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Can someone please enlighten me here .I can't get iOS simulators to work with Animate 2018 on my Mac, despite following the guidelines suggested on the recent AIR 32 SDK release notes and from forum posts etc.Is it actually possible at this time ? ... has anyone succeeded ?Animate 2018 produces an "invalid input" error when using "Test Movie/On iOS Simulator" , even when building an empty app . Builds on the command line fail with the error "Compilation failed while executing : ld64"I've copied over the correct ld file from Xcode as prescribed renaming to ld64 and have the right paths to the SDKs etc.I've tried using Xcode 10.0 - iOS 12 and Xcode10.1 - iOS 12.1 ..Just hitting a brick wall with this ..
It works in the browser... Is there any way in AIR to do this for iOS ?
Hi,I am building a commercial desktop product using: - Adobe Animate Air (Publishing for Adobe AIR for desktop)- Adobe Flash CS 6 Air (Older Version of Animate)Does published projects built under these IDE's can be used for commercial purposes?what are the legal terms for it? do we need to attach some form of a license to our EULA?The business model is subscription based (we are not selling any type of assets)I found Adobe Term of use under - Legal Terms of Use | Adobe with the following line:"4.7 Selling Your Content. We may allow you to license your Content to other users through our Services after agreeing to separate terms."Can anyone help me where can I find and sign those items? and what type of additional info I need to add to my EULA agreement.I couldn't get those answers from Adobe support.ThanksAsaf
Hi All,I have an AIR app that runs on Mac and Windows. I'd like to a) read a WAV file, b) compress the data in MP3 format, then c) save the compressed data as a file.I can do (a) and (c). Any thoughts on how to do (b)?I have the impression that there's Actionscript code out there that will do this, but perhaps it is a bit slow. A Mac/Windows native extension would be ideal, but as far as I can see no such native extension exists. So I'd welcome all suggestions, including ActionScript libraries. Also, if I end up using ActionScript, I'm wondering if I should use workers to speed up the process. I haven't used workers in the past. Does this approach make sense in this case?Thanks in advance,Douglas
Hello,just a friendly reminder, the Air 32 release notes have not been uploaded since yesterday: Release notes directory for all versions of Adobe AIR Looking forward to catch up with the latest development since the beta release.
hello.i'm meet problem AIR camera displaying does not smooth on galaxy s9 phone.sometimes camera frame loss on phone screen. does anybody have issue like me?the phone models - galaxy s9,( android version 8.0.0) - galaxy note s9 (android version 8.1.0)i'm using AIR SDK 31, -swf-version=42under lines my as3 code , it well operate on other devices (iphone 8, ipad 9.7), (galaxy tab s3, A6), (galaxy phone s5, s7)var video:Video = new Video();var cam:Camera = Camera.getCamera("1");cam.setMode( 1280, 720, 25); cam.setKeyFrameInterval(48);cam.setQuality( 0, 80);cam.setLoopback(false);video.width = 1280;video.height = 720;video.attachCamera(cam);addChild(video);
Hi fellow AIR developers,I was curious if anyone knows when 8K texture support will be returning to AIR? I was excited to see this in the Beta of AIR29 and I was hoping that we'd see this re-integrated in future AIR builds. The latest AIR 31 Beta release notes don't mention it. According to Daniel Sperl, this feature was only supported in Beta v29 and never got officially rolled into AIR release: (https://forum.starling-framework.org/topic/adobe-air-30-64bit-and-still-limited-gpu-memory)Per Sperl: "Adobe experimented with 8k texture support in the AIR 29 beta — it's currently not part of the stable release, but let's cross our fingers for AIR 31."Regards,Ross
Hello. Is there a way to query Android App ID inside the app (from ActionScript)?
