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i use Flash Proff. 12.0 and air 4.0.0.1390 beta version (i try 3.9 result is same) when i check the all forums, someone says some problem are fixed but i get errors.my target is only iphone 1- icon problem are fixed air 3.6 but still exist2- i add all Default.png = 320 x 480 , Default@2x.png = 640 x 960 and Default-568h@2x.png = 640 x 1136 but still says "invalid launch image"3- last warning i dont understand why happen.i try to add icon manually but i publish and icon disappear againcan someone help me to solve these problems ??
I have a problem with an AIR application hanging. I'm publishing to AIR 3.7 for Desktop, running on Windows 7.The problem doesn't occur very often, but when it happens, I don't get any error messages or warnings (I have set the AIR package to debug mode so standard flash errors appear). I simply get a Windows message saying the application has become unresponsive.I've done the usual checking for memory leaks etc, but can't seem to find the cause.Is there any way to diagnose a fault like this? Any logging program or something to tell me what's going on?Thanks
Hi,I've literally read through every discussion about issues with installing Adobe AIR and have tried all the suggestions and still nothing seems to work for me. I am running a iMac with OS X 10.6.8. The only version of Adobe AIR I can get to install is 1.5.3.The message I'm getting is:"An error occurred while installing Adobe AIR. Installation may not be allowed by your administrator. Please contact your administrator."Please, please let me know your suggesstions. Thanks.
This topic is discussed in a few threads, within the Starling and Away3D forums. I initially looked in the Adobe forums but did not find anything, surprisingly, so I thought I'd post my work around.I recently ran into "Error #3691: Resource limit for this resource type exceeded", while disposing and creating textures in Stage3D.I have an app where the user gets to pick one of 4 render quality levels. Picking any one of these settings calls my own setRenderQualityLevel(), which does the following:Dispose all textures used in the game ( incl. an intermediary frame buffer )Resize my source BitmapDatas to the desired resolution based on the render quality level.Upload the resized bitmapDatas to the GPU via Context3D.createTexture().Do a single call to my render() function to see the changeNow, I noticed that if I kept switching render quality levels while the game was running ( basically while an enter-frame handler was calling my render() function ) then error #3691 would not happen
It's strange, I have 3 controllers: Xbox360, a generic "GTC" and a Logitech RumblePad 2. What happens is if the Rumble Pad 2 isn't alone or added first, it's never even detected/added by AIR, even if Windows does detect it.I've recorded a video with youtube annotations to show what's going on in case you don't have a Logitech's Rumble Pad 2 USB to test it.http://www.youtube.com/watch?v=YFr1_zgSkrMMy guess is the gamepad or driver is not sending something to activate, but it's clearly present as Windows can detect it, so I'm guessing even if it's a problem with the Rumble Pad it could affect other controllers as well and should be gracefully handled by AIR.System/Tech info:Windows 7 / 64-bitair dll 3.9.0.1380flex sdk 4.6.0.23201air sdk 3.9.0.1030Controllers used (all USB): Xbox 360, Generic "GTC brand", Logitech RumblePad 2.Thanks in advance
I am trying to install Adobe Air on my Mac but get a An error occurred while installing Adobe AIR. Installation may not be allowed by your administrator. Please contact your administrator." Posted solutions don't seem to work. Looking at the log, I see the following message:1/7/14 9:55:27.269 PM Adobe AIR Installer[1585]: Exiting due to error: [ErrorEvent type="error" bubbles=false cancelable=false eventPhase=2 text="Error #3006" errorID=3006]What is this error and how fo I fix it?
I'm trying to test a native extension on Android, but I keep getting the following error when trying to build and push to the device: "An implentation for native extension 'extension name' required by the application was not found for the target platform."I thought I had just messed up when creating my extension somehow so I tried using others and it doesn't matter which extension I try, I always get the same error. Has anyone else ran into this issue? If so, how did you solve it?Thanks.
Hello,I'm developping a air desktop app that acts as a library and connects to a server to download games and such.I'm wondering what the best approach would be for the dowloading and installing of the games. Would using a byteArray be a good start ? I'm thinking of publishing the games themselves as Air applications. Can an Air application contain other Air apps.I can't seem to find alot of documentation regarding this.Cheers,
Hello Everyone,This discussion is to share my knowledge on a very common issue which is not much discussed about. I would consider this to be an article than a discussion.While working on iOS applications using AIR (Flash Builder 4.6 and above), there were quite a few times when I encountered this error.How to diagnose this error:1) If building on Flash Builder(debug mode with iOS device connected), it will pop-up as a dialog box saying ld64 error and title being Application ID Verrification Failed.2) If you are successful in building the app, and try to install it using iTunes, the app wont install on the device and throw some error: "Application Installation Failed"What Fails?PART I:As per my research on this, I usually got this error when the Moile Provisioning Profile did not match the developer or distribution personal Information(p12) files.in other words .p12 file not matching .mpp file.Usually it very important for newbies(like me) to know:1) Always use the iPhone Developer/Dis
Hi,I've been compiling my ios app with AIR 3.4 since it has been released and a week ago I downloaded AIR 3.5 and uploaded my app compiled with AIR 3.5. But I realized there has been a problem with sharedobject in AIR 3.5.I used var sharedObject:SharedObject = SharedObject.getLocal("myScores"); this code to save the game score and every time I uploaded my app it worked out. It has never lose the game score.But with AIR 3.5 all game scores are gone. I didn't change any code about sharedobject. What's going on here? Now my customers will be upset to losing their information and even money they purchased through in-app purchase. The thing is AIR 3.4 was fine but AIR 3.5 seems to be the problem.Please HELP ME!!
