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Hello,After being forced by apple to update to Air SDK 15.0 beta to continue to deliver updates for my app, I can no longer build my application (although I can still build for my Android version of the game).Here's the "error" that breaks the build. Even though it says its just a warning that its going to use the default implementation like it should do, there is no way to build around it. Any ideas?
Hi,I need your help please - I have to update one of my iOS Apps. In this App I use Box2d for a simple maze game (it's an app for kids). When I publish & test this game on my Mac it works fine. I can drag my Hero (fish) through this Maze and all collision detections, gravity etc. work perfect.When I test it on my iPad it doesn't work. The device debugger shows this error message:TypeError: Error #1009: Cannot access a property or method of a null object reference. at global$init() at global$init() at Box2DAS.Common::b2Base$/initialize()[/Users/jan/Documents/_Projekte/Spielplatz/Universal_Retina/src/com/Box2DAS/Common/b2Base.as:31] at wck::WCK/create()[/Users/jan/Documents/_Projekte/Spielplatz/Universal_Retina/src/com/wck/WCK.as:26] at misc::Entity/ensureCreated()[/Users/jan/Documents/_Projekte/Spielplatz/Universal_Retina/src/com/misc/Entity.as:50] at misc::Entity/handleAddedToStage()[/Users/jan/Documents/_Projekte/Spielplatz/Universal_Retina/src/
HiI want to update to the newest version of AIR so I can upload my ipa to App Store. Usually I get AIR from the Apache Flex SDK installer, but it only has the beta version of 15.0.0.183. I have instead downloaded the SDK from https://forums.adobe.com/thread/1603494(AIR SDK 15 (Compatible with Flex) for Windows)but when I compile, I get the following error:Could not resolve <s:ViewNavigator> to a component implementation.I have tried the following things:* Downloaded AIR 15 SDK from Apache Flex and merged the new files into this SDK (same error)* Downloaded AIR 15.0.0.183 beta from Apache Flex and merged the new files into this SDK (same error)* Downloaded AIR 15.0.0.183 beta from Apache Flex (no error, but I don't know if Apple will accept this version)Am I doing something wrong?Thanks in advanceMark
Is it possible to record video in Air 2.6 to mobile ?I know I can getCamera... but after it, can I record ?My goal is to make App that record video with the camera and push effect on it.Tank you!
Hye,I use a stageVideo player in my flex application for iOS.All works well, but when I'm trying to make a loading bar to show the loading progression of the video, on the iphone, when I want get the netstream bytesLoaded variable, I always get zero whereas bytesTotal variable is correctly set.Is it a bug from StageVideo Class using on mobile device?Thank you for your help....
Hi,I have recently faced a very strange problem. at first I thought maybe it's because of the new Air SDK 15 build 302 but after switching back to older SDK the problem is still there! any idea or hint about this would be great. just tell me the first thing that comes to your mind and I will search about it more...the problem is that when I was testing my apps in debug mode (on Android or iOS) if there were a runtime error, the app used to stop and my IDE (I use FlashDevelop) could take me to the exact line were the error had occurred... and I could fix the bug. I've been doing this for many years of course! (I'm NOT a newbie)but in the past week, the debugger is not throwing errors any more! in some cases it does but on other runtime errors, it does not!this is not happening on my computer only, it is happening on another computer we have here too! that is so weird and annoying! not being able to see error messages is silly.My guess:I don't know if this can be related or not, but the
All, I am running Flash Builder 4.7 with Apache Flex 4.13 with AIR 15 build 328. I have added the necessary launch screen images per iPhone 5,6, and 6+. After adding the launch images, Apple's Status Bar looks correctly scaled and now shows up white (it was black using the original AIR 15 SDK) but I am puzzled why my app appears to be improperly scaled on the iPhone 6 but looks correct on my 5S. I have included screenshots of the launch images I am using and what my app looks like on my iPhone 6. Any help/suggestions would be great!Thanks in Advance,Jonathan(I included a screenshot of what the app current looks like in the app store to help show the current scaling issue I am having)
hello,I am developing an App with Adobe Air and I need someway (ANE) to send a LOCAL notification.I do not want to use Push notification, only LOCAL.any suggestion on what ANE I should use?I would also like it work for both platforms, android and IOSThanks in advance!
When I connect more than one device, I have to specify the device ID. Can I run a single command to -installApp on all connected devices?