Hey guys, I've just launched a Flash game on Steam/Windows. It uses an old version of AIR (21) to run an old captive version of Flashplayer (21). The reason for this is that AIR for desktop does not support Stage quality settings otherwise.Everything works fine and the game's launch went well, but a small number of users are finding that this Flashplayer pop up is completely frozen for them - they can't click on it and can't resume the game. I know this problem has been around for years - has a reliable and simple solution ever been found? Can I as a developer do anything?Most users don't have a Flash plugin installed, so they don't have Flash settings in their Windows control panel. Is there any other way to allow Flash storage?I may need to reprogram the saving system to avoid using .sol files altogether.Thanks!
I found error while making build, but my last update source code or current source code is same, only android version code changed from 2 to 3.My log Error:Build Date: 2018-12-10 18:58:13 +0000--------------------------------------------------------------------------------PREPARE OUTPUT--------------------------------------------------------------------------------Generating platform-specific config.xml from defaults for android at /res/xml/config.xmlMerging project's config.xml into platform-specific android config.xmlMerging and updating files from [www, ../platform_www] to ../assets/www copy www/beep.wav ../assets/www/beep.wav (new file) mkdir ../assets/www/cordova-js-src mkdir ../assets/www/cordova-js-src/android copy ../platform_www/cordova-js-src/android/nativeapiprovider.js ../assets/www/cordova-js-src/android/nativeapiprovider.js (new file) copy ../platform_www/cordova-js-src/android/promptbasednativeapi.js ../assets/www/cordova-js-src/android/prom
i have tried many times, it always say this. why? network connect is OK
CAN YOU HELP ME !!!
(I'm sorry if this is in the wrong forum, as this is more of a Flashplayer question.)Hey, I've just launched a Flash game on Steam/Windows. It uses an old version of AIR (21) to run an old captive version of Flashplayer (21). The reason for this is that AIR for desktop does not support Stage quality settings otherwise.Everything works fine and the game's launch went well, but a small number of users are finding that this Flashplayer pop up is completely frozen for them - they can't click on it and can't resume the game. I know this problem has been around for years - has a reliable and simple solution ever been found? Can I as a developer do anything?Most users don't have a Flash plugin installed, so they don't have Flash settings in their Windows control panel. Is there any other way to allow Flash storage?I may need to reprogram the saving system to avoid using .sol files altogether...Thanks, and sorry for this very outdated question!
Now this is something that all should know.All of a sudden, my locally installed Adobe Air applications AND all adl.exe debug players stopped being able to make across network requests.So 4 restores later, many many SDK regression testing steps later, I found out what the problem was.Someone, somewhere thought that it would be a very good idea to add a "work offline" mode in Windows Live Mail (my locally installed version).Simple enough I hear you say and possibly a great idea for the app. But NO, not if it impacts other applications you have installed on your machine, especially if they are Adobe Air Applications and you are an Adobe Air application developer.The solution was to open Windows Live Mail, and un-select the "work offline" button, as to allow the Windows Live Mail to work online. And bingo, all is back to normal.I'm sure there is possibly other ways to change this, but somehow I changed this to "work offline" this morning and spent the day thinking I really need to change
In the past whenever I've asked for camera permission or camera roll permission I've always put a modal alert before the request to access the camera that states why the app is requesting permission. Like the one screencapped below. My latest app is getting rejected for this. They want me to have the reason stated in the apple modal alert that actually asks for permission.I don't have access to that modal alert as it's a system alert. Has anyone been able to change that system alert and if so how?
When I publish from AIR for iOS, I get an error dialog that says:Invalid input.That is all.A) Super helpful. Thanks.B) Are there any logs I can view to get more info?I am getting this on a project that was once complete and working several years ago. I have inherited the project with no way to contact the original developers.
Im trying to test the AIR app in the new iOS 11 simulator to see how it would look on the iPhone X screen, but the app crashes on startup without any logs or errors.I tried using AIR 26 and AIR 27 but the result is the same. I found this discussion https://forum.starling-framework.org/topic/air-xcode-9-ios-11-beta-the-good-the-bad-and-the-ugly where it says:iOS 11 enforces x86_64 for simulator builds. AIR only produces i386 simulator builds. Therefore, you cannot run AIR projects in the Xcode 11.0 Simulator.So it looks like Adobe AIR doesnt support it yet.Any ideas for a hack or temporary solution to make it work?Or when can we expect an AIR update?
