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Seeing as how the new awesome PackageDependencies, and PackageResources have been added to the APK side of compilation with ANEs, I was just wondering if there was a possibility of passing extra compilation parameters to that side of compiling, like the linkerOptions you can have for the iOS side? The main reason I'd want this is to implement a Java agent required by a monitoring library (New Relic) which requiresANT_OPTS="-javaagent:/path/to/newrelic-android.jar"to have it included in an ant APK build.Is there any chance that we might be able to get this added functionality for AIR?And just for extra info, the reason I want this library included is to track down a specific low memory error I'm getting on some specific devices.
Hi all,My current game has a large number of moving objects (but not overly large) - about 100 moving about on screen at once. Most of these are bullets and very small (e.g. 16x16). I am using GPU mode. All graphics are bitmaps, and furthermore, I'm using object pooling for everything, and my bullets and enemies etc are kept in linked lists (which are faster than Vectors<>). All bullets share the same bitmapData. There are perhaps 15 different bitmapData in use.In some situations - usually after unleashing a bullet storm of some sort (say 30 bullets at once flying out in all directions from the player) - the graphics behave strangely. The framerate is still high, but some of the bullets will move in a staggered sort of way instead of smoothly. They'll move forward for a bit, then slow or stop, then shoot off again for a bit. This tends to happen towards the edges/corners of the screen while the action in the middle is ok. Has anyone
Hi,Where do I find the Command-line Adobe AIR Developer Tool? (ADT)I downloaded the AIR 4 SDK, but can't find it.Thanks
Hi,I've been using AIR for mostly developing Android projects for my clients recently. And so far it's been pretty good for that. I have noticed before and specifically with my current project, which is also simple branded Android app for a client, the performence of AIR on Desktop is worst of all my Android devices. When testing the app on PC, (ctrl + enter in Flash Pro) when simple animations starts, AIR takes 100% CPU on all cores on my i5 Dell with Intel HD4000 and Nvidia GF630M. I was expecting it to run supper smooth on PC, while surprisingly, the app performs smooth on almost 3 years old Samsung Galaxy S2, then Galaxy Tab2, then chinese tab, and lastly comes PC, performace wise. For mobile, I have set the app to use GPU, and while testing on PC, I have tried all the "Render mode" options, but performance is exactly same.I am not using Stage3D/Starling. It's just classic Flash, with timeline animations, and AS3 document class to make it all interactive.Is it a must to use Stage3D
Code ( Flash builder 4.7, Air 3.8 on Android/Desktop )----------------------------------------------------------------------------ns_out = new NetStream(nc); ns_out.attachCamera(cam);ns_out.attachAudio(Microphone.getMicrophone() );var h264Settings:H264VideoStreamSettings = new H264VideoStreamSettings();h264Settings.setProfileLevel(H264Profile.BASELINE, H264Level.LEVEL_3_1);ns_out.videoStreamSettings = h264Settings;ns_out.publish("mp4:test", "live");----------------------------------------------------------------------------Video codec is H264 over RTMP on Desktop enviroment, but on Android it's SPARK!!How to use H264 video codec over RTMP live encoding ?I'd like to make live endcoder on Android.
Hi guys, first of all, (guys of Adobe) your doing a great job! Keep up the good work. However I do have a problem.For a client, I want to build peer to peer video calling on tablets. Now this works like a charm, until you hit the huge echo.Because we still don't have AEC for mobile, I want to fix it myself. So my plan is this:- create a native extention that captures the mic sound (IOS).- trow this sound trough the noise reduction and echo cancellation filter of IOS (which has a special chip for it).- pass this filtered sound to air- let air send it to the other peers.Now the first part is not so hard, I have it almost all setup, but for some reason, I cant get my sound byte stream to the other peers. Because normally you would do something like netStream.attachMic() and netStream.attachCamera(). But because we have a custom bytestream, you cant use those api's (because we want to use netStream.appendBytes()). So, I need to construct a custom byte stream with filtered audio + video. No
I am having trouble installing AIR on my Samsung galaxy, I keep getting error -24 after it says its installed.
