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Problem Description:On some android devices, application falls back to cpu render mode instead of GPU mode,despite declared in -app.xml (<renderMode>gpu</renderMode>).Profiled with Scout CC and confirmed x5~x20 increased time consumed in rendering,indicating AIR runtime is rendering the application's DisplayList only with software mode. Steps to Reproduce:https://play.google.com/store/apps/details?id=com.ggee.vividruntime.game_ticket_1715&hl=jaApplication packaged with AIR SDK 17.0.0.124,Severe fps drop observed on following devices : 1. HTC Butterfly J HTV31 (Android OS v5.0.2)2. Nexus 6 (Android OS v5.1.1)3. Docomo F-04G (Android OS v5.0.2) Actual Result:Severe framerate drops to <15 on main menu screen.Expected Result:Should be able to achieve targeted 30 frames / seconds with devices listed.Any Workarounds:Does not happen in APK files built with AIR 16 build 292.Does not happen in android devices with OS versions under v5.0
While creating ipa i am getting the following error. I am gaming sdk ane for inapp purchase. Have also downloaded the newer 64 bit version of ane but still i am facing the same issue.Please let me know the possible solution for this error.
Hi,I can't find any documentation about that, but it seems that the fullScreenSourceRect property of Stage doesn't scale stage3d contentis there a way to make it work? is it a bug?Thanks
I have been trying to find an answer for the question about legal possibility of distribution native application built with Adobe AIR native installer (.exe, .dmg, etc.).Maybe somebody may help me and give me an answer for the question: Should I apply for Distribution License if I only want to create native applications with Adobe AIR?It looks like I do not have to apply for this license, because I do not distribute Adobe Runtime (native installer tries to download runtime from the Adobe website). But maybe I am wrong here?
HiWe get some crashes at random locations on devices - both Android and iOS. Sometimes within a few seconds. Other times after working with out app for a long time.We are not sure why our app is unstable. Which tools would you recomend for finding this type of issues?
Hi Adobe,Could you explain why the backgrounds of the new logoes are very dark? Is there a particular reason for that?Does the dark background stands for "Black Horse" or "Old and Dying"?Thanks!DarkStone2015-06-05
I have a stagewebview that displays a page in my Air for Android app. I am aware that authentication dialog ui wont show up when running the apk on a device (i's not supported atm) so does anyone know a workaround for this? can i set the username and password using URLRequestDefaults.setLoginCredentialsForHost? I have tried doing this before loading the page in the stageview but it doesn't seem to work.
pdfCapability seems to be broken after Reader DC install on OSX for Air 17 - shows ERROR_CANNOT_LOAD_READER:int = 3204;
Hi,we were using Air 17.0.0.144 for our Android app and received several complaints that the game was not working on Samsung Galaxy S3 Mini, Samsung Galaxy Tab 4 and others. Upon investigation we were able to reproduce the problem on a Samsung Galaxy S1, seeing a "Texture format mismatch" exception. This bug is supposedly fixed in Air 18.0.0.109 Beta, so we upgraded our Air version, but instead we are now seeing a "Buffer creation failed. Internal error" exception. Anyone else having this issue?Air 16.0.0.292 is working fine, we now released a fix with this version, but I am a bit worried that this will hit us again as we continue with newer Air versions.
Hi ,i have one issue in my Android Adobe AIR plugin .i'm following below steps to create plugin -1- I have successfully created my nativeExtention code by java ,2-successfully created JavaScript library3-successfully created .ane file with following commandadt -package -target ane abc.ane extension.xml -swc abc.swc -platform Android-ARM -C platform/Android . -platform Android-x86 -C platform/Android-x86 . -platform default -C platform/default library.swfand i put third party native jar in following directory structure<Android platform directory>/ libs/ armeabi/ <Android emulator native libraries> armeabi-v7a/ <Android device native libraries>But I am getting class could't found issue in native third party library please help me on this when i use ane file in flex mobile project in Adobe Air .
we want solution to update our app without turning off Real Time Scan of McAfee.we have checked installation log and found actual error is when Converting unpackaged application to a native installation package.Native installation package creation failed: [ErrorEvent type="error" bubbles=false cancelable=false eventPhase=2 text="Unhandled exception Error: EndUpdateResource: Windows Error #5" errorID=0]
It is becoming increasingly popular and would LOVE to be able to run our AIR products on Android TV, and I am sure so will the rest of the AIR community...
