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Using macOS and signing with eToken. Was working before I upgraded to os x 10.14 as this broke the PKSC11 signing.Installed an updated driver for SafeNet and the keytool is working again.However when I try to sign using adt I get the following:adt -sign -storetype PKCS11 -providerName SunPKCS11-eToken -storepass XXXXX -tsa http://sha256timestamp.ws.symantec.com/sha256/timestamp -target air APP.airi APP.airunexpected failure: Unable to create signature.java.io.IOException: Unable to create signature. at com.adobe.ucf.UCFOutputStream.finalizeSig(UCFOutputStream.java:334) at com.adobe.air.AIROutputStream.finalizeSig(AIROutputStream.java:157) at com.adobe.air.ApplicationPackager.createPackage(ApplicationPackager.java:256) at com.adobe.air.ADT.parseArgsAndGo(ADT.java:716) at com.adobe.air.ADT.run(ADT.java:485) at com.adobe.air.ADT.main(ADT.java:535)Using keytool I get:keytool -list -k
Hi, this is my first forum, so I'm not sure which community I post this to. Anyway, I installed an app that needed Adobe AIR, so I went to install it, and it says I apparently have it. But for some reason, the application won't work and says I don't have it installed. Help? -Andi
Microsoft just announced it will allow apps made for Android in Java and C++ to be quickly compiled for Windows Phone 10!Do you believe this will make it easier for Adobe AIR to support the platform?Link:Microsoft will allow Android apps to be quickly compiled for Windows 10 | Windows Central/Karl
I have not been able to find any documentation on this subject. I have an ANE that is using a font to display icons in an activity launched through an ANE. The font(.ttf) is included in the assets(not res) folder in the android native project. How do I package the assets folder correctly in the ANE so that it can be accessed by the activity?Note: files in the assets folder are not accessed via the R.* mechanism in native android code.Any input on this would be great! Thanks!
I know different ways to add raw assets (which are placed in assets folder, not res folder) to your AIR application (one for Flash Pro and Adobe Animate, second for Flash Builder and so on).But I'm interested, is there any way to include raw assets into ane plugin? Again, I know about accessing native resources with R.* mechanism, but it isn't that I looking for.I found similar question without answer:How to include android assets(not res) folder in a native extension? Also, I found a plugin with required functionality:https://dev.tapjoy.com/sdk-integration/air/getting-started-guide-publishers-adobe-air/There are raw assets in this plugins (they are in META-INF/ANE/Android-ARM/bin/android/assets). I tried to place my assets in the same folder, but no luck. Any ideas? I really need your help.
hi I use Air SDK 31 or AirSDK 32 with Android 9.0 Pie. After APP start , Pop up Dialog。
Im trying to create an ANE with Visual C++ Windows Universal DLL library on the native side, im using AIR 32.But seems like the ANE only works if i use the Desktop Dynamic Link Library, if i try with universal i always get this error: The extension context does not have a method with the name <name>.Im wondering is this even possible?Looking online i wasnt able to find any other ANEs that use the univeral library.The reason im stuck with the universal type is because im trying to use Windows Facebook SDK in the ANE (winsdkfb).
