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How on earth do you fix this issue on a Mac?
whats wrong with my code here?import flash.events.PermissionEventimport flash.permissions.PermissionStatus;import flash.media.CameraRoll;var cameraRoll:CameraRoll;function checkPermission (e:Event=null):void{if (CameraRoll.permissionStatus != PermissionStatus.GRANTED) { cameraRoll.addEventListener(PermissionEvent.PERMISSION_STATUS, PermissionEventFunc)} else { saveToCameraRoll()}} function PermissionEventFunc(e: PermissionEvent): void { if (e.status == PermissionStatus.GRANTED) { saveToCameraRoll() } else { // permission denied }function saveToCameraRoll (evt:Event=null):void{ var bitmap_data:BitmapData = new BitmapData(stage.stageWidth,stage.stageHeight); bitmap_data.draw(stage); cameraRoll.addBitmapData(bitmap_data); }
Hi All,Last few days I am trying to fix an issue regarding IPad pro resolution detection but I am always getting 2048X1536. I have used splash/ Lunch screen which name is Default-Landscape@2x.png. But I am getting 2048X1536 , wrong resolution instead of 2732×2048. . How to get right resolution 2732×2048.. Please help me Thanks and regardsArun
I'm using Animate, but now need to package an app to iOS using the command line. Instead of building the command line from scratch, I wonder if it's possible to "intercept" whatever Animate is sending to Windows when I press "Publish" and use that as the basis for a customized command. Is that possible? Thanks!
Does anyone know why getting any of the following returns a screen of 640x1136 on an iPhone 6/7/8 Plus?stage.screenWidth/Heightstage.width/heightCapabilities.screenResoltuionX/YScreen.mainScreen.boundsThe actual resolution of one of these phones is 1242x2208 or 1920x1080 depending on how you measure it. Using:stage.scaleMode = StageScaleMode.NO_SCALE;stage.align = StageAlign.TOP_LEFT;And the values don't change after a resize event, not even many resize events.In 2017 with AIR 27 is there still no way to get an accurate read on the screen size?
So I'm just now submitting my first app update for iPhone X. I added the Default-375w-812h@3x.png image and it looks and works great on my iPhone X. But when I submit to the App Store, I get an error when I include a screenshot for the 5.8-inch display.The app previews and screenshots for the iPhone 5.8-Inch display won’t appear on the App Store because your binary wasn’t built with the iOS 11 SDK.I am using AIR SDK 27.0.0.128 and my guess is that it doesn't indicate something quite right in the metadata for the .ipa file.FWIW, the submission still seemed to work. It is just a warning. But I assume that iPhone X users won't see the screenshot specially made for the iPhone X.
We are able to get our game packaged successfully to Mac and it's working perfectly as it should, but with one big caveat: there's a big popup window that appears on top of it.See here:https://drive.google.com/open?id=1cvkVFBFWNF1EF4210N6osD3Id4w66KxHhttps://drive.google.com/open?id=1vcdJavL2n_Axyxi2KjXol9-vzofpPj5cNotes:- the window can be moved and minimized- if I close the window, the game closes tooWe have successfully packaged our game to Android, PC and iOS. Only this time we see such problems on MacNotes about the packaging process:- the resulting file is in .app extension- done on a MacMini, if that's relevant- the adt call:adt -package -keystore bat/game.p12 -tsa http://sha256timestamp.ws.symantec.com/sha256/timestamp -storetype pkcs12 -target bundle "game" application.xml bin/game.swf bin/data icons- using AIR 24- the app xml:<initialWindow> <title>game</title> <content>bin/game.swf</content> <systemChrome>standard</systemChrome> <
Nexus 6p, android 8.0.0My gpu more app crashes on startup with an io error but my starling (render mode direct) app is working still. Upgraded to Air 27 same problem. Will have more details later, for now just wondering if anyone is working on with android 8
I'm trying to package an iOS app and getting the following error message:adt.bat -package -target ipa-app-store -keystore ios_prod.p12 -storetype pkcs12 -storepass xxxxxxxxx -provisioning-profile ios_prod.mobileprovision output.ipa ipa.xml game.swf iconsunexpected failure: nulljava.io.IOException at com.adobe.air.ipa.IPAOutputStream$CompileTask.throwAppropriateException(IPAOutputStream.java:1219) at com.adobe.air.ipa.IPAOutputStream.finalizeSig(IPAOutputStream.java:1467) at com.adobe.air.ApplicationPackager.createPackage(ApplicationPackager.java:227) at com.adobe.air.ipa.IPAPackager.createPackage(IPAPackager.java:291) at com.adobe.air.ADT.parseArgsAndGo(ADT.java:673) at com.adobe.air.ADT.run(ADT.java:471) &nbs
