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Hi,I've been developing an Android app to complement a different Android app. I've been able to launch my app from the host app, and pass data using intents and a custom ANE that I wrote. Now I'd like to be able to install my app, without it having an icon in the main App Screen. It's not supposed to be launched on its own, but only through the host app. I've found many references to this on the web, and the solution seems to be to remove these lines from my App Manifest.xml file: <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter>The problem is that when I remove these lines, the app installs but is still visible on the App Screen.Some people suggest removing only this line: <category android:name="android.intent.category.LAUNCHER" />When
AIR 3.5 still doesnt have 96x96px xhdpi icon support on android.Nexus7's use the larger icons.
I developed several ipad apps in flash professional that worked with Air 3.2. I updated to ios7 and to air 3.9.0.1050 for iOS. The apps no longer work. I get a blank white screen on the ipad when you open the apps. I went back to AIr 3.2 and they work fine (except the rotation does not work which is why I updated Air versions) . Does anyone have any suggestions? Thank you!!!
Dear developers, I created an app that can only be used on tablets. It is already published in the app store and on google play.Today, I used a technique described in the forum that was a work around to get the 96 icon and the 144 icon into the android apk. I tested it on a 10 inch tablet and it seemed to work.However, I still get the following message from the google developer console:"Your layout should make use of the available space on tablets."I got this message two months ago and thought it was because I did not have the proper icons. Now I still have this message....which is a big problem when google play changes the way searches are done from tablets.So I guess my question is:a) Has anyone had success getting the 96 and 144 icon into the apk.b) Can someone offer some advice as to how I get past this message?Thank you,Justin
Is it possible to run an AIR application on 64bit? Windows/OSX.I dont mean on 32bit compatible, pure 64bit
I've got some error using latest version of beta air sdk 3.9.1050 on ios 7. there are some animations and button on the screen, and also a textfield which can be use to input words. Click the voice input button, and the voice input panel show up. Then all the animations stop, and all the buttons are not reponsible. the logs are:Oct 15 09:42:28 macde-iPad assistantd[682] <Notice>: connection 4 total: 1, connected: 0, added new subflow [cid=1, state=Waiting, ifindex=2]Oct 15 09:42:28 macde-iPad awdd[684] <Error>: CoreLocation: CLClient is deprecated. Will be obsolete soon.Oct 15 09:42:28 macde-iPad assistantd[682] <Notice>: connection 4 total: 1, connected: 1, new connected subflow [cid=1, state=Connected, ifindex=2, preferred, mp_capable]Oct 15 09:42:28 macde-iPad securityd[80] <Error>: OCSPResponse: now > latestNextUpdateOct 15 09:42:28 macde-iPad securityd[80] <Error>: OCSPResponse: now > latestNextUpdateOct 15 09:42:29 macde-iPad securityd[80] <
I have a Photo Editing App which I'd like to show up in the "Share" menu when users are browsing their Photo Galleries. This requires registering for the ACTION_SEND intent, once registered the user can select my App from the Gallery, however, when a user pick an image, the InvokeEvent I receive within the App is empty, giving me no reference to the file, or valid url.There's a detailed bug here, but it's marked as Need More Info:https://bugbase.adobe.com/index.cfm?event=bug&id=3569955Do you still need more info? I'm happy to provide whatever is needed to make this fix happen.
I have lots of SWF Fonts, which are dynamically loaded in my Desktop/Android app. In IOS, as we know, it's quite different, so I plan to package them with my app. However, I'm trying to load and instanciate them, and I'm stuck for months now. I managed to retrieve classes' names, using SWFExplorer here http://code.google.com/p/swfexplorer/. I tried to get these names with getQualifiedDefinitionNames() but it returns null in AOT mode.After this, I have to instanciate these classes. And that's where I'm stuck://SWF chargé, on enregistre les fonts grâce aux definitions récupérées for(var i:int = 0; i < _definitionNames.length; i++) { trace("ApplcationDomain has " + _definitionNames[i] + " ? " + ApplicationDomain.currentDomain.hasDefinition(_definitionNames[i])); var fontClass:Class = ApplicationDomain.currentDomain.getDefinition(_definitionNames[i]) as Class; var font:Font = new fontClass() as Font; &
Can anyone shed some light on how I should go about developing a single app that will work for both iphones and iPads? One natural problem is the screen resolution.Am I supposed to start a project with iPad size and dynamically cater it to work on iPhone size too, or am I supposed to start 2 projects, 1 for each?You know in the app store, if there's an app for both iPad and iPhone, there's this little + icon on the app. In our Adobe AIR -> iOS workflow, how should we achieve that? Any help is appreciated. Thanks!
