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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
I've read that a SWF->AIR->iOS app can't import another SWF on the fly, so am I correct to assume that an HTML AIR file cannot include and embedded SWF? It's just one SWF. It won't change at runtime. As there a way to include the SWF in the package so that when the iOS AIR app get's AOT compiled the SWF is somehow available to get embedded in the HTML document?Thanks!
I am developing an AIR desktop application using Flash CS5.5. When the user opens the application, a short 2 second 'Welcome' .flv plays within the .swf before the UI appears.For some reason, this .flv video is not at all visible on some computers, but displays fine on others. For instance, I can see the video when I install and run the application on one PC, but not on another that runs an identical version of Windows 7; there's just a blank space where the .flv should be. (This also happens on computers running XP and Mac OSX.) Each computer that I have tested on has an up to date version of the AIR runtime.Everything else about the application performs as expected and I am at a loss as to why or how to fix it.Has anyone else encountered a problem like this? Is there a known AIR bug concerning .flv videos?Any help would be greatly, greatly appreciated. Thanks.
+ these messages: Installer failed to initialize. Restart system. I have tried restarting system several times and keep getting same messages. Also tried the "regedit" suggestion shown in the Forum. It does not work - it does nothing.I am running Windows 7, service pk 1 on HP Envy Laptop. Attempting to put a Photo Gallery Builder Flash file into a website I built.Extremely frustrated.Thanks
Im able to capture an image.... when I add it to the stage the image is zoomed in and rotated 90 degrees. When I try to use transform.matrix; to rotate the image... I lose the image completely. Even if I set the width and height of the image when I add it to the stage the image vanishes. ? So ... First problem .. doest anyone know why all photos taken are rotated 90 degrees ? Second .. does anyone know why resizing the image doesnt work ? Third .. why is the image zoomed in ?Cheers!
Right so I've setup a provisioning profile for my app, I've added my device, I've got a developers certificate..now what? I've done all that on my Mac, but I'm developing my AIR game on the PC, I've also setup folders for file sharing between both machines on the local network, but how do I test the PC AIR .ipa on my iPhone? do I have to take the P12 file (which I think I create with the keychain access program on the mac?) from the mac and put it somewhere on the PC? and then compile the game on the PC? then copy that created IPA file back over to the Mac to test in itunes connect? is that correct?Thanks for any advice.
There doesn't seem to be much discussion about the lack of mobile form support in a Flex 4.6 mobile apps - does anyone have any suggestions as to where is the best place to get started on a multi-page/view form running?As far as I can tell from the AS3 documentation - <s:Form> can run on a mobile device - IF you develop your own mobile skin.I would have thought there would be a huge outcry over lack of mobile form support - but as far as I can tell through much googling and research offical Adobe Evangalist blogs - no one seems to need or want mobile forms? Am I alone here? Once again, any suggestions on developing multi-view spanning forms??
So I had an app rejected on amazon app store and the reason given was:"The app is unable to handle incoming call interrupt gracefully; app runs in the background even on receiving a call interrupt. Please follow the steps to reproduce: 1. Start the application. 2. Select the difficulty level. 3. Make a call to the device and observe that after call,the game was running in background. "I don't get that? Surely its desirable to have the application still running in the background so that when they finsih the call they can press the app and it will pick off exactly where they left off? There aren't any sounds playing in the app so it's litterally just that it will go back to the same state when it is turned on again.Do amazon prefer the app to end completely when shut down? If so what do I put in the code to stop it resuming by default?
