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Hello,My video disappear when using the new class Videotexture and the phone rotate on Android Nexus 5 package{ import com.VideoT; import flash.display.Sprite; import flash.events.Event; import flash.display.StageAlign; import flash.display.StageScaleMode; import starling.core.Starling; public class Main extends Sprite { private var _starling:Starling = null; public function Main() { stage.scaleMode = StageScaleMode.NO_SCALE; stage.align = StageAlign.TOP_LEFT; addEventListener(Event.ADDED_TO_STAGE, init); } public function init(event:Event):void { removeEventListener(Event.ADDED_TO_STAGE, init); _sta
Hi!I got this message when I use AIR 17 in Adobe Flash CC 2014, when trying to make an ipa-file. Anyone know what it is actually saying?Error: libAPPPurchase.a are required to have universal IOS libraries. Please contact ANE developer(s) to get the same./Ylva
Have been using the -ei switch for many months when installing AIR via SCCM and it has always worked well. Not working with the new version 18 install. Is there another switch? Should I try -silent or /silent?Thanks,Larry
Even tried running through Administrator Account Same Issue[2015-06-16:15:09:41] Runtime Installer begin with version 17.0.0.144 on Windows Vista x86[2015-06-16:15:09:41] Commandline is: [2015-06-16:15:09:41] No installed runtime detected[2015-06-16:15:09:45] Relaunching with elevation[2015-06-16:15:09:45] Launching subprocess with commandline c:\users\lenovo\appdata\local\temp\air4914.tmp\adobe air installer.exe -ei[2015-06-16:15:09:48] Runtime Installer begin with version 17.0.0.144 on Windows 7 x86[2015-06-16:15:09:48] Commandline is: -stdio \\.\pipe\AIR_3208_0 -ei[2015-06-16:15:09:48] No installed runtime detected[2015-06-16:15:09:48] Starting silent runtime install. Installing runtime version 17.0.0.144[2015-06-16:15:09:48] Installing msi at c:\users\lenovo\appdata\local\temp\air4914.tmp\setup.msi with guid {34927EBC-98D4-4D53-98BE-510DF5999F50}[2015-06-16:15:09:50] Error occurred during msi install operation; beginning rollback: [ErrorEvent type="error" bubbles=false cancelable=f
Hey everyone,one of our projects got rejected from Apple because of the following reason:"Also, we noticed that your app did not run at iPhone resolution when reviewed on iPad running iOS 8.3, which is a violation of the App Store Review Guidelines. We’ve attached screenshot(s) for your reference."Within the manifest.xml I defined<key>UIDeviceFamily</key><array> <string>1</string></array>since the app is iphone-only. Has anyone a solution for this, since I did not find anything about it on the web.
I found application crash on AIR 17 beta + iOS (AOT build). package { import flash.display.Sprite; public class SimpleMobileApplication extends Sprite { public function SimpleMobileApplication() { stage.addChild(new BaseView()); } } } import flash.display.Shape; import flash.display.Sprite; import flash.events.MouseEvent; class BaseView extends Sprite { public function BaseView() { var s:Shape = new Shape(); s.graphics.beginFill (0xFFAAAA, 1.0); s.graphics.drawRect(0,0,100,100); addChild(s); addEventListener(MouseEvent.MOUSE_DOWN, doSomething); } public function doSomething(e:*):void { } } class ExtendedView extends BaseView { public override function doSomething(e:*):void { trace(arguments); } } When tap a red rect, application will crash!AIR17 + iOS(AOT): crashAIR17 + iOS(no
Hi there,I've got a landscape app that allows the user to browse for an image using the CameraRoll.When I run it on iOS 8 with AIR 18 the camera roll now shows portrait (which I think is an intentional change).However, just before the iOS Photos window appears, I see half the page of my existing app in portrait mode (which obviously looks a bit shabby).Has anyone come up with a good solution / workaround for this ?All the best!
Dear Adobe engineers:Since AIR sdk 16, the ADT compile our code to both 32bit and 64bit version ,but sadly it is not only duplicate our code, but also duplicate all the embedded resources include images/ sounds and vector shapes which created by flash and include as swc, this makes our app file size 1.5~ 2 times bigger than used be.The more sad thing is even we did extremely heavy re-factory to remove each embedded resources and make them all loaded during launching by using Loader/URLLoader, the executable file is still 2 times bigger than before.Please note that nowadays ipa file size is crucial for each of app developer , bigger the file size , less the successful downloading rate / advertisment conversion rate / upgrade adoption rate , and higher user acquisition cost , we spent quite a lot effort to try to reduce the file size byte by byte, but all of sudden , you guys just made our app 50% bigger than before.The apple just announced they applied a new "APP THINNING" setup which w
Managed to download the installer onto my laptop but can't get it to run/load. A new window prompts me to select a file to open it with. Don't know what I need to do this. Can anyone help/advise. Many thanks Vanessa
I'm being asked to make an app where the live video feed form the camera is displayed in the app with some overlay elements. When the user presses a button the frame from the video is captured and can be saved to the roll(or sent to instagram, which is another issue i'm trying to figure out). Is this possible withough and ane? With an ane? Not in Air at all?Thanks.
