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I created .key file using openSSL.I created CSR file using openSSL (windows platform of course) (as described on adobe website).I purcahsed developer certificate from apple (99$ yearly).I installed WWDR intermediate certificate (as shown on apple's website).Uploaded CSR file and finally received developer certificate.Converted it into .p12 file (as described on adobe website).Created new provision profile.Finally, used .p12 file and .provision profile to build an ipa file for testing.... which worked on my ipad.I wanted to install the same thing on another ipad, so I took UDID of that ipad.. on apple's website, i added that device.created distribution certificate (using the exisiting .csr file, did not create it again).created ad-hoc provision profile using for both ipads.downloaded and used this new adhoc provision profile and .p12 (existing) to build .ipa file...it is over 1 hour and still it shows it is building..(i use AIR SDK 3.0, command line, temporary files are showing in
I wanna write an article about developing iOS game in Adobe Air based on our latest game. Different performance issues, hints, tricks, etc.I think it will be interesting for many of developers.Where can I publish it?
Hi all,I'm trying to figure out CS5.5 having used the PFI for so long, and not sure what I am missing.How can you get an iPhone app to have -renderingdiagnostics on using the ADT?I presume you dont install the PFI like before as its functionailty is now in ADT? So how can I see the rendering diagnostics....?James.
I write an ios library and named libDemo.a. When I linked libDemo.a with ANE (Adobe Native Extension) and pacakge the .ane file to .ipa file, the linker fails with some error:Undefined symbols: "_objc_terminate", referenced from:The error raised from an objective-c source file(named it Demo.m),and the failed function has some code like this:@try{...}@finally{...}When I comment the @11868606 and @13868228 line,the linker returned with success code.So,maybe can't use @11868606 @9295854 syntax when the library will be used at ANE enviroments?Thanks.
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Everything in my game, e.g. button-effect/ sound-effect runs very smooth the second time they are activated, the first time there's always a bit of lagging. Is it possible to cache or load the hole app into the memory at once (if it's not done automaticly), or is there anything else to do? The game runs at 50 fps, stable.
Just signed up to the amazon app store. How often do they update their reports?
hi people!I'm stuck on a finel step: uploading the app via Application loader.Yes , I have already searched this forum and it seams that all my certificates are right.any ideas?please, I'm running out of time.
If so, how well will it run
I'm having significant trouble trying to get the Adobe AIR Installer to run on my 11-inch MacBook Air, running OS X Lion 10.7.2. I've tried the standard installation which said it completed properly but did not, and also tried installing from the command line.The Files.zip file at http://cl.ly/1f0C2k3x1R3f1B1j1q0V are the fitlered log file and the crash logs associated with this issue.Thanks in advance for any help.—Chris
HiNo matter what I set in my app's xml file it will always resize to the device width/height. At this stage we are only supporting iPhone 4 resolution (480x320), so if the app is installed on iPad it should be presented at 480x320 (we are landscape only). I'm not how and where to set this? The initial splash screen displays correctly but once the app has loaded it then reverts to fullscreen. Setting fullscreen to false enables the info bar at the top but the app is still presented at the native iPad resolution.Thanks for any input.Ben
Hi, I am a little lost at the moment as to how I can play video from my app in the devices local media player, and if it is at all possible to have it launch the media player, play the media and then re-focus/return to my mobile app when media has finished.In other words:1. I run my mobile app2. A button within my app when pressed will play media (e.g, video) in the Mobile Devices media player. So it will open Media player and launch my video. I am not worried about formatting/ encoding anything. Assume we are only playing a compatible format3. When media has finished, the player will close and return focus to my appDeveloping in FB4.5/ flex mobile project/ AS3/ SDK4.5Any help with steps 1 & 2 above will be very welcome, as for step 3 well if anyone can assist that would be magical :). Any info will be greatly recieved and any solution I come up with will be postedThanks
