Join a global community of Adobe Air users and developers.
Recently active
I am using local notifications for a game made with Air. Is there a possibility to postpone the warning which appears the first time you install the game (<app name> Would Like To Send You Notifications.) I need to verify the age of the user first, and only then to show the notification warning.
Hi, I tried to upload my app to IOS store, but this message comes up each time 'ERROR ITMS-9000: Invalid Bundle.'I used- AIR 15.0.0.289 beta from adobe lab- Xcode 6- Application loader 3 - I built new certificate and provisioning what should I do to solve this problem.
I’ve got an Air-for-iOS/Android app (packaged with captive runtime on the Android side). On my Windows 7 development machine the .ipa ‘weighs’ 75MB and the .apk ‘weighs’ 155 MB. An .apk of the same app without the captive AIR runtime is 65 MB. The shared AIR on Android runs about 40 MB (on the mobile device) these days. Where in @!$%^)$* is that extra 50 MB coming from ?? And is there anything to do about it?Apologies if this has been asked already here.
I little confuse about build ANE, I already follow all the direction, but the error always #3500 when I try to call the ANE.I create ANE using java android.The tools I use : Flash Builder running on Win-64 win.7. I think I must straight to the point, here what i made it first step by step;1. I create the JAVA application first, with package senigo.extension.android then I create 3 file, Sample.java, SampleContext.java, PassTextFunction.javaSample.Java Source Code package senigo.extension.android; import android.util.Log; import com.adobe.fre.FREContext; import com.adobe.fre.FREExtension; public class Sample implements FREExtension { @Override public FREContext createContext(String arg0) { // TODO Auto-generated method stub Log.i("Sample", "createContext"); return new SampleContext(); } @Override public void dispose() { // TODO Auto-generated method stub Log.i("Sample", "Dispose"); } @Override &nbs
Hi,iOS default music player's audio gets paused automatically whenever I switch to an AIR app. Is there a way to keep it playing?
When ANE starting, AIR application stops updating the screen. How avoid this?
Hello, I am making an AIR app for my client. When my client upload the iTunes Connect to submit their app again( because it have some error at the first time), they received an error. It said--ERROR ITMS-9000: "Redundant Binary Upload. There already exists a binary upload with build version '3.0.2' for train '3.0.2'--I tried to resolve this and search the web. I found the solution--ERROR ITMS-9000: “Redundant Binary Upload. There already exists a binary upload with build version '1.0' for train '1.0'”http://stackoverflow.com/questions/25680604/error-itms-9000-redundant-binary-upload-there-already-exists-a-binary-upload--The solution is to change the "build" number of app not the "version" number.We can change the version number but cannot change the build number with application settings xml file in AIR development.versionNumber property in application xml is assigned to both CFBundleShortVersionString and CFBundleVersion in Info.plistCFBundleShortVersionString is used for version numb
I'm having a problem getting a signed OS X AIR captive runtime bundle app to pass the GateKeeper signature smell test.Here are the digestible facts, in list format:- App is multi-platform OS X, Windows, iOS, Android, but let's just focus on OS X for now.- Application is a standalone captive runtime bundle app.- Dev machine running OS X 10.9.5 (with Xcode 6.0.1).- Built with AIR 15.0.0.258 Beta.- The certificate is a certificate from comodo.com guaranteed to work with AIR and OS X Digital Code Signing, Code Signing Certificates - COMODO- Tried compiling/packing with IntelliJ IDEA 14 beta and adt command line, both with same fail results.- Manual packaging method used: Adobe AIR * Packaging a captive runtime bundle for desktop computersThe adt command fires without a hitch, the command asks for the p12 password, I can see the certificate authorities get pinged as the packaging progresses. The resulting app seems fine and runs well with GateKeeper disabled. However, GateKeeper does not li
I am getting this error when compiling an IPA with Flash CC 2014, AIR version 15.0:"ERROR ITMS-9000: "This bundle is invalid. The value for key CFBundleShortVersionString [1.0] in the Info.plist file must contain a higher version than that of the previously approved version [1.5]."Funny; this is an upgrade to an existing app. The current version on the app store is 1.1. The version I am submitting to Apple is 2.0. So, I really can't understand what this error is about.Any thoughts would be greatly appreciated!