Hi,I have a digital signage app that runs unattended on Android devices (Rockchip RK3066 / RK3188). Users can create their own designs online (like 'wix' I guess), then the device downloads the XML playlist and runs it all as a playlist on the device.So the problem is this: I have a 2 videos on the timeline (H.264 MP4) and they basically play one after the other. The videos have no sound. Because the device is lower powered it seems I have to recreate / reinitialize the video each time before I play it (rather than just pause and hide it whilst the other plays). Everything seems to run fine then after a while (hours) the app will just freeze up. The latest test ran for around 11 hours before it locked up, however I have seen it lock up after just 2 hours previously.To try and pin the issue down I have run Adobe Scout and also have collected the logcat and 'ANR' log here for you to look at.The app is called "com.posstream.MediaPlayer"LogCat: It seems like it starts with a stack trace ar
I published a small article about localization of Splash Images for iOS in Adobe AIR. Here is the link Localization of Splash image for iOS in Adobe AIR | Blog by TheRabbitHope this can help for someone from you.
Hi,I would like to install my AIR Android with ADT from the command line. I tried it with the string below but got errors like "app icons are missing": adt -package -target apk-debug -connect -storetype pkcs12 -keystore myapp_android.p12 myapp.apk myapp-app.xml myapp.swf What do I need to add to make it work?Many thanks
Hi,I have a strange issue, and could't fine the answer yet on any forum.AIR version: 17.0.0.99The command line ADT package for iOS fails when I'm adding both "-hideAneLibSymbols yes" and "-useLegacyAOT no" and if it also contains such .ane native extensions, which have been updated to support iOS arm64. If I remove the "-hideAneLibSymbols yes" part from the command line, it works fine, but I need to use that as well, since I'm using multiple native extensions, and otherwise I'm getting the duplicate symbol error. So, it seems to me, that if hideAneLibSymbols is also there, then the useLegacyAOT is not taken into consideration.This is how I tried to package it:adt -package -target ipa-test -hideAneLibSymbols yes -useLegacyAOT no -keystore ../certificates/asd.p12 -storetype pkcs12 -storepass asdasd -provisioning-profile ../certificates/asd.mobileprovision asd.ipa asd-app.xml asd.swf assets icons -extdir anesHow could I solve this issue? I used to compiled the .ipa files using Flash
Video textures in the same app is displayed perfectly on the Android Nexus, Kindle Fire, but does not appear on Jiayu G2F phone.What could be the reason?
We distributed a Surface Pro 3 Windows app to a client - there are 5 versions - representing 5 products. After install and continued use the Abobe AIR Setup popup box "Installing..." appears. AIR was installed and the apps work fine even after closing this poup - Why does this appear and how do we disable it?
Hi allThis will be a stupid question to a lot of you, but bear with me.I have created a small app in Adobe Flash Professional CC on the Mac with Action Script 3 and targeting Air 16 for iOS. The app runs fine on my device but I know the client will require it to only accessible by registered users. How will I add username and password fields and have it authenticate on every launch of the application?Please help or give advice on how to go about this.Thanks
Hi,Some months ago, as many of you, i got the Google warning that asked me to update de OpenSSL version of my APK. A month ago i saw that it was fixed with AIR 14 SDK, so i published the game again with the last SDK available (it was AIR 17), but today i've got the Google message again aking me to migrate to a newer version of OpenSSL.It's an error of them, maybe automatically sending the message without checking that i've fixed the problem os there is something more i should do?Thanks.This is the Google message:Hello Google Play Developer,We wanted to let you know that your app(s) listed below statically link against a version of OpenSSL that has multiple security vulnerabilities for users. Please migrate your app(s) to an updated version of OpenSSL by 7/7/15. Starting on this date, Google Play will block publishing of any new apps and updates that use unsupported versions of OpenSSL.REASON FOR WARNING: Violation of the dangerous products provision of the Content Policy and section 4.