Hello,iam interested to develop for mobil and desktop devices with AS3 and Flash Professional and i have any question.I see also many benefits to develop in flash as in java because javas gui development is based on swing a old java graphics engine.Next reason is the plattform like Linux,Windows,IOS.,the Game Development and other stuff.With Flash i can create nextgen interactive stunning cool gui interfaces for apps.I dont know why flash sucks for the market and devices. My question: is as3 and flash save for the future ?Make it really sense to learn as3 and Flash ?I have read many blogs,threads on adobe and other forums year 2012 Adobe stop flash development, and now 2013 google androids kitkat now have removed api features that kills complete flash !!!Other comments says Flash is dead for the market!? Many frustradet flash developers he work 10 years and more with flash are crying. So what is really the Future for the A3 and Flash Development ? Thanks and greetings
KeyboardEvent.KEY_DOWN seems to always return 0 for the keyCode or the charCode on the event. I've added the event to the Stage and NativeApplication.nativeApplication.Does anybody know the reason why?
Hello,I'm having problems with amCharts component, for it works fine with AIR 3.6 -version, but when I updated AIR SDK to 3.9 it stopped working. When chart should be loaded, application just freezes. It won't work even if chart's dataprovider and series are removed, application freezes everytime when chart should be loaded. Therefore problem can't be that amCharts component was too "heavy". In Android devices amCharts works fine with AIR 3.9, so this problem appears only in iOS.Hopefully someone finds out what causes the problem.
When using a nexus 7 to debug my program with flash professional CS6 on win 7 it just loops endlessly when publishing. I've updated all the drivers, I've tried different USB cables and slots. When I enter adb devices it sees the nexus 7 but it is offline. How can I get it get it back online.
Hello,could anybody bring some light, why the antialising is ignored in AIR projects as was mentioned year ago here:http://forum.starling-framework.org/topic/antialiasing-custom-display-objectsor discussed here:https://github.com/StarlingGraphics/Starling-Extension-Graphics/issues/11Is it really ignored completely?I would like to use antialiasing at least with setRenderToTexture, even if it would slow down things a little bit.Thanks for any reply.Oldes
I am having some real difficulties getting any sort of consistent input behaviour when I try to mix Gestures and just tapping a button. (Using Flash Develop, Flash Professional CC and AIR 3.9 v.1030 )I have a movie clip in upper half of screen that has an event listener for the SWIPE gesture. Then I have buttons in bottom of screen listening for Mouse CLICK, Touch TAP, and I tried a couple others like Gesture PRESS and TAP.First, none of the touch events would ever register. I get mouse click to work, but then if I swipe a few times, the mouse clicking no longer works!The code is not complicated:Multitouch.inputMode = MultitouchInputMode.GESTURE;mc_testButton.addEventListener(MouseEvent.MOUSE_DOWN, test_mouse);mc_prizeScroller.addEventListener(TransformGestureEvent.GESTURE_SWIPE , onSwipe);private function test_mouse(e:MouseEvent = null):void { trace("\rMouse");
Hi,A high school student sent me some questions about game design. After looking them over, they appear to be more applicable to designers of commercial games. If you are such a person and would be willing to post your answers, I would be grateful.Here are the questions:1.)How long does it take to design a video game?2.)What is your inspiration to design a video game?3.)How do you get a video game to become popular? (sold a lot)4.)What are some of the resources you need to design a video game?5.)How much money does it take to design a video game?Best regards,Chris McLaughlin
ENV:Android 4.4NEXUS 4air 3.8 | air 4.0------------------------------------------------------Textfield (none font setup )like " "missing Chinese font,but English and number have no problem.StageTextlike "当前设备包含字体:Android Emoji...."works fine------------------------------------------------------------------device enumerateFonts[font.fontName,font.fontStyle,font.fontType].join(',')Android Emoji,regular,deviceAndroidClock?,regular,deviceAndroidClock?-Large,regular,deviceClockopia,regular,deviceDroid Arabic Naskh,regular,deviceDroid Naskh Shift Alt,regular,deviceDroid Sans Armenian,regular,deviceDroid Sans Devanagari,regular,deviceDroid Sans Ethiopic,regular,deviceDroid Sans Fallback,regular,deviceDroid Sans Georgian,regular,deviceDroid Sans Hebrew,regular,deviceDroid Sans Mono,regular,deviceDroid Sans Tamil,regular,deviceDroid Sans Thai,regular,deviceDroid Serif,regular,
thank you!
