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Hi AllIm having issues trying to logout and login as a different user. Once logged in you cannot login as another user.To init - FacebookMobile.init(appID, handleLogin);To Login - FacebookMobile.login(handleLogin, this.stage, ["publish_stream"], mystagewebview, "touch" );Im using the following to logout - FacebookMobile.logout(logouthandler);Also, Facebook requires an 'Android Hash Key'. How do you generate this?Thanks in advanceL
I currently have Flash Pro CS5.0. The free Flash Pro CS5.5 trial has ended. I don't feel like spending $120 for the upgrade and then upgrading again to Flash Pro CS6.0. I do need to use the latest AIR. What is the smartest way to handle this? Thanks!
We are aware of the crashes that can occur with late model Apple computers running 10.7.2 and have worked closely with Apple to address this issue. If you find that AIR is crashing on your system, please update to OS 10.7.3. If you still encounter issues please create a new thread and include your crash log for further examination.If you had previously disabled "Automatic graphics switching" (see screenshot below), you should now be able to safely re-enable this feature without impacting AIR performance.Open System Preferences, select Energy Saver and enable Automatic graphics switchingThank you,Chris
Im trying to work out what works on the ipad 1 and what doesnt. Clearly some apps say ipad 2 only, but why is this. A game like Machinarium doesnt work on the first ipad - why? What is or isnt supported. Im guessing stage 3d requires ipad 2 or higher but what else? thanks for any help you can give
2 months ago my AIR Android app support more than 1100 devices and 706 now. Although this time released a lot of new devices. What is happening? Still a problem. Even if the app built with captive runtime, Google added "air." as a prefix to the app identifier.
The app name and icon name are two different names on the ios. Plants Vs. Zombies shows up as pvz on the icon name. How does one accomplish changing the icon name without changing the application name?
Does anyone knows the best way and audio format to use for playing sounds for ios with AIR.I use the basic method sound.play() but performances during my game are horrible. Playing on sound when my character jumps affects the fps badly.I use nape physics and Starling, my game is running at 60 fps on iphone 3gs, but it is barely unplayable with just on sound.Thanks
I am having problems downloading adobe air to my mac os x 10.5.8. When I try, I get a message stating, "Your operating system does not support the latest version of Adobe AIR. Please refer to the current minimum system requirements and the AIR Archive for older versions of AIR". Please help.
According to information I gleaned off the internet, Flash Builder 4.5 or 4.6 (hereafter refered to as 4.x) does not support iOS BlueTooth at all, nor does it support BlueTooth in Android or Blackberry except indirectly via Java.This is really bad becuase I like Flash Builder 4.xBut it seems if I want to build a data gatherer app (say for BlueTooth enabled remote monitoring station data grabber app) for these platforms I can do it but only in a piecemeal fashion and I can't use FlashBuilder 4.xEG: on IOS: Do not use Flash Builder 4.x : I checked and it seems that as of "Apple's External Accessory API" I have to sign up to the "Made for iPhone" (MfI) program. I can't do this within Flash Builderon Android and blackberry Do not use Flash Builder 4.x because I'd only be able to use the Bluetooth via a 3rd party Java API. Use Android SDK and BlackBerry Java Please tell me I am wrong! The world is a harsh enough place as it is! I'd love to be able to buil
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hi, please help! i am having problem with adobe flash player installation, i have read previous discussions to see if that would help, but it was in vain. i have windows vista 7, (32bit) . when downloading it gets to 52% completion and then say: "Insufficient permissions to write a file in C:\WINDOWS\system32\Macromed\Flash\FlashUtil11g_ActiveX.exe:5,"I am a system admin and I have all the permissions, i even deleted my standard user, and guest accounts.from the discussions that i have read, and tried i have noticed that no one have the problem that i have which is: when i go to C:\Windows\system32\Macromed\Flash, the only thing that is there is Flash11e.ocx, which i can't even read. so please if you can please help.I've had this PC for 2 1/2 years, so its kinda old, and i has gone though alot including being recovered to previous times.i am imploying for help, thank you.
I'm using Flash Builder Pro 4.5 with Flex and Air to create an Android app.I have a basic, start-up swf called main, but I keep my assets all in MainAssets. When I run the game in the Android emulation, it runs fine, but when I go to export it, only main-app.xml and main.swf show up.Now I saw a forum mentioning dragging the assets into the bin-run (I haven't found an automated process for this yet) and the assets show up in Project > Export Release Build. That's all well and good EXCEPT my device says I'm running it in debug? (it has appName - Debug listed as the game name.)If I go to File > Export and select Release Build, It will build a release version of my game HOWEVER only main-app.xml and main.swf show up, meaning no assets, no game.So questions:Is Project > Export Release Build actually building a release or a debug? (I have to manually install apks since my device is belligerent and won't talk to FB)How do I get all my files to show up in File > Export? (I'd like t
I wondered if anyone else experieces this issue? When adding the IPA to my iPad 2 via iTunes on my PC, I see the app loading on the iPad but then when it gets to 100% the icon disappears. If I turn off the iPad and turn it on again the app icon is there and works fine.Anyone have a solution to this? Incidentally the same IPA does not do this on the iPhone 4.
