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Hi guys - just wasted too much time with this - thought I'd mention it here - may help someone in future.I've got a mobile app which uses StageWebView for a news/info page. However my app is mainly graphics so I use GPU render mode.When I test the app using the Air Debug Launcher (Mobile) the StageWebView is not displayed.If I flip the render mode to Auto it shows just fine in the simulator.Most importantly - GPU does work fine when deployed to the actual device.I'm pretty sure this was not an issue a month or 2 ago (possibly an issue with current AIR version displaying StageWebView on desktop - I'm currently on 3.8.0.910 ( see http://forums.adobe.com/thread/1175722 ).
Is there a way in Air to use the ios soft keyboard return key to fire a function?Thanks in advance.
I'm having a weird bug on iOSI create 2 dynamic text fields, 1 multiline, 1 singleline. I run this on my ipad, I give the textfields focus by clicking on them to pull up the softkeyboard.The multiline textfield will have an enter button that say "Return"The singleline textfield will have an enter button that says "Done"add a listener for keyupstage.addEventListener(KeyboardEvent.KEY_UP, this._onKeyUp);private function _onKeyUp($event:KeyboardEvent):void{ switch($event.keyCode){ case Keyboard.ENTER: trace("HELLO?"); break; }}The trace will only work when you press "Done", it never fires for "Return"
Hi,We have a native installer for a windows and Mac AIR app. For updates, we use the NativeApplicationUpdater code from:http://code.google.com/p/nativeapplicationupdater/After an update has been downloaded and launched, AIR shows a dialong prompting the user to "Replace" or "Cancel"the update.I would like to get rid of the dialog as this seems to include a redundant question for the user who chose to update from the first place.I believe setting the <customUpdateUI> tag at the application decriptor file would hide the dialog, but that causes the update to just launch the existing app. How can I come up with custom logic that will cause the update to actually replace the existing app?Thanks,Eilon
I've had this error plenty of times, but for the life of me I can't figure out this one. I have a very long Air file. I have a function that keeps giving me this 1009 error. Well sort of. I call other functions within this one that give me the problem. Lets say I have function1, and within it I have calls to function 2 and function 3 and function 4. I'll first comment everything out and function 1 doesn't return the 1009 error. Then I'll uncomment function 2, but then I get the 1009 error from function 2. So then I comment out function 2 out and uncomment function 3. Then the 1009 error goes to function 3. Same thing with function 4. Clearly I'm missing something because the code works in another shorter file that I used for testing. Does anyone have any idea why the 1009 error would propagate from one function to another?
I was trying to update Adobe Air. No matter how many times I tried, it would not install. When I tried to open it, it minimized on my task bar, but would not open. I then tried to install an older version, same thing happened. I tried going to the folder from my task mananger, but it still would not install.I also tried Microsoft Fixit, as per your suggestion in one of your forums. But that did not work, either. It said nothing is wrong.So, can you possibly help me??? I thought it was a problem with your installer package, but I suppose not. I do not understand, as this never happened before. Thank you for any help you can give me!!!
HiI try to create a music app for android and iOs devices. After a while I located the folder that should be the musicfolder of my iPod. "/private/var/mobile/Media/iTunes Control/Music" I already get access to the "Media" folder, but it is empty. File( File.getRootDirectories()[0]).resolvePath("/private/var/mobile/Media"); // file exists and it is a directoryI also copied music to my iPod and I can find the directoy with a desktop tool. But not with my app.My alternative is to let the user copy all his music to the File.documentsDirectory, but i would prefer to get direct access to the Itunes folder.Anyone know a solution?Thank you for helpcheersSimon
Hi,I am just drawing attention to this one as it is a complete show-stopper for us! Advertisers are not going to be happy with losing the final two to three seconds of a thirty-second slot that they've paid good money for!Any thoughts, comments welcome; https://bugbase.adobe.com/index.cfm?event=bug&id=3504086G
Hi,I'm building an Android app with Adobe Air 3.8.Some users with newer Android devices (e.g. Nexus 4) told me that they got a parse error by trying to install my app."Parse error. There was a problem parsing the package"Is something wrong with the app.xml?Android part of app.xml:<?xml version="1.0" encoding="UTF-8" standalone="no" ?><application xmlns="http://ns.adobe.com/air/application/3.8"><id>com.example.android</id> <versionNumber>1.0.0</versionNumber> <filename>Example</filename> <description/> <name>Example</name> <copyright/> <initialWindow> <content>example.swf</content> <systemChrome>standard</systemChrome> <transparent>false</transparent> <visible>true</visible> <fullScreen>false</fullScreen> <
Just a heads up on an obscure bug I found when using XML on android.When working with XML using a set default namespace, if you generate a number of XMLLists using a comparision operator, the default namespace is lost. This only occurs when running on Android devices - other platforms and the Air simulator is fine.So if you take some XML like this...private var testXML:XML = <documentRoot xmlns="www.mydomain.com"> <subNode id="1">A</subNode> <subNode id="2">B</subNode> <subNode id="3">C</subNode> <subNode id="4">D</subNode> <subNode id="5">E</subNode> <subNode id="6">F</subNode> <subNode id="7">G</subNode> <subNode id="8">H</subNode> </documentRoot>;.. and run a function like this...private function xmlTest():void { //Our target ID. var target:uint = 4; //Set default namespace default xml namespace = NS; trace("TEST START"); trace("HOW MANY SUBNODES: " + (this.testXML.subNode).l
I was just wondering if anyone knows of an existing ANE to work with DMX lighting (specifically the Enttec dmx usb pro if possible). I've been looking around, but haven't had much luck finding anything. I did see the discussin here: http://forums.adobe.com/thread/932265 but that's a pretty old thread and I was hoping to find something more recent. Thanks!
