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Hello,is this already possible in Air? How can we support the new format? I heard that Apple requires by March all apps to support this otherwise they won't pass the review process anymore.Henning
Hi all. I have noticed that when using a textInput on iOS, if I misspell a word and auto-correct corrects the spelling and I save myTextInput.text to a database, the value that gets saved is the original misspelling. It is as if the auto-corrected value, although displayed in the textInput, never actually gets comitted to the text property of the textInput.Has anyone else experienced this? It is only by pure chance that I stumbled across this, as none of us would actually check our database to see if a word actually got stored the way it was spelled.
Hi,I'm looking for a solution to bring my minimized app back to front if it lose focus after 1 minute...Any ideas?BR
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I'm getting this error from Apple Application Loader:ERROR: ERROR ITMS-90096: "Your binary is not optimized for iPhone 5 - New iPhone apps and app updates submitted must support the 4-inch display on iPhone 5 and must include a launch image referenced in the Info.plist under UILaunchImages with a UILaunchImageSize value set to {320, 568}. 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. Learn more about iPhone 5 support and app launch images by reviewing the 'iOS Human Interface Guidelines' at https://developer.apple.com/ios/human-interface-guidelines/graphics/launch-screen."The app was built with AIR 29. Here are the launch images included in Animate:Never had this particular error before, although it does seem that submitting to Apple App Store takes more time than the actual development How can this be fixed? Thank you.
We've seen a variety of rendering issues when using our AIR apps on the newest Amazon Fire HD 8 (2018 model). Our apps run in GPU mode (for vector performance), and they do include bitmaps and use of cacheAsBitmap / cacheAsBitmapMatrix alongside the vector graphics.On the majority of Android devices everything is rendering correctly and performing smoothly, but on the 2018 model of the Fire HD 8, graphics that are using cacheAsBitmap will randomly instead show what looks like scrambled static, or as if a sprite sheet was shrunk down and tiled onto the image, or some other graphic that also has cacheAsBitmap will be displayed in slices or tiles in its place. It's not consistent either, as sometimes the graphics will display correctly using cacheAsBitmap, and other times they will be replaced with garbled graphics. This happens whether or not cacheAsBitmapMatrix is used alongside cacheAsBitmap.This is not happening on the Amazon Fire 7 (which uses an ARM Mali-450 MP4 GP
Hi Adobe, We have recently ran into a trouble which seems to be originated by how AIR SDK is compiling apps for Android. You see, we have developed the FCM ANE and FCM supports custom sounds on Android. The thing is that these custom sound files must be inside the Android resource's "RAW" folder. But when we do that, for some unknown reasons, the sound files don't play!If you want to duplicate the problem, do the following:1) setup FCM in a test project: G.1 Add FCM · myflashlab/Firebase-ANE Wiki · GitHub 2) use our Resource Manager Tool (RMT) software and inject the sound files into the RAW folder of the ANE: http://www.myflashlabs.com/custom-icon-sound-fcm-air-native-extension/ 3) Send FCM messages to your test app.If you need more information, don't hesitate to ask.Thanks.myflashlabs Team (@myflashlab) | Twitter
Hi,We are getting quite a few crashes lately when debugging the app, these crashes seem to be related to Mac only, and there's a long discussion about it on this Stack Overflow threadThese crashes are completely random and we don't know where they come from and what is the cause for them. We only know that switching to an older version of AIR (version 30) prevents these errors from happening. We do need, nevertheless to use the latest version of AIR, especially in March where iOS won't accept any apps compiled with AIR versions lower than 32 (v103).* AIR SDK version: Air 32 (v100 & v103)* Device OS: Mac OS Debugger* Development OS: macOS Mojave 10.14.2Here is the device crash log, as you can see, the Thread 12 is the one crashing, and it definitely looks like is something regarding this:6 com.apple.CFNetwork 0x00007fff3268bb4a __67-[NSURLSession delegate_dataTask:didReceiveData:completionHandler:]_block_i
Hello,a user sent us this screenshot, where the app is transparent on the header and footer area and the desktop is visible. Has anyone seen anything like this before and can explain what is happening? The device is a Samsung Galaxy S9. It is the first report of this kind for a fairly popular app, so it seems not to be a widespread issue and we can not reproduce it locally. The user claims they have reinstalled the app a couple of times to no extent.Thanks in advance
Does anyone know anything about this? I've looked at Microsoft's SDK but haven't got very far. Any pointers much appreciated.Thanks,Alan
is there any idea when gpu for desktop will be enabled? This is needed for making apps for steam, etc. And I dont want to use starling when animate performs great in gpu mode on a 6 year old ipad 2, thanks!!
Bear with me, I am new to Flex, and I have inherited quite large product developed on the Flex 3 framework.Our application is currently a Web application that runs in a browser using the Flash Player plugin. With this platforms end-of-life approaching, we have investigating Adobe AIR as a way to extend the life of our product beyond 2020. We have successfully packaged our code for AIR, with a few tweaks, it seems to work. However, to our dismay, it seems to still have a dependency on the system installed Flash Player. While our application is written largely in Flex 3, it is launched from an HTML landing page, and there is a non-trivial amount of JavaScript code called through the ExternalInterface.After a little digging, I found that AIR applications that are initiated with an HTML page is significantly different than one initiated with an SWF. An HTML application runs flex code in the system installed Flash Player, whereas a Flex application does not use the F
adt -package -target native Test.dmg Test.airthis command creates the exe that appears in dmg file extension.I am using AIR 32.0.0, Build 89.
