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Hi guys, I'm learning how to use air packager for an Iphone project, it's all rolling fine, I only have issue when I try packaging for iphone simulator. here is my sh filePACK_PATH="packager-directory"APP_PATH="${PACK_PATH}/application"KEYS_PATH="${PACK_PATH}/keys"DEPLOY_PATH="${PACK_PATH}/deploy"SDK_PATH="/Users/gillesboisson/Development/SDK/air_sdk_3.6"# Apple packaging infosPROVISION_PROFILE_FILE="gilles-iphone.mobileprovision"CERTIFICATE_FILE="gillesboisson.p12"CERTIFICATE_PASS="mypassword"APP_ID="com.dotify.masomenos"# project settingsPROJECT_NAME="Masomenos"SWF_FILE="${PROJECT_NAME}.swf"AIR_DESCRIPTOR_FILE="${PROJECT_NAME}-iphone.xml"IPA_FILE="${PROJECT_NAME}-simulator.ipa"IOS_SDL_DIR="/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator"IOS_SDK="6.0"#cd "/"${SDK_PATH}/bin/adt -package -target ipa-test-interpreter-simulator -storetype pkcs12 -keystore "${KEYS_PATH}/${CERTIFICATE_FILE}" -storepass ${CERTIFICATE_PASS} "${DEPLO
Hi,I have an app developed for both Android & IOS, and on neither device will this event fire when playing back a mp4 video file bundled within the application. Is it not supported? As far as I can tell from the docs it should be.thx
Been working on an iPad app in CS5.5 for a couple weeks and started getting this error today when trying to test. Tried to delete the file, and the new one gives the same result. Pasted the xml into a validator and it validates fine...5.5 is really starting to feel like a beta. So far, for me, it's been nothing but a PITA and is wasting so much of my time.
I have "assets" folder above "src" folder where .fla file is. The assets folder is included via Air iOS publish setting in Adobe Flash CS6 Professional but I'm having trouble accessing it.the directory structure looks like this. Main.as is the document class for my project.c: /project /assets /bin /lib /src /Main.as /Main.flaNow if the project was an action script project, I can normally access the assets folder by using a path like "../assets". But in Air for iOS project, it says the folder isn't there.In the Air iOS publish setting window, it says the included folder path is "c:\project\assets" whereas when I move the assets folder under src folder it just says "assets" and then it can be accessed simply by using a path like "\assets".Does anyone have an idea where the included folder is placed?
This question was posted in response to the following article: http://help.adobe.com/en_US/air/extensions/WSf268776665d7970d-2482335412ffea65006-8000.html
I have click.mp3 file in "assets/sounds/" directory.When I try to load a sound like below, both works fine when testing on my PC but when deployed on iOS(my iPad2), #1 works but #2 will result in no sound. Am I doing something wrong?I'm using Adobe FlashCS6 + Air3.4.#1)var sound = new Sound(new URLRequest("assets/sounds/click.mp3"));#2)var sound = new Sound(new URLRequest(File.applicationDirectory.resolvePath("assets/sounds/click.mp3").nativePath));then sound.play();
I'm making a quiz game for android and iOS using flash.I want to connect to a pre-populated database with the questions in.I've found a lot of tutorials that explain how to create a database and then query the results, just nothing really useful on working with a prepopulated dB.Any help would be super!
Hi all,I read tons of questions re iOS Home Button and Event.ACTIVATE/Event.DEACTIVATE. Everything should work well if you set the proper listeners and save/restore your app state upon receiveing these events.My question is: Is there a way to tell difference between a Home Button press and an iOS notification alert or incomming call? In both cases, AIR will dispatch Event.DEACTIVATE, however I want to know if the user pressed the Home Button or if he just received an SMS/Calendar alert, and adapt my app state accordingly - i.e. if it's a Home Button press, change my app state to "Main Menu", otherwise (SMS/Calendar/alert) I will pause execution.NOTE: I don't want to override the Home Button behaviour, just want to tell if it's a Home Button press or SMS/Calendar/alert, and react accordingly. The iOS documentation states that in case of SMS/Calendar/alerts, (void)applicationWillResignActive:(UIApplication *)application is dispatched, and in case of actually going to background state (i.