Hello everybody,I am developing an App with Adobe AIR for Samsung Galaxy Tab 10.1.In some part of the application I use a StageWebView to display HTML-Content.Unfortunately within the HTML-Content there is flash-content and its performance is bad.Therefore we disabled rendering of Flash content by adding "<application android:hardwareAccelerated="false"/>" to the AIR-Discriptor file.But this options only prevent rendering/visibility of flash-content and actually does not disable the use of the plugin within the StageWebView.Also if I changed under Android browser settings the usage of plugins the behavior is the same.The native android browser behaves the right way.Is there any posibility to really disable the plugin in StageWebView?Regards,Jan
... Has anyone made an iPhone4 app that the splash screen doesn't jitter during loading ?When I launch my app .. the splash screen shows.. then it shifts down about 5-10 pixels .. then back up .. then back down again.Can someone please tell me the best way to get the splash screen to work properly?My app is for portrait mode only.What could be causing this ?
Starting in iOS 5.0.1, Apple has introduced a new "do not back up" extended file attribute that will allow an app to store downloaded data into the application folder. Is there any planned support for setting this attribute within an AIR application or is there currently a way to set this attribute using the existing AIR SDK.
Hi,I am trying to customize the LabelItemRenderer so that I can use htmlText property. I used this CustomRenderer on my List component.When the List loads, I can't see the effect of the bold and font colors tag but when I tried to scroll it I was able to see the effect of bold and font color tag.How would I be able to see the effect of the bold and font colors without a need to scroll it before it take effect.Here is the codes of the customize LabelItemRenderer :package components{ import spark.components.HGroup; import spark.components.Label; import spark.components.LabelItemRenderer; import spark.components.supportClasses.StyleableTextField; public class CustomRenderer extends LabelItemRenderer
I would love to use Flare3D on a mobile app. Im struggling to get FB to get set up for this.I have overlayed AIR3.2 and added a flash player 11.2 debugger exe in the players folder as well as playerglobal.swcs for 11.2RC. When I go to make a new actionscript for mobile project the air namespace is already properly 3.2 from the overlay. I set wmode to direct and the same even again in the actionscript [SWF(wmode="direct")].When I make a mobile config and test on desktop from an emulated android the debug reports my version properly as 11,2 so I know the FlashPlayerDebugger.exe is working.I make sure my compiler settings target -swf-version 15.Yet I always have an 'unknown internal problem' using this type of project. If I do a standard MXML mobile project it works just fine. I can export to a flash web app using stage3d and it works great. I have the 11.2RC debuggers installed in my browsers. But as soon as I try the same as-only for mobile project it wont work with that useless error.
I have spent the better part of two days trying to figure out how the dickens to do this. Basically, I am using BlazeDS (using AMF as the protocol) to communicate with a Java backend (using tomcat with a self-signed cert).This works great in the browser version of the application (you usually get a little prompt saying that the site is untrusted when you try to access the website, you install the certificate and Bob's your uncle.)However, adapting the code over to iOS I am discovering a couple of problems. The primary one being that the BlazeDS communication fails miserably when we are using SecureAMF with the self-signed certs. It appears that it is similar to this issue: http://forums.adobe.com/message/3940214#3940214How do I get my iOS Air app to communicate with a self-signed certificate running on tomcat? Here are the things I've tried:1) Installing the cert using iPhone Configuration Utility2) Browsing to the site in Safari, and installing the certificate manual
Has anyone done testing with the various 3d frameworks on mobile devices? I know starling runs pretty well. I've tried Away3D, Flare3D and Alternativa3D so far and I find the beginner tutorials to be very approachable, although all the engines are scrambling to get Stage3D support in now. Away3D Beta 4 has almost no tutorials online. Flare3D has some good tutorials. Alternativa3D looks great as well as good samples and documentation.What I'm struggling with is finding a complete solution. I have 3dsmax 2009 which is too old for the plugins (like Flare3D) and downloading the 2012 trial refuses to install a 32bit version in my 64bit OS, so I can't even use their exporter. Alternativa3D also has max plugins but don't work very well for me. Even exporting basic OBJ files has proved to have significant limitations, like no UVWMap useful info being imported (such as tiling materials).So I'm wondering overall what a good mobile strategy is. Which framework looks most promising with Stage3D an
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