Hi guys,Just wondering what the info is surrounding Air supporting the 64-bit architecture.As Apple say the existing 32-bit apps will work fine but, what's the plan going forwards...or isn't there one yet? Dave.
I can't find a clear explanation of what is required for us to use for a new SDK when it is released.1) Are we still supposed to do the overlay? Or is this no longer necessary?2 )What is the difference between the Flex version and the non-flex version? If you are using Flash Builder but creating an ActionScript project, then are you supposed to use (if you are on a mac) air15_sdk_mac? What if you then also have a Flex project? Are you then supposed to download AIRSDK_Compiler? Or do you already have that?Thanks.
As a workaround suggested by Adobe ( related to a Bug report) I'm supposed to make the iOS file, using CMD, rather than Publishing it in Adobe Flash CS6 automatically.I am not very good in CMD, so in this case, when I open CMD and go to the same location as the fla and other assets, then copy and paste this code in it:F:\sdk\bin\adt -package -target ipa-app-store -useLegacyAOT yes -provisioning-profile "Hajj.mobileprovision" -storetype pkcs12 -keystore "Hajj.p12" -storepass myPass Hajj.ipa Hajj-app.xml Hajj.swfIt first start to process, means the Path is correct. But then I get some errors related to missing Icon files:.xml: error 303: Icon icon/icn_48.png is missing from package ... (also any other icons I have)While obviously they are located properly in icon folder, same as mentioned in XML:<image48x48>icon/icn_48.png</image48x48>...I tried to copy icons in the same location as Fla, and also changed icons path in Xml, but still I got Erros:<image48x48>icn_48.
In our current product we have 2 interfaces (Interface1 and Interface2), Interface2 extends Interface1.In Interface1 we set the getter for a property, and in Interface 2 we set the setter for the same property, here is the code:public interface ILoadable { function get ColorScheme():String; }public interface IUploadable extends ILoadable { function set ColorScheme(value:String):void; }This was working fine in AIR SDK 3.5, but when we upgraded to SDK 15, we get this error:Error: Cannot override an interface method. Method ColorScheme conflicts with a method in base interface ILoadable.Is this a bug in the SDK? or is the new SDK more strict, not allowing a getter and setter being located in separate interfaces/classes?
Hello AIR community!I am trying to implement RevMob ads in an app for a client using RevMob's AIR Native Extension (ANE). I have the extension successfully working on Android, but I don't see any ads on iOS.RevMob's extension and documentation is located here: RevMob Adobe Air SDK In the iOS section, they have provided <LinkerOptions> and mention some changes to platform.xml. From my understanding, those things are only relevant when compiling an ANE, is that correct?I tried asking RevMob for support on this but they don't seem to understand what I'm saying; they told me the directions are for Flash Builder and to make sure I was using Flash Builder. I don't, I use FlashDevelop, but I've used dozens of other extensions in FlashDevelop with no problem and I've never had to set LinkerOptions or modify a platform.xml to use an iOS extension. I would guess that they have failed to understand how to use an ANE after compiling it and there is probably a change needed to the <I
I'm working on a game with a very large bundle of assets. What we're finding is that after install, the device needs to have slightly more than the original APK size as available storage space to run. This appears to be due to assets being copied out of the APK to the application cache when first accessed.What we've experienced: - With a lot of small separate files, our loading times are unreasonably slow (several *minutes* between scenes with ~100MB in assets). - If we pack up the assets into a single large (>1GB) pack file and load them ourselves out of the APK, there's a ~60-second hit the first time the pack file is accessed during the first time the app is launched.The initial loading time happens during FileStream.open(), and appears to be from the pack file being copied to the application cache. After that, loading data is nearly instantaneous. However, that fails if the device doesn't have enough available storage for the whole
I've created a "label" which I dragged onto the stage, and I have an external class that I need to be able to update this label. But right now, it as if the class has no idea the label exists. The external file is somewhat setup like this:package {import........... public class Downloader extends EventDispatcher { public function Downloader() { ... }}}----------------I need a way to update the text for the label within that package. Can someone explain to me what extra steps are needed? I've searched online, but I'm just getting a ton of information which I feel isn't relevant to what I need, or it seems like they are over complicating things.