We're seeing an issue with TOUCH_END on all versions of AIR on iOS 12, specifically with iPhone apps that aren't updated for iPhone X so they're displayed "letterboxed" with black area on the left and right, or with any iPhone-only apps that are played on an iPad where it's also letterboxed/framed with black space all around the app:TOUCH_BEGIN and TOUCH_END will start out working correctly, but if you multi-touch by pressing and holding somewhere within the main stage area, then at the same time press and release in the black letterboxed area in the negative-coordinate space (beyond the left or top), after this occurs TOUCH_END will not fire for ANY primary touch points.It's only happening when the multi-touch happens beyond the left and top edges where X and/or Y would be negative, though stageX/Y on the TOUCH_BEGIN event usually show a value between -0.5 and 0.5 regardless of where you're touching in that negative space. If you move your finger a bit as you're doing the multit
If i run the EXPORT RELEASE BUILD in flash builder, i end up getting a file with an .app suffix.I can go to the command line and run that by doing open myapp.app which launches it.My question is this, what if i want to make a headless app, that doesn't open a window (by changing the xml parameters to not open a window at the start), but how do it get that app to run. If i go to the OSX command line and say the file name ./myapp.app it won't run it. So i take it there is a difference between a file of .app and a command line program. How does one create using AIR a command line type of app? is it even possible to mark an .app to be "console style". I notice that in XCODE you can select a command line project, surely someone must have wrestled with this before.thanks in advance
I am trying to debug an iOS application built with AIR SDK 31.We've had a enterprise certificate and a corresponding wildcard provisioning profile.We used to be able to build ipa-debug-interpreter packages with those.Then, we were told we could only install our apps onto a device if we built an ipa-ad-hoc package instead; however, you couldn't debug with that package.We were told that to build a debuggable package, we had to use a development provisioning profile and a developer certificate.So, I updated our development provisioning profile and rebuilt our app and packaged it as ipa-debug-interpreter.Now, it fails to install. It says the entitlements are invalid.Upon careful inspection, I see this:codesign -d --entitlements :- "Payload/Math180.app" > Math180_entitlements.plistPlistBuddy -c "Print :get-task-allow" Math180_entitlements.plist falsecodesign -d --entitlements :- "Payload/Math180.app" > Math180_entitlements.plistPlistBuddy -c "Print :Entitlements:get-task-allow" Math18
Hello,I received the first user request to support the iPad Pro with our apps. Is it supported with the current Air SDK 19 already? If so, what is the process to release a version that supports it?Thanks
Hello there,just loading a pdf in StageWebView (only text, no bitmaps) scrolling down a couple of pages makes it look horribly pixelated.See screenshots herehttps://pasteboard.co/HWpSWLB.pnghttps://pasteboard.co/HWpQZsX.pnghttps://pasteboard.co/HWpRbDa.pngThis happens on an iPad pro 12 with iOS 12.1.1.Just with this simple code: var pdf_file:String = "test.pdf"; var pdfView = new StageWebView(); pdfView.stage = stage; pdfView.viewPort = new Rectangle(100,0,(stage.stageWidth-100)/3,stage.stageHeight); var filePath:String = new File(new File("app:/" + pdf_file).nativePath).url; pdfView.loadURL( filePath );Tried several workarounds, none worked.I have also filed a bug: Tracker Anybody from Adobe here?CheersPippo
We have created a 64 bit captive application on AIR.We want to create a setup and prompt an automatic update on running the application.Can you suggest how to create an auto update setup for cative AIR applications ?
Just received mail from Apple regarding Push Notification Entitlement, but I don use it in my app.App ID:Application XML:<iPhone> <InfoAdditions> <![CDATA[ <key>UIViewControllerBasedStatusBarAppearance</key> <false/> <key>NSLocationAlwaysUsageDescription</key> <string>locate distance to service center</string> <key>NSLocationAlwaysAndWhenInUseUsageDescription</key> <string>locate distance to service center</string> <key>UIRequiresPersistentWiFi</key> <string>NO</string> <key>UIApplicationExitsOnSuspend</key> <false /> &
Dear Friends,Iam going to create an app for IOS using Air. Pls tell me what is the stage size I have to keep? Same time iam converting old lesson as an app. I mean iam loading the lesson in to my app. that size was 1028x720. will it show clearly in tab? looking for your suggestions and help.Thanks and Regards,Syed Abdul Rahim
Hi,There is a problem at iPhone X, black strip. I have tried some different ways but it isn't solved. Adding launch image (default-568h@2x.png) doesn't solve this problem at iPhone X. However, default-568h@2x solves that problem at other devices (iPhone 7 and older).Any idea about that problem?Thank you.