Here is the feature request: Feature#3828999 - [New_Feature_Requirement] Async texture uploading for Stage3DProblem: we developing a lot of applications with many high resolution resources and we can't preload all content because GPU memory very limited.Only way - dynamic resources managing. But uploading textures very expensive operations with current Texture.uploadFromBitmapData and Texture.uploadFromByteArray methods. Every upload function call with 2048*2048 BitmapData causes 50-100 ms UI freeze (even on desktop platforms!). It's not acceptable - we need smooth media galleries, UI and so on.We need async BitmapData uploading to Texture that not kill application performance. Please implement this feature as soon as possible. We need it both mobile and desktop platforms.I'd like to ask everyone who interested in it to take a minute and vote for implementing this feature.Thanks.
I've just created a new ANE for CMBilling.jar (a common library for implementing IAP in China), and I get the error below, 100% of the time, if I try to package an apk with it included.I created a repo for easy access, SixMinute/ANEMyGamez · GitHub but realistically, if you want to replicate the bug, just include ANEMyGamez/ANEMyGamez.ane at master · SixMinute/ANEMyGamez · GitHub as an ANE into an Android project, then try build, and you'll get the same. I've tried with both AIR 14 SDK, and AIR 15 beta.dx tool failed:UNEXPECTED TOP-LEVEL EXCEPTION:com.android.dx.cf.code.SimException: bad range: 5..6; actual size 5 at com.android.dx.cf.code.BytecodeArray.parseInstruction(BytecodeArray.java:793) at com.android.dx.cf.code.BytecodeArray.processWorkSet(BytecodeArray.java:156) at com.android.dx.cf.code.BasicBlocker.doit(BasicBlocker.java:346) at com.android.dx.cf.code.BasicBlocker.identifyBlocks(BasicBlocker.java:8
My app loads but on first interaction the screen dims grey. It functions as expected on iOS7.
Hi friends. I'm using Windows 7 Ultimate. and I have Mac os x Mountain Lion on VMware Application.I'm using Air SDK 14.0.0.103 or Air SDK 13.0.0.111 or Air SDK 4.0.0.1390 on Flash CC & Flash CS6I have tried this air sdk and flash program. When I compiler on windows with this sdk and flash program. iPa file created on windows.After, when I upload my app to apple with application laoder, but on mountain lion in VMware..Verifying assets to itunes... etc..This errors.I have tried so much. But I cant solve this problem. Because I cant find other icon files? on this screenshots.
Hi!I need help: I deliverd an App in July this year and everything went fine.Yesterday I wanted to upload a new version. So I created a new Version1.0.8 in Itunes Connect. Saw that the Portal changed.So i filled in everything and now it says "Deliver for Review"I opened application loader (1.9) choosed my new Version of the APP andare getting the following errors:Errpr 9000: Invalid bundle:1. Adobe Air iOS Invalid Bundle The bundle does not support the minimum version os specified in info.plistand2. Warning: the app is not a position independent executable:3. Warning and of course I get the two Icon's missing error for 152 and 56 iconsizes:Please help. I tried almost everything. At the moment I'm using Cs6 with Air 14.0.0.137 for IOSMichael
Errors such as the following will occur.「ERROR ITMS-9000: "Invalid Segment Alignment. This app does not have proper segment alignment and should be rebuilt with the latest version of Xcode. Please contact Developer Technical Support if you need further assistance."」By using the 15.0.0.249 the latest AIR SDK It has published using Flash Professional CC and I have uploaded using the Application Loader the ipa file, but I get an error. Perhaps error resolution methods?
