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Every time I try to publish my app to my iPhone... when I plug in my phone and click "Refresh" it shows my device name. Then it fails saying no device is connected.. then when I click "refresh" again it shows the device of a really old phone I used to use.Any idea why its doing this ? .. any way to fix this ? I'm currently unable to publish apps to my devices. Is there a way to clear the list ?
Hi there,we have a pure as project in which we updatet the air version to 3.9.The app uses starling and the admob extension - > http://www.adobe.com/devnet/air/articles/admob-ane-android.htmlIf an admob interstitial is shown the app crashes and starts again.With AIR 3.8 there is no problem with this.Perhaps it has also something to do with this bug:https://bugbase.adobe.com/index.cfm?event=bug&id=3364803The debugger shows nothing, the app only shows a black screen after closing the interstitial ad and restarts.We also have interstitial ads in a project that is not pure as and we use AIR 3.9 in this app. No problem here.We don't use starling in this non pure as project so perhaps the issue has something to do with starling. The strange thing is that it worked nicely with AIR 3.8.Some ideas?
I'm testing my AIR app for iOS across 4 different devices: an iPad 1, iPad 3, iPad Mini, and iPad Air, signing with a wildcard development provisioning profile. The app installs and runs just fine on the iPad 3 and iPad Mini, but I get "ApplicationVerificationFailed" when I try to debug on the iPad 1 and iPad Air, and "A valid provisioning profile for this executable was not found," when I try to install the app through XCode, for those two devices only.The iPad 1 has historically worked OK, though we haven't had use for it in months (in fact, I only plugged it in just to try a different device when I couldn't get the iPad Air to work.)The iPad Air we got earlier this week, and I've been struggling to get my AIR apps installed on it.A demo app written solely in XCode installs/debugs just fine on the iPad Air.I've registered the iPad Air in the Apple Developer center, updated my Team & App development profiles, installed those profiles on all my devices, and updated my AIR pro
im having a problem installing adobe air its telling me i may not have admin rights even though i do can anyone help me?
I have been looking for a while but I seem to always end up to the Amazon SDK download page, I download the Amazon SDK, but there's no Adobe ANE for Game Circle (there is one for IAPs apparently).Does anyone know where I can download an ANE to use the Amazon Game Circle (Leaderboards, Achievements etc.)?
I love the folding feature in flash builder but was wondering if theres a way to have code folding 'remembered' so when I re-open my mxml file it persists?Thanks
I'm developing a Full HD AIR desktop application to run on Windows, and it is likely to use the classic display list, rather than Starling. There will be quite a bit of animation on screen, mostly using GSAP Tween engine.I usually spec a fast i5 / i7 CPU, with a decent NVidia card such as a Geforce GTX 560. My hardware supplier has advised they cannot provide my requested CPU & GPU combination, and have instead recommended an Intel Core i7 4770R (quad-core, 3.2 GHz) (Turbo up to 3.9 GHz), with integrated graphics Intel Iris Pro 5200 w/128MB eDRAM. The specification of the CPU & GPU look ok, but I wondered if anyone has any experience of using either this CPU or GPU with AIR desktop applications, and what they think to the performance? Should the low amount of 128MB RAM on the integrated graphics be a concern?
Hi Guys,On an Air desktop application we've got we are seeing some odd crashes on OS X, specifically Mavericks. Multiple customers are seeing it and we weren't recording the crashes in our Scout Telemetry, it seemed to crash outside of Air's remit.The crash reports always die around this poin, usually looking like it was making HTTP callst:Security::RefPointer<Security::CssmClient::ObjectImpl>::RefPointer(Security::RefPointer<Security::CssmClient::ObjectImpl> const&) + 26Security::KeychainCore::Trust::evaluate(bool) + 1851We've discovered the user fix mentioned here: Re: Air 3.9 Crashes with OS X Mavericks 10.0 (repair the keychain) but we're wondering if there's anything better? Can it be mitigated? Is it an OS X issue?Thanks,Greg.
