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Adobe Air replies with and error message:Sorry, and error has occurred while installing Adobe Air. Installation may not be allowed by your administrator. Please contact your administrator.I have run as user and Administrator to no avail.Most up to date version has been downloaded from Adobe.Tried to delete any previous versionsNo previous version of Adobe Air can be found on the computer.I want to use an added program in Dreamweaver.The add-on is XPOSE Gallery Image ManagerHow can I install Adobe Air so I can use XPOSE Gallery Image Manager?
Sorry, an error has occurred. An error occurred while installing Adobe AIR. Installation may not be allowed by your administrator. Please contact your administrator.this comes up every time i try to download adobe air
How do things like in app purchases work? can you use milkman ane or distriqt etc?
I'm aware of the known issue with AIR and Xcode versions greater than 9.2, as per Cannot compile AIR app with Xcode 9.3 iPhoneOS11.3.sdk . The recommendation is to use Xcode 9.2 until an AIR update is released. Unfortunately this workaround will not work for us.The ANE we're building relies on a new framework added in iOS 11.4. The SDK for 11.4 was added in Xcode 9.4.Is there a workaround, pending release of a new version of AIR? A beta we can use? Something we can modify ourselves, within AIR or Xcode?Thanks!
Today, when I tried to update an apk for one of my app.Google Play console apk upload page returns the following error: Upload failed You uploaded an APK with an invalid signature (learn more about signing).Error from apksigner: ERROR (Jar signer CERT.RSA): Failed to parse JAR signature META-INF/CERT.RSA: java.security.cert.CertificateException: Failed to parse certificate #1I can promise my certificate was never changed since it was created at the year 2011.In recent three years, I really didn't use AIR SDK often.But I remember that I really made a successful update for one of my apps.Is there anything I missed in new AIR SDK versions?Or is this a problem of Google Play?BTW, three months ago, I transferred my apps to my another Google Play account.Would this be the reason for the error?Has anyone also encountered the same problem?
On April 13, 2018 AIR 29 was updated with a fix that prevents rejection from Apple.Release Notes Flash Player 29 AIR 29 However, there has been no word from Adobe on whether older AIR versions would be updated with this fix. Meaning that iOS developers must use AIR 29. Is there any formal work from Adobe on this? Will they patch older AIR versions with this fix?
Dear Friends,iam trying to download files from internet and store it in IPAD. I used the below code it was loading sometimes back now its not working. Actually in computer iam getting the msg its downloaded in local. But in IPAD (IOS) its not downloading.... pls help me how to solve this...import flash.net.URLLoader;import flash.net.URLRequest;import flash.net.*;import flash.events.Event;import flash.utils.ByteArray;var req: URLRequest = new URLRequest("http://www.abc.com/test.swf");var urlLoader: URLLoader = new URLLoader();urlLoader.dataFormat = URLLoaderDataFormat.BINARY;urlLoader.load(req);urlLoader.addEventListener(Event.COMPLETE, url_loaded);function url_loaded(event: Event) { txt.text = "file loaded"; var data:ByteArray = event.target.data; txt.text = data.toString();}Thanks and Regards,Syed Abdul Rahim
Hi Anki(AG)We reported a crashing issue last year regarding async texture upload on iOS. The AIR team has made some effort to fix the issue, but it has not been completely fixed yet and we have not heard back from the team for nearly two months now.The bug report contains clear information and a sample project where the issue can be easily reproduced. It would be great if we could receive an update on the issue, whether the team is still working on it and if we can expect to see it fixed anytime soon.Thanks
Hey there,i'm building an ANE that ships with dynamic and static frameworks. As long as it is only dynamic frameworks, everything works fine.I have one FacebookPlugin.framework that is build as a static framework though - in XCode that framwork has the MachO-Type "static library". I can't build it as a dynamic framework due to reasons.When it comes to resigning of the app that uses the ANE, the containing frameworks from the ANE would be resigned, but due to the static framework, i get this error (and only when i include the static framework):unexpected failure: not a MachO binaryjava.io.IOException: not a MachO binaryat com.adobe.air.ipa.MachoSigner.sign(MachoSigner.java:261)at com.adobe.air.ipa.MachoSigner.sign(MachoSigner.java:109)at com.adobe.air.ipa.IPASigner.signMacho(IPASigner.java:292)at com.adobe.air.ipa.IPAOutputStream.finalizeFrameworkSig(IPAOutputStream.java:1763)at com.adobe.air.ApplicationPackager.createPackage(ApplicationPackager.java:121)at com.adobe.air.ipa.IPAPackager
Hi,I'm making a little game with NetGroup and RTMFP and it works great between mobile (android <-> android and android <-> ios).But it doesn't work between desktop (windows) and a mobile (ios nor android). It's pretty annoying since it's faster to debug with desktop.“NetGroup.Neighbor.Connect” is not triggered, but the group is created on desktop and mobile.I deactivated my firewall but still nothing. And of course, desktop and mobile are on the same wifi.For the multicast IP I used "*****" [IP deleted by moderator] I don't know if you guys need some more informations.thank you !
