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Hi everybody, just we have an error in our app reported from Google Play, was build with air 3.7 and SDK 4.9.1, if any people has a suggestion please let know us (thanks):DALVIK THREADS:(mutexes: tll=0 tsl=0 tscl=0 ghl=0)"main" prio=5 tid=1 NATIVE| group="main" sCount=1 dsCount=0 obj=0x41d0f508 self=0x41cfdba0| sysTid=11493 nice=0 sched=0/0 cgrp=apps handle=1074966320| schedstat=( 108429781135 9093336429 29999 ) utm=10697 stm=145 core=1#00 pc 00000688 <unknown>#01 pc 00000f00 <unknown>at com.adobe.air.customHandler.callTimeoutFunction(Native Method)at com.adobe.air.customHandler.handleMessage(customHandler.java:22)at android.os.Handler.dispatchMessage(Handler.java:99)at android.os.Looper.loop(Looper.java:137)at android.app.ActivityThread.main(ActivityThread.java:4898)at java.lang.reflect.Method.invokeNative(Native Method)at java.lang.reflect.Method.invoke(Method.java:511)at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1006)at com.android.intern
Any ideas ? Please
I'm currently developing an iOS game and would really like to use Game Center, I noticed the new Gaming SDK 1.1 has game center integration for Flash Builder, but Ive never used this before and have no clue where to start. I can't even seem to use the samples.A tutorial on how to set this up would be nice if one could point me in that direction (I've tried google to no avail).Also, are the ANE's for Game Center only usable via Flash Builder and not Flash Proffesional?Thanks, Jordan.
I just discovered a bug in Air 3.8 beta, it is reporting wrong Capabilities info for iOS devices.I am using iPad 4th gen 6.1.3tracing the code below gave me ipad non retina info and wrong screen resolution X & Y. trace(Capabilities.screenResolutionX, Capabilities.screenResolutionY, Capabilities.os ) //[trace] 768 1024 iPhone OS 6.1.3 iPad3,4In my app xml I have requestedDisplayResolution with excludeDevices, it seems that air doesn't work properly with excludeDevices in Capabilities class. <requestedDisplayResolution excludeDevices="iPad3,1 iPad3,2 iPad3,3 iPad3,4 iPad3,5 iPad3,6">high</requestedDisplayResolution>Expected result is that Capabilities.screenResolutionX and Capabilities.screenResolutionY should have nothing to do with requestedDisplayResolution and always return 2048 for Capabilities.screenResolutionX and 1536 for Y
I want to do multithreading in Adobe air desktop app. Adobe air did not implement worker of webkit. Also i am not sure how to use adobe air.worker classes. I see them airaliases class.Any example of how to use it in javascript.This is what i am doing.I have a file need to be read when ever something written.There are like 16 files i want thread for each so my UI do not get affected.Anyone in adobe help?
Hi guysJust reading the iOS guidelines before I get too deep into making the native version of a web app.I was wondering what:Apps that use non-public APIs will be rejectedmeans when submitting an app made in AIR - does it mean you can't use your own custom classes?Cheers
Can i convert air file to Linux .rpm format...? Please help me. Thank you...
Hey guys,So with the recent announcement of Google Play services, it was pretty exciting to see if we could integrate it into Adobe AIR. So far, everything seems to be going OK, until I got to the point where I needed to provide the fingerprint to my signing certificate.The example certificate fingerprint is:21:45:BD:F6:98:B8:71:50:39:BD:0E:83:F2:06:9B:ED:43:5A:C2:1CMine is in the format of:XX:XX:XX:XX:XX:XX:XX:XX:XX:XX:XX:XX:XX:XX:XX:XXIt is substantially shorter, which is probably reconciled by the differences in the certificate generation procedure of the adt tool vs. the native Android tool (which I'm assuming uses the keytool utility from Java).I don't want to go through the trouble of creating an Android certificate using their native procedure unless I know for sure that it can be used to sign an Adobe AIR app (assuming that the current certificate we have can't somehow be made to work). Anyone know if this is possible, or otherwise any workarounds for this issue?
We just learned about the certificate problem in pre-April versions of AIR 3.7 the hard way, when a user couldn't install our app after we successfully published it. The app world is pretty fickle and small apps can't afford installation problems that can permanently drive users away. I'd like to keep on top of the latest subversion releases but Adobe doesn't bother to list the subversion in the download page and the release notes are similarly useless: http://helpx.adobe.com/en/flash-player/release-note/fp_117_air_37_release_notes.htmlIs there somewhere else where the subversions and their bug fixes are listed?
