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I'm developing an AIR for iOS app for my client to run on an iPad, and my app needs to be able to launch other apps using a URL scheme, and also to be launched by another app, by receiving a URL scheme from it. From what I have read, it would appear that AIR for iOS apps can receive and respond to URL schemes, but they cannot send URL schemes to launch other apps, due to security restrictions.Does anyone know if it is possible to both send and receive URL schemes?
Please vote to have Bug 3744843 evaluated by Adobe!! Thank you!https://bugbase.adobe.com/index.cfm?event=bug&id=3744843
I've filed a bug for this, Bug#3754128 - Serializing and Deserializing ColorTransform produces incorrect resultsBut I just wanted to bring it to attention here, package { import flash.display.Sprite; import flash.geom.ColorTransform; import flash.net.registerClassAlias; import flash.utils.ByteArray; import flash.utils.getQualifiedClassName; public class Main extends Sprite { public function Main() { registerClassAlias(getQualifiedClassName(ColorTransform), ColorTransform); var a:ColorTransform = new ColorTransform(.11, .22, .33, .44, .55, .66, .77, .88);
I get the following error message when I try to use any of my applications that use Adobe Air: The application cannot be installed due to a certificate problem. The certificate does not match the installed application certificate, does not support the application upgrade, or is invalid. Please contact the application author.
I'm working on creating my own element types when the mouse is over this element or part of this element I need to change the cursor to a hand or resize cursor. How do I do this?PS How do I post this into the TLF forum?
Hi everyone,i just got my app rejected by AppStore because of the retina resolution issue. It was showing half size of screen.i had standard resolution...now i already changed for high.... And hoping it Will be ok...HOping because i didnt found a solution to test it since i have not an ipad retina....how can i test retina resolution on my desktop computer ?i Am using flash pro cc on a windows machine.thanks,GOncalo
Hi all,I'm a newbie when it comes to mobile development, but I have a lot of experience with AIR for desktop.I have a Google Nexus 4 and cannot get Flash CC to publish to it for a simple test. First I found that Flash CC couldn't find the device at all because it lacked the necessary drivers, and the ones provided with Flash CC were not accepted by Windows 7. I was able to find what seems to be the correct driver (Universal ADB driver) online here: https://plus.google.com/103583939320326217147/posts/BQ5iYJEaaEHAfter installing that, Flash CC was able to list my device in the AIR publish settings. I have USB debugging enabled on my Nexus 4, but when I go to publish it just gets to an indertimined progress bar that says "Publishing..." and never completes. If I cancel it, Flash CC freezes and must be killed.The publish settings I'm using are:AIR 3.6 for AndroidAndroid deployment type: Debug - DefaultAIR runtime: Get AIR runtime from: Google Play (I have AIR installed on the Nexus 4)After
Hi I am trying to package an IOS Build using Air 4.0. I am currently running OSX 10.9.2. Any help would be greatly appreciated.Here is the Error:Error occurred while packaging the application:java.lang.Exception: ld: library not found for -lcrt1.oCompilation failed while executing : ld64 at com.adobe.flexide.multiplatform.ios.launching.IOSLaunchHandler.doPackage(IOSLaunchHandler.java:704) at com.adobe.flexide.multiplatform.ios.launching.IOSLaunchHandler.launch(IOSLaunchHandler.java:255) at com.adobe.flexide.launching.multiplatform.MultiPlatformLaunchDelegate.launch(MultiPlatformLaunchDelegate.java:184) at com.adobe.flexide.launching.AbstractFlexLaunchDelegate.launch(AbstractFlexLaunchDelegate.java:244) at com.adobe.flexi
Ever since Apple released thier newest version of Xcode (5.1) at the start of March the iOS simulator does not work from Flash Professional CC (I do not have Flash Builder).Updates to AIR 4 didn't help because it woud throw an error about missing files.Updates to AIR 13 didn't help because the option is disabled (opthion is greyed out in the menu).How I installed AIR in Flash CC: Help > Manage Adobe AIR SDK > Choose AIR 13 FolderIve installed both AIR 13.0.0.83 (official release) and AIR 13.0.0.95 (SDK and Compiler Beta, not Flex) and restarted Flash. Am I missing a step or not correctly installing it?Is this a known issue under investigation and is any progress being made?
