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Lately I had several users on android that wasn't able to import image from their gallery where I'm using browseForImage and MediaPromise. I checked and saw that browseForImage didn't send a valid image, just a stream with a text saying "exception thown by getter"I filled a bug TrackerI can't say when the problem came up, but I'm sure it was working before.Does anyone face the same problem?Any idea or suggestion?here is my test code:import flash.media.MediaPromise;import flash.media.CameraRoll;import flash.media.MediaType;import flash.events.*;var cameraRoll:CameraRoll = new CameraRoll();cameraRoll.addEventListener( MediaEvent.SELECT, imageSelected );cameraRoll.addEventListener( Event.CANCEL, removeListeners );cameraRoll.addEventListener( ErrorEvent.ERROR, removeListeners );cameraRoll.addEventListener(PermissionEvent.PERMISSION_STATUS, permissionListener);cameraRoll.requestPermission();var dataSource:IDataInput;//var extension:String = "";function permissionListener(e:PermissionEvent):
air sdk 30 can not find qt5core.dllair sdk 30 can not find qt5core.dllair sdk 30 can not find qt5core.dll
I am interested in using Firebase Firestore realtime features without relying on an ANE. It sound like it is built on grpc instead of websockets. Does anyone know of an actionscript grpc library?
Hi all,From this article :https://developer.apple.com/macos/whats-new/Apple is announced that they deprecated OpenGL for macOS 10.14. It seams like they have not yet deprecated it on mobile but how is this affecting AIR?Is AIR dependent on OpenGL?
I am using Flash Builder 4.7 to package my first app for the Google Play store. I export my release build, choose to package with a captive runtime, but my concern is with the certificate. I choose to create one within Flash Builder, so it essentially a self-signed certificate. Is this how most people do it, is this an acceptable or standard solution, or is there a more professional way that looks more legitimate to a final user that most of you use?Thanks for any insight.
Hi,Can you please, pretty please, with sugar on top fix this bug:Tracker It is more than 2 years old and is a serious issue for iOS platform.What is the status of that bug?I have tested it with AIR 29.0.0.103 Beta and it is still present.Thanks,Caslav
I'm developing a multi-monitor Flex/AIR application that uses several AIR windows placed on different displays/monitors that might have different font scaling. I'm experiencing some graphical issues with the Flex components when moving a window from one display to another. For example, say I have two AIR windows (A and B) and two displays (1 and 2). Display 1 has scaling set to 150% and Display 2 has it set to 100%. At app start both windows will be placed on Display 1. If I manually or programmatically move Window B from Display 1 (scaling: 150%) to Display 2 (scaling: 100%), the components of Window A (still placed on Display1) will suddenly shrink. Window B and its components (now on Display2) are successfully adjusted to the font scaling of its new placement (Display 2). So the problem is that Window A also gets its contents re-rendered in another scaling when Window B is moved moved to a display with another scaling factor. The problem occurs when <initialWindow> in applicat
When I create a StageWebView and pass "useNative=true", I get a blank white window when I compile my application for Window desktop for Windows 10.I absolutely can not rely on the WebKit included in AIR, as we all know its very old and has lots of JS bugs.I am also aware of the very popular WebViewANE created by Tuarua. This is great for most people but the problem is that his ANE forces the user to install things like Microsoft Visual C++ 2013 & 2015 Redistributables, and the .NET 4.6 Framework. The application I am creating is going to be used in emergency call centers, and it CAN NOT force the computers running the application to install these runtimes because that could interfere with their current systems.The thing that kinda sucks about this ANE existing, is Adobe has essentially completely abandoned caring about trying to fix the problem with StageWebView. Literally the ONLY options without using an ANE on Windows 10 Desktop are:- Use StageWebView with "useNative
We are creating builds using Adobe Air SDK 29.0.0.122But these build are not installing on test devices.We got the following error:Error occurred while installing the application:Installation Error: ApplicationVerificationFailed.Any idea about this? This error is not coming in Adobe Air SDK 29.0.0.112But we are not able to use Adobe Air SDK 29.0.0.112 as it has ios store submission issue (builds getting rejected for AIR SDK <= 29.0.0.112).
Microsoft just recently announced that their latest webview utilize the Edge browser instead of Internet Explorer. Are there plans to make the stageWebView utilize this new feature? It would sure make for a much better experience on Adobe Air windows app.