I'm getting the following error while trying to compile to iOS with Air 22 and 23 with Xcode 8 and Apple iOS SDK version 10.0.Failed to package AIR application xyz.ipa: Warning: The path to platform sdk should end with iPhoneOSx.x or iPhoneSimulatorx.x format to avoid any unintended behavior. ld: unexpected token: !tapi-tbd-v2 file '/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS10.0.sdk/usr/lib/libgcc_s.1.tbd' for architecture armv7 ld: unexpected token: !tapi-tbd-v2 file '/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS10.0.sdk/usr/lib/libSystem.B.tbd' for architecture arm64 Compilation failed while executing : ld64Any workarounds?
Hi,Since updating MacOS to 10.13.4 I can no longer install AIR Debug or AdHoc apps to any Apple device.e.g. I get the following error:iPhone X: The device has encountered an unexpected error. Error connecting to your device!I can publish the app successfully without installing it onto the connected device. I can also publish an App Store ready app and submit it to Apple and install the app onto the device via TestFlight so it does seem the .ipa itself is being created successfully.iOS 11.3MacOS 10.13.4iTunes 12.7.4 AIR SDK 29.0.0.122Animate 18.0.1 Build 115Xcode 9.2iOS SDK 11.2All Apple certificates and provisioning profiles are in date and were working before the update.Does anyone have a workaround for this?Thanks,Mark
Hello I´m trying use android.support.v7, I import all resources and jar but i cant reach the Library in my project what is happening?Reasons to use this library:AlertDialog with the material themeI need understand better how include library and resources and what add in mainifest additions in app xmlI included in another project the GooglePlayServices but is very very old , but when i try update nothing works looks all the library is different, the mainifest additions don´t work how proceed also?
Hi!I use two apps:App 1 = Monitor the App 2, restart when needed, etc..App 2 = Make the things happen...The App 1 is a Native App (.exe) to be able to control the other App/Process 2.The App 2 is a .air file to be able to be auto-updated.So, today I can control App 2 from App 1, start, exit the process, etc.But when occurs an auto-update in App 2, is the Update Framework that starts App 2, so App 1 is unable to control App 2 since it was not the one that started the App / Process.So, the possible solution is to make the Update Framework to not restart the App 2 when the update is done. But, how make it? The custom UI does not have this option I think, is there a way to do this? Or is there another way to update the App 2 without this Update framework?Thanks a lot.
Hi,Ive successfully created many 32bit applications but with the recent decisions by Apple to encourage developers to only build 64bit versions of their software, if they want it in the Apple store.So Ive downloaded the most recent Adobe Air SDK 29 and Ive tried researching how to build a Captive 64bit version of my software, but with very few results.Before I build of IOS I wanted to build a 64bit version for windows. This would allow me to test it first to see if there were any problems.But the only thing I've found with instructions is:Combined Windows 32-bit and 64-bit AIR SDK | Adobe Developer ConnectionAnd the problem is Im using the SDK's ADT app to package the runtime from that SDK, with my application.I want to specify a 64bit build version and so far Ive found a new application descriptor <architecture>64</architecture>. But this was a dead end. The ADT compiler through an error stating it did not recognise this new descriptor.Any help what so ever with this would
I am on a windows machine and generates Assets.car from a Mac Machine.I am unable to install the IPA using my Adhoc profile Anymore (It was working on AIR SDK 27).Do I need to check if my ANEs support ios 11? or is it something else?
