations of the video frames. The planned feature, called VideoTexture, will allow direct access to a texture object that is sourced from a Netstream or Camera object.The following sample code demonstrates the use of the VideoTexture object.1) Create a VideoTexture object and attach a NetStream (or Camera) object to the VideoTexture object: var ns:NetStream; var context3D:Context3D; var texture:VideoTexture; texture = context3D.createVideoTexture(); texture.attachNetstream(ns); ns.play("video.3gp"); texture.addEventListener(VideoTexture.RENDER_STATE, renderFrame); 2) A texture representation of the current video frame can be retrieved from the callback function for the VideoTexture.RE
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