I am using Flash Builder 4.7.Today, I downloaded AIR SDK 29.0.0.122 from the offical page - https://www.adobe.com/devnet/air/air-sdk-download.html.I applied air sdk 29 as normal and built the binary (.ipa) using air 29.0.0.122.I built ipa as adhoc but can not installed on the device.When ipa was built as adhoc with air 27 or 28, it was successfully installed on the device.What's wrong?Please let me know how to solve it.
Hello, I'm using Starling framework for game development. And I find that RenderTexture as well as filters would cause problems for Scout to show 3D rendering.I see a bug tracker(Tracker ) of this but it is still having the same issue with the latest build. Could somebody take a look at this? Thanks.
Hi,I've a flex mobile project and reports error as below:unable to open '/Applications/Adobe Flash Builder 4.7/eclipse/plugins/com.adobe.flashbuilder.launching.multiplatform.contributor_4.7.0.349722/utilswcs/locale/pt_BR'This is odd, this error disappears if I delete and re-import the project, and it happens again after I successfully Debug/Run the project. It makes me have to do the remove/import project after every debug/run task.I have set the following Flex Compiler arguments in the project preferences:-locale=en_US,pt_BR,zh_TW,zh_CN,ja_JP -source-path=./locale/{locale} -resource-bundle-list=used-resource-bundles.txt -allow-source-path-overlap=trueand has all locale files for my project. ( This should be fine because I can debug/run after re-import the project).I'm not sure if there are some locale folders missing in my Flash Builder Application. There are currently only en_US subfolder in the 'Applications/Adobe Flash Builder 4.7/eclipse/plugins/com.adobe.flashbuilder.launch
How to prevent mobile device (Android or iOS) to put screen to sleep?I'm using Flash CS6 + AIR, in publish settings under Permissions I do have these two marked: DISABLE_KEYGUARD and WAKE_LOCK. But I don't see it working, i'm testing on Samsung Galaxy S3 (latest Android OS).Although it says it only needs to be in XML file those two lines, don't I have to put anything in ActionScript 3.0 code inside my Flash document ?When I pack APK file is XML also packed there ?Thanks
When I call cameraRoll.addBitmapData() on Android, I get a #2038 file I/O error which probably is due to a security issue. This happens with AIR SDK 30 Beta. I didn't have this issue with AIR SDK 24. I check for CameraRoll permissions, but still get this error when permission is granted. I’ve verified that the Android manifest has <uses-permission android:name=“android.permission.WRITE_EXTERNAL_STORAGE”/>. I’ve reduced the dimensions of the image to be half its size (now 720x936). I'm still getting this error and don't know what else to check.Is it possible that this issue is with the AIR SDK 30 itself? Have others seen this issue with the AIR SDK 30? Is there something else I need to try that doesn't involve using older SDKs?Thanks.Rick Hocker
Whilst debugging, I normally kill the APP manually - so I completely missed this new occurrence in iOS 11..Within just a few seconds of being moved into the background, for example when the user clicks the Home Button - the APP is now being killed by iOS.We've set background execution: NativeApplication.nativeApplication.executeInBackground = true;We are implementing the obligatory deactivate listener which calls: this.stage.quality = StageQuality.LOW; Starling.current.stop(true);In the app.xml we have: <key>UIBackgroundModes</key> <array> <string>remote-notification</string> <string>fetch</string> </array> <key>UIRequiresPersistentWiFi</key> <array> string>YES</string> </array>iOS 10.3.3 and e
I am building an ANE which will start a new View which contains a label and button. I was successful in adding view as bundle and view controller in my .a file.I am starting my view as a subview. And later when I click button, it should do some stuffs and change the label text. I can display the view using below code but my button click event is not working.--- Code to start view ---My ViewController class name is 'VideoViewController' and bundle containing xib name is 'ViewBundle.bundle' UIApplication *app = [UIApplication sharedApplication]; UIViewController *myViewController; NSBundle * mainBundle = [NSBundle mainBundle]; NSString * pathToMyBundle = [mainBundle pathForResource:@"ViewBundle" ofType:@"bundle"]; NSAssert(pathToMyBundle, @"bundle not found", nil); NSBundle *bundle = [NSBundle bundleWithPath:pathToMyBundle]; myViewController = [
(I posted this in the wrong forum yesterday, trying here instead.)I am developing a game that uses the iOS GameKit API via a native extension. It works great over WiFi. But when I switch to Bluetooth, I get intermittent crashes.So I can start guessing at where my problem lies... but that could take days. iOS is dumping a crash report that it is able to partially symbolicate. (Unfortunately, it's the part that doesn't help me much) For example:Incident Identifier: B3D0F337-B696-47C9-8ABA-883F2DFA2BA8CrashReporter Key: 91475c97fb1586aa03dc9db38bd3b6c5c8c3d8a5Hardware Model: iPad1,1Process: MyGame [2352]Path: /var/mobile/Applications/87342D20-3FBA-4486-B464-226F6F2FE8E4/MyGame.app/MyGameIdentifier: MyGameVersion: ??? (???)C
