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Hello there,If i was not wrong, I've read some time ago that in Air 3.2 there would have been a fix for the multiple languages problem on iOS.That is that at last I can specify what are the languages supported without having to "re-sign" the package after deleting the ".lproj" directories of the unsupported languages (only doable from Mac).I've just overlayed Air3.2 over Flash CS5.5 and then I recreated the .ipa file.I've looked into it and I still see the ".lproj" directories of the unsupported languages.Where am I wrong?Have I to add some new lines In the "main-app.xml" ?Thanks in advanceP.S. Another question: does anyone here knows if in Flash CS6 we have to overlay manually AIR when a new AIR version comes out?
I keep receiving the following message from Apple when submitting my app for approval:"iPhone 5 Optimization Requirement - Your binary is not optimized for iPhone 5. New iPhone apps and app updates submitted targeting iOS 6 and above must support the 4-inch display on iPhone 5 and must include a launch image with the -568h size modifier immediately following the <basename> portion of the launch image's filename. Launch images must be PNG files and located at the top-level of your bundle, or provided within each .lproj folder if you localize your launch images."I'm using AIR SDK 3.9 (and I checked to make sure by tracing NativeApplication.nativeApplication.runtimeVersion).I have a Default-568h@2x.png image in the src folder, and I checked the Project/Properties/ActionScript Build Settings/Package content (I'm using Flash Builder 4.6). It is definitely checked off to be included in the build. In "Export Release Build", I don't see it in the Package Contents there, but I don't see a
I get the 'Adobe AIR application installation damaged' message every time when starting help from any of the applications in CS5. How can I repair this safely to get help working?
Hi thereI just tried to compile my AIR app which includes the new icon sizes required for iOS 7 (76x76, 120x120, 152x152 and the Spotlight search result icons 40x40 and 80x80). Here's the icon section from my app descriptor XML:<icon> <image29x29>assets/icons/icon29.png</image29x29> <image50x50>assets/icons/icon50.png</image50x50> <image57x57>assets/icons/icon57.png</image57x57> <image58x58>assets/icons/icon58.png</image58x58> <image72x72>assets/icons/icon72.png</image72x72> <image100x100>assets/icons/icon100.png</image100x100> <image1
Hello,Some Mac os X users report the could not install new release of an air application, because one is already present (according to error code in log).Yet there is no air app in their Applications.Is it possible to remove every trace of previous air app installation, in order to install the new release ?TIA,Thomas
I posted about this in the AIR Development forum originally thinking I'm probably not implementing it correctly, but after more and more testing I do not think this is working correctly. I have a Flex mobile app that I'm trying to store downloaded content into a subdirectory of the File.applicationStorageDirectory, and I've created a global variable in the main mxml class that initiates this location and sets it's preventBackup property to true. Now later on in other mxml views in the application, I'm referencing the variable using FlexGlobals.topLevelApplication.cachedXmlDir and in some cases FlexGlobals.topLevelApplication.cachedXmlDir.resolvePath("en") to write to subdirectories. When debugging on the iPad device, it seems that after the first reference to this global variable, it's preventBackup property gets set back to false. Also when I test this using iCloud backup, it is indeed backing up my downloaded content. So I don't see that there's anything with my code that would cause
Hi,I'm trying to execute some code on app closure in my Flex app running on Android. Trouble is, this code only catches the event when testing in simulator on desktop:NativeApplication.nativeApplication.addEventListener(Event.EXITING,comscoreApplicationExitHandler);I haven't been able to find a reference to the event being unsupported on mobile, but that could be my oversight.Does anyone know whether this is a bug or a feature?G
Any one else get this bug? https://bugbase.adobe.com/index.cfm?event=bug&id=3647538 If you have animation on the timeline, stop it with code when the screen is locked and restart it when the device is unlocked, playback goes crazy. It's like it goes at a much faster framerate to catch up. The sound is also not played. Eventually playback goes back to normal depending on how long the device was locked. This bug is not in Air 3.8.