I am creating an app for both iPad and iPhone 4 and it looks terrible on the iPhone 4.I have created the Flash File in Flash CS5.5 IDE with Movie Size 1024 x 768 and I am using the following AIR for IOS settings:Rendering: CPUDevice: iPhone and iPadResolution: HighAll my graphics are vector so I assumed that it would look crisp on both devices. It is not as perfect looking on the iPad as it appears on my PC monitor but I can live with it. I can't however live with the iPhone 4 appearance.I am therefore seeking advice on how to improve the iPhone 4 appearance.As far as I am aware, there is not a way to use 2 sets of graphics, one for each device. Please correct me if this is wrong and it would offer me a solution.Would doing all the graphics as PNG be a solution? Btw I am using AIR 3.2 SDK if that has any relevance and my graphics are static.Thanks in advance.
I had created a IOS Development Certificate for an app that I managed to test on my devices and also to submit for final release.Now I am working on a new app for IOS and have created a new Bundle ID for the app. I have also created a new provisioning profile.When I try to test the app on my iPad2 or iPhone 4, I get an error message saying the app has failed to install. On the iPhone, it also mentions invalid entitlements.I am therefore wondering if I need to create a new Development Certificate? I hope not as it seemed like Black Magic creating the original one:)Any advice on clarification much appreciated.
Hi!New poster on the forum. I've read existing threads and can't find an answer.Running Mac OS X 10.6, getting an error message that "This installation of Adobe AIR is damaaged. Try re-installing or contacting the publisher for assistance."Here's what I've done:* Downloaded latest Mac version (3.1) and installed. Got an error message saying application was already installed.* Trashed the Adobe Air files inside Library > Frameworks and emptied trash.* Was able to install software, but application still didn't work.* Read on the web how to change directories to the Adobe Air DMG disk and run sudo to uninstall the program. Did that, seemed to work.* Reinstalled program from latest download. Program installed fine.* Went to display Premiere Help, and got the same "damaged file" message.Now, I'm stuck.How can I completely uninstalled Adobe AIR and get a clean installation so help files become readable?Thanks,LarryP.S. Please feel free to refer me to an existing thread, I just could
me to believe that there was an install issue with AIR.Any ideas on getting AIR to work?
Hi,I'm trying to map out a framework for my assets which helps keep the memory load low at runtime for an iOS universal app and ran across the following article regarding swc files. http://www.flashrealtime.com/compiling-big-air-swf-to-ios/However, it's unclear as to how this method would be beneficial from a memory standpoint. Don't the files still get loaded at runtime?Or should I be looking at swf files with the code stripped out and referenced from the main swf in the ipa? (sounds like more work!)Please help educate a noob!Thanks!
When i download a program off the BBC iPlayer i am unable to watch it back in full screen mode.I have all the correct and up to date flash players, air etc
Anyone got any good results on the Android market?I've submited my game to the android market and got bad results... 1-3 installs per day... for the last 3 monthI don't see how I can get higher...Anyone got any good results? Do we all having the same problem? is this Adobe's issue?ThanksGil
I've been checking memory usage on an app I'm developing for iOS using the Stats class https://github.com/mrdoob/Hi-ReS-Stats ( http://help.adobe.com/en_US/as3/mobile/WS4bebcd66a74275c3-315cd077124319488fd-7fff.html#WS948100b6829bd5a61637f0a412623fd0543-8000).I added the Stats class to my project and redeployed and, yikes, memory usage reported in Stats creeps up (pretty slowly) even when there's nothing happening in the app (just showing a loaded bitmap).To try and track down the issue I created a project with a test class that extends Sprite with just this single call in the constructor :-addChild( new Stats() );I deployed it to the device to check that it didn't gobble any memory. But I was Suprised to watch the memory usage creep up and up (to approx 5) before some garbage collection kicked in and takes memory back down. I left it running and then it crept up again to over 7.5 this time before being kicked back down to just below 3. So 2 related questions that I'd appreciate any fe
It just occured to me I'm not sure where to set the name of the app. I've set up a provisioning development profile, I've done the app ID, and I've got my game on the iPhone for testing purposes, and right now the name on the iPhone is something like mygamenameD_v91, but where does my actual game name come into the deployment process? the game name that should appear in the app store when the game is done and ready to be sold? is that setup when I setup a distribution profile? or is it in the development provisioning and somehow carried forward to the deployment provisioning profile? in which case I have to create a new profile or something with the actual eventual name?Thanks for any advice.
So I'm in the debugging and testing phase of my app and using this tool for tracking memory leaks ( https://github.com/mrdoob/Hi-ReS-Stats )When I launch my app my numbers areFPS: 61/60MS: 17MEM: 3.157MAX: 3.157Now immediately my memory starts increasing from 3.157, 3.167, 3.177, 3.187, 3.197 and so on.Now if I make any nav selection in my app MEM changes back down to about 3.215but then it starts its count again 3.215, 3.225, 3.235, 3.445, 3.455I don't have any loops happening.Has anyone run in to this ?I'm almost tempted to force garbage collection every 60 seconds that the app is idle or something. Not the best way to handle this .. I just dont know where the leak is happening.Any support is appreciated!Cheers!
Hello there,What is the best way to add a Paypal button inside an Android Application?I do not want to implement an in app purchase, I just want to add a simple "donate" button.Do you have any hints?Thanks in advance
when do the nook reports update themselves? Is it each day like apple or is it at the end of the month?cheersjoe
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