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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
Hello,I have this .ipa package for an application for iOS specifically the iPad. Everything works with my developers certificate. I am able to sync with iTunes and download the app successfully with everything working.When I publish with my distribution certificate and distribution provisioning profile (In Flash, iOS deployment type: Apple App Store) although executing successfully without errors, my output .ipa package is half the size of when I use the developer's certificate and developer's provisioning. The second issue that I notice is my app's icon is not installing in the iTunes, when I drag the .ipa to iTunes with the distribution profiles. The app also does not install on my iPad when syncing with iTunes. In the iPad, the app's icon stay dark and the text says installing, but it never gets to it.Working with Flash Pro CC and AIR 13.0.0.95 for iOS, latest updates have been installed.Thanks.
Hello. I don't know exactly where to post this because it is not specific to any Adobe softwareI have to build some project in C++ which uses FlashRunTimeExtensions.lib functions to interface with Unity.The first thing is I have to build for x64 architectures. So I build with Visual Studio in Release x64.I get the following message from the linker: error LNK2019: unresolved external symbol xxxx referenced in function xxxx. This 16 times. All this symbols are provided by the FRTE.lib.It seems I build with the good options to include this library because it worked in 32 bits and I use almost the same options with 64 bits(same include and lib paths).I wonder if it is due to differences with 32/64 bits(this lib is maybe not builded in 64 bits) or if I'm getting wrong in the project configuration.Thanks in advance for all your answers
Hi, I've just downloaded Flex 4.12 & AIR 13 & Flash Player 13 with Flex SDK Installer 2.7 today, they are all production release versions, I correctly import the 4.12.0 SDK folder to my Flash Builder 4.7 (x64 on Windows 7 x64) like I always do. Then I try to export release for my Flex Mobile Project to the AdHoc IPA file, the bin-release-temp folder and all of its contents (MyDemo.swf, MyDemo-app.xml, and subfolders etc.) are successfully generated, but when I click Finish Button inside the Export Release Build Window, ADT starts to package the bin-release-temp contents, just after a few seconds, Flash Builder popups an error window says: "Error occurred while packaging the application:" "D:\VLP\FLEX\MyDemo\bin-release-temp\AOT\MyDemo-app.xml: error 308: File is missing from the package" (I carefully watched the files inside the AOT folder, the MyDemo-app.xml file was there each time it started to package, so it's not missing at all! But when Flash Builder popups the erro
Hi, Recently I have been studying the generalities of mobile development, and clearly see that it is kind of difficult to create native applications to target different systems (ios, android, and so on) without rewriting code or getting unresponsive apps.I already know AS3 and Flex, so AIR would be the way to go, however, after searching for hours, I have not been able to determine whether I have to use XCode mandatorily to target iOS devices with AIR, thus requiring a macbook or the like...Is it possible to use AIR to target iOS devices without the need of MacOS? if so, why is that possible? In my opinion, Apple is always trying you to buy their stuff and this wouldn't be an exception.Thanks.
Hi I'm keep getting this error unknown error code during application install -24Can someone help ?Thank you
My company is currently developing a cross-platform app, but we've hit a snag - it won't run on Intel based Android devices.The reason we chose Air is because we thought it would be truly cross-platform for the benefit of our customers, but it seems we missed this information somehow... We want our customers to be able to use our solution on any Android device, and we're not sure how much this limitation will affect this (we need to consider the worst case scenario).We are now fairly far into development and while we don't want to drop this project and start over using another framework which will work on all Android devices, we do need to take it into consideration.I have read the documentation and I know that as it currently stands, information about Intel support has not been made public.But, for our business decisions and for our customers, we do need to know is if supporting these devices is on the roadmap in any shape or form, or if it will probably never be supported?Thanks in a
I'm looking for a way to only support iOS 7 on my app and not iOS 4.3. After my game is published on the app store it always shows support for iOS 4.3. I would like to only support iOS 7 (or even 6) and higher. Please help!!!
Hey all, Are there any gottchas for text showing up in a sprite you draw to a bitmapdata that might make some text fail to show up? I have a loop that's printing headlines and then text below those headlines. The headlines show up, the text blow it does not. Both uses the same (embedded) font. Bit confused on this. One thing to note is the headlines have a dropshadow I'm applying. This must be internally converting the text to a bitmap of some sort. I applied the dropshadow to the text that I don't desire to have a dropshadow and it shows up. Is this sounding like a bug?Thanks for any tips!
For my app I run Stage3D, When I add more view I get low fps. I use TechPowerUp GPU-Z the GPU usage 100% but cpu usage 10%;So I test code:stage.addEventListener(Event.ENTER_FRAME, loop);stage.framerate = 30;function loop(e:Event):void{ Context3D.clear(); Context3D.present();}The GPU usage 30%-45%;Same way I use c++ code follow this:while(true){ PeekMessage(&msg, NULL, 0, 0, PM_REMOVE); HRESULT hr = device->TestCooperativeLevel(); if(FAILED(hr))return FALSE; device->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 ); hr = device->Present( NULL, NULL, NULL, NULL ); Sleep(10);//About FPS is 100}The GPU usage 10%Then I use PIX for windows and capture A single frame like this:I only wrote two code But stage3D call 190 Direct3D api.I do not know if this is a key
On the IOS/Android, at the same time, the use of video and flash.text.TextField, TextField background will become black, why?
I have 5 or 6 AIR based apps after I did an update last month, none of them will work. I just re-installed and updated AIR again today and re-installed all the apps multiple times and when I go to one it trys to open the last I installed for every app it only opens the last installed. App installions always end with "faled to open app" and in the log I see this "Error: Missing necessary file META-INF/AIR/application.xml" not sure?Windows 7 (all lastest updates) Latest Air (13.057 I believe?)How do I fix this, why did it break?Full log: http://ge.tt/2IDeU4b1/v/0?c
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