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Hi,I am running into a small, convenience issue.In my iOS AIR app, I am loading an external swf which has been included into the root of the ipa, via adt.The code is :var loader:Loader = new Loader();var url:URLRequest = new URLRequest( "SoundLib.swf" );var loaderContext:LoaderContext = new LoaderContext( false, ApplicationDomain.currentDomain, null loader.contentLoaderInfo.addEventListener( Event.COMPLETE, onSoundLibLoadComplete, false, 0, true );loader.load( url, loaderContext );The swf loads just fine on the device, and I am able to instantiate the sound assets within it. So far so good.My issue is that when compiling the main swf in Flash Pro, I am forced to use the absolute path to where the external swf is located on my desktop drive ( C:/projectName/fla/common/SoundLib.swf ). If I just use "SoundLib.swf" ( even if I include the swf via the publish settings window), or if I use a relative path ( "../common/SoundLib.swf" ) to where the main swf gets compiled to, it just does
Hello.I have created a flex mobile project to open and show a native PDF file in Android. I have tried three different methods below , but I failed.1. I created a stagewebview and used "stageWebView.loadURL". I can see the PDF View in emulator but it didn't work in Android Pad (SAMSUNG Galaxy Tab 10.1). It showed blank screen.Note that I have installed AIR 3.3.stageWebView1.loadURL(new File(new File("app:/assets/ZUGH-2P.pdf").nativePath).url);2. I created a stagewebview and used stagewebview to load javascript. The javascript could run in emulator, but it didn't work in Android Pad. I failed again.stageWebView1.loadURL(new File(new File("app:/assets/JavaScripthtml.html").nativePath).url);3. I imported stagewebviewbridge, which is the extended version of stagewebviewbridge. I created a stagewebviewbridge , but it could not run in emulator. I failed again.stageWebViewbridge1.loadLocalURL( "appfile:/assets/pdf.html");could any one give me some suggestions? Many thanks.
Hi,I need to create a .p12 certificate to publish my Air created iOS app on Windows.Is there an other way available than using the openSSL and command line tool?Tom
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Hello - I've just had an app kicked back for something I've not seen before that *may* be to do with the new guideline - although I'm using the latest version of air (4.0) which should get around the xcode5 issue that's going to bother a lot of people.it's this basically... (more below)I'm only including storeKit and Flurry extensions and I can't find anything of the advertisingIdentifier in them. Has anyone else had this yet. I'm happy to dump Flurry for the time being, but I have a 'bad feeling' it's not going to be that.Any help would be massively appreciated !-Cheers,Jerry
Not sure if any of you have used Game Center in your apps.. I'm using it for the first time and have an approved app... my question is more around adding an updated app to iTunes Connect.When you add your updated app .. under leaderboard it says0 of 0 Selected to submit (99 of 100 Leaderboards Remaining)No New Leaderboards have been set up.My question is ... is my updated app going to automatically take on the current leaderboard that's being used ? .. The way it words this scares me to think that no leaderboard will be used with the update.Thoughts ?
Hi,We really appreciate the new execute in background function in direct mode, but we have gotten some unforeseen problems with it.Many things that didn't dispatch events in the background like Loader does that now, and in that event chain we have some OpenGL calls.We will fix that issue, but its a massive job and we need to submit a new version ASAP.Is it possible to disable background execution so it behaves like Air 3.8 ?-Simon
Not sure what's going on here...when I publish to device everything is fine. Splash screens show for iPhone 4, iPhone 5, iPad, iPod Touch, etcMy app just went live in the store and the splash screens are only showing for the iPhone 5 and 6 not for the iPhone 4, iPod Touch or any iPads.Any idea what would cause this ?My app is bundled with everything.
