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I'm very frustrated. every time when I try to open any air application or run air debugger in Flash Builder, the error page always pops up. it says adl quit unexpectedly or (app name) quit unexpectedly,I'll be very appreciate anybody can give me a hint..the detail description from popup is like this:Process: Monster Debugger [602]Path: /Applications/Monster Debugger.app/Contents/MacOS/Monster DebuggerIdentifier: com.demonsters.debuggerVersion: 3.01 (???)Code Type: X86 (Native)Parent Process: launchd [240]Date/Time: 2012-01-17 17:53:52.738 +0800OS Version: Mac OS X 10.7.2 (11C74)Report Version: 9Interval Since Last Report: 67667 secC
I'm attempting to package an Android app built in Flash Pro CS5.5 for the Blackberry Playbook. (Just wait - I think I am posting this in the right forum).When I tried to do it the first time, Blackberry rejected my app because it needed the stand-alone AIR runtime. My next thought was the upgrade to AIR3.0 and use the captive runtime, hoping this would solve the problem. So I followed the steps online to upgrade CS5.5 to use AIR3.0 and republished my app. Then, I used the command-line adt ulitity to publish a new APK file with the captive runtime. All that seemed to work well.However, when I go to Blackberry's online conversion tool, I'm being told my app is not compatible. The reason (and again - why I'm asking this here and not on the BB forum) is because my app now thinks it is using all kinds of additional features that it isn't really using. Specifically:AIRStage3DSurfaceViewAIRWindowSurfaceViewAndroidActivityWrapperAndroidCameraAndroidInputConnectionAndroidLocaleAndroidMediaManag
I have been running Adobe CS3 on my computer for 4 years now, and recently installed windows 7. Since then I get an error on my computer when I try to open photoshop that says:"there is no disk in drive. Please insert a disk into drive\device\Harddisk1\DRI"From there all I can do is press try again or cancel. Try again doesn't do anything, so I press cancel and then the program opens like normal.The other problem I am having is I try to open a photoshop file in Illustrator or try to place a photoshop file in illustrator the program crashes and says:"The application ran out of memory. Please close some windows to free memory."I don't have any other windows or programs running, and I have a quad processor and 8g of memory. Shouldn't be crashing.Does anyone have a solution for me please?Thanks.
I'm comfortable with "shared objects" for saving hi scores and progress in a game, but what if I need to create a series of preset data files that ship with the game?I'm working on a large project that will involve a lot of data entry and I need to save lots of values to a file that the game will still have access to once it's installed on a mobile device.Hopefully it's not that much more complicated???
Do you always have to create objects on the stage or can you create them in the actual programming. I know you can create a movie clip instance and name it. but can you just inside the programming create a new class and then from there create the instance from the class?Thanks for all the help i am learning this after doing some C++ so going slow but hopefully will one day be good?also new to forum. i Don't know if im doing it wrong. I have seen people complain about new people posting stuff in the wrong places.Sorry if i am doing that
i have a text file that contains some information and i want to be able to read in the string from the file.I know some c++ so kinda like how you would do a fscanf to obtain information.anyidea how you would do this in actionscript. sorry really new to forums. actually first forums ive every signed up for
I am trying to submit an update to my app using the Apple Application Loader. The prevous version of my app was made with an early version of Adobe AIR about a year ago. My problem is when I upload my app I get an error, "The key UIRequiredDeviceCapabilities in the info.plist may not contain values that would prevent this application from running on devices not supported by previous versions".I have edited the UIRequiredDeviceCapabilities key in the Infoadditions of the xml document. I included the camera and microphone capabilities so the app would only run on the iPod Touch 4th gen but this would still allow it to run on older iPhone models.Are there any additional changes I need to make to be able to submit this app update?