I am preparing to release my app to the App Store. I am using Flash Builder 4.7. I have been testing using a development certificate and a development provisioning profile. The first thing that I did was to create a distribution certificate and a distribution provisioning profile and point to them in Flash Builder in the project properties. Finally, I decided to try a quick test to see if everything worked and tried to compile and install on my iPad, and I go the error:Installation Error: ApplicationVerificationFailedSo I can't install my distribution version of the app on my iPad for testing. BUT, I was able to export a release build with no errors thrown.So, is there any way to test your distribution release on an iPad? Have I done something wrong? Or is this totally the expected result and you simply cannot test your release build on your device once you have set up your distribution credentials?Thanks
Hi,as after 2020 browsers will stop supporting Flash player I'm investigating how it will be possible to support my swf app served from a web server.Currently I can point the browser to the url with the swf and the app is working as expected.To avoid depending on the browsers (after 2020) I've created a simple prototype in Flex where I load the remote swf using mx:HTML.I then package the app in a captive runtime bundle and everything seems working, am I correct assuming that:Even after 2020 the captive runtime bundle app will keep working, or there will be also limitations to use AIR in the Operating system ?Is the mx:HTML tag using the AIR runtime to run the remote swf ? If I right click when running I see the same menu like when running the remote swf on the browser.I'm afraid that it still depends on Flash player installed on the system.Thanks in advanceEmanuele
Hi everyone,I apologize if my question is trivial, but I didn't find any solution googling it. I probably don't know even the right search keywords. My goal is to write one function that: read one txt filegets txt content as string So that this string could be manipulated in the remaining part of the code. I found this example: var myTextLoader: URLLoader = new URLLoader();myTextLoader.addEventListener(Event.COMPLETE, onLoaded);function onLoaded(e: Event): void { trace(e.target.data);}myTextLoader.load(new URLRequest("myText.txt"));It works nicely, but only print txt content in output window. I need content to be stored in a variable and made avaible to the rest of the code. I tried using a global variable wich assigning target.data to. But when I changed it to this: var myTextLoader: URLLoader = new URLLoader();var externalText: String; myTextLoader.addEventListener(Event.COMPLETE, onLoaded);function onLoaded(e: Event): void { externalText = (
I have several android apps that connect to a main kiosk run on a all in one pc. Recently all newer routers do no allow my kiosk to connect to the android apps. At first i thought it was just tri-band routers as I was able to still make a connection with dual band. Now though the new dual band routers I got have also stopped allowing the connection. I have tried every configuration I could think of on the routers and turned off all firewalls but now luck.Any suggestions would be welcome!
I am about to submit my first AIR apps to the app store this week. Unfortunately, I never got a chance to test my app on an iPad Pro. I have scaled all my fonts for the various screen resolutions, and all my page layouts are calculated based on screen size and resolution, so in theory it should work on an iPad Pro, but I have never had an opportunity to test it. Do you think that it is safe to include iPad Pro on the App Store when I submit my app? Have any of you found any funny issues with delivering on iPad Pro that I should be aware of before I submit?Thanks for any thoughts!
We have making client app using adobe air 18 and submitted our to App store and its working fine for more than 2years but on recent updates we are unable to submit the App and its getting rejected due to Non Public API error which is given below. after which we tried using adobe air 24 and 29 but both got rejected with same error, so try to give us some solution so that we can Post the App in App Store."" From Apple 2. 5 Performance: Software RequirementsHello xxxxx,We are writing to let you know the results of your appeal for your app, Make My Car for Toyota.The App Review Board evaluated your app and determined that the original rejection feedback is valid. Your app does not comply with:Performance 2.5.1We understand that you are taking steps to address the 2.5.1 issue, however, we still find that your app uses or references the following non-public APIs:_IOPSCopyPowerSourcesInfo_IOPSCopyPowerSourcesList_IOPSGetPowerSourceDescriptionTo resolve this issue, it w
Does anyone know if we'll have the ability to discern tap pressure (3D Touch) with our Air apps? I develop with Flash Pro CC and know some games that could use this feature.
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