So, problem is pretty simple (and limited to the iPhone 3GS, the 4+ seems to handle it ok). I've got a game that uses sprite blitting. So the rendering methods looks something like this:background.copyPixels(background,rect,point);then for each sprite :sprite.copyPixels(spriteSheet,rect,point);Pretty standard blitting stuff. The problem is when I blit the background image (which is one large 960x640 image) the iPhone justs chokes. Cuts my FPS in half. For an experiment I tried using fillRect to just clear the bitmap between each frame instead of recopying the BG image, and fillRect took just as long (13FPS!).Obviously the iPhone 3GS is choking on blitting such a large image. Anyone got anythoughts on how to optimize this? I'd much rather fix it then have to drop all those devices. thanks guys
I'm trying to use the example for a Local Notiificaiton on iOS/Android (http://www.adobe.com/devnet/air/native-extensions-for-air/extensions/notification.html) but there are gaping holes in its implementation and I have no idea how or where to get my questions anwsered. In iOS, there is an option for defining a fireDate, which allows you to defined when you want the notification to occur. This is completely ignored in the article and since no source code is provided for the native enxtension, I can't even easily piece something together on my own. Can anyoneshed some light on how I could get this to work? Defining a time for a notificaiton seems fundamental to me and the fact that it was omitted without any mention is puzzling. And just as a comment to Adobe, the documentation is severly lacking for Native Extensions in general. And the fact that this example was showcased on the 'Welcome' screen in Flex 4.6 provides a false sense of completeness. Has anyone been able
Hi All...Just Started Playing with AIR. Installed the runtime and the latest jdk on a Mac running OSX 10.6.7.Following the AIR 1.5 HTML Docs, attempted to run the HelloWorld application.I copied and pasted the HelloWorld-app.xml content and HelloWorld.html content into their respective files. Copied also the AIRAliases.js to the HelloWorld folder and used the command line tools as indicated:adl HelloWorld-app.xmlThe commend executes, but what I get is the following, both on the console and on an ActionScript error window:Error: HTMLLoader failed to initialize at flash.html::HTMLLoader/initHTMLEngine() at flash.html::HTMLLoader() at runtime::ContentPlayer/loadInitialContent() at runtime::ContentPlayer/playRawContent() at runtime::ContentPlayer/playContent()
Hello. This is the first time I've seen this problem while resizing images. While I hold down the shift key and drag the corner to resize, the image jumps when I let go of the left click. Can anyone tell me why this is happening and is there a way to correct it?
Hi!At program startup I load binary data of images from a remote server and save them locally in my applicationStorageDirectory:imageFile = new File(File.applicationStorageDirectory.nativePath);imageFile = imageFile.resolvePath("images/" + obj.id + extension);var filestream:FileStream = new FileStream();filestream.open(imageFile, FileMode.WRITE);filestream.writeBytes(loader.data);filestream.close();later, when I need the image for display reasons, I try to load them from my applicationStorageDirectory:file = new File(File.applicationStorageDirectory.nativePath);file = file.resolvePath("images/" + obj.id + extension);image.load(new URLRequest(file.nativePath));I made an output with both urls and they are identical. Nonetheless the image fails to load with error #2035.In the desktop version of this application I store images in and load them from the applicationDirectory. This works fine!Can anybody help?Judith
Does anybody know of any websites or tutorials thats teach 3D flying concepts with vectors. Here is an example of the kind of game I want to make: http://www.gamereclaim.com/2008/09/astroflyer/