I am working on the Android version of my AIR app and reading the documentation about icons:http://help.adobe.com/en_US/air/build/WS901d38e593cd1bac1e63e3d129907d2886-8000.htmlit seems like the app only needs 5 icons for Android:"On Android, the icons specified in the application descriptor are used as the application Launcher icon.The application Launcher icon should be supplied as a set of 36x36-, 48x48-, 72x72-, 96x96-, and 144x144- pixel PNG images.These icon sizes are used for low-density, medium-density, and high-density screens, respectively."I am just double checking, as the iOS version needed a far longer list of icon sizes, but are these five the only icon sizes needed to package an APK with AIR?Thanks in advance for any answer you might give.
Using AIR 14 I can't compile an ipa anymore. Always getting a "Conflict in file name : platform.xml" error. Any hint?
I want to project game which use about 10 touch points? How can I use all of them at the same time ?Please give me a sample code.
I have uploaded my APK created with AIR to the Android Developers console and it looks like the list of supported languages is the default one (15 languages), see image:http://imgur.com/67MxVKIMy app actually only supports 9 languages, how can I specify only the 9 languages that my app supports?ffiAre there any specific tags I need to add in the Android manifest additions in the application descriptor?Any pointer in the right direction will be appreciated, thanks.
Anyone ever messed with "URLRequestDefaults.idleTimeout" This basically lets AIR apps specific how long to wait for a response back... which is great....except its only AIR. Does anyone know of an option for the Flash Player only? I have a service that can sometimes take up 3-4 minutes to complete... so i'm left with always getting a stream error 2032.
After running into problems implementing the new compiler on our game, I eventually cornered the problem to the Nape Physics library we're using for one of our games, http://napephys.com/. Nape is build with haxe (https://github.com/deltaluca/nape) and then we include their release swc in our game.If you just reference their Vec2 class in a completely vanilla project,package{ import flash.display.Sprite; import nape.geom.Vec2; public class Napey extends Sprite { public function Napey() { Vec2 } }}The compiler breaks with the error message (if you do a release build with FlashBuilder) ofError occurred while packaging the application:0 compile-abc  
When doing a draw, everything gets there except any dynamic text, this happens in the devices, not on desktop, is there an easy fix for this?
For my app I run the following at startup to show the window as fullscreen:~~~window.nativeWindow.stage.displayState = runtime.flash.display.StageDisplayState.FULL_SCREEN_INTERACTIVE;~~~And then for the activate and deactivate states I do:~~~window.nativeWindow.addEventListener(air.Event.ACTIVATE, function() { window.nativeWindow.stage.displayState = runtime.flash.display.StageDisplayState.FULL_SCREEN_INTERACTIVE; window.nativeWindow.visible = true;});window.nativeWindow.addEventListener(air.Event.DEACTIVATE, function() { window.nativeWindow.visible = false;});~~~So the idea is that when the window is deactivated or minimized it will hide the window. And then reshow it on focus or maximize and make the window fullsceen again.The problems are:1.) The window never becomes visible again when I ALT-Tab or CMD-Tab to the window after leaving the window. It also doesn't change the visibility states when minimizing or maximizing the window
I am getting reports of sluggishness with response to my apps from users with new Note 10.1 devices. Anyonne else have similar reports? I am using GPU mode and tried the latest AIR SDK 13 and a user tested and there is 2-3 second delay in button response to something happening. This reminds me of the Nexus 10 issue from below and given the similar high res screen on the Note 10.1 (2560x1600), I am wondering if the issue is back. User reports other phones and tablets work well. https://bugbase.adobe.com/index.cfm?event=bug&id=3370376
I am developing for android with CS6 AIR SDK 13.0.83; It will not allow me to include the 192x192 icon. I get the error: XXX-app.xml(41): error 103: application.icon.image192x192 is an unexpected element/attribute"Does anyone know why? I have added this icon the the app.xml and made the xml read only. I have linked the icon manually in the FLA.
I have a few different Android devices I test AIR mobile apps on. One of them is a few years old and running Android 4.0. I can install AIR 4.0 apps with a captive runtime on the device and they run fine; however if I try to install Adobe AIR from Google Play, it says my device isn't supported.Why would a captive AIR 4 runtime work but the Google Play version be unsupported? Is there a list of the system requirements for the latest version of AIR on Google Play anywhere? I'd like to avoid using the captive runtime during testing since it greatly slows compile time and wears the device's memory more rapidly.
Does anyone know if possible in Air for iOS to create an app and have it also open another app created by same dev. I see apps in the appstore doing it that are created the native way but don't know if possible in Air.
Hi,When using '-useLegacyAOT no', we now get the 'Uncompiled Actionscript' popup regardless which ipa-type it uses.Previously it was only shown in 'debug' mode.Could this be changed to the old behavior ?-Simon
adobe air update is asking for a permission file that I have no idea is I cannot run my Paid Pandora desktop app
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