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I believe there are a few similar posts, but none that I can see with a straightforward answer.Basically, what's the best way to determine a device identifier from AS3/AIR from which an app is opened? It looks like this is possible on BlackBerry Playbook (http://www.blackberry.com/developers/docs/airapi/1.0.0/index.html) through the qnx.system -> hardwareID property.Is there something to determine a device ID for Android and iPhone? The goal is to allow a user to upgrade from a Free version of an app and retain all of their scores/username information (which are stored in a remote MySQL database and fetched via URLRequest) in the Full version. Since there are no passwords/unique ID's involved (other than their username), it appears that they will no longer be linked to this account if they upgrade the app (which is technically a different application). Of course, if they upgrade their phone it will no longer be linked to that device (which is fine in that case).Are there best practi
Just like the title says, is it possible to obtain phone IMEI number with flex mobile project? If not, does anyone know of another method to get a unique number to identify the phone being used (on android and iphone)? I'm asking because I'm building a chat application, and I need a way to potentially ban users based on something other than an IP address.edit: now that I think about it, an IMEI number might not be the best way, since wifi tablets may not hav an IMEI number, anyone have any other idea how I could get a number to identify a device that would already be present, because i'm afraid if its something generated by me, a simple uninstall and re-install could circumvent a ban.
Hi there,I have a Flash game which works fine on desktop but when publishing to iOS using Air 3.0 a few of the MovieClip assets fail to gotoAndStop(1). Instead they remain on whatever frame they were on previously. After discovering this I've tried adding an extra frame at the start, so that frame 1 is never used and this fixes the problem for some assets, but some still refuse to go to frame 2. It's as if there is a bug in gotoAndStop causing it to fail.After searching it seemed some others encountered this previously but put it down to use of .ai files. Since I haven't used any of those, it would seem that the cause is elsewhere.Has anyone else seen this problem or have any suggestions for getting around it?Thanks!
After I updated my ipad to ios6 i cant find the device id for it... idb - devices return no devices found. I can see the ipad in windows explorer etc but it is not being detected and therefore I am unable to install my app...Anyone experiencing the same issues? Any work arounds?Thanks,Bobby
Hi, I have trouble with my PC to install any kind of adobe air app. When I start to install a Adobe air app, I get the UAC request and I confirm it but then the Adobe Air Application Installer.exe *32 is hanging and doing nothing.When I repeat the process another Adobe Air Application Installer.exe *32 instance is started. Here is my equipment and what I tried: Equipment:Windows 7 professional SP1 64 -Bit - Reinstalling Adobe air with Revo Uninstaller(cleaning registry) and installing it new with Admin rights.- Installing Adobe air in Windows XP Sp3 mode- Multiple apps were tried and when I start them with the SDK, they are working fine.- No information are available in the windows eventlogs Any idea how to solve it or any possibility to start a debug tool to get more information?Thank you in advance for any input and help!Cheers,Dominik
This question was posted in response to the following article: http://help.adobe.com/en_US/air/html/dev/WS5b3ccc516d4fbf351e63e3d118666ade46-7e31.html
We have an application that hosts the Flash player to run SWF movies and occasionally launches Windows executables when the movie asks so through an ExternalInterface API. This has been working fine for several years now, but recently it was brought to our attention that using it to launch a program that happens to be a Flex/AIR executable containing a browser object causes one, two or three internal windows to pop up and become visible; their titles are things like Msg, SWBrowse and _acroS_win.When running the AIR executable standalone, those windows do not show up. Inspecting the process shows that they actually exist but they're hidden. So it seems that something in the AIR runtime decides that the windows should actually be visible when launched from our application.Hints/suggestions as to why those windows pop up or how to prevent them from doing so are welcome. In our tests so far, using another program that doesn't host the Flash player to launch the AIR program helps only for a
Hi, I followed these steps and it continues to fail:During installation of Adobe AIR, you receive an error dialog with contents similar to "An error occurred while installing Adobe AIR. Installation may not be allowed by your administrator. Please contact your administrator."Follow these steps for the manual solution: Using Finder, navigate to your Applications folder and look for a file (not a folder) named "Adobe". If one exists, rename or delete it. Open the Terminal application in your Applications/Utilities folder. Run the following commands:1234sudo chmod -R ug=rwx,o=rx /Applications/Adobesudo chmod -R ug=rwx,o=rx ~/Library/Application\ Support/Adobe/sudo chmod -R ug=rwx,o=rx ~/Library/Application\ Support/Adobe/AIR/sudo chmod -R ug=rwx,o=rx /Users/Shared/Library/Application\ Support/Adobe/ Next, adjust the ownership of a particular folder. Run the following two commands in Terminal,
I've built a series of Full Motion Video games using Air and Flash Pro 6. We've released the ios builds and would now like to make a PC installable. The exe Flash kicks out perform as expected with one exception. The initial install is very unresponsive. When a user double clicks the .exe file there is no response that anything is happening. The game actually is installing correctly as verfied by the window's task manager. So it is installing but there is no visual que that it's working. This makes the user think it's not working and they start double clicking the icon again and again. Has anyone else seen this issue?I am using embedded run-times and I've been testing mostly on window's 7 machines. It's important to note that I've got about 500mb of videos packaged inside these games. I'm guessing this might be the cause of the problem - but there is little I can do about it since those files are basically the entire game. Any suggestions/ideas would be greatly appreciated.
