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Hi,I recently updated my android device with latest version of Air runtime 3.7. Before installing this version the bold is working in my application.After installing latest version of AIR runtime fontWeight="bold" not working on any instance in my application.Can anyone help me to solve this or at least tell me about the problem if anyone is facing the same.Thanks in advance.
Just moved to AIR 3.6 Seeing the following error Compilation is failing with the following error:-compile.adt: [java] # [java] # A fatal error has been detected by the Java Runtime Environment: [java] # [java] # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00000001802d790e, pid=3212, tid=2768 [java] # [java] # JRE version: 7.0_17-b02 [java] # Java VM: Java HotSpot(TM) 64-Bit Server VM (23.7-b01 mixed mode windows-amd64 compressed oops) [java] # Problematic frame: [java] # C [llvm.dll+0x2d790e] Java_llvm_llvmJNI_SWIGSCEVUpcast+0x279c4eThe stack-trace shows as:- llvm.llvmJNI.GetElementPtrInst_Create__SWIG_5(JLllvm/Value;JLllvm/Value_vector;Ljava/lang/String;)JJ sun.reflect.GeneratedMethodAccessor5.invoke(Ljava/lang/Object;[Ljava/lang/Object;)Ljava/l
Hi,I noticed my PC upgrading runtime from 3.6 to 3.7 today and got all excited.Does that mean there is an SDK release due?Specifically; does that mean there is a _FLEX_COMPATIBLE_ version of the 3.7 sdk release soon? (I can't use the labs version because I use Flex...)Hopeful of Dublin
I've installed FlashPlayer many times, but my broser( Firefox or Waterfox) doesn't know it. "Install missing plugins" appears after installation. Please help with this very annoying problem.System -------------------------------------------------------------------------------- Manufacturer TOSHIBA Model Satellite L600 Total amount of system memory 4.00 GB RAM System type 64-bit operating system Number of processor cores 2 Storage -------------------------------------------------------------------------------- Total size of hard disk(s) 466 GB Disk partition (C:) 80 GB Free (206 GB Total) Disk partition (D:) 55 GB Free (164 GB Total) Disk partition (E:) 35 GB Free (95 GB Total) Media drive (F:) CD/DVD Media drive (K:) CD/DVD Graphics -------------------------------------------------------------------------------- Display adapter type AMD Radeon HD 6500M/5600/5700 Series &
Hello, I'm currently trying to do my school project that can create a writing app that allows the user to write something and it will print it out in the text field. Can I use AS3 to call the built in soft keyboard IOS so that user can use to type? Is there any similar examples around somewhere?Thanks for your time!
Hi all,We were unaware of the change to SharedObject save path between 3.4 and 3.5, and all people who upgraded their game once the new app went live with 3.5 lost all their game progress data. However, NEW people that downloaded the game have had no problems.For the devices that upgraded their game (it was 3.1, now 3.5), SharedObjects have simply stopped working. They cannot be loaded or saved to the disk, and no new sharedobjects can be saved to the device either - only retained in memory. Every time the user starts the game, the game thinks they are a new user and they lose their progress - including their in-app purchases (consumables)!We are now rebuilding the app with AIR 3.7 - I just want to check: Anybody that downloaded the game fresh with AIR 3.5 has working SharedObjects (at the new/broken path). Will they now loose all of their progress data when they download the update to 3.7 and SharedObjects once again use the old path? If so is there a wor
Hello:I'm trying to scan UPCA, UPCE, or CODE128 barcodes on my air mobile application. I have followed a couple examples to try to get on the right path:http://cookbooks.adobe.com/post_How_do_I_add_a_QR_code_reader_to_my_Flex_mobile_ap-19074.htmlhttp://forums.adobe.com/thread/890506I'm using an image size of 320 x 240. Set the camera to quality 100. Has anyone gotten this to work correctly?Thank You, -Eric Blomsimport com.google.zxing.BarcodeFormat; import com.google.zxing.BinaryBitmap; import com.google.zxing.BufferedImageLuminanceSource;  
I've noticed AIR is not responding to the "afterOrientation" property for stageOrientation events in the iOS Simulator for SDK 6.1. (was previously fine with a iOS Simulator target of iOS SDK 5.1.)Fortunately, everything seems to be working (so far) on an actual 6.1 device, although it would be nice if I could figure out how to get it working on the Simulator for testing. Anyone else notice this? Any suggestions?Thanks.--------------------------PS. Specific code is:stage.addEventListener(StageOrientationEvent.ORIENTATION_CHANGING, orientationChanging);function orientationChanging(event:StageOrientationEvent):void{if (event.afterOrientation == StageOrientation.ROTATED_LEFT || event.afterOrientation == StageOrientation.ROTATED_RIGHT){trace("landscape");}}Message was edited by: gtr --- added code sample
Finally broke down and bought a mac, despite moral principles Mainly needed it so I could package multiple anes as I was having a problem with this issue on PC and did not want to go through the ADT screen every time.I see the link to iOS SDK option and i found the iOS 6 SDK on the developer site. Linking to that seems to work fine. However my question is, what SDK should I target? Will targeting the iOS6 SDK mean that users with iOS5.1 and prior have to update to iOS6 to use my app? Or will it still cover previous iOS versions? On the flip side if I target iOS5.1 for example am I not supporting new devices like the iPhone5 and the new iPad Mini that run iOS 6 as their minimum?Some advice on the process would be very welcomed. Not a 100% clear on why I even need to link to the iOS SDK, never had to deal with it before.