Hi,I'm, trying to create a ANE file embedding a third party library, but I'm encountering this problem.Seems files AWSSQS.framework, AWSRuntime.framework are not found because they are not compiled properly. BUT lip -info shows correct informationlipo -info ./AWSRuntime.framework/AWSRuntimeArchitectures in the fat file: ./AWSRuntime.framework/AWSRuntime are: i386 x86_64 armv7 armv7s arm64My platform-options is:<platform xmlns="http://ns.adobe.com/air/extension/17.0"> <linkerOptions> <option>-ios_version_min 5.1.1</option> <option>-framework QuartzCore</option> <option>-framework AudioToolbox</option> <option>-framework CoreGraphics</option> &nbs
i made an application with flash cc 2014 .when i publish it with AIR and test it in iphone 6 the apllication doesnt cover the whole screen.there are black margin on top and on bottom.how can i publish the app in order to cover the whole screen?
Adobe, you have a good sense of drama. Your way of killing AIR is killing me. The video texture support is awesome and even though it was a slow process, in the end it came out of the blue. Video is your core, so in a sense the feature came many years too late, but at the same time your competitors are not there either.It's very unfortunate for us, that we are not using direct renderMode. I believe many others are happy with GPU renderMode too. This is because direct renderMode is just a bad alternative for Unity. The #1 reason to use AIR is Flash, not AS3.So what I'm asking is that please please please figure out a way to add H.264 feature to renderMode GPU. How hard could it be, I would assume you have figured out all details by now?
After converting from ios6.1 / mountain lion to ios 7 / mavericks, my Flash builder mobile actionscript application gets the following unresolved std lib methods when it tries to package the appluication for my ios7 device. These symbols come from code written from within my native extension (ane) that was created and added in the properties configuration.This packaged and ran fine on ios6.1 / mountain lion...is there some way that I need to link in the standard library in this scenario (that I didn't have to do before)?Error occurred while packaging the application:Undefined symbols for architecture armv7: "__ZNSt3__115basic_streambufIcNS_11char_traitsIcEEE6setbufEPci", referenced from: __ZTVNSt3__115basic_stringbufIcNS_11char_traitsIcEENS_9allocatorIcEEE E in libcom.dddnativespinterface.a(yyy.o) "__ZNSt3__115basic_streambufIcNS_11char_traitsIcEEE9showmanycEv", referenced from: __ZTVNSt3__115basic_stringbufI
In a current project we are using local html/css/js content displayed in a StageWebView. It all works like charm on iOS, however, on Android the whole thing behaves very weird: The page loads, all content is loaded and displayed way to small (my guess is 3-4 times smaller) and out of place. After 1-3 seconds everything "jumps" to the desired size and position.Anyone got an idea on how to solve this?
I have problems with AIR and cannot go forwards or backwards. I am running in Windows 7.According to Windows "Programs and Features" I have AIR 17.0.0.144. But when I try to Uninstall from there, I get "This program requires a version of Adobe AIR which cannot be found. Please download the latest version of the runtime from http://www.adobe.com/go/getair, or contact the application author for an updated version."When I download and run the installer for 17.0.0.172, the GUI states that the install has been successful. But it hasn't, and the log contains:[2015-05-30:15:49:31] Runtime Installer begin with version 17.0.0.172 on Windows 7 x86[2015-05-30:15:49:31] Commandline is: [2015-05-30:15:49:31] No installed runtime detected[2015-05-30:15:49:34] Relaunching with elevation[2015-05-30:15:49:34] Launching subprocess with commandline c:\users\cem\appdata\local\temp\airef2f.tmp\adobe air installer.exe -ei[2015-05-30:15:49:35] Runtime Installer begin with version 17.0.0.172 on Windows 7 x86[
I'm writing an app that disables the screen dim and keygaurd lock while the app is in use, but when a user navigates away from the app (i.e. goes to the home screen) then the screen dim and keygaurd is re-enabled. I'm testing this on physical devices and it works on all other android devices that I have tested except for Kindle Fire. So, when I go to the home screen and navigate away from my app the keygaurd and screen dim is still disabled so the kindle just stays on unless I manually locked it. I know Kindle Fire is a modified version of the Android operating system, so it kind of makes sense that some things might work differently on a kindle. I was wondering if anyone else has solved this issue or has any ideas about how to make it work? Here is the code I'm using and I have DISABLE_KEYGUARD and WAKE_LOCK permissions selected:stage.addEventListener(Event.DEACTIVATE, onLeave);stage.addEventListener(Event.ACTIVATE, onComeBack);private function onLeave(e:
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