Hi,I've developed a few applications for Android and IOS using AIR. Specifically using the GPU render mode alongside StageQuality.LOW for better performance. I was hoping for information on whether this is still a usable method as last year there was a period where it appeared depreciated or at least not supported on high res Android:Lorenzon Nuvoletta's google plus thread:https://plus.google.com/+LorenzoNuvoletta/posts/AhjX4XnrAzLThe 'fixed' bug:https://bugbase.adobe.com/index.cfm?event=bug&id=3370376The 'issue' is now marked as fixed, but I am still a little concerned about it's use in future. Are Adobe still supporting this render mode?Thanks,Nick H
My app is set to auto orient and auto aspect ratio in the app descriptor. At a certain point, I want to disable it from orienting. If I call:stage.autoorients=false;it works for portrait but if it is called when in landscape, it changes back to portrait instead of freezing it in landscape. Is it actually loading the default instead of just disabling?
Hi there! How is your life? full of Code like mine? not bad!well....are you ready for a new story?!- there was an old app (version 1) made for both Android and iOS (available in Google Play and Apple Store).- I received the request and developed the new version 2 (Completely from scratch, using Adobe Flash CS6).- For Android, all I had to upgrade the App from Version 1 to 2, was a certificate file with no extention (just the password).- After a LONG process fortunately I could convert that to p12 , remove the air. prefix to match old package name, and I am done And now I am into Apple!!- For Apple, all I have received now contains 2 files related to Version 1: ios_development.cer PAQ_DEV.mobileprovisionBased on your valuable experience dear freinds: 1- Those files are really all I need to upgrade the App from Version 1 to Version 2 ??2- what is the process to make p12 file (I mean any URLs or articles in this case that could help?).thanks alo
Is this a supported scenario?Windows 7 PC.Adobe Air runtime (latest; 4.0) has been installed by an administrator using a local admin account and the eulaAccepted file is present under the "All Users" profile.User logs in using her own account which does not have local admin rights.User downloads an Air app and tries to install it to C:\Users\<username> where she has full write permissions to the disk.What I observe when acting as the User is that the Windows UAC (security escalation to local admin rights) dialog pops up. Can anyone clearly state what the Adobe Air installer is doing that requires the UAC escalation when installing an app to a user's folder? Thanks.
Hi,Thanks for read this.When I reload external swfs , Error #3764 appear. In this blog https://blogs.adobe.com/airodynamics/2012/11/09/packaging-and-loading-multiple-swfs-in-air-apps-on-ios/#commentsIt saisReloading of pure asset SWFs will work with AIR 3.7 buildsSource code can be downloaded from here Anyone can help me? Thanks!
I have to target Flash Player 11 for 3D projects, which means I'm struggling to retain some important AIR functionality for Android:NativeApplication.nativeApplication.systemIdleMode = SystemIdleMode.KEEP_AWAKE;NativeApplication.nativeApplication.addEventListener(Event.DEACTIVATE, DeactivateDevice);NativeApplication.nativeApplication.addEventListener(Event.ACTIVATE, ReactivateDevice);I get the error:1120: Access of undefined property NativeApplication.Or this if I try to import the class manually:1172: Definition flash.desktop:NativeApplication could not be found.Is it possible to have the best of both worlds? And if not, how can I achieve the above things some other way?
