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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
Missing recommended icon file - The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format.Missing recommended icon file - The bundle does not contain an app icon for iPad of exactly '76x76' pixels, in .png format.Missing recommended icon file - The bundle does not contain an app icon for iPad of exactly '152x152' pixels, in .png format.我上傳之後遇到的問題,我的air 已經升級到最新的版本...sdk 也都升級到3.9.0.1200 了,但還是無法新增這三個尺寸...誰能幫幫我!
Missing recommended icon file - The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format.Missing recommended icon file - The bundle does not contain an app icon for iPad of exactly '76x76' pixels, in .png format.Missing recommended icon file - The bundle does not contain an app icon for iPad of exactly '152x152' pixels, in .png format.pls help me...
Hi,I'm noticing a problem keeping my mobile app running when it's brought back from the background. It seems after a period of time, iOS will terminate the running app even tho it's still shown as running in the task list. The app uses Flex, and so when the app goes into the background and say an hour later I click on the app's icon to bring it to the foreground, the same view is not restored, and the app behaves as if it is starting again for the first time. It does this even I can verify it is shown as running in the task list before i click on the app's icon. The same holds true for Android. I thought that the app is not terminated unless the OS terminates it, but the app is getting terminated somehow. Has someone seen this behavior before?
Hi,I'm using the Flash 6 and Flash CC IDE to publish an AIR app for IOS. Our product has been in the AppStore for a few weeks, and has received quite good feedback so far. We just installed IOS7 on a test iPad, and we ran into this dialog box: "Speakaboos" Would Like to Access the Microphone [ Dont Allow | OK ]I believe this is a known issue that has been addressed in AIR 3.9 Beta, so I downloaded it and added it to Flash. Now when I try to publish, I get this error: Test Movie terminated. Not supported native extensions profile.We are using the Native Extensions from Milkman Games; StoreKit, GoViral and EasyPush. We are also using com.adobe.extension.NetworkInfo.ane.I'm publishing from the Flash IDE to support the current version that's in the store 1.0.x. All incremental releases of our 1.0 product need to be published from the Flash IDE. We have since been developing our 1.1 product that is published from Flash Builder. When I publish
I wonder if anyone here has a good method to run FlexUnit unit test suites against mobile Air classes, specifically in a CI environment using Ant. I have an extensive unit test suite for my regular AS3 classes, and I use the standalone flash player to run them on my build server on each checkin.Problem is that the mobile classes I have developed use certain properties/classes that are only defined when run in an Air app. So they don't pass when run in the flash player environment.Not sure how possible it would be to build and run an Air app in a CI envionment. Ideally what I wish there was is a "standalone Air player" that can run a mobile swf, instead of compiling it to an Air app.Any ideas? thanks!
I have got this working:var languageSettings:Array = Capabilities.languages;var locale:String = languageSettings[0].toString().toLowerCase();to tell me my iphone is in language "en"but I want to know if it is in "en-us" or "en-gb"I understand this can be done using LocaleIDbut how do I use it?
This seems like such a basic thing.. It wasnt supported in 2012 .. wondering if anything has changed ?
I noticed a strange behavior of the status bar on iOS7. Set the white color to StatusBar bat calling camera roll and selecting a picture will freeze the black color without the possibility to return to the white color. The problem is even reinstalling the application. always the status bar fixed to black.I have tried so many settings via InfoAdditions.Any support would be appreciated
Hi,I've just exported a new release of my app with the new Air 3.9 SDK.I've discovered that the file size of the .ipa is increased of 9MB (before it was 30, now it's 39...)Looking into the Payload, I've found that the exutable itself is increased from 7 MB to 30 MB...Is that possibile? Or am I doing something wrong?I'm on FLEX SDK,This is the adt command line (part of it):adt -package -target ipa-app-store -hideAneLibSymbols yes -storetype pkcs12This is the compiler arguments:-target-player=11.9+configname=airmobile-library-path+="{flexSDK}/frameworks/locale/en_US"-default-size=550,400-locale=en_US,fr_FR,it_IT -source-path=locale/{locale}-swf-version=22 -allow-source-path-overlap=true-optimize=trueThanksAndrea
Just wondering if any fixes have been implemented for iOS 7.
Problem Description:use loadSWF load my stage3D game swf and show , This swf may crash when runningSteps to Reproduce:run my Upload Project . Fill in the login box, any account and password . Because of network problems, you may need to wait a long time to show up login boxActual Result:this swf crash when runningExpected Result:this swf do not crash when runningAny Workarounds: Test ConfigurationMy Hardware and Environment details:1.this url's swf load files in worker 2.this url's swf use SDK is Flex 4.6.0(bulid23201)3.this url's swf is Flex Project Upload Project Url:http://fight.fuhuodao.com/fight/testUrl/!FightAirShell.zip
Hi guys,We're a small company based in the UK. We have created a turn based game (like chess) in flash builder using actionscript 3. We are currently using the adobe air compiler to publish an installable app for ios and android which is due to be released on the app store soon.At the moment the app runs as standalone with a simple artificial intelligence. We are now trying to figure out how to get the game to a stage where players can play each other online on their iphone or android once they have downloaded the app.As far as we are aware, there are game centers for both android and iphone, but we have limited knowledge of how to make use of these and limited knowledge of xcode. From what we understand both also require you to to host your own server - which we currently do not have the resources of money to manage.My question is, is there a way to use Actionscript 3 in Flash builder to set up some kind of peer to peer comminication, so that iphone and android users anywhere in the w
Problem Description: use HTMLLoader show a URLRequest , this url‘s swf load files is very slow , use Browser such as IE is No problemSteps to Reproduce:1.use Browser (IE) request Url ''http://fight.fuhuodao.com/fight/testUrl/'' is No problem , url's swf load files is Normal speed.2.use HTMLLoader request same Url , url's swf load files is very slow.Actual Result:use HTMLLoader request Url , url's swf load files is very slow.Expected Result:use HTMLLoader and use Browser , url's swf load files is the same speed.Any Workarounds: Test Configuration My Hardware and Environment details:1.this url's swf load files in worker 2.this url's swf use SDK is Flex 4.6.0(bulid23201)3.this url's swf is Flex Project requestUrlByHtmlLoader:requestUrlByBrowers:Download htmlLoader Project:http://fight.fuhuodao.com/fight/testUrl/!FightMiniWeb.zip
When i attempt to export a release build with captive runtime i am thrown this error. I'm not sure what is meant by 'make sure your computer time is in sync' and my certificate is valid.
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