Hello,I have developed an AIR for iOS app in Flash CC 2014 on Windows. I use MacinCloud managed server for uploading .ipa to store for testing. It is virtual server service with Mac OS. They have Application Loader pre-installed.I made certificates [cer converted to p12] on Windows and installed provisional profile. I made another certificate on Mac and added it to provisional profile too. I get error when trying to upload from Application Loader:ERROR ITMS-90161: "Invalid Provisioning Profile. The provisioning profile included in the bundle com.xxx.yyy [Payload/yyy.app] is invalid. [Missing code-signing certificate.] For more information, visit the iOS Developer Portal."Stuck here. Tried to add cert made on Mac. Flash doesn't like it and stops compilation. Any help will be highly appreciated.
Hey guys,We developed some Multi User, Multi Touch games in Adobe AIR for a company a year ago and they worked great. They were developed for windows 7, but also worked on win8. But now with windows 10 coming up we get the remakr that the games do not work correctly any more. The touch of some objects get lost and they get stuck. We have the dame issue on some other games we developed in Unity, so we suspect windows itself to be the problem, but does anyone have a clue how to get it solved? Basicly the touch-end event seems to get lost. Short description:Touch with finger 1. Keep this finger on the screen. Touch with a number of other fingers. Keep these on the screen. Release finger 1. Touch again with finger 1. From this moment, the touch points connected to the other fingers will be stuck in the ‘touch move’ state.Any help would be greatly appreciated
01. Using latest Beta SDK 18.02. Testing under Windows XP.03. Running on decent [Quad Core 2.4MHz] system.04. Using decent [NVidia GE Froce 9600 GSO] video card.05. Stage3D Context reports it is using Direct9X [Standard] driver that does support Video Texture.I should first report how pleased I am to be able to add this capability to my Molehill application.I should also report that my test bed checks to see what happens to actual Frame Per Second performance whenever I make incremental enhancements to that test bed, and layering a billboard object on a scene that already has a dozen other objects each with some type of shader behavior, only causes a small dip from the 60 FPS baseline.BUTThe software reports that it is using software to accomplish the creation/upload of the VideoTexture frames, and I am taking about a 5-8% hit in increased CPU consumption when I add the feature.SOGoing back to the very beginnings of pre-release Molehill [circa 2011] when each of your release notes woul
This problem occurs in android 5.0.2 and AIR 17, textfiled can't show some chinese font.Does anyone have the same problem?
HiIs there a chance that in future versions of AIR Stage.mouseLock can be enabled in windowed mode (not only in fullscreen mode) ?In many games (like all FPS) the mouse is locked in the center of the screen. If you play in windowed mode, the mouse stay locked in the center, it doesn't move out of your screen otherwise it's unplayable...So why in AIR the mouse can't be locked in windowed mode? This feature is hardly needed for gaming projects.Thanks,phendrax
A recent update of Avast Antivirus is blocking my game made with Adobe AIR.Users install adobe air and then install the game via .airAfter the install, when the game launch, Avast remove the .exeAnyone having this issue too?