hello all ,how to create a list with multiple columns ? can anyone share some examples or code snippets
Hi all,I'm fairly un-knownledgeable about AIR but here's my issue:I've been developing and prototyping an app in AS3 for some time- publishing to iOS from the iPhone OS Settings in Flash Professional CS5, and testing on my iPhone 4. However, ever since the iOS7 update, when my app runs on my iPhone it simply turns white. Too old a version of AIR, incompatible with iOS7? CS5 has AIR 2.0, and I've gone through steps to try and replace and update it with 3.9, though I can't find any tutorials or info on how to do anything earlier than CS5.5.Having swapped some files around to get Flash to recognize AIR 3.9, the best I was able to get happen was for Flash to run the app in debug mode but instantly close it.Any way I can update CS5 to support iOS7 Publishing?thanks
Hi, I have a game targeting iOS using AIR sdk that needs to load many swf assets from the disk (packaged with the game). When using AIR sdk 3.5, everything runs just fine. When upgrading the sdk to 3.6 or later (-swf-version=19, 20, 21), we ran into the following problems:1) The packaging time (making the ipa file for iOS) passes from 15 minutes to 40+ minutes.2) The game can't load any swf twice (ie. reload a swf).The first problem is not a big deal. We only have to wait a little bit more. Our guess is that is has to do with new feature introduced by the sdk 3.6, which will go through all packaged secondary swfs and remove the code from it, and since we have lot of swf assets, it takes more time.The second problem is way more serious, as I have to be able to reload assets according to player's action. Since we have a ton of assets, I can't keep them all in the memory as we could quickly run out of memory. I know that there's a documented limitation of sdk 3.6 which states:In AIR apps
Hi,I've got two almost identical .bat files to create an ANE, one of which works perfectly, the other fails every time with:"Invalid swc file:"That's it...Nothing else. Nada.I've checked everything:- the file exists- it is called what I have called it in the .bat- it was compiled using the same version of AIR as is referencedI have even rebuilt the library to ensure it was compatible and no corruption had occurred.But I just can't get past this one...No info is in the message and I can't find anything in google.Does anybody have any ideas how to get this resolved? Anything at all I could check?G
Noticed an issue with touch interface when compiling using AIR SDK 3.8.0.1430 (latest SDK and testing using latest AIR Windows player-both 3.8.0.1430). Testing on Windows 8 Pro desktop with full multitouch screen.Touch fails to work using SWF compiled to AIR and played via latest Windows AIR player. (Mouse click drag works OK with AIR player; this issue only applies to touch/drag.)Touch for drag targets works OK if using latest Windows 8 Flash player 11 to play same compiled SWF. Leads me to think there may be a bug affecting touch when dragging an object (if compiled using latest AIR SDK and played back using latest AIR player on Windows 8 multi-touch screen).(BTW same AS3 compiled as AIR Android APK plays back fine, including multitouch drag, when tested on Android JellyBean 4.3 tablet with latest AIR Android player.)I noticed this AIR compiler/player issue learning scripting from: AS3 source code and source file-FLA-, plus tutorial, at http://www.emanueleferonato.com/2011/11/0
https://bugbase.adobe.com/index.cfm?event=bug&id=3630656Hello,I refer to the bug report above.Do you have an ETA for a Webkit upgrade?Many thanks,Adrian Smith
hey alltrying to finish my first appwhen running on iOS, the app SOMETIMES crashes after returning from cameraUI (either "use"/MediaEvent.COMPLETE or "cancel"/Event.CANCEL).when i exit some other running apps on my iPhone 3Gs (and not that many are open), the problem goes away, which makes me think this is some memory allocation problemin that aspect, can i trust the iOS to exit inactive applications to allocate more memory for my, currently active, AIR app?(there is no memory leak)this is an iPhone 3Gs running os version 4.3.5the app was made with Flash Pro 5.5 overlayed with the AIR 3.1 sdk, and deployed using the "deploy for app store" type (which should be the most bug-free)(no crashes on Android or desktop versions)anyone had this cameraUI problem or a similar one where an app crashes if more then some numbers of apps are open?thanxSaar
Hello,I made a dmg with the flex 4.6 and i can't install it if adobe air is not installed.It works fine if adobe air is installed.I'm on mavericks.Have you ever seen that ?Best regards.Cyrille
Windows cannot access the specified device, path, or file. You may not have the appropriate permissions to access the item.