Hi Adobe team,I have made many apps for iOS & Android. And I'm facing 1st time an issue only in Air for iOS. Air for Android is working perfectly fine. What I'm facing that even after using this code: stage.align = StageAlign.TOP_LEFT;stage.scaleMode = StageScaleMode.EXACT_FIT;I am seeing black strips top & bottom of my app. Then I downloaded new SDK that is Air SDK 21.0 but same issue 😕😕 Please tell me ASAP why is it happening ?Thank youSaad
See issue AIR-4198773 for details.Due to missing launch images the app runs in a letterbox which causes serious touch issues in multi-touch mode and makes the app unusable.
Hi all,We are trying to play several clips sequence with VideoTextures but code is crashing unpredictably on iOS devices from time to time.I have created sample codebase for it, so one can try it. Sources are here https://www.dropbox.com/s/wdnf5q2zrq73f1l/VideoTextureTest.zip?dl=0 Here is full logic of what is happening:package videotexturetest.views.application{ import feathers.controls.ImageLoader; import flash.events.NetStatusEvent; import flash.net.NetConnection; import flash.net.NetStream; import starling.display.Sprite; import starling.events.Event; import starling.textures.Texture; public class ApplicationView extends Sprite { private var _currentIndex = 1; private var _numVideos = 8; private var _image:ImageLoader; private var _connection:NetConnection; private var _currentStream:NetStream; private var _currentTexture:Texture; private var _nextStream:NetStream; private var _nex
I am getting an error while trying to build an AIR for desktop app. The build worked fine on Tuesday, but trying to build again on Wednesday without any project changes gives me the following error:Packaging failed!Packaging error:Could not generate timestamp: Remote host closed connection during handshakeI have verified that the project certificate has not expired. I've tried this via both a wired and wifi connection to our office network, and then over a different network altogether to no avail. Is there an issue with the timestamp server?
Hi, we have a problem. We have build 2 slightly successful apps for the Android and IOS appstore, using flash and AIR. They are quite "old" now - Last time we updated them must have been some years ago ... But they are still going strong We are trying to build them again with the newest version of AIR, so that they won't be removed from the Appstore because of IOS 11 incompatibilities.Our problem is that when we compile them, and test them in a simulator, we end up with a black screen - no error messages when compiling, but just a black screen when we run the app.We haven't changed anything in our app, but does anyone know of any changes we are supposed to be aware of in AIR?Any help that could steer us in the right direction would be highly appreciated PS: We are using any trick in the book GPU, CPU, physics ect.
I am starting a new thread because I didn't find any solution to my problems.My AIR android application is working fine on my "Samsung galaxy s6 edge" but is not working properly on my "Pixel 3 XL".There are 2 issues I am facing right now which are the following:1- After using all solutions I am unable to have a fullScreen app on Pixel 3 XL (not showing on status bar). The app is working fullScreen with status bar on Samsung galaxy s6 edge. I used the solution like the following tag <fullScreen>true</fullScreenunder the initialWindow tag in app.xml.2- Android back button is working fine on my Samsung galaxy s6 edge but doesn't work on my Pixel 3 XL phone. I am using the following line of code to register a listener for the back button:NativeApplication.nativeApplication.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown, false, 0, true);I think both issues are related to new Android versions i.e. Android 8 or above. Or maybe adobe air doesn't support Android new versions yet.K
Hi AllI was able to create a 64 bit Captive run-time application using Flashbuilder and AIR. However the captive setup is a hassle for distribution and update.Is there a way to create a 64 bit native installer/signed air package using flashbuilder and AIR ?
How to create a 64 bit flex desktop application using Flex SDK and flash builder ?
Hi,I'm trying to get app A open app B on Android (by clicking some button from app A).Both apps are developed with FlashBuilder 4.7.I've tried several solutions without success.I've tried a specific URI scheme, but it failed.I also tried the following trick:– embed a fake file in app A with a fake file extension, e.g. "fakefile.appb".– register app B as the default app to open that kind of files (via manifest additions)– in app A, add a button linking to fakefile.appb, so that app B opens.But I can't even get my fakefile.appb to trigger opening of app B.Did some of you use one of these methods successfully?Am I missing something?Any other idea to achieve that type of behaviour?Thanks in advance!D.
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