I am not sure when this happened but it looks like when using StageText combined with softkeyboard pan, text align breaks. It looks like this is a bug as it started at somepoint between AIR 29 and 31. I have tested on Android 7 to 9.0 and the bug is consistent.
Hey everyone, i want to know if its possible to simulate key input on other windows (e.g notepad) while my air app is running? lets say i want to print "Hello world" but i want my air program to write it on his own using keyboard buttons.for example:PressButton.HPressButton.ePressButton...
The softkeyboard covers up content when selecting a text input field within an HTML page via the StageWebView.The StageWebView content should pan so that the text field being targeted in always visible so users can see which text they are entering. This panning should be handled automatically by Air.I've listed this as a bug on Bugbase: Bug#4159718 - [Android] StageWebView HTML text input does not pan app when softkeyboard is displayed This a real show stopper for us on a major app at the moment and I can't believe it's not been fixed. Looking at this thread on the Starling forum, from 2 years ago, it seems to have been an issue for a very long time! http://forum.starling-framework.org/topic/soft-keyboard-goes-over-stagewebviewJust wondered if anyone else has experienced this and would like to either offer a solution/workaround or vote for the bug Thanks.
I do not own an iPhone X. My understanding is that a fullscreen AIR app (one that includes <fullScreen>true</fullScreen> in the application descriptor) will fill the entire screen, include the unsafe areas at the top and bottom of the screen (assuming portrait mode). What happens when fullscreen is not enabled (<fullScreen>false</fullScreen>)? Does it fill the entire screen, everything below the status bar (and thus below the cutout), or only the safe area? Does it behave differently in landscape mode?
Android has been a relative cake walk so far, except for image saving... What am I doing wrong?I'm using Lars' code from an older post (edited):camerRoll use in AIR 25, 26 I have WRITE_EXTERNAL_STORAGE checked off in the AIR for Android permission Settings.Here is my code:import flash.display.MovieClip;import flash.display.Stage;import flash.events.MouseEvent;import flash.events.Event;import flash.display.Bitmap;import flash.display.BitmapData;import flash.events.ErrorEvent;import flash.media.CameraRoll;import flash.events.PermissionEvent;import flash.permissions.PermissionStatus;var bitmapData:BitmapData = new BitmapData(stage.stageWidth,stage.stageHeight);//function addListeners(): void {if ((CameraRoll.supportsAddBitmapData == true)) {saveToDisc.addEventListener(MouseEvent.CLICK, saveCamRoll);saveToDisc.buttonMode = true;feedback.text = "ABM supported";} else {saveToDisc.visible = false;feedback.text = "ABM not supported";}//}function saveCamRoll(event: MouseEvent): void{cameraRoll.
Our application uses the StageWebView with textarea form elements for text input, but when trying to use IME (Japanese) text input from the keyboard, the characters do not immediately appear in the textarea, as they appear in a separate IME input window, and the characters are not transferred into the textarea until the user presses the enter key.Normal textfields (InputText) work fine, and IME is enabled (by default), so this appears to be a problem with the StageWebView class.Does anyone know whether its possible to directly input Japanese (or Chinese etc) characters via IME on Windows ?
What's going on with Android? The Adobe air app is no longer available? This is a problem for my app for reasons I can't figure out. If I publish my app requiring the user to have the Adobe air app the app runs fine. If I publish with the run time included the app crashes. Not sure how to move forward.
After recently upgrading iTunes to 11.0.5.5 I get the following error...'iTunes MobileDevice library not found. Please check your iTunes installation'..when selecting 'Install application on the connected iOS device' from the 'Post Publishing' section under the 'Deployment' tab in the 'AIR for iOS settings' dialog boxThis used to work? Any ideas? For now, I can manually use iTunes to add the file to the device, but this does slow down work flow considerably.Thanks,Alan.
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