Alright I got a couple of issues here.First I was on air 2.7 trying to convert an app that is designed to run in gpu mode, in landscape orientation, and full screen, well this is a known bug on 2.7 and the work arounds I found did not solve my problems or I was not clear on implementing them.Then I figured I go 3.1, surely that issue is fixed by now, run the app on my Kindle Fire and it tells me my air is out of date so it prompts me to go to the Amazon app store for an update except when I do it just takes me to the free app of the day page and I can't manually find the air app through the built in amazon app store, I see it on the web version but cannot download it, and if I am having this problem all the users will too so some solution like getting it off the android market and putting on the fire manually is useless.It seems that there is no plug in available on the amazon app store that will allow the fire to run applications built in 3.1, is this true? I've seen a few posts regar
Machine: mid-2010 macbook pro 15"OS: Mac OSX v.10.7.2 (Lion)Tried to download Muse (1/17/2012)or run Air-based help (for Vectorworks) (earlier) would not work. (Adobe.com reported "Plugin-failed")Tried installing Air new, reports "will not work requires a version of Air you do not have"Tried running Air Uninstaller (version 1.?) did not run.Please Help.INFO:Air version installed is: 3.0.0.4080System Log references to Adobe Air are:3.0.0.4080Jan 7 07:06:37 KrispBookPro Install Amazon MP3 Uploader[667]: Installed runtime (3.0.0.4080) located at /Library/Frameworks/Adobe AIR.frameworkJan 7 07:06:38 KrispBookPro Adobe AIR Application Installer[673]: Application Installer begin with version 3.0.0.4080 on Mac OS 10.7.2 x86Jan 7 07:06:38 KrispBookPro Adobe AIR Application Installer[673]: Commandline is: "/Volumes/Install Amazon MP3 Uploader/Install Amazon MP3 Uploader.app/Contents/Resources/Amazon MP3 Uploader"Jan 7 07:06
Recently discovered that all devices are not created equal for example an iPad can track 11 touch points at the same time, where the Kindle Fire and the NOOK can only do 2 and who knows about all the android phones out there.Here is my question, an app I am developing requires the user to hold their hand over the screen for a certain logistic purpose which means they would add anywhere from 1 to 4 touchpoints when that happens, well I dont need any of those inputs. I would like to have an area of the screen or an object that when touched kills the touch input so the 2 or more touch events are not in use and I can use them elsewhere.Its a weird problem but it will make sense when/if the app happens.
Can anybody give links to some (quality) games made on Air for iOS ?I know only Machinarium.Are there any more? At least medium quality ones...
I built a fairly simple app using Flash Builder 4.6 and have successfully deployed it to the Android Market (after testing on my own Android device). I have also taken that same app and compiled it for iOS and tested it on my own iPad. I have then done the release build with the "Final Release for App Store Distribution" option in the release build wizard. I have all the correct provisioning certificates in place and compiled the application to a .ipa file.At this point, using a MAC, I have run the Application Loader utility to upload my application to the itunesConnect portal to get it in the appstore. I've already gone through the steps of entering the metadata, price scheme, and screenshots in the itunes connect portal, and just need to upload it for review.When I upload the .ipa file into the application loader, it gives me the following error:"iPhone/iPod Touch: application executable contains unsupported architecture(s): arm"Anyone have any idea what
Prerty sure it's been discussed already, but thought I'd bring it up again... has anyone found a good workaround in order to use Adobe Air on Linux?Thanks,Eric
I am trying to upgrade from Adobe AIR version 2.7.1.1961 to version version 3.1.0.4880.The operating system is Windows Server 2008 Standard - SP1I am logged on as the administrator and shortly in the upgrade process, I receive a Window stating:Sorry an error has occurredAn error occured while install Adobe AIR. Installation may not be allow by your administrator. Please contact your administratorFollowing is the install log:[2012-02-15:15:56:56] Runtime Installer begin with version 3.1.0.4880 on Windows Server 2008 x86[2012-02-15:15:56:56] Commandline is: [2012-02-15:15:56:56] Installed runtime (2.7.1.19610) located at c:\Program Files (x86)\Common Files\Adobe AIR[2012-02-15:16:02:46] Relaunching with elevation[2012-02-15:16:02:46] Launching subprocess with commandline c:\users\admini~1\appdata\local\temp\1\air704f.tmp\adobe air installer.exe -ei[2012-02-15:16:02:46] Runtime Installer begin with version 3.1.0.4880 on Windows Server 2008 x86[2012-02-15:16:02:46] Commandline is: -s
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