Hi there.The png2atf documentation leads me to belive that I can generate an ATF containing only the specified block compressed formats, like DXT and PVRTC.I tried the following command, but it does not work as intended, only adding a DXT to the final ATF. Is the command wrong? Should the tool support this and I just found a bug? If not, how do I generate an ATF containing only DXT and PVRTC formats?png2atf.exe -c d,p -e -4 -q 10 -i filename.png -o filename.atfHere is the usage guide from the command and od notice the "[-c [<d,e,p>]]" part:Usage: png2atf [-c [<d,e,p>]] [-r] [-m] [-e] [-n <start>,<end>] [-x] [-s] [-4|-2|-0] [-q <0-180>] [-f <0-15>] -i input.png -o output.atf [-a output_alpha.atf] -c Create a block compressed texture set (DXT1+ETC1+PVRTC4bpp). Use d, e or p to only encode and embed either dxt1, etc1 or pvrtc.Thanks.
When deploying an app to ipad2 ios7/iphone4 ios6/iphone5 ios7 the app doesnt get past the loading/splash screen.Ive tried debugging on the device via usb but doesnt even hit the first breakpoint on the firtst line of code. Also deployed via testflight with the same result ie stuck on the loading screen.I released the app in December but the app freezes on the loading screen from the app store!!?? Ive no idea how this passed apple testing etc and it previosly worked. ..Has anyone got any advice on how to debug this or does anyone know what could be the problem?Ive now created a VERY simple app for testing, this includes all icons etc and just displays some text in a text box. This also freezes on the loading screen.Im using Flashbuilder 4.7 with air 3.9Ive updated compiler arg with -swf-version=22application descriptor updated with - <application xmlns="http://ns.adobe.com/air/application/3.9">included icons are - <icon><image16x16>16x16.png</image16x16><image
Hi guys,The position of StageText is quite different between iOS 6 and iOS7 (see attached screenshots).Is there a workaround for this? Can I know what iOS version the device is using?
We'reintegrating New Relic, into our app and their docs state to (if using Ant to build), to setANT_OPTS="-javaagent:/path/to/newrelic-android-3.330.0.jar"In your environment variables, which, with AIR, would probably need to be sent through to adt? Is there any way we would be able to do that for our project?I have the IOS side of the ANE working 100% already, just trying to figure this side out.
Anyone else having issues submitting an app today?When I click Ready to upload I'm getting"There was an error saving changes. Please try again later or contact App Store Developer Support"
I have made small changes in my Desktop App, Flex+Air and now I can't install this app with same app id, like com.adobe.myapp/ After compile project I recive every time error on install my app."Sorry, an error has occuredThe application cannot be installed due to a certificate problem. The certificate does not match the installed application certificate, does not support application upgrades, or is invalid. Please contact the application author." if app-id changed I recive new error that: App can't be installed in same folder, and I can compile and istall only if I change App name and App Id< but in this case my app will lost all settings and DB files.As I see, now Adobe AIR 4.0 made limits for counts of instalations. Why? Now I need to write to all manuals how to uninstall and move all files and settings for each users? Why I can't more update and install my app.
Hi,I'm working on a note taking app and I would like to add it to the ANDROID share menu to receive content from it.The share menu lets you share text/links from the browser to apps.This is how it looks like: http://www.linux-magazine.com/var/linux_magazin/storage/images/media/linux-magazine-eng-us/images/tldr/439304-1-eng-US/TLDR_reference.pngDoes anybody know how to do that?I'm using AIR 3.9 and Flash CS6Thanks
I have an ipad3 running 7.0 that can get the app just fine.I publish to a connected device via flash cs6 and it just hangs there in the 'publishing . . .' state. forever . . .
I updated from AIR 3.8 to 4.0 and now get a fata error when attempting to package an ipa using adt.bat via ANT.Any ideas what the issue could be ?Thanks,- Abey [exec] # [exec] # A fatal error has been detected by the Java Runtime Environment: [exec] # [exec] # EXCEPTION_UNCAUGHT_CXX_EXCEPTION (0xe06d7363) at pc=0x7581c41f, pid=6348, tid=11704 [exec] # [exec] # JRE version: Java(TM) SE Runtime Environment (7.0_51-b13) (build 1.7.0_51-b13) [exec] # Java VM: Java HotSpot(TM) Client VM (24.51-b03 mixed mode, sharing windows-x86 ) [exec] # Problematic frame: [exec] # C [KERNELBASE.dll+0xc41f] [exec] # [exec] # Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
Dear developers, I was wondering if anyone has tested and had crashes when saving data with Air 4.0.0.1628 and ios 6.During the last few days an app that has been available since August 2013 for download on Itunes started developing issues/crashes with saving data using shared objects. It may have always had these issues since I updated it using Air 4.0.0.1628 but I only detected it yesterday. At first, I thought it may be due to low memory on the Ipad, but I was unable to replicate the failures/crashes on an IPAD with ios 7 and about 88 megabytes of free memory. I am currently using Air 4.0.0.1628 and flash pro cs6.Unfortunately, I no longer have access to the IPAD that the app was crashing on and cannot do further testing on it, but it had ios 6 installed in it. ThanksJustin
Using adt of the latest Air4 sdk (released jan 14th, 2014),it yields:error 103: application.icon.image60x60 is an unexpected element/attributeAccording to:https://developer.apple.com/library/ios/documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/App-RelatedResources/App-RelatedResources.html#//apple_ref/doc/uid/TP40007072-CH6-SW1icon sizes of 60x60 should be provided, in order for the app to support Ios7.(the other icon sizes that are required for Ios7 are accepted by the compiler, just not this size)Is there any workaround?