Hello,can anyone from Adobe tell what happens with this bug https://bugbase.adobe.com/index.cfm?event=bug&id=2869263?Its status is deferred, but when will you fix that issue?I tested it with Flex 4.6.0 and AIR 3.9 and this issue still exits.Any feedback/help would be highly appreciated!Regards,wMan
Hi, Iäm almost done with an Ipad/iphone app but have one major problem:Sometimes (about every 20th time) when I start the app, the following happens:1. Launch screen is shown2. Sounds start playing (so the program has started to run)3. The sound is locked into a short repeat loop (like a broken record), for about 4 secs before it stops.4. The device is now still showing the launch picture, but I cannot do anything on the device but reboot it.This has to my knowledge only happened on a iPad 1, never on my iphone 4. I have not been able to test on ipad2 och iphone 4s yet.This has happened at least once after a clean reinstall of the app, so there should not be any corrupt saved data etc.Does anyone have a clue on what could lockup the device completely? And not doing it consistently.Since it's not consistent it's really hard for me to pin this down so any clues/help is very appreciated!/David
Hi,I am a bit of a noob when it comes to native etxtensions so bear with me.I need to expose the IP address of the app running on iOS, so have grabbed the iOS native extension.I am using Pro CC and have the ane properly installed, and reffed as it should be.When I debug over USB to the device, I get an error 1009 null object when I am trying to access:var ntf:Vector.<NetworkInterface> = NetworkInfo.networkInfo.findInterfaces();I am importing com.adobe.nativeExtensions.Networkinfo.InterfaceAddress;and the other as outlined in the demo as file.Checked the extension ID is ok in the xml descriptor.When I try to run on the 6.1 sim, I get an Invalid Input. bla bla bla could not be found for the target platform.Where am I going wrong, I am going round in circles here!Cheers 🙂
Hi,I just updated all my xCode stuff to iOS7.Testing from air 3.9 the sim loads but no app appears for testing as in iOS6.Any ideas?Ta.
I have a air application that shows in a stagewebview a facebook app.In that facebook app you have to fill in a form.Under the form there is a print button (that won't work)So I wrote my own print button.But the problem is that I have to convert the viewport of the stagewebview to a bitmapand then print the bitmap to pdf or my printer.But he always just take the part that is shown on my stage.But I have to print the whole document that is in the stagewebview...Can anybody help me?Here is my code to convert to bitmap and the print...var bitmapData:BitmapData = new BitmapData(iBreedte,iHoogte); webView.location; webView.drawViewPortToBitmapData(bitmapData); var webViewBitmap:Bitmap = new Bitmap(bitmapData); var myPrintJob:PrintJob = new PrintJob(); var options:PrintJobOptions = new PrintJobOptions(); options.printAsBitmap = true; myPrintJob.start(); var s:Sprite = new Sprite(); s.height = iHoogte; s.width = iBreedte; s.add
This is extremely weird. I deploy my Adobe AIR app as an .apk for my Xperia and everything works fine EXCEPT playing videos.I have tried flash.media.Video (NetStream, NetConnect etc). I get the video to play fine in the Desktop simulator. If I try to play video on the mobile device (Sony Xperia Arc S) I get a black screen!I have managed to narrow down the source of the problem: as soon as this piece of code is encountered:"new Video()" (yes, exactly as you see it here, nothing more, nothing less!)the app's screen (all of it) goes black! I can still hear the music playing as well as the sound effects, but I get a completely black screen!Occasionaly, I get a glance of the video's first frame before the screen goes black.Trying to hack around this problem, I embedded my video as a MovieClip. However, as soon as I create an instance of the embedded MovieClip, the screen goes black again.Finally, I have tried playing a video with the StageVideo class, but as soon as this piece of code is en
Hi All,Does anybody is having any idea that how can we detect the user Idle time in Adobe air based ios mobile application.For a desktop based air project this can eaisly be defined by the below two events:-1) flash.events.Event.USER_IDLE2) flash.events.Event.USER_PRESENT But its very painfull to know that these events are not going to work with the mobile applications.If anybody is having any idea,please let me know.Any help will be appriciated.with Regards,Shardul
Hi All,I've been trying to figure out a way to interactively debug an Adobe AIR JavaScript application. There does not appear to be an IDE that supports this (is there?).However, there is fdb, which according to this, you can use to debug Adobe AIR apps. It says the following:If an AIR application is SWF-based, the debugger only controls the execution of ActionScript code. If the AIR application is HTML-based, then the debugger only controls the execution of JavaScript code.That sounds pretty unequivocally like JavaScript debugging is supported via fdb.So, I followed the instructions. I'm on Windows 7, and I just downloaded the AIR SDK today (AIR 3.9.0).More information on fdb commands are available here.So I followed the instructions on debugging an AIR app with fdb. First, I launched fdb in a terminal window. It starts up fine. I enter "run" and it says "Waiting for Player to connect".I then launch my app via adl in another terminal window ("adl simple-h
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