My Nexus 4 was recently updated to Android 4.3. The below code to control the system Back button worked with the previous versions of Android 4.2 and below. However, now my phone has been updated to 4.3, the Back button simply closes the app. The Back button works perfectly in the Simulator. Here is the code:stage.addEventListener(KeyboardEvent.KEY_UP, backButton);private function backButton(e:KeyboardEvent):void{ if (e.keyCode == Keyboard.BACK) { e.preventDefault();
Hi, I've found a few threads on this though none which really seem to have a solutionBasically it seems like with no mouse or touch listeners, and all objects (including stage) having mouseChildren as false and mouseEnabled as false (not stage as not supported) there is a significant frame rate drop when you touch the screen.I've been testing the below in CS6 and CC, with AIR 3.4, 3.6 and the latest 3.8 beta, all on a 3GS.I have a very basic FLA with around 30 animated movieclips that simply loop and a single text field.I've set stage.mouseChildren=false;And to double confirm, looped through all movieclips on screen and set their mouseEnabled and mouseChildren to both falseOn my 3GS, the AIR app runs at about 45 - 47fps.However, when I tap the screen, or drag my finger around, it drops to closer to 35fps. Considering I don't have any touch or mouse listeners, this seems odd.Here is the complete code I'm using (straight in the timeline), the enterframe loop simply averages out the last
Following test case reproduces error:AIR SDK: 3.8.0 build 870 and build 1240Compiler: 2.0.0 build 353981Repro:https://gist.github.com/sigman78/6286715Origin: feathers.controls.supportClasses.TextFieldViewPortcauses: [Fault] exception, information=TypeError: Error #1034: Type Coercion failed: cannot convert Inner@30186e9 to flash.display.Sprite.'Inner' class w/o 'final' or removing -inline compiler option makes error go awaytest() method bytecode (works, no inlining): [__go_to_definition_help(pos="257")] function test():void /* disp_id=0 method_id=1 nameIndex = 3 */ { // local_count=1 max_scope=1 max_stack=2 code_len=12 // method position=493 code position=645 0 getlocal0 1 pushscope &n
I've noticed that although my old project compiles with ASC 2.0, sometimes the runtime behavior is different/wrong. For instance sometimes I see that library symbols will not behave the same, perhaps when using goto framelabels. I can't yet exactly say under what circumstances its breaking but it definitely has to do with attached movieclips at runtime. Sometimes the graphic does not land on the frame I expect it to.Are there compatibility flags that the mxmlc compiler can take to make it behave more like the Flex compiler of the 3.5 era? I dont have any actual Flex dependencies, its all Swfs and actionscript. But the project works perfectly using that compiler. Unfortunate because I want to take it mobile, and I wanted it to all work using Adobe's new compiler.thanks a bunch.
We have an AIR mobile app that we build for iOS and for Android. Some weeks back, we modified the Android version to use a small preloader SWF to display a splash screen while the main app SWF loads - this considerably reduced the time between app launch and seeing something on the screen, which was unacceptably long before. So far, so good - except that we also had a handler for uncaught errors that would pop up an alert describing the error and telling the user to kill and restart the app. Ideally there would be no uncaught errors, but at least this way, users that actually know how to kill an app on their phones could continue using the app, and/or report a bug to us with a meaningful error message. The main (loaded) SWF is packaged with the app in the APK, and I've tried adding event listeners to all the objects and event phases specified in the documentation for UncaughtErrorEvent:http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/events/UncaughtErrorEvent.ht
Hi there,Does anyone can confirm that because of sandboxing restrictions, there is no way (eg File class) to access saved pictures folder (aka DCIM...) without using CameraRoll class and thus native UI on iOS and Android devices?The reason I want to do this is that I need to create an image browser with different picture size that the tiny one provided by native CameraRoll UI, like in Instagram app on iOS does.Maybe an ANE ?Thanks for your advices.
