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Hello,with the growing number of people using Dropbox, we are seeing an increase in Runtime errors in our desktop AIR applications when writing to SQLite databases.Occasionally an SQLError is thrown while writing to the database. This is happening randomly, with thousands of users without a pattern. After many hours investigating, we've discovered that it's Dropbox fault - every small change to a sqlite database, triggers Dropbox sync mechanism, which locks the sqlite database. If AIR tries to write in the database while Dropbox is synching, an error is thrown. This is a known issue of dropbox: http://superuser.com/questions/591930/dropbox-options-for-avoiding-file-conflicts-and-locking-issues , that, I believe, could be avoided if one could lock the SQLlite database with an Exclusive lock.According to AIR documentation, it seems there's no option to open an SQL lite database with an Exclusive lock, which apparently would avoid this nasty issue. Am I missing something ?
Hi, i´m trying to install a adobe air 3.9 for ios as development aplication with Notifications.I create a new APPID with "Push Notifications" and then created a certificate for this push notifications (1 for dev and 1 for prodution) .I create then "Provisioning Profile" where i choose my APPID. I converted the *.cer to *.p12 with openSSL....I set everything in Flash, and i changed my XML to contain : <iPhone> <InfoAdditions> … </InfoAdditions> <Entitlements> <![CDATA[ <key>aps-environment</key> <string>development</string> ]]> </Entitlements> </iPhone>Following : http://www.adobe.com/devnet/air/articles/ios-push-notifications.htmlWhen i trying to install the app via iTunes, " iTunes Sync - failed to install ".Can anyine help me ? Thanks in advance!Gonçalo
When publishing distribution IOS app air 4.0 beta published app is malfunctioning. More specificlly the videos attached from a server do not show up, certain buttons are malfunctioning and the combo boxes in two sections dont function at all. When using older AIR SDK such as 3.4 with the same certificate and provisioning profile. it works fine but apple does not allow older builds to pass their review. Anyone else have this problem?
Hi!After setting the correct MIME header I am able to install an AIR application when the user clicks on a Flash application button. However, it is done in three steps as can be seen on the image below. Is there a way to immediately go to step two below and skip the Open/Save/Cancel dialog and go straight to Install/Cancel?
I'm trying to package an ANE to add native resources to it. The process works fine without native resources and platform.xml (so the swc, the .swf and .jar and everything else is set up properly). Just trying to add resources.Here's the command I'm using:adt.bat -package -target ane myane.ane extension.xml -swc myswc.swc -platform Android-ARM -platformoptions platform.xml -C Android-ARM . And I'm getting this:Missing resource folder res for platform Android-ARMMy platform xml looks like this:<platform xmlns="http://ns.adobe.com/air/extension/4.0"> <packagedResources> <packagedResource> <packageName>my.package.name&
I am using stagewebview with the new native browser support for desktop (' new stageWebView(true)'). I am just try to figure out which browser is used. It appears that windows always uses Internet Explorer regardless of what the systems default browser is. Is this correct? Is there any way to set the browser to Chrome or Firefox if it is the systems default browser?
as subject says, let's vote at following url to ask Adobe to support Intel-based Android devices for AIR:https://bugbase.adobe.com/index.cfm?event=bug&id=3651397Adobe is supposed to keep AIR multiplatform as it's standard guideline.thank you.mc
It's required by apple. When will this be fixed?
Hi,I'm building an Android app with Air 3.9 and users can log in to website through StageWebView.Is there a way to clear all cookies (or the whole cache) that are used in the StageWebView?ThanksTom
it may sound easy but I've been literally struggling to get it done. I've main SWF, which loads child SWF. Child SWF file has some graphics as well as a Vector.<Object> variable. Now, if I load it normally using Loader.load(), it can access child SWF.Vector.<Object>, but there is an issue with it, child SWF's mouseEvents and parent SWF's mouseEvents do not match, parent SWF's MouseEvent.MOUSE_MOVE won't fire if mouse cursor is over child SWF. If I use Loader.loadByte method, mouse issue is solved but I can not access child SWF's.Vector<Object>... I use LoaderContext(false, ApplicationDomain.currentDomain, null) and LoaderContext.allowCodeImport = true... any idea?? any suggestion???
Hi,I have some problems with our AIR software installed on some customers pc.If they start our software the Main window is not shown, but the Task shows up in the windows taskbar. I tried to debug and I put a empty debug file inC:\Program Files (x86)\ApplicationName\META-INF\AIRAfter putting the debug filethe application window starts. But the logfile shows nothing.This happens with different AIR runtimes.Any Idea?
