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Hi,The application is for iOS and plays FLV files on top of other graphic elements. While navigating through screens, a 'screenshot' is taken of the currentscreen for a push transition. The image of the video should be part of that offcourse.The videos are short and embedded into the application (client does not want to host them)When drawing I get the infamous:Error #2123: Security sandbox violation: BitmapData.draw: app:/WWWrapper.swf cannot access null. No policy files granted access.I know about crossdomain.xml, and that some RTMP servers have settings for it, but I cannot find a way to do it here. To have access to the NetStream/Video for draw purposes.Thanks in advance,Manno
Hello,my air badge installation stop working few days back (do not know exactly how many).Has anybody else this issue here? Any advice probably.Thanks
I'm setting up build processes to automate building of a desktop app for both Windows and Mac OS X. I've run into a problem with ADT on the Mac to package the app: when I run it via SSH, the process just hangs forever unless the build user is logged in on the Mac's console.I've already tried passing -Djava.awt.headless=true to adt.jar, but that doesn't seem to help.Anybody have a solution for this, short of "always leave the build user logged in on the console"?
Hey thereWe are creating a game using Starling in Adobe Air for IOS, Android, Kindle and Facebook and are coming across an issue with Bitmap DisplayObjects. The following profiling session was recorded in an android device with 1GB of memory: http://dev.jojugames.com/projects/wicked/AndroidLogTutorial/001_CPUPeak.pngThe problem is that IOS devices have only 512MB and crash frequently at the peak shown in the image above (154MB CPU + 148MB GPU, 302MB Total)This peak happens because for 400 frames or so the AIR runtime decides to create some objects called "Bitmap Displayobjects" as a cache for decoded compressed textures to avoid re-decoding them in the future, and keeps these objects in memory for some arbitrary time (we tested disposing every single bitmap and texture but these objects remained in memory). The next figure shows these bitmap DisplayObjects in time:http://dev.jojugames.com/projects/wicked/AndroidLogTutorial/002_BMDisplayObjects.pngThe creation of these objects seems to
We have an AIR app that has an integrated browser that loads https://facebook.com - that's been working perfectly fine for 6 months until this week...When the user is logged into Facebook, they are only presented with an outline of the main page, it appears as though the JS that should be loading the content is not running.In the debug console I can see the following:ReferenceError: Can't find variable: console at https://fbstatic-a.akamaihd.net/rsrc.php/v2/yX/r/5dPiML6oH_C.js : 95x at https://fbstatic-a.akamaihd.net/rsrc.php/v2/yX/r/5dPiML6oH_C.js : 95TypeError: Result of expression 'bigPipe' [undefined] is not an object.TypeError: Result of expression 'bigPipe' [undefined] is not an object.TypeError: Result of expression 'bigPipe' [undefined] is not an object.TypeError: Result of expression 'bigPipe' [undefined] is not an object.TypeError: Result of expression 'bigPipe' [undefined] is not an object.I've tried the following:- trapping HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_E
Since upgrading to Flex SDK 4.10 with AIR 3.8, my ANE no longer seems to function when published with my Android project.I've downloaded and tried publishing the Vibration demo and Lee Brimelow's Notification ANE and, while they all build properly, fail at the same point:When calling something like context = ExtensionContext.createExtensionContext("com.example.ane", null) all that is ever returned is null. There are no build errors and I know the ANE itself is working, because I can call other public functions in the Interface from the project. It doesn't matter if I call it on creation of the interface or create a listener for a click even to try creating it. It always returns null.Upon searching, it seems like there are TONS of people having this issue as well, with no resolution. Is there anyone here who has tried to build even the simplest ANE on the latest SDK versions with any success? Is the warning I get on building the APK "The application has been pacakged with a
I have a client that insists I provide them an unsigned .ipa or .app file. I understand that an .app file is an unzipped ipa. They want to do the signing, and have done it like this before with other developers. How is this possible using Air? I have looked into methods of trying to unsign a signed.ipa but I'm not really having any luck. Anybody know? I can't be the only one. Thanks.