is it possible for flash using action script to see all the images that were held in a folder in a url and know their filenames etc?so for example I have 200+ images here:https://onelittledaisyportraits.files.wordpress.com/2017/11/https://onelittledaisyportraits.files.wordpress.com/2017/11/insta-1.jpg https://onelittledaisyportraits.files.wordpress.com/2017/11/insta-2.jpg etcis it possible instead of preloading the specific url that flash could just go to https://onelittledaisyportraits.files.wordpress.com/2017/11/ and see the images in there and create an array with the image names?
hello,i m developing android app using adobe air (animate cc) , i tried multiple documentation for opening pdf file in android app but all failed, please give me correct solution with source code.
Hi All,I've come across an issue with using the fileStream object on the iPad. The application we are writing downloads lots of data through a socket connection and we use the fileStream class to write data to the application storage directory using asyncOpen. I'm using 4.5.1 and Air2.7All goes well for a bit , then it will hang with the error insufficient resources error. We've gone over the code, checked with the profiler to ensure the fileStream object GC and it all works fine on the windows desktop. We've even tried it on a Andriod device and its fine. But on the iPad it always hangs after a certain point.We did some more investigation and we find that we can write 1195 files ( give or take a few ) before it crashes. We've tried using one fileStream object, closing it, then re-using it to open another file. We've tried using a new instance of the fileStream for each file we write. We've tried batching the files in to 10,20 or 50 before disposing and using a new fileStream obj
Hi friends,I want to implement a 7-day trial period for unlockable content in my app on iOS. Basically, the user downloads and installs the content inside the app, and can use it for 7 days. Then the user has to purchase a one-time IAP to continue using that specific content.In order to identify users and their respective trial periods, I wanted to use the getUniqueID feature of the MilkmanGames CoreMobile ANE, linked to a server-side database. However, the CoreMobile ANE uses the IdentifierForVendor string to return that unique ID. And I read that this value could change if all the apps from the same vendor were removed from the device. In other words, if the user uninstalls then reinstalls my app, there are high chances the unique ID will change, making all my identification process useless.So I think I'll have to store a unique ID in the device keychain on the first launch, to be sure this ID remains the same, even if the app is uninstalled and reinstalled several times. The only so
Are there any extensions or plugins that we can use to automatically post a picture to an instagram account?
Hi,I grabbed this code from the example here:HTMLLoader - Adobe ActionScript® 3 (AS3 ) API Reference package { import flash.display.Sprite; import flash.html.HTMLLoader; import flash.net.URLRequest; public class HTMLLoaderExample extends Sprite { public function HTMLLoaderExample() { var html:HTMLLoader = new HTMLLoader(); var urlReq:URLRequest = new URLRequest("http://www.adobe.com/"); html.width = stage.stageWidth; html.height = stage.stageHeight; html.load(urlReq); addChild(html); } }}When I run this I getting a bunch of errors in the Output log and a plain grey screen. No adobe.com website shows up.:[SWF] desktop.swf - 1005 bytes after decompressionTypeError: Result of expression 't.clearTimeout.bind' [undefined] is not a function.t at http://assets.adobedtm.com/659ec8ada5450db95675e43beaaae92399591a11/mbox-contents-f3808f72f280c66c15bd81363d6f55f0659a684d.js : 155 at http://assets.adobedtm.c
I am trying to deploy an app on my device from Animate. Ever since iTunes 12.7 removed the ability to install apps from it, Animate no longer shows any of my devices on the list of available devices to install to.I am no longer able to test my apps on my phone...the only alternative is to use TestFlight, create a build every time I would like to test something, upload it, wait for it to get reviewed for beta testing. I can't wait a full day or more just to test something minor...Is this a known issue or has something changed that i'm not doing right?*should note I am on PC
Every time when show other Activity from ANE,it will lost.Especially at the time of payment.