Hi,I have been building a native AIR desktop installer using -target native. However, I want to include a captive runtime as the user may not have the AIR runtime nor an internet connection.The docs suggest that -target bundle is my friend, and then I can build my own installer from the folder it builds. However, my version of adt (I have v4.0 of the SDK) seems not to have this target!> adt -package -storetype pkcs12 -keystore selfcert.p12 -storepass ****** -target bundle ******* config.xml index.html css fonts img js thankyou.pngUnknown package target bundleusage: adt -checkstore SIGNING_OPTIONS adt -certificate -cn <name> ( -ou <org-unit> )? ( -o <org-name> )? ( -c <country> )? ( -validityPeriod <years> )? ( 1024-RSA | 2048-RSA ) <pfx-file> <password> adt -help adt -migrate SIGNING_OPTIONS ( <air-file-in> | <airn-file-in> ) <output-file> adt -package SIGNING_OPTIONS ( -target air )? <
Does Air support Airplay so that any air app can be played/mirrored towards a smartboard or Apple TV ?Or does it require a developer to enable an app with code or an extension so it can be used with AirPlay ?
I am trying to replace Arial with Soruce Sans Pro, but the "bold" version of the Font has the incorrect spacing. Anyone else with this problem?
I've been successfully deploying, over-the-air, an iOS app that I developed for a client. I'm using my client's own Enterprise Developer credentials.I've been doing tests from my own http server, housing all of the requisite files there (.plist, .ipa, and of course the html page that carries the download link); and also from a combination of servers: a secure one holding the html, re-directing to another, un-secure, server holding the .plist and .ipa. All's well with all of this.But I run into trouble when I move everything to a secure server. There, the html opens properly, but on attempt to download (by tapping on the same link that works on my un-secure server), I get a "Cannot connect to <server name>"I've changed the URL in both the html and .plist to reflect the new actual https:// address at the secure site. The site certificate seems to be valid and recognized. Another tester has also had the same problem when trying this for me.Does anyone have any idea what
I am starting to familiarize myself with Adobe Air development for Mobile Game Development. I am attempting to setup the necessary "scaffolding" for multi-device development. I have run into a few issues that I'm curious about, any feedback is appreciated.Given the following minimal example:executed in ADL (directory structures removed) like:adl.exe -profile extendedMobileDevice -screensize iPhone -XscreenDPI 163 -XversionPlatform IOS ADLTest-app.xml ADLTestQuestion 1. Is there a way to determine what device the emulator is emulating?I am developing on Windows 8, so the result of Capabilities properties are native, e.g. Capabilities.os == "Windows 8" even though I am emulating for iOS/iPhone. This also affects properties like screenResolutionX. Therefore the emulator, isn't really emulating these properties, making it difficult to develop and test for the target platforms.Question 2. Why does the resize event gets triggered twice?[trace] resize [Event type="resize" bubbles=false cancel
Hi,Is it possible to compile a native installer (.dmg) on Windows for an AIR for Mac desktop app?I was wondering if I could download the AIR SDK for Mac and compile the .dmg through the Windows command line?!Thanks
Hi there,I'm doing something really simple - so there must be silly mistake somewhere here. I'm building my game with:adt -package -target apk-debug -connect -storetype pkcs12 -keystore "cert\mygame.p12" -storepass fd "dist\mygame-debug.apk" "application.xml" -C bin . -C "icons/android" .With the swfs and required data files in the bin/ folder. That -C directive makes them work as root.Then all I'm doing is:var file:File = File.applicationDirectory.resolvePath("data.json");var fin:FileStream = new FileStream();fin.open(file, FileMode.READ); // error 3003 triggered!!The path is resolved to "app:/data.json" which is correct, since it lives in the apk in the same place the swf is.So why am I getting error 3003? Any insight is greatly appreciated!I'm building with Air 3.7.Thanks!
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