Hi there,I just got the update to Android 4.2.2 on my Samsung Tab 2 10.1 and it seems to break my captive AIR app. On the very first launch of the app, I see the initial screen (loading screen) of my app and then the entire app goes black and remains black. If at this point I switch to the home screen and then come back to my app I am able to see and use my app like normal.This seems to be an issue after the update to 4.2.2. I have another Samsung Tab 1 10.1 with Android 4.0.4 and it works fine. I have tested with AIR SDK 3.8 as well as AIR SDK 3.9.0.960 and the issue exists in both versions.When this issue occurs I see the following error messages in LogCat:10-01 19:08:32.955: E/BufferQueue(464): [SurfaceView] queueBuffer: SurfaceTexture has been abandoned!10-01 19:08:32.955: E/SurfaceTextureClient(15043): queueBuffer: error queuing buffer to SurfaceTexture, -1910-01 19:08:32.955: I/Choreographer(15043): Skipped 51 frames! The application may be doing too much work on its main t
Hi,We are preparing our AIR app to be distributed with App Store. We followed the steps as described here: How to publish your AIR application to Mac App Store (guide) - Pigsels Media and able to generate requisite .pkg installer as well.The problem is as the article mentioned it requires the WebKit files to be removed before submitting to App Store to make it accepted by Apple:1. Now, it’s time to make the magic: remove webkit.plugin from your bundle. This, of course, means, that you will not be able to use HTML rendering in your AIR application. The reason behind this is that Apple will refuse your app with WebKit plugin in it, because this plugin itself contains calls to undocumented Mac APIs, which is not tolerated by Apple.Fortunately an AIR application will work just fine without WebKit if it has no use of HTML rendering.Our application uses HTML component. Removing WebKit.dylib throws internal error when an HTML component being called inside. Sadly the article didn't mentioned a
What am I using:Mac OS X version 10.7.5Flash Pro CC and AIR 14.0.0.78 for iOSThe application works in debug build on my iPad2, everything works great. I am using sharedObject to store the users’ preferences. On the release build, the application starts up normal. I am able to browse through the different screens and use other parts of the application with no problems. When I get to a configuration screen there is an edit and an add button. When clicking on the Edit button no abnormally occurs, when clicking on the Add button, the application freezes. Adobe community, need help with this issue!Is there a work around, before I change all the sharedObject codes.Issues:Under the iOS deployment type Ad hoc or Apple App Store I believe the application freezes with the code below: No errors displaying why the application freezes on my iPadApple Store Approved the application and also no errors through the Application LoaderThis issue is a follow up from this post:https://forums.adobe.com/mess
As the title said, we can not send 255.255.255.255 by air(as), but in lots of case we need it.Our company develops smart device for home and industry, we want deploy our software quickly, air looks like a good solution.But it can not send UDP data to 255.255.255.255, so maybe some devices can not be found.We have to write c++ dll or node script for help.It's very strange, almost every language are support this, but flash(AIR).
Hello,I am using a shared .fla file for my games with similar design and shared modules (lobby, etc.). To only export those classes that I need per game, I disabled "export to first frame" in the game specific definitions and instead add them to the timeline.Now it seems that adding stuff to the timeline causes performance impact, even if you call gotoAndStop() on loading. So I was wondering, is it possible to remove all timeline definitions after the swf is compiled, so that I end up with a swf that contains only the class definitions, so that I can later load them through getDefinitionByName()
Hi there! Just a simple question, where can I find and delete the cached internet files (Temp) related to Adobe Air Desktop on windows 7?My Air Desktop application downloads a text file from Internet afer each run.Now when I change the text file online, it still loads the old cached text file, and does not re-download the new text file.Thanks a lot,Best of all for you all
Please vote to have issue 3744843 evaluated by Adobe!! Thank you!https://bugbase.adobe.com/index.cfm?event=bug&id=3744843
Hi,When packaging the IPA file by "-useLegacyAOT no", the IPA running on iOS 7 will encounter this bug:All "arguments.callee" inside any function body will return nullThis bug only occurs when you package the IPA file by "-useLegacyAOT no", and the AIR SDK I use is 13.0.0.83I have already reported this bug to Adobe Bugbase, and I also included 2 workarounds:https://bugbase.adobe.com/index.cfm?event=bug&id=3751117I post it here just in case you miss it, this bug has a large impact on all AIR 13 mobile apps.DarkStone2014-04-29
Hi everyone. At this time what´s the best way to integrate maps on air iOS / android , working in flash professional cc (air 13)?Thanks, Gonçalo
I have Adobe AIR application that uses Starling and DragonBones.We use IntelliJ IDE.We can run the application on the device without problem when running from the IDE.We build an ad-hoc distribution and put it on a device using TestFlight.When we run the application it show the splash-screen image and after that either go into white blank screen or crashes.In the XCode Organizer crash report I can't find helpful information.How can I debug this problem?