Hi guys,I'm building an AIR Application for Android devices and I'm using the Camera.I found a really strange behaviour. When I first start the app and the camera initializes, I get around 1fps(!).If I then press the home Button and klick on the app icon again, it's all good and I get the full framerate.This same behaviour also occurs within the Tour de Mobile Flex app when I start the Raw Camera part.As soon as I press home and then return to the app, everythings fine...Anybody out there having the same issues and maybe a soulution?Help is highly apreciated.Gabor
I would like to call another app from an air app running on ios but it sounds like the custom url scheme used to do this can only be used from native apps to contact air apps and not the other way around, right?If so, is this going to be fixed by some other process in the future(ie. native extensions) or is there a work around?
My 15mb app made with air 3 mobile just got published on ios appstore but I've noticed a big bump in it's size, it's now around 27mb and so its no longer downloadable using a 3g connection.Is this fact related to AIR or is it a normal behaviour for any apps?It's weird because even the debug version was a lot smaller (around 17-18mbs), and the ipa file I uploaded to the store was the 15mb one
Hi,Im developping a software on Apple MacBook Pro latest OS X 10.6.6. I have set up the auto update feature and its work fine when i test it under Mac OS X.But when I test the same software on Windows 7, Im getting the error :16822I/O error while downloading. The subErrorID property may provide more information.With suberrorid 2032 : 2032Stream Error.I've checked different values from there, the update url is correct and work fine from the browser. The new software version is downloading correctly from IE 8 but it is seen and saved as a zip file. I have no idea what is going wrong with the auto updater. Does any body know something ?Whats difference between AIR auto update process between Mac and Win 7 ???Does the firewall of Win 7 could be the problem ?? I dont think so. What do you think ?Any help will be greatly appreciated. Thanks !
I am reporting this again because previous attempts seem to be going unanswered - maybe because the original question is marked as answered - http://forums.adobe.com/message/4118674#4118674 . However, the answer does not help at all.I have spent days on this but no success in terms of stability no matter what I try. It is blocking a decision to use AIR for our flex mobile development because one of the key needs is barcode scanning from camera. Can someone from Adobe please give an update on this one - stable access to Camera is a pretty basic need for a large class of mobile applications. My research seems to show that lots of people are having issues and some even recommended other platforms so bad was the problem. I'm starting to feel like this guy! - http://forums.adobe.com/thread/945089?tstart=0In frustration over the weekend I tried Titanium and was up and scanning in a day! We really want to stick with Air / Flex on this due to a significant investment in flex for our web backen
I use Flash Air to develop iOS games. It would be nice to be able to launch a browser from within your applications. Any ideas would be appreciated!!
Hi, I am using AIR 3.1 SDK. I am creating a new window in the main applicationvar window3DInstance:Window3D=new Window3D();window3DInstance.open(true);In the newly created window I am trying to load some 3D contents. Then It generates the Following ErrorError #2044: Unhandled ErrorEvent:. text=Error #3702: Context3D not available.I can able to load the 3D contents in the main application window.Then from my research I found that to use the stage3D support we need to have the rendermode to 'gpu' or 'direct'. I am setting the rendermode in the application descripter file.<renderMode>direct</renderMode>But the issue is that this renderMode property is not getting in the newly created window. IIs there any solution for this?Thanks in advance
I'm thinking of developing an iPhone game, and one of the things I definately want to be able to do is update values in the game remotely from a server, without having to re-submit the IPA file to apple, so I was wondering what would be the best approach to do that? I'm developing in Flash CS5.5.
When we split keyboard (look at attached image) on iOS 5.0.1 SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE and SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE doesn't dispatch.