Hi, I updated my OS to Lion and now my flash cs5.5 can't publish to OS. The first error was 103 and I tried to make the solution for the xml version file, but also don't worked.The second that I do is unistall flash and I install again, but now the problem is that; I can't test iOS movies and I can't publish to iOS. The error message is : "iOS publishing requires files which are not installed. Please quit Flash Professional and run the original installer to ensure that all optional components are installed" Someone with the same problem ? Any solution ? I have all the Adobe software with the last version and now the Adobe air version is 2.6 but before was 2.7 Thank youXavi
Two of our published apps that ran well with iOS 7.1.2 are now crashing or hanging on iOS8.I've tried recompiling with AIR 15.0.0.289, but they are both failing in the same place.Interestingly both apps are able to install and get past the launch image. The issue is when I'm loading assets into memory.I'm wondering if memory management has changed in iOS 8?Both apps were pushing the limits of memory, but still working in iOS7. Did Apple reduce the max app memory limit in iOS8?Other details:One app uses standard Flash DisplayList.The other app uses Starling.Tested on 2 iPad AIRs (one iOS7, one iOS8)
We've run into an issue with Apple no longer accepting apps compiled with Adobe AIR, due to a new requirement for the XCode version used:As of September 9th 2014, all apps must be built using XCode 5.1.1 -- though Adobe AIR (including the newest version 15 released on the same date) compiles using XCode 5.0.2.After submitting an AIR app to iTunes Connect yesterday, we received an email from iTunes stating that "This bundle is invalid" because it's using an older version of XCode that is no longer allowed for uploads. The full message reads:Dear developer,We have discovered one or more issues with your recent submission for "yourappnamehere". To process your submission, the following issues must be corrected:This bundle is invalid - New apps and app updates submitted to the App Store must be built with public (GM) versions of Xcode 5.1.1 or higher and iOS 7 SDK. Do not submit apps built with beta software.Once these issues have been corrected, use Xcode or Application Loader to up
Just figured I'd let everyone know that if you thought it'd be cool to let your IOS users launch your app from a link in a browser and that it would be cool to encode parameters in that URL to be passed into your app, you're out of luck. When you add a listener to your app like...NativeApplication.nativeApplication.addEventListener(InvokeEvent.INVOKE, onInvoke);or..NativeApplication.nativeApplication.addEventListener(BrowserInvokeEvent.BROWSER_INVOKE, onBrowserInvoke);It doesn't fire on an IOS device, so there's no way to get the parameters out of the arguments property.The app does indeed fire from a browser if you set up your custom URL scheme properly in your app.xml file. Framework just doesn't fire the handler function for the registered invoke listener. The parameter retrieval code at the link below, therefore, doesn't work on an IOS device.http://www.riaspace.com/2011/08/defining-custom-url-schemes-for-your-air-mobile-applications/
I am developing games on Android devices and I find the total memory usage of my air application presented in Scout is always smaller (100M) than the memory usage shown in the Taskmanager.Some articles say that the Scout does not count the memory used by the air runtime.However, it is not possible that the air runtime occupies more than 100M memory, right? Especially, on Android devices?I have also written a very small test app, it only occupies 20M memory (containing the air runtime).My question is how can I reduce the additional 100M memory not presented in Scout?
Hi,I'm using GPU mode to display smooth scrolling texts vertically. I'm first rendering the text to several bitmaps, that I put in a Sprite container. Then I move the container. The results are very smooth, and work fine.But due to the upcoming constraint of publishing all new Apple apps with Retina support (from 1st of May), I began to test it by adding the following tag to my XML:<requestedDisplayResolution>high</requestedDisplayResolution>Actually it was very straightforward, as all my assets are already in retina resolution (640x960). The scrolling was still smooth, so I was quite happy. Until I found a very annoying bug: if I leave the app idle, and my iPod 4G goes to sleep, when I wake it up, the app becomes VERY jerky. Even if I go to various sections of the app, calling for System.gc(), I can never get a smooth response again. I have to quit the app and launch it again. I rebooted my iPod, but the issue still occurs.If I don't activate the <requestedDisplayResolu
I just bought inapp purchase. How can I cancel auto renew?
I have a production mobile Flex app that uses RemoteObject calls for all data access, and it's working well, except for a new remote call I just added that only fails when running with a release build. The same call works fine when running on the device (iPhone) using debug build. When running with a release build, the result handler is never called (nor is the fault handler called). Viewing the BlazeDS logs in debug mode, the call is received and send back with data. I've narrowed it down to what seems to be a data size issue.I have targeted one specific data call that returns in the String value a string length of 44kb, which fails in the release build (result or fault handler never called), but the result handler is called as expected in debug build. When I do not populate the String value (in server side Java code) on the object (just set it empty string), the result handler is then called, and the object is returned (release build).The custom object being returned in the call is a
Been getting the error below when installing an ipa on the Xcode 6 GM seed simulator, released yesterday.I used -target ipa-test-interpreter-simulator on the command line to build with AIR 15.0 release (iPhoneSimulator8.0.sdk).It seems related to localized descriptions, tried removing descriptions from the descriptor.xml to no avail.Any ideas chaps ?not getting errors with the build process just the install.....2014-09-10 13:33:42.947 isb[383:507] -[__NSCFString localizedDescription]: unrecognized selector sent to instance 0x1002027b02014-09-10 13:33:42.948 isb[383:507] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[__NSCFString localizedDescription]: unrecognized selector sent to instance 0x1002027b0'*** First throw call stack:( 0 CoreFoundation 0x00007fff8532225c __excepti
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
Already have an account? Login
No account yet? Create an account
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.