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Hi ,I bought two tablets galaxy tab 3 I can well to install Adobe Air on the first, but I have an error message "package file is invalid or incorrect" on the second.I bought the first in France with an android Version 4.4.2and the second in Morocco with version 4.2.2version :first one : P5210Second one : P5200
I'm building a native extension for the Android platform using several third-party jar files.I exportd a jar file from Android project that include classes implementing the FREExtension interface.And I merged A exported jar file and third-party jar files into a single jar file.I package a ANE file and I build a APK file using a ANE file.Strangely a certain jar's classes of the third-party jar files are missing in APK after release build.( I am using Flash Builder 4.6. )I changed a ANE file to .zip and check jar file using jd-gui tool.This time I saw missing classes clearly.I tried many ways but did not find a solution.If anyone else know about this or experience this problem, plese give me a advice.Thanks.
Happy to share our latest lib: SpriterAShttps://github.com/treefortress/SpriterASIt's highly optimized for Starling, and offers a few extra convenience functions to allow you to do lots of cool stuff.Check out the blog for lots of examples:http://treefortress.com/introducing-spriteras-play-spriter-animations-scml-with-starling/If you'd like to get notified of future updates, or new projects, just follow our blog:http://treefortress.com/blog/
I just installed the latest version AIR Beta SDK, but I'm still getting the errorError occurred while installing the application:Session did end with error (null)When I try to run using the iOS simulator.Here is the SDK info:<?xml version="1.0"?><air-sdk-description><name>AIR 16.0.0</name><version>16.0.0</version><build>245</build></air-sdk-description>For the install, I1. Installed the new beta version of AIR2. Copied over the Flex-compatible AIR SDK intocom.adobe.flash.compiler_4.7.0.349722/AIRSDKAnything I'm missing?
Seems like I keep reading conflicting information. Are Alchemy / FlasCC opcodes going away or not?There are a few SWC libraries (hashing functions, webp decoder, etc) written using them, and I'm wondering if it's safe to use them, or if they'll just stop working given some Flash Player update.It'd be nice to hear an official answer from Chris Campbell or other employee. Thanks,-Jeff
when air team update the newest beta version AIR16,I download and setup ,but can`t complete ,have an Error ! I had unload last 14version air ,also can`t setup!please fix it
I have an app that has the NativeApplication.nativeApplication.executeInBackground = true; as well as the tag in the xml. When either pushing the home button, sleep button or letting it go to sleep on its own, the audio skips briefly.What can be done about it? Anything? Tried it will all available SDK'sThanksCraig
who to delete AdobeAIRInstaller.exe
Knowing that: Starting February 1, 2015, new iOS apps uploaded to the App Store must include 64-bit support, so AIR 4 will be uselessFlash CC does not support TLF, we are using Flash CS6Yes, we have to use TLF for right to left languages (Other solutions wont work...)Air 4 sdk works fine, but unfortunately it does not support 64-bit, we will be using Air 16 betaIs there a workaround for this? Flash CS6 + IOS + TLF + Air 16Any modern software support right to left languages, maybe Flash is truly dead this time?Thanks
I saw this has already been asked over a year ago (AIR android widget.) but I won't to bring it up again. What are the odds of beings able to build an Android Widget with AIR? Someone wrote a blog post in 2011 about it (Extending AIR for Android | Digital Media Blog) but this seems very complex. Will a packager ever come to Flash Builder for this??
I try to package my app with the new SDK 16.0 (build 245) from lab. But i got the error below for any ANE included, libXXX.a is corresponding library for each ANE.Error: libXXX.a required to have Universal iOS libraries.
Hello, I am not sure why, but whenever I test and debug my app from Flash CC 2014 (AIR 16.0.0.222) It always tells me my screen resolution is 1136 X 640, not 1336 X 750 (using Colin's Math.max(Capabilities.screenResolutionX, Capabilities.screenResolutionY) code from another post) I have all the appropriately named splash screens. If I remove the Default-568h@2x.png and test it loads the next smaller screen size Has this happened to anyone else? ThanksCraig
I notice one of the new fixes in the latest 16.0.0.245 beta is: Wrong screen sizes and DPI are returned through runtime APIs. (3829474)However, on a retina iPad, I am seeing new bad multiple stage resize events occurring in AIR 16.0.0.245 that never occurred in previous SDKs.(or at least were not seen visually on startup).Just doing a traditional listener on flash.events.Event.RESIZEI am seeing three different resize callbacks on startup on an iPad retina when starting up in landscape mode[trace] resize w:1000 h: 750 (seems to be in landscape orientation but not stretched to fill the screen)[trace] resize w:1000 h: 750 (then stretched to fill screen but in portrait orientation)[trace] resize w:2048 h: 1536 (the eventual and proper size for retina landscape)However, starting up the app while holding the iPad in portrait mode does not cause these three different resize events, this only happens when starting up in landscape.The app supports both orientations and h
Just testet the new beta SDK. I used the following Launch-Image for my iPhone 6 Plus (portrait mode):Default-414w-736h@3x.pngBut after installation on my phone the app shows the iPad 1/2 Launch-Image.Anything i can do or i am missing?