I'm trying to install Muse and/or a Dreamweaver Extension from a Creative Cloud account and it won't install because of a problem with AIR. I've tried installing AIR through the Muse dialogue and it crashes the installer. I've also tried to install AIR (version 3.5) directly from the Adobe site, downloading the installer separately from the Muse dialogue and recieve the below error message. What is the problem? I keep deleting old versions of Muse and Air, restarting and it's still the same problem. HELP!-TheaProcess: Adobe AIR Application Installer [365]Path: /var/folders/*/Adobe AIR Installer.app/Contents/Frameworks/Adobe AIR.framework/Versions/1.0/Adobe AIR Application Installer.app/Contents/MacOS/Adobe AIR Application InstallerIdentifier: com.adobe.air.ApplicationInstallerVersion: 3.5 (3
I have had a reviewer say that my Android app does not work on Samsung Tab 2 10.1"Hi, Unfortunately the app does not work correctly on my tablet. Half the screen is missing, cant see the button tray to choose buttons"Looking up the spec it appears to be 1280 x 800 resolution. Unfortunately I do not have an Android tablet with this resolution so wondered how best to to test for this resolution?I am using Flash CS6 and Air 3.6Thanks in advanceHere is a link to the app in question:https://play.google.com/store/apps/details?id=air.uk.co.mediakitchen.buttonboard&hl=en
Hello,I have create an event handler for a button with a name of sID_btn. it's work find on PC but it don't work on Android at all. What's the problem and how to fix it ?!sID_btn.addEventListener(MouseEvent.CLICK, displayData);function displayData(evt:MouseEvent):void{ for each (var grade:XML in xmlList) { if (myTextField.text == grade.st_id.text()) { sName.text = grade.st_name; sQuran.text = grade.quran; sIslamic.text = grade.islamic; sArabic.text = grade.arabic;
We've created game with FlashDevelop 4.0.4RTM/FlexSDK 4.6/AIR 3.4 for iOS/Android devices on Windows.The game works properly on iPod 3 or iPhone 4 with developer certificatesbutI've made step by step:appstore pub guide and certification with openssl on Windows for 3 times alreadyandI've got application loader "application failed codesign verification" error for the 3rd time when trying to upload file to AppStore from MacBook with Application Loader Utility (only Mac allowed and the only tool available).Any ideas where to look, what to google? Do anybody know any successful way|tutorial|example?UPDATED 1: Yesterday made certificates on MacBook using Keychain Access Utility using this tutorial Using Flash Builder 4.5 to package applications for Apple iOS devices the result is the same "application failed codesign verification" #NowTrying:1. Update FlashDevelop|Flex|Air SDKs to latest2. Try FlashBuilder 4.73. Try FlashBuilder on MacThanks in advance, have a nice day!
Hello,I've built an exe width adt and i regret that there is no screen to inform the user while the application "preparing the installation" when you execute it as does the air application. The problem is : when I executes the exe application , it seems that nothing happens for about ten seconds.I use this syntax to build my app : adt -package %OPTIONS% %SIGNING_OPTIONS% -target native [WINDOWS_INSTALLER_SIGNING_OPTIONS] %EXE_PATH%\%EXE_NAME%.exe %APP_XML% %FILE_OR_DIR%Does adt, or Adobe offer a solution, that solve the problem ? (I'd like to avoid having to hack myself or with the help of a software like "Advance Installer" the installation of my app)Thank a lot.
A little tool to simplify the startup of a ANE project.It lets you generate a "startup iOS ANE" project from a "bridge as3 class".See it at https://github.com/xperiments/ANEBridgeCreatorComments are welcome!!
I have an Air app on the market and just got my Nexus 10 to test. I have used GPU rendering for a long time and it has worked like butter since Gingerbread all the way up to Nexus 7 running 4.2. On the Nexus 10, app is super choppy and unusable. If I change to Direct, it becomes semi-uable, still not that great. Is anyone else seeing this issue? Is there something as a result of the high res screen that is causing this? I am going to write a basic GPU app and see what results. I also have the tried 3.5 (760 and 600) but my existing apps on the market are 3.4 and showing the same issue.
Hi guys i am trying to connect "scene 1" to "scene 2"Then this ERROR comes out >>> Cannot access a property or method of a null object reference.You guys can check my Flash File at >>> http://www.filedropper.com/eggPlease help. When I only run the Scene 2 it plays but when i tried to connect it with scene 1. An ERROR comes out .