Hi,I have problem with BLOB in SQLite using Adobe Flash Builder 4.6I am able to read BLOB data using cast to ByteArray:protected function getBlob_clickHandler(event:MouseEvent):void{ var file:File = File.documentsDirectory.resolvePath(myPath); var sqlConnection:SQLConnection = new SQLConnection(); try { sqlConnection.open(file); var stt:SQLStatement = new SQLStatement(); stt.sqlConnection = sqlConnection; &nbs
From what I understand, the amount of memory available to your AIR game on a device will vary depending on how many other apps the user is running, the type of device, etc. So with this in mind, how does one define a safe max memory limit for a given device? What percentage of a device's total RAM can we assume we have access to? Here are the iOS RAM Specs iPod (4th Gen): 128Mb. iPad 1: 256 MB iPad 2, iPod Touch (5th Gen): 512 MB iPad3: 1 GB I already have highly optimized texture atlases using PVRTC ATF for best use of memory, but if you've ever worked with a passionate creative department, you'll know they always want more. I need to be able to tell them exactly how many spritesheets they have to work with for a given device - how would I do this? NOTE: iPhones/iPod Touches/iPads all have a Unified Memory Architecture which mean that both the CPU and GPU share system memory, which means there is no dedicated GPU GRAM on these devices. So the RAM listed above,
Can I use 3.8 beta to publish my app to apple store?
Hello! I play an MMORPG called Dofus, which runs on Adobe Air. I've been having this problem with Dofus since I started playing again a few weeks ago. My Dofus client and/or Adobe Air will crash, causing the error popup "DofusMod.exe has stopped responding". This happens many times a day, but it is not predictable. Sometimes I will go hours without a crash. Other times it crashes and re-load and re-login, and it immediately crashes again. I've tried everything that I can think of or find online, but there isn't much to go on. When you try to search for this problem all you find is stuff for MAC.Systems Specs: Windows 7 Home Premium SP1 64-bit 12GB of RAM Intel Core i5 CPU NVidia GeForce GTS 450 Graphics card Dual Monitors Adobe Air 3.7 Not sure what else you all might want to know about system specs. Here is the data that gets logged into Event Viewer when this crash happens: Faulting application name: DofusMod.exe, version: 0.0.0.0, time
I have recently bought Asus FonePad ME371MG, but Adobe AIR is not getting install in this fonrpad. It come out "PACKAGE FILE INVALID" error.Please let me know how do i install Adobe AIR in my fonepadThanks Saurabh Koiri
I want to record 30s video clips using native camera and timer only with no user interaction. A remote control will be used to start the timer on the iPad. When the timer stops, the CameraUI will open, start the recording, and complete/close the CameraUI.Is there an Air Native Extension or something that allow you to control the native camera?I know there are options with using flash Camera attached to Video component and use something like FLVRecorder or Red5 embedded. These are options. But, I don't want the video in FLV format and I don't need the video recording done inside my app necessarily.If I have to go with Video component approach, what is the easiest way to record the camera clips?Thanks,Don
Hi all,I use bitmap based rendering in GPU mode for performance. All vectors and fliters etc are converted to a bitmap at runtime. It's working great.I understand that rotation and scale will not affect the performance - this is all handled by the GPU.1) Does ColorTransform affect GPU (will the bitmap need to be rerendered and pushed into texture memory again?2) What about masking the bitmap with a shape, or with another bitmap?Cheers,Peter
---------------------------Adobe AIR---------------------------This application requires a version of Adobe AIR which cannot be found.Please download the latest version of the runtime fromhttp://www.adobe.com/go/getair,or contact the application author for an updated version.Several application doesn't work, including Microsoft IE. microsoft fix it Troubleshooting cannot continue because an error occurredWe're sorry, but the program encountered an error trying to contact the server. Please try again later.[Code 80040154] Basic system specifications (OS version, CPU)Windows 7 Home Premium Build 7601: Service Pack 1, Intel i3-2350M CPU
Just recently installed an update to my S3 from Samsung and I can no longer install self signed apps to test.Has anyone else experienced this issue?Air apps downloaded from the Play Store still work. I've checked my .p12 file to see if it has expired.