This error message causes headaches.ERROR ITMS-9000: "Invalid Code Signing. The executable "Payload/(MYAPP).app/(MYAPP)' must be signed with the certificate that is contained in the provisioning profile." at SoftwareAssets/SoftwareAsset (MZItmspSoftwareAssetPackage)I'm using AS3.0 in Adobe Flash CC 2014 - Mactarget : AIR 14.0.0.110 for iOS.iOS deployment type : Apple App Store.I have rechecked files(.p12 .mobileprovisition for distribution) and tried many times.How did you solve this problem?
I want to uninstall/remove Adobe Air Version 13.0.0.83 on Windows 7 Ultimate 64-bit OS.
How to uninstall/remove AdobeAIR version 13.0.0.83 on Windows 7 Ultimate 64-bit OS?
Don't want to completely cut off iPad First Generation users, so I would like to know what version of Adobe AIR still allows 5.1.1 as the min-os-version?Is there a nice table somewhere that I can see each AIR version with its minimum / maximum iOS versions?I don't even see this info in the AIR release notes for each version.thanks!
Hi,Up until AIR 14 I was able to prevent the default behavior when pressing ctrl+v in a TextField with Air for Desktop. This allowed me to 'intercept' the pasted text and process it (removing junk markup from MS Word, but retaining some formatting) before adding it into the text field.Now with AIR 14 calling preventDefault on the KEY_DOWN event on the TextField no longer prevents the paste action. Has anyone else experienced this? Since the TextField doesn't fire a PASTE event I have found no other way to prevent default pasting. I have filed a bug report here:Bug#3775354 - Unable to prevent default when pasting into TextField with AIR 14I looked at the change log for AIR 14 and there appears to be a bug fix for ctrl+v/c/x with StageText (which falls back to TextField on desktop). I wonder if this change has something to do with it? This pretty much breaks my entire application so I hope this can get resolved soon!Thanks.
Here's my code:Note that mpLoader is declared as a Loader class, yet when I try to use the loadFilePromise() method, it won't accept it syntactically.Is there a reason for this? I've checked and triple checked in the online docs ... It just shows me examples where loadFilePromise() obviously works ...What's wrong with this code? Why won't it work?
I'm making a mobile app for iOS and I have files in both the applicationDirectory (inside the app) and the cacheDirectory.No matter what I do a check on file.exists always returns false even though it is there - it's a video and it can play so it's there alright.What is going on?I have a string representing the path eg. "/assets/video.mp4" var f:File = File.applicationDirectory.resolvePath(filePath);trace(f.exists) //false
Hi,We are working on the adobe air applications to handle multiple instance of mobile user agents. While doing so we observed that when a user agent belonging to android/ios/windows/ mobiles web page objects/ui for mobile website is not loading as it was expected. To be precize some of the ui components location is getting distorted. Please let me know the possible solution/fix for the same. Looking forward to hear on this soon.PS: Same user agent when loading on firefox user agent addon, mobile web site opens properly without any issue.
IS IT POSSIBLE I CAN ADD A CUSTOM USER AGENT TO A WEB VIEW WINDOW IN MY AIR APP ? ANY HELP PLEASE ?