While trying to publish my app with Flash Pro CC 2014 the program crashes. I'm using the current Beta version of AIR 15 (previous version had the same results) on a Mac (Yosemite OSX 10.10 beta 5, Not the public beta) . When I publish to just a swf file there is no problems. If I publish to Android, iOS or Desktop then Flash crashes. When the Adobe crash scene comes up I do submit the reports to Adobe. At the end I get a message telling me Adobe found a solution for the recent crash and to "click here" for further details. When I do it just goes to the Adobe home page with no help. Is there a solution or workaround? I've been using one of my other machines that has Mavericks on it for publishing for the time being. I would like to work at one machine and not transferring back-and-forth. Any help will be great!
I've recently (2 month ago) built Adobe Air extension (ANE) which includes native iOS static library and it worked well.Now, I'm getting error which is really strange: (undefined symbols for armv7 xxxInitializer)I understand if it were undefined symbols CoreLocation it means I need to update platformoptions.xml to include such option, but seems like it is another issue.static lib supports armv7 arch:Only one thing I've done - updated Adobe Flash ProfessionalI've come across same issue here: http://forum.starling-framework.org/topic/ane-problem but not really helpful.
Hello,In a project, I made a Webview and add a LocationChangeEvent.LOCATION_CHANGING to it.During my last test, it appears that it doesn't work anymore and I've rapidly seen it seems to be caused by the AIR 15.0.0.274 ( And doesn't working better on the 15.0.0.302 ) because it works on the AIR 15.0.0.249.I don't know if something changed about it in those last versions or if it's a bug in the AIR SDK.Thanks for telling me.
I've tested my app (AIR w/GPU render mode) succesfully on iPad mini 2 and a Nexus 7 2012, but since I have released a 2nd version to the app store, I had reports of crash after assets are rendered to bitmaps (my app display a "rendering assets x/5" on startup). It may be since the first release a week sooner but I had no report from users. So I naturally assumed that this was a memory problem and I reduced memory usage considerably. But apparently it was not the case, after all I was only using 60MB according to scout... My app still crash on some iPad 3/4, I say some because it maybe inconsistant since Apple reviewers approved the newer version, even after I request an expedited review mentioning the crash on iPad 3/4. I'm totally lost here ! I thought about using the last SDK (13), but it doesn't work with flash pro CC; test / debug crash if it even start (failed launch), exactly like when I try to test / debug in the mobile AIR debug launcher. Please someone help !I use :No ANE, gre
Hello everyone! Why createVideoTexture() can return null. code: var nc:NetConnection; var ns:NetStream; nc = new NetConnection(); nc.connect(null); ns = new NetStream(nc); ns.play("red_galaxy.mp4"); var context3D:Context3D = Starling.context; var texture:VideoTexture; texture = context3D.createVideoTexture(); //nullI read the guide, but it did not help.
Hello,I am having trouble loaded images into my air app. The folder containing the images (.png) is included in the "Included Files" section in the AIR for Android publish settings. Once the app is installed on the device (i am using a Droid X with Android 2.2), where are would these files be located? Is there some way to specify where exactly they will go? I have tried the 2 options below for loading the images and both fail (they both work when testing the movie on my dev machine).1. imageFile.exists returns false: var imageFile:File = File.applicationDirectory.resolvePath("Images/test.png"); if (imageFile.exists) { imageLoader = new Loader(); imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onTestImageLoaded, false, 0, true); &n
Using Yosemite, Safari and have uninstalled all the Flash Player. Downloaded latest version of Flash Player Air. Ok , but when i try to open the Zinio package I get notification that the Flash file is broken and will not open. Weird
Hello,when I try the run any of my air apps. It wont open. I installed Magix Music Maker prior to this event. All my apps ran properly before this event.. My operating system is Windows 7. I have Adode Air installed on my computer. I have an Intel i3 2.10 GHz core processor. 4 gigs of memory.
Anyone else getting any errors compiling (FB4.7) using the latest AIR 15 such as: Undefined symbols for architecture armv7: _traits:AOTBuildOutput-0000000200_21:114::Span referenced from _AOTBuildOutput-0000000200_21:736:Edge in AOTBuildOutput-0000000200_21.o ld: symbol(s) not found for architecture armv7 Compilation failed while executing : ld64 Compiling with AIR 14 doesn't give the error but lacks any of the v15 OS8 updates.EDIT:I've made no progress removing this error but have removed all of my ANEs from the project. That rules out any legacy Obj-c ANE code that might have been causing the issue. I have also used both the release and beta version of AIR 15, both producing the identical error.Any information on this error would be helpful. Typically a file/line number is produced in these errors indicating where to look but the above error only indicates "Span referenced from .. :Edge" which does not relate to any code in the project. The only SWCs used are Greensock Tweenlite an
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