Hi,From the start I want to iterate that this is my first post on the forums and I hope I am in the right place.I am troubled by the following issue:I have an application made in Adobe AIR (League of Legends game client) that runs inside a VirtualBox VM (which uses WineD3D for Direct3D).When I try to take a screenshot of the application the screenshot shows only stuff that is behind the app as like the app is fully transparent.How is this possible?What am I doing wrong?Your input is much appreciated.ThanksMessage was edited by: RomanuX
Hi!On the OUYA, the "A" button is also the "Android back button". When I press that button, it exists the Adobe Air app. I listen to the onChange event for the GameInputController for the a-button and even do this:protected function onChange(event:Event):void{ event.preventDefault(); event.stopImmediatePropagation();}to try to "preventDefault()" and prevent the back button from going back. No luck however.
Hello all , I need to create a similar list for mobile application. Suggest me which one to use either datagrid or list control . if the user clicks the phone no , should be redirected to dial pad . how to achieve it , which component to use ?
Hi i have an install an air application on galaxy tab 2 and galaxy tab 3, but at start, it's very slower with the tab 3, 11 second more.I publish with 3.8 and i test with 3.9 beta but i have the same elaps time, fast with tab 2 and slow with tab 3.I download a free air app on google play and it's the same case.If anyone have an idea, i take !Many thanks
I have an AIR application (http://getklok.com/downloads/Klok2.air) that no longer updates successfully on OSX Mavericks. It correctly detects the available update, but when the user chooses to download the update, it doesn't install and fails silently. So, the next time a user launches the application, it is still the previous version. I didn't see anything in the release notes of the latest AIR mentioning any Mavericks/AIR related issues.
https://bugbase.adobe.com/index.cfm?event=bug&id=3635216https://bugbase.adobe.com/index.cfm?event=bug&id=3654379I'm trying to get more awareness for this issue. Desktop applications on Windows 8 and Windows 8.1 will and are breaking. We have not seen any movement or acknowledgement of this bug and it is very concerning. We can't really tell clients to not update their OS or AIR.Please help spread the word.
I been trying to access blogs.adobe.com/airodynamics for a couple of days, but it's gone. What happened to the site?