I hope someone can help here as this is driving me crazyI am using the TextArea mobile component for Flex (yes, I know that it is Apache now, but someone on here hopefully can help!) and using it in the most vanilla way, but whatever I do I get clipped text at the start (see attached image) <s:TextArea id="text" width="100%" height="260" />I have tried standard system fonts, declaring the skins specifically such as <s:TextArea id="text" width="100%" height="260" skinClass="spark.skins.mobile.StageTextAreaSkin" /> <s:TextArea id="text" width="100%" height="260" skinClass="spark.skins.mobile.TextAreaSkin" />But it all has the same effect - the far left of the text is clipped. Now, I am sure it is something in the skin but I cannot track it down, and it does not happen in the TextInput skin, but TextArea is far more complex due to scrolling etc. I have actually also tried using the StageText object directly in ActionScript but it has the s
With Ios7 my application is having two problems: 1) It no longer displays in landscape mode, only portrait. This has happened to my game that is already on the app store and was working fine. The game is now unplayable with stretched graphics. Downloading the game and running on an older ipod that is on iOS6 displays in landscape mode correctly, as well as generating a device test .IPA file (to install on the ios6) with CS5.5 fully updated. 2) You can no longer install .IPA files for device testing on an ios7 device. It will display a grey icon and remain stuck forever in "stalling". The very same .IPA file will install and run correctly on an ios6 device.Are there fixes to these bugs? Will we have to submitt our games again to the app store?This is a very critical error. People that paid for my game can no longer play it. This needs to be fixed right now.
Hello,I use the Testflight ANE provided in the last Adobe Gaming SDK (1.3)No problem on iOS7 but my app crash on iOS6 when instanciating TestFlight. Edit : Crash appends on iOS5var testflight:TestFlight = new TestFlight(key, false);-> App runs well when i comment this line...Logs :Dec 9 11:59:14 iPad TiPuzzl[1238] <Error>: -[__NSArrayI objectAtIndexedSubscript:]: unrecognized selector sent to instance 0xfeb02c0Dec 9 11:59:14 iPad TiPuzzl[1238] <Error>: *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[__NSArrayI objectAtIndexedSubscript:]: unrecognized selector sent to instance 0xfeb02c0' *** First throw call stack: (0x35d3088f 0x3684d259 0x35d33a9b 0x35d32915 0x35c8d650 0x6362a5 0x62c601 0x3035c61f 0x62c5c1 0x36848973 0x3684887b 0x36848747 0x36848713 0x36847fcb 0x6241e3 0x470d64 0x2ebdb8 0x5b8f7f 0x5b85cd 0x5b893b 0x5b86d7 0x5b8083 0x5b78ab 0x5816ef 0x5b8295 0x5b8083 0x5b78ab 0x5816ef 0
Hello,I've been trying to get my head around memory usage in Windows, which led me down a rabbit hole to this question.As I understand it, applications in 32-bit Windows are allocated 2GB (which can be increased to 3GB with the 4GT setting), but a 64-bit application can make use of a lot more (depending on the version of Windows).So my main question is how do I create a 64-bit Captive Runtime Bundle (where the whole AIR executable files are packaged in the build folder).And for bonus points, will this application then make use of the extra memory available?Thanks
Hi,After all the discussion in the beta and here about this, it still looks like to me that the latest released build STILL does not support the new icon sizes 76x76, 120x120, & 152x152. If you look at the AIR_Descriptor.3.9.xsd schema file, it clearly is missing these definitions, and as a result, people using IDE's like Intellij won't be able to compile there project because it will error out. I thought this was fixed?
Hey all,We've finished development on an iOS & Android game which shaped up to a rather nice result thanks to the great SDKs available to us from Adobe And after breaking our heads on implementing a cross-platform NativeExtension for push notifications, we managed to set it all up and get everything connected, running on production servers. We'll do a write-up about that later because documentation on that subject is rather lacking and people who succeeded are somewhat tight-lipped about their solutions.There's just one thing that's bugging us: the notification icon for Android seems to be missing from the captive build (we're using AIR SDK 3.1) and defaults back to an Adobe AIR logo. This behavior is not seen when building a normal APK file, which makes me think this is something we have no control over and might possibly be a bug in adt.We've found only one other post on the web about this particular problem:"Just one small issue though, with flex 4.6 if an app is packaged with t
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