Hi there. I am having trouble playing local video from an Air app created from Dreamweaver. I have found many similar [posts, but most are about Flex and so on. I need some help getting this working form Flash and Dreamweaver. What I did wat create a jQuery site that uses Flash to play videos. It will be packaged as a desktop Air app using the Dreamweaver Air plugin. From advice that I got here (http://soenkerohde.com/2008/06/playing-local-files-with-air/)I started a new Air Project in Flash as suggested. Using an Air flash app makes more sence I guess, but I still need to imbed it into an HTML framework. Here is the code I am using:import flash.filesystem.File;var myVideo:Video = new Video(stage.stageWidth, stage.stageHeight);addChild(myVideo);var nc:NetConnection = new NetConnection();nc.connect(null);var ns:NetStream = new NetStream(nc);var client:Object = new Object();client.onMetaData = function(metadata:Object):void {trace(metadata.duration);}ns.client = client;myVideo.attachNetS
For various reasons, I need to create an AIR Native Installer that installs as a 64 bit application. I can't find this option when creating a native installer. When I install on Win64 it always insists on installing in the x86 (i.e., 32 bit) "Program Files" folder. How can I make it install in the default Program Files (i.e., the one containinf 64 bit apps).Some background. I need to make this work with a native code library that talks to hardware (a Kinect, to be specific). When running under Win64, the Kinect driver is 64 bit, and therefore needs a 64 bit app to work with it.-JM
Adobe Reader fails to initialize. In the "other versions" and "enterprise" it fails to show any other versions available for my operating system. Windows Sp2. I am attempting to install from IE8 and Mozzila Firefox. I have Windows Essentials and it is disabled.
I'm currently debating which platform to use for mobile development. I've been a Flash game dev for many years, so my instincts are to go with AIR, but I hear good things about Corona, so I was wondering if anyone here has experience with using Corona and whether one platform has certain advantages over the other?Thanks for any advice.
Hi,One of our clients are not allowing us to develop their app in Air due to the fact that it only support 3GS and above.Are there any recent stats available that show how small percentage of the total market we will lose by this? I heard somewhere that each new iPhone/iPad/iPod cycle is selling about twice the amount of the recent one, but my guess is that we only will lose around 10%, since I think many of the old iPhone 2G/3G are not used to buy apps anyway.But it's hard to convince clients without any statsThanks!
I'd like to look for leaks and other various things that the instruments supports over flash builder profiling. Is it possible to test a compiled IPA from flash builder using Xcodes instruments? If so, how do you set the target properly? I'd like to do it on the device itself but if only the simulator is possible, either is fine. I just can't figure out how to specify the IPA as the target. I did rename it to a .zip and uncompress the Payload folder and point to that app in instruments and it just tells it it fails to load the app. Thanks for any tips!
Hi!If I package my app for testing it starts up nice with only a couple of seconds.But if I package it for ad hoc or for app store it takes over 30 seconds to start up! After that it runs fine.I can't figure out what is wrong here since the only thing I'm changing is how i package the app. Any ideas?
Is there any example of passing bitmap data into iOS and returning a modfified copy. I am trying to convert a bitmap into jpeg - similar to this example in Windows http://blog.magicalhobo.com/2011/09/12/air-3-native-extension-imageprocessor/ but it crashed every time. I am pretty sure I am doing something basic wrong but not been an iOS / Objective C programmer I am really just trying magic incantations and I can't find any good examples. Any help appreciated? Sean P.S. Below is my attempt: FREObject encodeJPEG(FREContext ctx, void* funcData, uint32_t argc, FREObject argv[]) { FREObject objectBitmapData = argv[0]; FREBitmapData bitmapData; FREAcquireBitmapData(objectBitmapData, &bitmapData); int width = bitmapData.width; &nb
Hi - I'm trying to limit the number of textures I include in my package for a flash game I'm porting to Android using Air.The game uses a blitting engine, and I am scaling the textures at runtime to use an appropriate sized bitmap for the different devices with their differing screen sizes.This works absolutely fine on the desktop version of Air, but on the device itself any bitmapdata that is drawn at runtime does not seem to have smoothing applied - it all looks great as long as I the matrix used in the draw is never actually scaled.Does smoothing work on bitmapdata.draw operations on Android?Here's some code.public function setupTexture($embedXML : Class, $bitmapData : BitmapData) : void { var $scaleFactor : Number = ViewSettings.getInstance().scaleFactor; //this is set var $matrix : Matrix = new Matrix(); $matrix.scale($scaleFactor, $scaleFactor); _bitmapData = new BitmapData($bitmap
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