Dear developers, via as3 code I am trying to tell the difference between ipad mini and ipad. I would like to make the buttons a bit larger on the mini, as when it is shrunk down they are just a bit too small on the mini.So I am using this codevar resX:int = Capabilities.screenResolutionX;var resY:int = Capabilities.screenResolutionY;var tabdpi:int=Capabilities.screenDPI;and publishing ad hoc directly to the ipad mini. I am using flash pro cs6.resX and resY are correct, but screenDPI returns 132 instead of 163 (from within the app on the mini). I was reading on another website that there is no way to tell the two devices apart, and that this is the way apple wants it. Has anyone found a solution to this problem?I could make the buttons larger for the Ipad and then they would be an adequate size for the mini, but this solution seems inelegant.Thank you,Justin
Hello there, whole day I am trying create my custom air extension for ios - compass. The result is - program shutdown on ExtensionContext.createExtensionContext("asdf", null);(ane is generated fine, added to mobile flex project fine, run app fine - after click on button this code is run and booooom, shutdown app, no errors etc..)my extension.xml is:<extension xmlns="http://ns.adobe.com/air/extension/3.1"> <id>asdf</id> <versionNumber>1</versionNumber> <platforms> <platform name="iPhone-ARM"> <applicationDeployment> <nativeLibrary>libcompass.a</nativeLibrary> <initializer>compassExtInitializer</initializer> <finalizer>compassExtFinalizer</finalizer> </appli
Hi guys,We've got a multiplayer game ready to go. Currently it is not multiplayer, but we'd like to get it to a stage where it can be played over the steam network by users of steam and owners of steam games. We'd like to if anyone could briefly give us a breakdown of how to get out game up on steam and available for multiplayer?Does steam host servers, and can we utilise a steam server to transfer data between players or would we have to run our own server?Currently were using flash builder to publish via adobe air to a windows desktop exe. Can anyone briefly explain how - once a player has downloaded the game from steam we can connect two players? Does anyone know how to use actionscript 3 to access steam network?Anyone have any experience developing multiplayer turn based game for steam using flash /actionscript 3 /adobe air?Thanks for your help in advance,i
Hi there, I'm building my second native extension and ran into a strange issue. THe first native extension I built was purely build from source(no external libs), no problems there at all. So with this second one I'm using ffmpeg. I'm trying to build a version for Windows(again), meaning I've got the 32bit libs from zeranoe.com. I've got the include files, .lib files and .dll's. I've pretty much cloned my previous project which worked well, so I have the .bat files to build the ane. descriptor .xml etc. So I built the .ane as before, included it into my project and... got this: ArgumentError: Error #3500: The extension context does not have a method with the name fw_ffmpeg_create.I've been googling and checking everything, but I saw no problem anywhere(it's definitely not Flash Builder 4.6 bug, I'm not using that). I concluded it must be something with the .dll, so I started to take away the "extra" stuff from the .dll, because I knew my previous simple .ane worked. I took away my code
I am trying to publish an AIR fla for both iOS and Android using Flash Pro CS6, but it keeps getting stuck at 5 seconds remaining (and this same .fla exports just fine for someone else). This occurs for publishing for App Store, AdHoc, and Quick Device Testing.I have tried different versions of the AIR SDK (3.2, 3.5 and 3.9), tried different versions of the Java 1.6 JDK, rebuilt certificates... basically tried everything I can think of, but nothing seems to work.Does anyone know of any circumstances that can possibly cause this to happen?
Hi guys, We're creating a flash - turn based game for iphone and android using flash builider (flex) and actionscript 3. We've built the game and have a working Ai and are now trying to figure out how we can provide multiplayer support on iOS and Android.As far as Im aware there are the following options:- Serversocket (although apparently this doesnt work with mobiles.- p2p with native air plugin (although I understand that this requires a database as well as the build of a front end connect to players)- apparently there is a new way with html - whereby two players can exchange data over a website without the need for a server.- Third party package like appwarp?This is driving me crazy as I understand the principle - i.e. send data from one mobile to a database - database fires message to opposing player - updates state of game on both mobile and on the server.All we want is a turn based game that sends a simple string of code with the moves between two devices. Is there any way of do
Immediately after installation / re-installation of Adobe air, the program appears to work fine until re-start. After re-start I get an error message, "Unexpected Publisher ID is found for this application. Try re-installing or contacting the publisher for assistance". Using Windows 7. What do I do now?
Hi I have a desktop air application that loads swfs in and the unloads them after use.I use the Loader class to load them in...My oncomplete method looks like this..public function onCompleteHandler(loadEvent:Event){cliploaded = loadEvent.currentTarget.contentmcToLoadaddTo.addChild(loadEvent.currentTarget.content);cliploaded.iniz();}On load complete i then start the code in the swf by calling iniz method that I have in it.Currently when it comes to unloading the clip, to stop memory leaks I call A cleanup method in the swf before I unload....if(cliploaded != null){cliploaded.cleanup(); mcToLoadaddTo.removeChild(cliploaded); cliploaded = null;}Is there a means to load a clip where I would not have to worry about nulling everything within the loaded swf?ThanksAidan
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