friends, speak of Brazil, as I could read in <s: list photos that are inside the iphone?Any idea, example, link? Thank you;friends, speak of Brazil, as I could read in <s: list photos that are inside the iphone?Any idea, example, link?Thank you;
I have an app built using Adobe AIR. The app uses StageVideo and plays a live RTMP H264 encoded stream using NetStream.play. The app works as expected in ADL, and when installed as an app on the desktop.But if use the exact same code and install the app on the Android, I get the NetStatusEvent "NetStream.Seek.Failed". So because of this event the I am unable to play the video stream on the Android.So my question: If you are building an app for the Android, can you not resuse the exact same NetStream code that you used on the desktop? Is there a bug on the Android runtime that is preventing RTMP from seeking correctly? FYI: The netstream.play startvalue is -2 (so it will look for recorded stream first, then a live stream. In my case it is a live stream)I am using Adobe AIR 3.7.0.2090, and Samsung Galaxy Tab 3, Android 4.2.2The same problem or error occurs when using the AIR 3.8.0.930 SDK
Hi,What version of the Air SDK is the latest stable one?I'm a bit confused of the available versions because some seem to be beta ones.Thanks
Hi,We are having some issues with the CameraUI for an app we are devloping for iOS.We are currently using AIR SDK 3.61) When invoking the CameraUI and using Stage3D, Starling or any other framework that takes advantage of the GPU in iOS we loose the context. I guess this is an unavoidable problem and the only solution is to handle the context loss (in the case of Starling is easy), but the visual result is not ideal, the delay between the CameraUI interface finishing and the app restoring the context (All Textures etc), makes it look like a bug. Also I always though that was impossible to loose the context in iOS, is this affirmation correct?2) When in the CameraUI interface if the user clicks the device "HOME" button, the app goes to the background but when the user comes back to the app, the CameraUI interface appears with the shooter graphics closed. Clicking the Camera button (to shoot) does nothing, in fact freezes the app completelly, and clicking cancel and invoking the CameraUI
Hi,I'm using Air 3.6 and an app I'm working on runs smooth on most devices but on the Nexus it's very unresponsive and slow.I'm using DIRECT for the render mode.Are there any known bugs with Air Android apps running slow on Nexus devices?Thanks
Hello.I have my Flash file (myFichier) and I have included a .swf (theSon.swf).During installation (on Android), "myFichier" to intall in applicationDirectory and "theSon.swf" too. I would like the "theSon.swf" file is installed in applicationStorageDirectory.How?Thank you.
Hi thereI'm developing an iOS app that requires the use of the Camera so am using UIRequiredDeviceCapabilities in the app.xml to require still-camera (as described here http://help.adobe.com/en_US/air/build/WSfffb011ac560372f7e64a7f12cd2dd1867-8000.html).I thought I'd try and test a few things with UIRequiredDeviceCapabilities to check that these settings have an impact on the ability to deploy to a device. All my devices have cameras to I thought I'd do a test using the "sms" entry on my iPad2.To do this test I added the "sms" entry and did a build and deploy (to a connected iPad2 - which shouldn't support SMS) from Flash Professional.I expected an error message saying that the app could not be published as iPad2 doesn't support sms - but I didn't ... the app deployed.I opened the generated ipa and looked at the info.plist and do seem to have the expected entries (Required device capabilities).So the question is ... Is UIRequiredDeviceCapabilities only applied when an app is dep
I'm building an application for a client to be used on iPhone and Android. It's done now and works excellent on iPhone 3Gs - 5. It is pretty basic and uses cached bitmaps for almost all of the graphics. Not very intensive at all. Just fill out a form and choose a few things to get some results, then email them off. I'm publishing as AIR 3.5 GPU.Anyway, it works great on all of the iPhones. The input text, when initiated, starts the soft keyboard and bumps up the display so the text input isnt covered by the on screen keyboard. All automatically. This does not happen in any Android device that I test on and I cannot find any information on this at all. The keyboard just pops open and covers my input text boxes. I am not using Native Text, I am just using straight up input text and it works find on iOS.The other issue I'm running into is that it runs very poorly on newer Android Nexus models running 4.0 and higher. It runs very smoothly on older 2.3-ish models. Any help would be greatly
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