Guys, apparently the AIR is no longer an Adobe priority. Tell the developers when you are planning to end AIR support ?
The app I am working with has run into memory issues on iOS, specifically the iPad ("reason" : "vm-pageshortage"). Are there rules of thumb that might help me resolve this? For example, how much memory is typically 'OK' for an iOS app, and when does it start to become a resource issue? I am also using a Stage3D library. I have used Scout to do some analysis, but besides the vast amount of used memory being 'uncategorized' (200MB), I am not sure what to look for, or what to optimize first. As an example, one stage of the app profiled in Scout on the AIR iOS simulator shows overall allocation of 300MB and GPU allocation of 110MB.
Is it possible to change renderMode to gpu at runtime?
Hi,In our organization, we are using Flex Builder 3.0 to compile ActionScript files to SWF. Currently SWF files are hosted in html. I can understand that the support for FlashPlayer is ending in 2020.We are planning to use our application SWF files in AIR (as desktop application). This will eliminate the need of FlashPlayer but we will still need Flex to compile our code into SWF files. However we would like to know if support for Flex Builder will continue beyond 2020 so that we can make the decision accordingly.Thanks. !
Where can i find SCUP catalog for Adobe Shockwave player and Adobe Air.i need to upgrade Adobe Air 14.0 and Adobe Shockwave player 12.0.1.i want to import catalog through SCUP and then deploy it using SCCM 2012r2
I have a real mystery on my hands, and need any thoughts you can muster to help me solve it.I have written an AIR app for iOS, and when I debug it, everything runs perfectly. It traces out all of my values and I feel confident that I am doing things right. No errors are thrown at all. Then I export a final build, upload it to Apple and run it in TestFlight on my iPad, and bam!!! It doesn't work.Specifically, it is an ANE for in-app purchases that is not working correctly. Everything else it my app runs like a charm, but when I click a button to make a purchase for my subscription, the app becomes unresponsive. How does an app work when installed directly on a device for testing or with an ad hoc distribution without throwing any errors, but when you run it in TestFlight, it does not behave properly?? How is this even possible?So, if you have any suggestions on how to debug an app that runs in one environment but not in another on the same exact device, I w
Hey everyone, im sure this question popup up not once and not twice, but i still dont get it no matter how much i try.when i design an app using my Desktop PC, i ran the Emulator builded in Adobe Animate, i see the page like this:thats how it supposed to look on the Android also (but its not)im using this commands to Align and scale:stage.scaleMode = StageScaleMode.EXACT_FIT;stage.align = StageAlign.TOP;and after that, i use the next command to Calculate the Screen Weight so i can place the buttons using code:var ScreenWidth = stage.fullScreenWidth;so with ScreenWidth i know the exact positions to place my buttons and what size the buttons should be according the the same Width of the screen.but on my android, i see it like this:please help me understand why thats happening and how i fix that.Thanks.
Since I have updated Adobe Air to version 30.0 for windows my vudu on the go app will not play videos. Is there any fix that I can do for this?
Every time I upload an app to App Store Connect, I get the following warning:"SDK Version Issue. This app was built with the iOS 12.0 SDK. Starting March 2019, all iOS apps submitted to the App Store must be built with the iOS 12.1 SDK or later"That's in only 7 days. Are we going to lose the ability to upload Apps for awhile until AIR catches up? And how long might that be???
Hello,why the area erazed is clickable ?package{ import flash.display.BlendMode; import flash.display.Shape; import flash.display.Sprite; import flash.events.MouseEvent; public class Main extends Sprite { public function Main() { var sprite:Sprite = new Sprite(); sprite.graphics.beginFill(0x000000); sprite.graphics.drawRect(0, 0, 200, 200); sprite.graphics.endFill(); sprite.blendMode = BlendMode.LAYER;
I know it's a little early but what this means to AIR on macOS: https://appleinsider.com/articles/19/02/21/intel-officials-believe-that-arm-macs-could-come-as-soon-as-2020 ?I guess that Apple will suggest fully optimized application for the new ARM's and allow emulation mode from the current ones but latter will not allow new applications and updates compiled in the old fashion.I hope not but, otherwise will be a new worry about AIR support this new threat.
i there,I'm currently testing my games on the device Mi A2 Lite. This Android device doesn't have a physical back button but a virtual navigation bar.I used to get the event of the physical back button being pressed with the following code.NativeApplication.nativeApplication.addEventListener( flash.events.KeyboardEvent.KEY_DOWN, onKeyDownSettings, false, 0, true );protected function onKeyDownSettings( event:flash.events.KeyboardEvent ) : void{ if( event.keyCode == Keyboard.BACK ){event.preventDefault();event.stopImmediatePropagation();}}Unfortunately this code doesn't work anymore with my new Android device. I think this could be related to some new Android devices like the Mi A2 Lite. Do you know any solution to get the event of the virtual Back Button being pressed and fix this issue? Thanks!
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