Hello,I am trying to develop apps for a large interactive wall and I seem to be running into the 4096x4096 bitmapData limit. This post: http://stackoverflow.com/questions/8277639/no-more-constrain-on-bitmap-resolution-in-flash-player-11?rq=1 says that the limit has been removed since Flash version 11 (I'm running Flash 12 and AIR 4.0) however I am seeing display object being cut off at exactly x=4096.My app is basically this...I have 30 sprites (each 600x428 and each with an image on front and back) spread evenly across the wall (10 colums and 3 rows). I use Papersprite and Tweener to flip (rotationY) each sprite over once they are touched. Before being touched, they all display perfectly across the wall. When I touch a sprite past x=4096, they dissapear completely, or they are literally cut off/in-half at x=4096. Before x=4096, they flip perfectly. Also, another application I made has many images that are 8000x2500 and they each fade in/out, also using Tweener, to the next with zero i
I am getting several errors during submission. 1) I'm using the "correct" version of the Adobe AIR 4.0 compiler downloaded from http://labsdownload.adobe.com/pub/labs/flashruntimes/air/air4-0_sdk_win.zip as noted here: http://forums.adobe.com/message/6081764#60817642) I am developing on Windows, using intelliJ, but using the Application Loader on my Macbook3) I can publish to my iPad for testing/development purposes no problem4) As far as I can tell I *must* submit the app via a Mac, so I'm submitting from my Macbook AIR even though I am developing on my Windows Desktop5) This app is "iPad only". I have only inluced <string>2</string> in the supported devices section of the descriptor XML file.5) When I attempt to submit the app using the Application Loader on the Mac I receive the following errors:ERROR ITMS-9000 "This bundle is invalid....must be built in Xcode 5"ERROR ITMS-9000 "Your binary is not optimized for iPhone 5..."Unable to authenticate the package: 813923839.it
Hello,We are authoring an iOS app where we want to have different behaviors on reactivation (Event.ACTIVATE), based on whether the user let the iPad go to sleep, or if they pressed the Home button to exit the app. Basically, a user's action affects the length of time before we make them log back in. We have UIApplicationExitsOnSuspend set to false.However, we haven't found a way of distinguishing between sleep or home button pressed. We've been experimenting with different properties and events in the NativeApplication class. Here's what we've found so far:Event.DEACTIVATE is triggered by both sleep and home buttonEvent.EXITING is not triggered by either, presumably because UIApplicationExitsOnSuspend is false and thus app is not exiting.Event.SUSPEND is not triggered by either (maybe not supported on mobile?)Event.USER_IDLE is not supported on mobile devices.We also tried faking a sleep event, under the theory that most users will not change the default Sleep setting of 2 minutes, by
Hi, im trying to develop a mobile application, but whenever i go to "Run Configurations" the "Packaging Method" options are disabled. It can only package in standard mode. That shouldn't be a problem (other than the longer time do package) but when i deploy the app to any iOS device and try to run it, the app enters "Installing" mode and doesn't answer anymore. Could it be a problem related to my air version?
We have developed an AIR application that involves syncing multiple audio tracks with a video track. We are using the Spark VideoDisplay component for video and the Flash SoundChannel object for audio. We are having trouble keeping the audio synced with the video. Is there a better component to use for this? Is there some technique to keeping audio and video synced in Flash/AIR?
My -app.xml file is a simple,<?xml version="1.0" encoding="utf-8" standalone="no"?><application xmlns="http://ns.adobe.com/air/application/4.0"> <id>com.sixminute.plaintester</id> <filename>OtherTester</filename> <name>OtherTester</name> <versionNumber>0.0.0</versionNumber> <initialWindow> <content>[This value will be overwritten by Flash Builder in the output app.xml]</content> <!-- <aspectRatio>portrait</aspectRatio> --> <renderMode>direct</renderMode> <autoOrients>true</autoOrients>  
I have a couple of free apps I make money on through in app purchases. They get around 300 downloads a dayWhat would implementing an admob service in them actually gain - apart from irritating the customers?Does it bring anything worth bothering?
Once we developed app for Mobile Device with Adobe Air, we need embed the Youtube video to the app. For easiest way, we use StageWebView of AIR, so we can directly load Youtube Embed video like a frame.It used to be working. But from today, it suddenly not working. the video just show the blank screen or "An error occurred while performing this operation." message. I think Youtube may change some setting of its video pages. The youtube homepage or search page are still working in StageWebView.
Hello, I see on the Adobe website that Air version 4 simplifies management License Verification Library (LVL) on google play. but how? I can not find help, except old aid for older versions of Air? there is no change? still need a ANE (which I can not find anywhere the way, if you use flash cs6 and we do not know java, difficult to get out ...)? thanksHenri Blumwww.opium-bleu.com
I've run into a beta tester who can run my Stage3d app correctly while in Firefox, but when he runs it in Chrome it can't find his video card (GeForce 8600 GTS, 2013 drivers - old but on this list), causing Stage3d to slip into uber-slow software mode in Chrome.Short of telling my users to "try a different browse", is there something specific about Chrome or PepperFlash (newest version WIN 12,0,0,70) that might cause Stage3d to fail to see some video cards? Is there anything I can do about it?
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