I downloaded AIR SDK 16 from Download Adobe AIR 16 Beta - Adobe Labs. And I updated the AIRSDK of FlashBuilder 4.7 to 16 and modified my application descriptor file to the 16 namespace. But When I used Context3D.setFillMode to set fill mode to wireframe, the compiler reportd error "Context3D.setFillMode not define". I also tested Context3D.createVideoTexture method, it's OK.
I am developing an App where I am taking pictures from the Camera but all the pictures get stored in the Gallery. I would like to store all the pictures taken in this app to be stored in a different folder so that when users view the pictures in the app, it should show only the pictures taken using the app. Currently, all the pictures of the Gallery are being displayed which I do not want.I want to create a folder, store camera pictures taken using the app in this folder then display all the images of the folder in the app.Any suggestions would be appreciated.Thanks in advance.
Hello community,We encounter an issue regarding the userAgent we get with Javascript when our page is viewed from an Android App running Air and using the Stagewebview.We noticed that despite the default browser set as Google Chrome (Webkit v.537), we identify that app using Webkit v.534.After a lot of trouble shooting, it seems that there is a difference between "native" browser and "default" browser.Is that correct?If so, the question is: Is there a way to make Stagewebview use the user selected browser/engine ?Our website needs to display text vertically (japanese text) and the form elements are not well recognized in the 534 version browser, but work perfectly in the last version of Chrome we can get running on those devices.(We target Android 4.2+ users)Any input will be appreciated.Cedric Simon
Has anyone had any problems running an app on a Kobo Arc7 tablet?
I don't know what is the bug, I don't have any error. But I have 2 screenshot here to explain my issue.I'm using Flash CS6 to build my app.Air 14: (look good)Air 15 and 16: (look weird, missing some elements, and 1 button that supposed to be visible false in startup) Voilà !... 😕😕Mike
Hi,I would like to hide the iOS 8 status bar and found the code snippet below.How to add it to the app.xml? I tried the following but received an error:<iPhone><InfoAdditions><![CDATA[<key>UIStatusBarHidden</key><true/><key>UIViewControllerBasedStatusBarAppearance</key><false/> ]]></InfoAdditions></iPhone>Thanks
Hi,Who built and launched an iOS 8 app with Air yet? (no games please)Please post the App Store link along with a short description! Can't wait to try them out.
Hi Adobe Team, Experts,I cannot create a captive runtime package successfully on windows.This is the command I am using to create a captive runtime package for windows adt -package -keystore CodeSigning.pfx -storetype pkcs12 -storepass password -target bundle TestPackage Test-app.xml Test.swfThe issue is the above command creates a .tmp directory "adt5072057577475387637.tmp" but does not create a directory by name "TestPackage" .Another observation is the above command works in-consistently it seems to create the directory sometimes but fails for the most.Funny enough !! It worked when I was creating a POC but now when I am trying to release it stops working on me.It is the same machine I did POC on.The application descriptor has <supportedProfiles>desktop extendedDesktop</supportedProfiles>I have also tried adt -package -keystore CodeSigning.pfx -storetype pkcs12 -storepass password -target bundle TestPackage.exe Test-app.xml Test.swfas mentioned here - http://
Packaging a SWF to AIR with captive runtime and native installer (using "-package bundle"), building on PC worked perfectly fine. After making all of the requisite changes to make it work for Mac, I'm now running into the "Packaging failed. Packager internal error" when building using adt through the command line. My .command script is as follows:cd [directory]adt -package -storetype pkcs12 -keystore ../cert/key.p12 -storepass pw -target bundle Bundle ../App.xml App.swf -extdir ../lib icons/16.png icons/32.png icons/128.pngWhat can cause this vague "Packger interal error" error? Any help would be appreciated. Thank you.
Hi,Publishing an AIR for iOS app via Flash CS5.5, would anyone know if is it possible to download pdf or jpg file and save it to the device for offline viewing?If so, could you give me some pointers as to the classes involved?Thanks,Mark
This is already a nightmare for me.. I have to get this AAC working for a project and there is no other way and no alternatives..I'm using this library https://github.com/mangui/flashls and successfully stream ACC and MP3 with M3U8.Now I have to get it working in iOS and in iOS, there is only the MP3 stream working. AAC seems to work, as the buffer is loading etc, but there is no audio.The AIR has H.264/AAC Playback Support for iOS since AIR 2. Source:http://www.adobe.com/devnet/articles/flashplayer-air-feature-list.htmlAnd there are some NetStream members that are not supported, that might be the cause why audio is not playing in iOS. Source: "Support for H.264 encoded video in AIR for iOS"http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/net/NetStream.htmlAlso the guy who wrote FlashHLS responded that he does not find any problem with the log files here:https://github.com/mangui/flashls/issues/150NOTE: I'm streaming only audio and I only need audio. Would be gr
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