Hello,I have TLF Text Editable with the name of sID. How i can add event handler to display number panel on Android & make the user to enter a number...?!Regards,
Hi, I'm new with Adobe Air and I got a problem with creating an apk. I use the xml and html files from the sdk tutorial (HelloWorld), yet I get an error when creating the apk:HelloWorld-app.xml: error 304: Initial window content is invalidWhat am I doing wrong?I used the following command:adt -package -target apk -storetype pkcs12 -keystore newselfcert.p12 HelloWorld.apk HelloWorld-app.xml HelloWorld.html Her my xml file: <?xml version="1.0" encoding="UTF-8"?> <application xmlns="http://ns.adobe.com/air/application/2.5"> <id>examples.html.HelloWorld</id> <versionNumber>0.1</versionNumber> <filename>HelloWorld</filename> <initialWindow> <content>HelloWorld.html</content> <visible>true</visible> <width>400<
Air 3.6 SDK from Jan 29, 2013 is very broken...IPA built with ANE crashand APK starting withouth an internet connection crash.Is there a way I can download the previous 3.6, that one was more stable than this.
Hi guys.This is my 5th app making it into the Apple Appstore, but my first app relying on so much dynamic content. Everything in the app, so to speak, can be controlled from the outside(web). The development process has been somewhat easy and hard at the same time.Everyday Quiz! It went live on the Appstore yesterday (06.feb.2013), and has recieved massive amounts of attention, and players. In the norwegian Appstore, it's gotten over six fivestar reviews.I'd like you guys to check it out and "report" back to me. (sounds like a mission)Link to appstore:https://itunes.apple.com/us/app/everyday-quiz/id594770440?l=nb&ls=1&mt=8Screenshots for the sceptical ones: Best regards,Skogemann
HI guys! I am making a runner game for android and I am working on how to add a score and a timer in my game and I can't figure it out Please help me in adding a score board and Timer in my flash game >>> http://www.filedropper.com/eggrunThere should be coins for adding scores then a 2mins countdown timerI am still new in programming. Please help me guys!
According to the release notes (http://labsdownload.adobe.com/pub/labs/flashruntimes/shared/air3-6_flashplayer11-6_releasenotes.pdf) for the AIR 3.6 beta, there should be an update to the File API with a new property called "preventBackup" which is suppose to solve the iOS5+ issue with saving files that are supposed to be marked for iCloud backup.Well, I installed the new AIR 3.6 and I can't find the supposedly new File.preventBackup property. Am I missing something? Can I anyone clarify?
Hi all. I notice that when I use drawViewPortToBitmapData (to draw a stageWebView), and publish using AIR 3.5 or AIR 3.6, the bitmap (or rather the view portion of the bitmap) scales down to half it's size when I view it on a iPhone4 S or iPhone5. But if I use AIR 3.4 the bitmap fills the stage. I assume this has to do with the viewport not being retina size, but don't know for sure. I don't have a non-retina iPhone to test with , so the question is: Is it safe to use AIR 3.5 or AIR 3.6 and simply scale the bitmap up so that it fills a retina iPhone, or will that make the bitmap to large for a non-retina iPhone?
Is there an official word on AIR on Modern UI. At this point we have conflicting answers. In the 2013 roadmap [1] for flash and AIR saying that there is no plan to devlop AIR for Modern UI and Microsoft saying that no app sold through the Windows app can have flash[2].On the other hand, we have Lee Brimelow[3] saying that it should come in the first half of 2013 and the Adobe Lab for AIR, in the product details[4] says that the Adobe is acctively working on it.I would prefer an clear yes or no or even, we don't know at this time, comme back later.[1] http://www.adobe.com/devnet/flashplatform/whitepapers/roadmap.html[2] http://msdn.microsoft.com/en-us/library/windows/apps/hh694058.aspx (Section 2 part b)[3] https://twitter.com/leebrimelow/status/268815503349411841[4] http://labs.adobe.com/technologies/flashruntimes/air/
I have a mobile project and want to create a background image which is visible below some text.My firstview file is as follows:<?xml version="1.0" encoding="utf-8"?><s:View xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark" title="HomeView" skinClass="skins.mySkin" backgroundAlpha="0"> <fx:Declarations> <!-- Place non-visual elements (e.g., services, value objects) here --> </fx:Declarations> <s:Label x="2" y="86" text="Here's some Text" /> </s:View>With mySkin (in the skins folder) as follows:<?xml version="1.0" encoding="utf-8"?><s:Skin name="CustomApplicationSkin" &nbs
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