Two days ago, I received an email from Apple with the following content.Dear Developer,On September 1, 2016, we announced that we’re implementing an ongoing process of evaluating and removing apps that no longer function as intended, don’t follow current review guidelines, or are outdated.We noticed that your app has not been updated in a significant amount of time.Next StepsTo keep your app on the App Store, submit an updated version for review and make sure it follows the latest App Review Guidelines. If you are unable to submit an update within 30 days, your app will be removed from the App Store until you submit an update and it is approved.If Your App is RemovedYour app will remain fully functional for current users. They will experience no interruption to services, will still be able to buy in-app purchases, and can re-download the app while restoring from an iCloud or iTunes backup. However, we recommend that you update your app as soon as possible to reinstate it on the App Sto
Does anybody know what the situation is with support for the iOS VoiceOver screen reader in AIR apps? More specifically, does VoiceOver on the iPad and iPhone work with AIR apps? If so, how well? If not, does Adobe have any interest in making VoiceOver on iOS work with AIR apps?I'd be especially interested in getting in touch with anybody at Adobe who has interest in accessibility on iOS devices. Any leads would be appreciated.William MitchellResearch ProgrammerSchool of Information: Science, Technology, and ArtsThe University of Arizona
I am integrating Twilio video in android with my adobe air app. I can successfully add video sdk in ane but twilio video sdk uses com.getkeepsafe.relinker SDK. This SDK gives me below errorProcess: air.TestApp, PID: 585java.lang.RuntimeException: Unable to start activity ComponentInfo{air.TestApp/com.nethram.video.views.MainActivity}: com.getkeepsafe.relinker.MissingLibraryException: lib/armeabi/libjingle_peerconnection_so.so at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2456) at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2539) at android.app.ActivityThread.access$900(ActivityThread.java:159) at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1384) at android.os.Handler.dispatchMessage(Handler.java:102) at android.os.Looper.loop(Looper.java:152) at android.app.ActivityThread.main(ActivityThread.java:5507) at java.lang.reflect.
I'm trying to pack ipa on Windows 10 with adt and i get an error: ld: library not dound for -lstdc++ ld: library not dound for -lstdc++ Compilation failed while executing : ld64 I am used AIR SDK 20 betaHow to fix it?Thank you.
I am building a Flex application for iPad (iOS 6.1.3) using Flash Builder 4.7 on OSX Lion.I can successfully build my IPA using Flex SDK 4.6.0 with AIR 3.3 overlayed.However if I do the following:1. change the Flex SDK to 4.6.0 with AIR 3.6 overlayed (I used the "Flex compatible" AIR sdk at http://airdownload.adobe.com/air/mac/download/latest/AdobeAIRSDK.tbz2)2. update the application descriptor namespace to http://ns.adobe.com/air/application/3.6then I cannot install the resulting IPA on my iPad. XCode organizer produces the error: "No Code signature found" and if I try to install over USB from Flash Builder I get "ApplicationVerificationFailed"The SDK is the only change I've made. The provisioning profile, certificate, and app id are still the same. I can still run my app in the AIR simulator on the desktop in either SDK. XCode Organizer's console contains the following: Mar 28 16:08:42 Dougs-iPad installd[54] <Error>: 0x2c3000 verify_signer_identity: MI
i recently downloaded the premiere pro cs6 and once the download was completed it just stated that it was up to date but i never recieved the app. can anyone help me to try to get the software on my computer. I have called customer service but they havent been any help everyone i talk to always transfer me to someone different.
Is there any way to get this to work with adobe air on ios?apple are telling me I need to use it within my app instead of directing the user to a web page
I am using Air 26 and an iPhone 7. After upadating it on iOS 11 it insn't working anymore to debug/launch/test via Intellij Idea. Get the Installation Error: APIInternalError. Are there any workarounds/fixes for this problem?
Hi,Some of our app's art is in vector form. We release new art often, so we don't want to have to upload a new iOS binary every time we want our users to get new art.We load external SWFs with the Loader class. This works well in flash and android air, but in iOS we encounter the "Uncompiled Actionscript" issue described in the following thread:http://blogs.adobe.com/airodynamics/2012/11/09/packaging-and-loading-multiple-swfs-in-air-apps-on-ios/https://blogsimages.adobe.com/airodynamics/files/2012/10/uncompiledAS2.png However, this confuses us a bit, as the swf does not contain code, only vector art:This leads be to ask the following questions, which I have not been able to find an answer for:1) Do vector shapes get compiled to actionscript code, making them equivalent to code in these regards?2) Does the "Linkage" generate classes inside the SWF, causing the resulting SWF to be regarded as code?3) If (2) is the problem, is there an alternative way to label vector assets in a SWF to al
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