I'm writing mobile application with Adobe AIR. The application use AIR Microphone API to record sound to file and later replay it.The problem manifest only on mobile devices, not simulator. Specifically only on iOS devices, android devices seem to work OK.Sometimes the recorded sound is missing samples. I know this because I use iFunBox to copy the recorded file to another application that replay it. The dropped frame manifest during playback as very fast audio because only part of the samples were recorded.Sometime the playback is to slow which manifest as very slow audio. I know this because when the recording is fine and the other application play the sound right or when I take a file I recorded in the simulator (which run on my MacBook) and it only play slow on the mobile device.How can I make sure the sound is good even when the application is a bit busy?
HiWhen trying to compile my application using flash CS6, my client get's the error:1046: Type was not found or was not a compile-time constant: NativeText.I do not get this error, when publishing.To the extent I can, I have checked his publish settings and they seem correct. Does anyone have any ideas what could be causing this?Best,Chris McLaughlin
I need it for some apps i have but will not install. Keeps saying "error -24"
Hi, yes; I'm new here, as well as to Adobe Air, and I'm still trying to learn the ropes around here, and I apologize in advance if this has already been asked, or I have placed this question in the wrong forum.The thing is, I was wondering if it was possible to play my SWF files via adobe air for android; and if so, how? Thanks in advance either way.
Hi everyone,I have a bad issue with the latest versions of AIR in my last app.I use AIR for develop this application. It's still finish for the most part of it.It's a simple application. I used the AIR 13.0 SDK during development.I didn't have any problem during all this time. Tests on iOS causes the app crash at the first second of execution.The compilation with SDK : 4.0, 13.0, 14.0 causes the same problem.The crash log errors:Exception Type: EXC_BAD_ACCESS (SIGSEGV)Exception Subtype: KERN_INVALID_ADDRESS at 0x0000003cTriggered by Thread: 0Libraries used : - MVCExpress- Starling- LoaderMax- TweenMax I tried to use an older version for test if It was due to the app...With compiling with AIR 3.9 SDK, the app works well on iOS.Everything looks okay.The crash happens during a simple Vector<> creation.And when tracing the System.freeMemory it seems to have very very low memory(compared to compilation with 3.9)But unfortunately, today, Apple didn't accept all apps c
Hi, I am in the process of submitting my game to Google Play and although in the manifest additions of the application descriptor I am setting:<uses-sdk android:minSdkVersion="8"/>Google Play doesn't seem to recognize the minimum Android version requirement (Android 2.2 in this case).This is a screenshot from the Google Play front-end (as opposed to the Google Developer console):BUT, if I check the minimum API in the Google Developer's console I can see that it is correctly set:So which one is true?I am concerned that once the game is live users with Android versions lower than 2.3 will be able to download the game and obviously experience problems on their devices.Or am I missing something else here?Any pointers in the right direction will be greatly appreciated.
Hey,I'm desperately trying to get the nice Touch Keyboard to display on Windows 8 for my AIR App.Looking at this article http://sukantadas.wordpress.com/2012/10/16/executing-exe-file-from-desktop-through-adobe-air/ it seems possible, and it works nicely on my windows 7 machine, beit that TabTip.exe is a slightly different keyboard on Win7.Over to windows 8, I can't get it to work for love nor money. ('m testing on this http://www.samsung.com/us/business/computing/tablet-pcs/XE700T1C-A03US).It works fine if I wrapp the SWF with MDM.ZINC - Mdm.System.exec("C:\\Program Files\\Common Files\\microsoft shared\\ink\\TabTip.exe"); but then I'm out of the AIR SDK and stuck with MDM Zinc; which doesn't even recognise MouseDown events on Windows 8 (touching the screen).. but that's another story - http://www.mdmforum.com/forum/index.php?showtopic=29963 Please can someone help me as I've been pulling my hair out..
I have an air application for mac and windows. In the app I use stagewebview(true) to create a stagewebview using the systems native browser. So far this all works great. The problem I get is when entering full_screen mode on windows. If I click and drag the window size bigger and smaller, everything scales correctly. If I enter into full_screen mode then the scaling is completely off. I can manually drag the window to be almost the fullscreen and it works great. As soon as I enter full_screen mode it is all off and only on the windows side. Now as I mentioned I am using the new native browser feature when creating my stagewebview. So it is using Internet Explorer. I have tested with my base os system running ie8 and ie11 with the same results.If I had to guess it seems to be a problem with my viewport meta data in my html that works great until I enter fullscreen and then it is ignored. I tried some css with @-ms-viewport but that didn't seem to have any effect. Any ideas?
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