When trying to build a simple test application in Flash Builder 4.6 to iOS I'm getting the following error when I try to package any ANE into the project and then package it for iOS (for both fast and slow packaging methods).I've tried with several different ANEs and the result is always the same. I've also tried reinstalling Flash Builder 4.6 and overlaying the latest AIR SDK on top of the Flex SDK and to no avail.Note, that the liblvm.jnilib and llvm.dll files are present in the /Applications/Adobe Flash Builder 4.6/sdks/4.6.0/lib/aot/lib/x64 directory.I'm using Mac OS X (10.7.4).Here is the error:Error occurred while packaging the application:Exception in thread "main" java.lang.Error: Unable to find llvm JNI lib in:/Applications/Adobe Flash Builder 4.6/sdks/4.6.0/lib/adt.jar/Darwin/Applications/Adobe Flash Builder 4.6/sdks/4.6.0/lib/aot/lib/x64/Applications/Adobe Flash Builder 4.6/sdks/4.6.0/lib/adt.jar/Applications/Adobe Flash Builder 4.6/sdks/4.6.0/lib &nb
Hi everyone, ok, I'm trying to compile an IOS application in AIR and I have to use 2 differents native extension. I use ANT to execute the ADT command line but I got an error message that don't seems to happen to anyone! The console simply says : Conflict in filename : unpack/catalog.xmlI specify the -extdir twice because I use subfolder for each NativeExtension. ANT look like this: <target name="ipa"> <exec executable="${sdk.air}/bin/adt" failonerror="true"> <arg value="-package"/> <arg value="-target"/> <arg value="ipa-debug-interpreter"/> <arg value="-provisioning-profile"/>&
when trying to submit app to app store i get the following:iPhone 5 Optimization Requirement - Your binary is not optimized for iPhone 5. As of May 1, all new iPhone apps and app updates submitted must support the 4-inch display on iPhone 5. All apps must include a launch image of the appropriate sizei am using flash cs6 and i see that i publish with air 3.4 and i believe that this is the reason as last air is 3.7.how can i update my flash to publish in aor 3.7?
While trying to write a iOS Native Extension for ZXingObjC (https://github.com/TheLevelUp/ZXingObjC), the following link error shows up when exporting in Flash Builder 4.x:--------Error occurred while packaging the application:Undefined symbols for architecture armv7: "___divmodsi4", referenced from: +[ZXEncoder numDataBytesAndNumECBytesForBlockID:numDataBytes:numRSBlocks:blockID:numDataBytesInBlock:numECBytesInBlock:error:] in libcom.google.zxing.ZXingNativeExtension.a(ZXEncoder.o) +[ZXAztecEncoder encode:len:minECCPercent:] in libcom.google.zxing.ZXingNativeExtension.a(ZXAztecEncoder.o) +[ZXAztecEncoder generateCheckWords:totalSymbolBits:wordSize:] in libcom.google.zxing.ZXingNativeExtension.a(ZXAztecEncoder.o)ld: symbol(s) not found for architecture armv7Compilation failed while executing : ld64--------This happens in Flash Builder 4.6 or 4.7 using AIR SDK 3.7This isn't my first Native Ex
Hi I have simple javascript code runing in stagewebview:// javascript atob() is used for base64 decoding.var serializeObject = JSON.parse(atob("eyJjYWxsQmFjayI6IltTV1ZDYWxsQmFja11pbml0SlMiLCJtZXRob2QiOiJpbml0SlMiLCJhcmd1bWVudHMiOltdfQ=="));alert(serializeObject.method);publishing in AIR 3.5 -android, the code works, but publishing in AIR 3.7 failed. thanks for any help in adavance!thanks,Jackie
Hey,Im using Adobe Flash Professional CS6 with AIR, im a bit of a novice when it comes to this.But for university I have to make an application for an android device that plays short videos.Ive imported the videos onto the library and placed them on the stage and it runs on the test of my machine but once publish the app to test it on the tablet all i get is a black box. done some reseach into this and cant find the resolution.like i said im a bit of a novice and this is a whole new area for me. any help/advice would be great.thank you
Hi.My game can be installed on Nexus7(Android 4.2.2), but it may looks like this:figure 1This app build uses the Flex 4.6 and AIR 3.6, UTF-8 encoded and in Korean.And the same app looks OK on Android 4.1 device, please look at this:figure 2But, the Chinese version is running normally on Nexus7(Android 4.2.2). Like this:figure 3I've made some test in Android simulator 4.2.2,the problem is appearing the same as the devices.And the app don't have its name shown under the "Android Apps" view.figure 4 The right display should be like this: figure 5BTW: I setted the device to Koera language/Chinese language/English language. The problem is appearing the same.Somebody help me?
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