My client is periodically getting the following error on some of their identically configured Win7 machines:"Sorry, an error has occurred. The application could not be installed because the installer file is damaged. Try obtaining a new installer file from the application author."I am the application author.Here is the install log from a problematic machine:[2013-01-03:09:50:33] Application Installer begin with version 3.5.0.880 on Windows 7 x86[2013-01-03:09:50:33] Commandline is: C:\Rate_Calculator\XXX_Air_Files\calc-xxx-rate_0_6_2.air[2013-01-03:09:50:33] Installed runtime (3.5.0.880) located at c:\Program Files\Common Files\Adobe AIR[2013-01-03:09:50:34] Unpackaging file:///C:/Rate_Calculator/XXX_Air_Files/calc-xxx-rate_0_6_2.air to C:\Users\xxxxxx\AppData\Local\Temp\fla3A80.tmp[2013-01-03:09:50:34] Application signature verified[2013-01-03:09:50:34] Unpackaging/validation complete[2013-01-03:09:50:34] No app located for appID 'com.tappsolutions.calc-xxx-rate' and pubID
The file size is almost 1 gb, but it works perfectly on Macs and iPads, so can that really be the problem? Here is, what the log says:[2012-06-07:09:49:14] Runtime Installer begin with version 3.2.0.2070 on Windows XP x86[2012-06-07:09:49:14] Commandline is: [2012-06-07:09:49:14] No installed runtime detected[2012-06-07:09:49:34] Starting runtime install. Installing runtime version 3.2.0.2070[2012-06-07:09:49:34] Installing msi at c:\docume~1\str_sna\locals~1\temp\aire.tmp\setup.msi with guid {47FA2C44-D148-4DBC-AF60-B91934AA4842}[2012-06-07:09:49:51] Launching subprocess with commandline c:\Program Files\Common Files\Adobe AIR\Versions\1.0\Resources\Adobe AIR Updater -installupdatecheck[2012-06-07:09:49:51] Runtime Installer end with exit code 0[2012-06-07:09:49:53] Runtime Installer begin with version 3.2.0.2070 on Windows XP x86[2012-06-07:09:49:53] Commandline is: -installupdatecheck[2012-06-07:09:49:53] Installed runtime (3.2.0.2070) located at c:\Program Files\Common Files\Adobe
This is what comes up when I am trying to install Adobe AIR on my Mac OS 10.8.5 with Cricut Craft Room in the terminal.
Can you use the same P12 on all the different apps you make, or do you have to create a new P12 for every app?
I built an iOS app with the 3.5.0.390 SDK and can't seem to find an archived download for that build. I have it backed up somewhere ... but I was wondering if anyone had a copy of the Windows 3.5.0.390 SDK.This build allowed me to package and RELOAD multiple swfs.
Hi,I haven't been able to debug my iOS project in standard mode for some time, project just crashed without warning, but I have recently rebuilt my workspace and I am now seeing the error message that, I think, was triggering it...Either way, I _still_ can't debug in standard mode for this project.Error occurs on line 2815 of SystemManager code, according to FlashBuilder, with a null pointer for the following: var c:Class = Class(getDefinitionByName(mixinList)); c["init"](this);I have looked into it, and i is set to zero so the value of mixinList is something like _my_project_name_FlexInit.Any pointers on how to debug? Is this a problem with my project or with Flash Builder?GTypeError: Error #1009: Cannot access a property or method of a null object reference. &
Although it was probably a wise move to remove support for shared runtime deployment in the 3.7 SDK it would still be handy to have the old 'apk-debug' mode around for testing purposes. Building an app with the captive runtime increases both build and install times quite substantially so if there's any chance to bring back some sort of lightweight test mode that would be great.