Hello,If i use the setVector method on a BitmapData in GPU render mode on a mobile device, it works very slow. This changes if the render mode is CPU. The method is fast enough.The problem lies in the fact that if I use CPU render mode the app i;m developing is getting very slow, while on GPU it works great.setPixel32 is even slower,it even won't work with lock/unlock.Where the problem lies? How can I bipass this since setPixel32 or setVector is a must have when working with bitmaps.UPDATE:I've tested alot, and it seems the problem lies not with setVector method but with copying transparent pixels//You can find the code here since i've asked the question o stackexchange too: http://stackoverflow.com/questions/21827049/gpu-vs-cpu-render-mode-adobe-air
Hello!I'm creating an AIR app for Android and I've run into an issue with the loading time: when the user first clicks on the icon, there's 10 seconds of black screen before the first screen of my app appears. At least this happens on older Android devices. The delay is only a second or two on newer devices. I know this question has been asked before:http://forums.adobe.com/thread/764981http://forums.adobe.com/message/4035208#4035208http://zehfernando.com/2011/a-mobile-air-application-post-mortem/But I haven't been able to find an answer that's worked for me. I've tried a a preloader and I've found that even loading the tiniest app takes around 10 seconds. This is how long it took me to load an app that was just a single frame with a simple rectangle image in it. From what I've read, the issue is that the Android device is loading the AIR runtime, and this takes time - no matter how small the actual app is. I should add that I'm using captive runtime.I'm OK with the performance on new
Hi! I've run into some problems using HTMLLoader on Mac OS X so I've created a simple Actionscript Project to test the basic functionality of this class. The code is as follows:package{ import flash.display.Sprite; import flash.events.Event; import flash.html.HTMLLoader; import flash.net.URLRequest; public class Testhtml extends Sprite { public function Testhtml() { &
I have an application where the XML file could be over 10MB in size. I am using XMLHttpRequest to read the file in. However, on Air 4, it results in null when the file is greater than 10MB in size. This was working until I updated to AIR 4. I can go back to a previous version of AIR and the loading of large file works.xml = new XMLHttpRequest( );xml.onreadystatechange = function( ){ if( xml.readyState == 4 && xml.status == 200){ b[language] = xml.responseXML.documentElement; //Results in NULL when file size is greater than 10MB var tempTxt = "Loaded Database"; }};xml.open( "GET", file.url, false);xml.send( null );Why AIR limited the file size and any work around for this? The Request processes fine and readyState will become 4. However, xml.responseXML.documentElement will respond with a NULL.Thank youBinuwww.verseview.info
I have tried to install Adobe Air on my samsung 10.1 and was unable to do so and now I have just purchased the windows surface rt and I am having the same problem. S o my question is does Adobe Air run on any tablets as I need this program to run a program for work. Please help
When using GameInput by merely referencing GameInput.numDevices, an overhead of about 38ms for internal Timer event execution is added to Flash player once every second.I have a "sandbox" AIR 3.8 Flash project that does nothing other than trace some properties to the console. Execution of this sandbox in Adobe Scout (with a non-debug SWF, using advanced-telemetry, and with all unnecesary options disabled to avoid overhead) looks like this:It's all well and good. However, the mere addition of trace(GameInput.numDevices) once changes the execution radically. The result is this:Every second, there's a ~38ms event overhead. Apparently, after the first reference to numDevices, the player starts checking for device addition/removal once per second, but it takes some time to do so (again, no other code is being executed).To be fair, I'm not sure exactly of the impact of that in actual execution. Apparently, it's only adding 6ms to the time it takes to go from ENTER_FRAME to EXIT_FRAME. But ev
can not use aur sim controller on osget the followingplease help:Path: /Applications/Adobe Flash CS6/*/SimController.app/Contents/MacOS/SimControllerIdentifier: SimControllerVersion: 1.0.1 (???)Code Type: X86 (Native)Parent Process: Adobe Flash CS6 [1131]Responsible: Adobe Flash CS6 [1131]User ID: 501Date/Time: 2014-02-15 15:39:26.341 +0200OS Version: Mac OS X 10.9.1 (13B42)Report Version: 11Anonymous UUID: F43C87E8-2306-EF81-EE07-0951DD33321ECrashed Thread: 0 Dispatch queue: com.apple.main-threadException Type: EXC_BAD_ACCESS (SIGBUS)Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000050VM Regions Near 0x50:--> __PAGEZERO&nbs
For a photo booth, I need to know weither it is possible to use another camera than the internal one on Android/Apple-devices. Is it possible to take pictures with an external DSLR-cam?I found these camera-connection-kits, but they can only be used to transfer image/video-files from camera to device.Thanks!
Hi~~~Before ask the question, plz understand my bad English..Recently I try to load the Swf file that is maded by Flash CS 6.0.Especially it used shared library..When I try to load this SWF, I used FileStream instead URLRequest. This is because the target SWF File located same device with the Swf Application.. So when I use the URLRequestit give me the warning - Sandbox security violation.But by using FileStream, the warning did not occur.This is the sample code below.. var myFile = new File(path); var myStream = new FileStream(); myStream.open(myFile, FileMode.READ; var myBytes:ByteArray = new ByteArray(); myStream.readBytes( myBytes ); mSwfLoader.loadBytes( fileStream, context ); mSwfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadedComplete);As you can see, I made a event listener to get the content of the Loader, after receving Complete Event(I guess.. after decording?).But I can't receive any event
I wanted to make a link to the full version of my ioS game and found this Apple link to do this.https://linkmaker.itunes.apple.com/us/?urlDesc=Justin
Hi,Currently we are using 3 rendertextures with each one having a different size, 512x512, 1024x1024 and 2048x1024. Only one of them is used to draw on it on every frame. The other ones are just updated when needed. One is a dynamic textureatlas and is just cleared when it needs to be defragmented. So I am adding content to it between several frames.When all rendertextures are in use and one drawcall is done on rendertexture 2 without clear() after present(), the whole content of rendertexure 1 and 3 gets copied to rendertexture 2 for no reason.Using Intel GPA Frame Analyzer shows that right before DrawIndexedPrimitive a StretchRect command is done. The description of StretchRect says that the content of the source gets copied into the destination. That can be very usefull sometimes, but this is not what is wanted, or is this indeed the desired behaviour?Its is also a very huge problem on IOS devices leading the drawcall to take up to 5 seconds making it currently unusable to have seve
Any insight would be greatly appreciated.I'm new to AS3 and AIR for iOS. I'm working on an AIR for iOS puzzle app in Flash. I've included 48 jpg image files in the "Air for iOS Settings" General dialog box. When compiling the ipa, it will only include 36 of the 48 image files. (I've tested each image one by one to find the ones that it won't include.) If I try to include one of the "bad" images in the ipa, Flash will freeze at 5%. Then I have to "force quit" it. Ever heard of this issue? Does anyone know a work-around for this? Thanks!
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