I'm working on an app that will run on a tablet and a phone. For tablet I want to support both landscape orientations, but for the phone I only want to support portrait. Is there a way to define this in the app descriptor file, os do I need to handle it all in code?
I'm an iOS developer and have been tasked with creating an ANE for a customer. I followed the online tutorial and all appears to be well, I've created an ANE with a default and iOS implementation. When trying to include the ANE in the actual mobile project and try to package it either via the command line or flash builder 4.6 itself on the mac I get the following issue:Patricks-MacBook-Pro:bin-debug patrick$ /AdobeAIRSDK/bin/adt -package -target ipa-ad-hoc -storetype pkcs12 -keystore mycert.p12 -provisioning-profile Wann.mobileprovision myApp.ipa workWithPackage-app.xml workWithPackage.swf -extdir ./ext password: unexpected failure: null java.lang.NullPointerException at java.util.zip.ZipFile.getInputStream(ZipFile.java:192) at com.adobe.air.ipa.IPAPackager.processExtensions(IPAPackager.java:270) at com.adobe.air.ApplicationPackager.createPackage(ApplicationPackager.java:65)
hello,I have done app in ipad with Adobe AIR thats work fine in ipad, but now i have to create android tablet app for multiscreen resolution like this,2560*1600, 1366*768, 1280*800, 1280*768, 1024*768, 1024*600, 960*640, 960*540, 854*480, 800*600, 800*480, 800*400and my current .fla file resolution is 1024*768 so how can i create android tablet app with multi-screen?thanks
I'm creating an app for iOS using flash and would like to get two devices to talk to each other. Ideally I would like to use one device (iPhone / iPod) to be able to communicate with and control an second device (iPad). Obviously this would involve some kind of network connection over either bluetooth or Wi-Fi. Can anybody point me in the right direction?
Is there an easy way to find air apps on the iOS app store? OR an easy way to detect if someones app is made with Air? I do not see the App ID in the itunes link like you do on google play
I'm completely crazy voviendo with this problem.I develop my app with flash cs6 - air3.2 in Windows 7 64 and install with "ICU" (iPhone Configuration Utility). Everything worked well at first, but after a certain point, when I run on my iPhone App i see a previous version of the app, not the version I just compiled.The error is very clear:a) Once I add the app to ICU, the name of the app and the version number is not correct, is of an earlier version.b) When I install the app on my device, the app is not the version I just compiled, but an earlier one.c) how many times you repeat, it's always the same old version (2.0.0 in my case).d) I have looked into. "ipa" file ("/ Playload / MyApp.app / Info.plist") version number (CFBundleShortVersionString), name of the app (CFBundleIdentifier), etc. and see everything right.These are the things I've tried:1) Find someone who had a similar problem, with no luck.2) Perform all steps carefully.3) Delete any file concerning the problematic previous
Hi,I have an image (14x20) that is displayed within an iOS mobile application. Catching the tap (or click) image event is a hard thing to do, so I wonder if it is possible to increase the image responsivness area, without scaling it.I've tried placing the image within a group, and add the tap event on the group module, but I think that it should be an easier way to achive this. Could you offer me other workarounds?Thanks,Danut
Am I doing something wrong here ?My XML file contains <icon> <image144x144>assets/icon72@2x.png</image144x144> <image72x72>assets/icon72.png</image72x72> <image50x50>assets/icon50.png</image50x50> <image100x100>assets/icon100.png</image100x100> <image1024x1024>assets/icon512@2x.png</image1024x1024></icon>and contains<requestedDisplayResolution>high</requestedDisplayResolution>I'm compiling via ADT and am includingassets/icon50.png assets/icon100.png assets/icon72.png assets/icon72@2x.png assets/icon512@2x.pngWhat am I doign wrong here ? The retina icon is not displaying.