I start with Flash - AIR for AndroidWhen i publish :A notice :"Error creating filesApplication descriptor file cannot be parsed"File XML by Flash created :<?xml version="1.0" encoding="UTF-8" standalone="no" ?><application xmlns="http://ns.adobe.com/air/application/3.2"> <id>com.adobe.example</id> <versionNumber>1.0.6</versionNumber> <versionLabel>1.0.6</versionLabel> <filename>example</filename> <description/> <!-- To localize the description, use the following format for the description element.<description><text xml:lang="en">English App description goes here</text><text xml:lang="fr">French App description goes here</text><text xml:lang="ja">Japanese App description goes here</text></description>--> <name>example</name> <!-- To localize the name, use the following format for the name element.<name&g
Hi,I've been holding off from releasing a couple of games because I would really like to use this feature, which I saw mentioned in the roadmap (I think) a while ago. Mention was also made of different texture compression techniques for 2D games.Sadly there seems to be no mention of it any more.Could you let me know if this feature is actually coming? Or should I just release my games and accept the performance issues.Thanks,Julian
Hello !In Jan I built my .ipa file, zipped it & deployed it to the app store without a hitch. Amazing really.Now I'm updating it and building it from exactly the same set of resources - just updating the version no. in the xml file accordingly.and so now of course the fecker doesn't work - I get this double whammy for my troubles."application failed codesign verification. The signature was invalid, contains disallowed entitlements, or it was not signed with an Iphone distribution certificate.Unable to extract codesigning entitlements from your application. Please make sure HE1 is a valid Mach executable that's properly codesigned."My question really should be - has something has happened to way IOS interprets an Air Built .ipa on uploading side recently ?This new version was built using air 3.4, but on failing I rolled back & built it with 3.3 which the original was created with - nothing else has changed. Original swf was generated in Flash CS5.5 and then built with a lovely .
Hi, I am a mobile developer in a major, if not the biggest game company. We are currently working on a game that needs in-app purchase and that will be multi-platform (IPad, IPhone, Android, Pc, Mac, and Web) We considered Flash as a multi-platform/screen development tool but the lack of an in-app purchase feature is a huge problem for us since it’s a key element of our game development strategy.. My question is: Does anyone know any workaround to make it happen? If not: Is this feature planned in the future updates? That makes me wonder: Can anyone enumerate the flash packager limitation in terms of features? Is it possible to create a module in Objective C that would communicate with a flash packaged game? I am very surprised that little information can be found on the web since it’s a very important feature for serious game development.
If I compile mobile-targeted SWF without debug information (-debug=false) then trying to package to IPA in AOT mode (e.g. ipa-test, ipa-ad-hoc or ipa-app-store) gives the error: error 304: Initial window content is invalidThis seems to be a critical issue. You can find a sample command-line project attached to the issue.By the way, I'm very curious, what is Adobe's policy on working with issues reported by the community? When I write to the forum I know that somebody from Adobe will read my message and most probably will answer. When I report a bug it looks like nobody reads it. For example you need no more than 5 minutes to fix AIR app descriptor schema because I attached the fix, but I'm not sure anybody noticed it.
Is it possible to retrieve the image url of image which added to the CameraRoll via addBitmapData ? Thanks,Nimrod Sion
Issue facing in Upgrade.I try to upgrade my application which already installed on the system. But the badge file dispalys "Install Now" instead of "Upgrade Now". When click on Install button but it does upgrade process. Why the badge file behave as Install?OS: Windows.AIR runtime: 3.6Browser: FirefoxThanks.
I'm having problem in TextField, in this new version 3.7, it don't workinput type. Where TextField receives keyboard events but does not addthe characters in the TextField.this._textField.type == TextFieldType.INPUT;Someone could tell me how can I solve this problem? or if a problem and so version.
Hi,I'm using Flash Pro CS6 to create AIR apps for Android (APK's). Great feature! Superb tool. So far, testing on Nexus 7 and Nexus 10 (JellyBean 4.2.1), as well as on Win desktop, these apps look and work great!Creating app icons has been challenging. Since the Android AIR settings call for 36x36, 48x48 and 72x72, and desktop icons are 16x16, 32x32, 48x48, 128x128, and I'm new at creating these PNG's in FW CS6, I have been experimenting with how to get the clearest PNG output that looks and scales best on these different platforms. So far, through trial and error, I've found that its better to create all of these sizes in FW, rather than scaling up and down from a single PNG. Also, especially when creating a circular design, clean edges can be a challenge. I've found that using 300 dpi is better than lower default dpi settings in FW: clearer, cleaner images when viewed on the devices.As a eLearning content author with limited design skills, I would appreciate it if others with experin
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