HiIf I have an app that uses an ATF file for a compressed textures that just has the ETC1 (with alpha) format in it, then it displays fine when it runs on an embedded device that only supports the ETC1 format. But the texture is not displayed in Scout.Instead I can see the compressed upload in the Stage3D pane: Texture(3).beginFullUpload() Texture(3).upload(COMPRESSEDALPHA <ALPHA_ETC1>, 0) Texture(3).endFullUpload()but at the top of the pane it says: Error #3677 in Texture(3).upload(COMPRESSEDALPHA <ALPHA_ETC1>,0); * Texture decoding failed. Internal error.and in later frames you then see the warning: Error #3605 in Context3D.drawTriangles(43, 0, 8); * A sampler binds an invalid texture.I'm assuming here that the ALPHA_ETC1 format is not supported on the desktop so presumably Scout isn't able to upload this data, hence the lack of display and ongoing error - but could I get confirmation of this, and is this just a restriction that w
Hi, I want to launch my Android Air app whenever I it receives a custom url scheme.In order to do that, I add the next text to the manifest<android> <manifestAdditions> <![CDATA[ <manifest android:installLocation="auto"> <uses-permission android:name="android.permission.INTERNET"/> <application android:enabled="true"> <activity android:name=".AppEntry"> <intent-filter> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.DEFAULT" /> <category android:name="andro
Hi there,I wanted to update my app to support iPhone 6 and 6+' native resolutions. Now I don't have either device and want to start testing using the iOS simulator.In Flash Builder's debug launch configurations in the "Default Device" list I can only select "iPhone (Retina)" which would be iPhone 5, all the while I have set the Simulator SDK to iPhoneSimulator8.3.sdk.I can manually switch the device in the simulator to be iPhone 6 but everytime I press debug in FB it switches the simulator hardware back to iPhone 5.How can I make FB start the app with iPhone 6 as default device in the iOS Simulator?
Run code:var sqlError:SQLError = new SQLError("test", "", "", 7);trace("sqlError.errorID: " + sqlError.errorID);trace("Error(sqlError).errorID: " + Error(sqlError).errorID);trace("(sqlError as Error).errorID: " + (sqlError as Error).errorID);Actual Result:[trace] sqlError.errorID: 7[trace] Error(sqlError).errorID: 0[trace] (sqlError as Error).errorID: 7Expected Result:[trace] sqlError.errorID: 7[trace] Error(sqlError).errorID: 7[trace] (sqlError as Error).errorID: 7Is it a runtime bug or "feature"?
Hey, I just updated my AIR Version from 14 to 17 (to comply the new 64bit guideline) and now the app (standard debug builds and release builds) keeps on crashing on startup: The iOS launch screen appears, the apps splash screen as well, then the app just closes. I first tried removing ANEs and other libraries and in the end just created an empty Project (new "Flex Mobile Project" in Flash Builder 4.7) that just has a View with a Label. Even this one crashes. I compile on Windows 7, Flash Builder 4.7, Flex SDK 4.13, Air SDK 17. The iPad reports the following: Application 'UIKitApplication:de.pl.testapp.debug[0x5ea6]' exited abnormally with signal 11: Segmentation fault: 11 And the Error Log tells me: Incident Identifier: F58E991C-B9DE-41B8-97D6-274BD431FD8E CrashReporter Key: 1614577c3a5fce692ee3b623abce81b4f8f7efe6 Hardware Model: iPhone3,1 Process: testapp [494] Path
First time post.For some reason Adobe air is not recognised in Windows explorer. When I try to re install it I am told it is already installed. I tried an uninstall and there it is.My difficulty is that an application for I want to use has a download manager from Mercedes that needs Adobe AIR. Each time I try to run it I am told to install Adobe....... this for the umpteenth time.Please help.Bill
Good day!Faced with a very strange situation.Create an AIR-mobile project, there are simple loader of external swf (without code, just one clip with Shape in it), setting up LoaderContext, all as it should be. I tried to load a file from the disk, locally and from the site and from local storage application (app-storage).Everything is loaded, and I set up mouse events for the loaded clip, for the stage and for created manually sprite.And here begins the strangeness - mouse events do not stack up on the display objects list, ie, if we click on the sprite - event only gets this sprite, but not the parent clip and not a stage, if we click the clip - event only gets this clip, but not the stage.I put exactly the same code in the AIR-flashplayer project and events work as expected. Only difference here - call Security.allowDomain ("*"), which for mobile-version certainly is not working.What is it? Can someone help me?Here's the sample code: private function testLoad3(a_strURL:String):
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