I submitted this bug a LONG time ago. https://bugbase.adobe.com/index.cfm?event=bug&id=3161013Also .. for some reason my bug was listed as an Android bug when I have clearly stated its for iOS and iPad's with Retina Displays.Can someone please update this and provide some sort of response ? This has been an issue for 6 months now.Thank You
Hi guys, is there a way using Adobe Flash CS6 running AIR 3.5 (or later) to deploy iOS apps with the correct full screen resolution of the new iPhone 5?Please, let me know.Thank you so muchBrandon
Air 3.5 says Android Jellybean support, but release notes don't say anything about it.I was not aware of an issue, is Air 3.4 broken on Jellybean? Do I need to update my apps for jellybean devices?Also I have not tested yet, but I hope we can now package 96x96 icons on android. That was not an option from flash IDE before right?
I'm building a set of native extensions for iOS with Air 3.4, but when I try to build a test actionscript project including the ANE I get the following error:Undefined symbols for architecture armv7: "_null", referenced from: _g_com_adobe_air_fre_fmap in extensionglue.o (maybe you meant: _sqlite3_bind_null, __ZN7avmplus20BitmapDataJPEGWriter14jpeg_null_charEP18jpeg_common_structPc , __ZN7CString16s_nullTerminatorE , __ZN7avmplus7AvmCore24decrementAtomRegion_nullEPii , _null_name , __ZN7avmplus20BitmapDataJPEGWriter9jpeg_nullEP18jpeg_common_struct , _sqlite3_result_null , __ZN7UString16s_nullTerminatorE , _null_name1 )ld: symbol(s) not found for architecture armv7Compilation failed while executing : ld64My ANE is targetting iOS 5.1, and I've forced Xcode to build the static library just for armv7 ( setting 'Valid Architectures' to 'armv7' and 'Build Active Architecture Only' to 'Yes' )Tried using Flash Builder 4.6 & 4.7 bet
I got some Android apps that plays rtmp streams, and they were working fine on background using Air 2.6-2.7 for about a year until now.So today, I made upgrades using Air 3.3, and the backrgound playback is not working anymore, as soon as the screen shuts off, the audio shuts down in about 1 second.I am using Windows Flash CS6. Anything changed in that department? I tried googling it, but nothing useful came up.
I recently was informed by Barnes & Noble of their soon to be released Nook HD devices. Shortly after they reviewed all of my existing apps, reporting back if they were compatible or not. Given the skew of the new resolution sizes, my apps 'didn't scale up properly', as stated in the report; which came as no surprise. I've been researching all of these various tablets & devices... their new resolutions, sizes, and other specs. I get the idea of creating an HD device, but why not create a perfect scale of previous resolution? Their whim to skew the resolution has become a pain in my... eye ! I'd like to avoid the headache of scaling every single element in an app in order to fit whatever resolution exists... or will exist. I'm beginning to think I develop a different way than most, by what I've read when researching scaling. Using Flash CS6, I lay everything out on the stage, as opposed to dynamically building my apps from the library, unless
Thanks to previous help from this forum I've started working with StageText and the softkeyboard, does anyone know how to enable/display the Previous and Next buttons as shown below (needed for form entry)?
Now that AIR supports the MinimumOSVersion key, apps can set a specific minium version they will support. It wasn't available before, so it ended up in the app store with the default of 4.0.Any device that AIR supported had to have ARMv7 anyways and I believe all ARMv7 iOS devices can update to at least 5.1.1, so would it be an issue with apple to drop iOS 4 support? Any device that could get the app before can upgrade to iOS 5+ for free to support it.Only a small portion of people are still running iOS 4, and I get the feeling that most of those are folks with ancient ARMv6 devices that can't upgrade past iOS 4 and could never use the app anyways due to ARMv6. So why bother with testing for iOS 4 and possibly having to give iOS 4 related tech support?If supporting 5+, is it a good idea to target 5.0 or 5.0.1 or 5.1 or 5.1.1 or what?
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