If you try the following code in AIR for OS X and Windows you find that Windows correctly DOES NOT fire the ACTIVATE event when fullscreen is executed but OS X does:window.nativeWindow.visible = true;window.nativeWindow.stage.displayState = runtime.flash.display.StageDisplayState.FULL_SCREEN_INTERACTIVE;window.nativeWindow.addEventListener(air.Event.ACTIVATE, function() { air.trace('ACTIVATE');});window.nativeWindow.addEventListener(air.Event.DEACTIVATE, function() { air.trace('DEACTIVATE');});I've filed a bug for it in bugbase... but not sure how long Adobe take to fix bugs in AIR... and this is preventing my app from working as expected.The reason is because I need to fire the fullscreen mode on activation of the window (fired after a user has deactivated the window) so it forces fullscreen mode for the app.window.nativeWindow.addEventListener(air.Event.DEACTIVATE, function() {air.trace('DEACTIVATE');window.nativeWindow.minimize(); // this hides the window});window.native
Recently, with AIR 14, we announced x86 support for AIR applications. In this post, we explain how should developers manage the binary upload on Google Play Store for ARM and x86 binaries. Android devices are available with three kind of architectures - ARM, x86 and devices which support both x86 and ARM architectures (Eg: Samsung Galaxy Tab 3 10.1). AIR SDK (14.0.0.125 beta onwards) allows developers to create separate APK files for ARM and x86 architectures. And Google Play Developer console provides CPU architecture (ABI) as a filter criteria to support multiple APKs for the same application. The way Adobe AIR developers should make use of this filter criteria would depend on the packaging mode - captive or shared.For Apps packaged with Captive modePlease take a look at the following documentation. AIR developers should follow the same guidelines, as are mentioned for native applications.http://developer.android.com/google/play/publishing/multiple-apks.htmlAssigning a higher version
in IOS ?:have not testedI have to change AIR SDK to 13.Env:win8flash builder 4.7 with AIR 14beta SDKandroid 4.4.2google nexus 5PS:no matter which program language.performance always to be the first place.I will not waiting for AS4 after 3 years.please provide us new version of flash builder and update AIR SDK more and more.flash builder too often crashed.I have to switch off "Project -> Build Automatically"
Problem Description:Please see RTTtest.as first(https://bugbase.adobe.com/index.cfm?event=bug&id=3776210), run time error occurs on iOS devices ( I have test two devices: iPad2 and iPhone 5 )Error: Error #3604: Sampler 0 binds a texture that is also bound for render to texture.at flash.display3D::Context3D/drawTriangles()at RTTtest/RenderTT()at RTTtest/_OnEnterFrame()Lines between 159~189 present some of my testing results, some are correct and the others are incorrect.In addition, I also have test "On AIR Simulator" and nexus 7 2013, the error does not produces.Steps to Reproduce:1. directly executes the RTTtest.as on iPhone 5.will see the error ( on debug mode )2. Commenting line:169-170, and un-comment line:172-178 does not produce error.Actual Result:if ignoring the error, the render texture presents black, therefore the screen presents black.Expected Result:The testing program draws two triangles, the one is blue, and the other is red.Test ConfigurationMy Hardware and Environm
Hello!Have anyone seen a native extension that simply returns the device token on iOS?After reading Apple's documentation, all I think I need is the device token to perform simple push notifications on iOS. Please correct me if I'm wrong.http://developer.apple.com/library/ios/#documentation/NetworkingInternet/Conceptual/RemoteNotificationsPG/ApplePushService/ApplePushService.htmlMy AIR-app would send the device token to the server, which stores it. When something happens on the server, the server will assemble the notification, including the device token, and send it to APNS, which then notifies the user.Sounds pretty straight forward to me... if I just had the device token./anders
HI THEREI INSTALLED THE ADOBE AIR 14.0I LOOKED FOR THE INSTALL LOG (WIN8) IN APPDATA\LOCAL\ADOBE\AIR\LOGS TO ACTUALLY FIND THE FILE " LOGS " ...... YET IT WAS EMPTY .ALSO I AM UNABLE TO INSTALL THIRD PARTY ... AIR DEPENDENT SOFTWARE ANY SOLUTIONS
I've searched the docs and the internet for some time, but I just can't find out, how to call the camera light in AS3.I want to turn it on and use it as a torch for my app.Thanks in advance.
I have been trying for months to install adobe air on my samsung galaxy tab 3, but constantly receive error -24. I need this to run some of my apps, so this is frustrating. I've tried emailing the Adobe android team via Google play, but the email was returned as "so such user". Any ideas how to solve this issue?
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