I have created a multiplayer iOS card game using a GameKit ANE that was developed by Vitapoly. However unfortunately it appears they are no longer maintaining this.Does anyone know of a good alternative? I have come across Milkmans ANE & Distriqts Game Services ANE but they do not seem to support real time Game Centre matches.
So when working with AIR for iOS/Android and using a loader to get a local image, I get lines in the Output panel (Adobe Animate) that look like this:[SWF] Users:username:Library:Application Support:com.company.app:Local Store:images:menuicons-image.jpg - 29637 bytes after decompressionThe problem is that I am loading a lot of small images. So I have a ton of these lines. This makes the Output panel less useful as it is hard to find the trace statements that I really need while developing.Any way to suppress these?
Hello,I have an AIR app for Android that loads mp4 and mp3 files from a specific directory on the internal storage of an Android device.Everything works as long as the app is running on Android 6 or lower.Today I installed the app on a Samsung Galaxy Tab A running Android 7 and it is no longer able to load files from a directory outside the File.applicationDirectory or File.applicationStorageDirectory.On checking the property File.exists, this is true and also the filepath looks normal.Loading files from File.applicationDirectory works.This is very annoying since I have a great deal of rather large video's to load in this app and I don't want to include them in every new APK.Does anyone have experienced similar behaviour?Any solutions?
Hi All,Our application is using AIR 23 and need to use static menu item for 3D touch, which we are able to use correctly. We are able to create this entry using code :<key>UIApplicationShortcutItems</key><array> <dict> <key>UIApplicationShortcutItemTitle</key> <string>MENU_ITEM_LOCALE</string> <key>UIApplicationShortcutItemType</key> <string>com.mystaticItem</string> <key>UIApplicationShortcutItemIconFile</key> <string>staticItemIcon</string> </dict></array>These menu items needs to be localized for which required entries needs to be created into InfoPlist.strings. We are not able to find any suit
TransformGestureEvent.GESTURE_PAN Event does not fire on Mac OS 10.12.6 Air 27.0.0.130Example:trace(Multitouch.supportedGestures); //gestureZoom,gesturePan,gestureRotate,gestureSwipe this.stage.addEventListener(TransformGestureEvent.GESTURE_PAN,function(e:TransformGestureEvent):void{ trace("tap",e.offsetX,e.offsetY) //never output});This event can fire on Air 26.The bug:Tracker
The following works fine in the Windows Emulator. On Android, I have a background image drawn via graphics.beginBitmapFill to fill a group. This draws fine.When I put a Spark Label, Radio button, checkbox and other controls that have text, a faint background box is painted around the text. The color of the background seems to be based on some formula of the bitmap's colors. I have ensured that alpha's are 0, confirmed by having a breakpint in Spark TextBase when it fills the text background, the alpha is 0. If I change the background from a bitmap to a gradient fill, this "background box" behind the text does not appear. It only appears when the background is a bitmap. And there seems to be some transparency to this box as aspects of the bitmap bleed through. Is the text engine picking up that the background is a bitmap and doing something special to the text's bounding box? I've dug through the Spark source code (provided with the Flex SDK) and I don't know where to look next.I'm usin
Hi, are AIR apps able to run on the RPi3 Android Things system? Has anyone tried it? Are there any "tricks"?
Hi there,The following codes run well on iOS 10 for my Facebook ANE, but crash when I upgrade my iPad to iOS 11. The Air sdk is version 26. NSString *callback = (argc >0 && argv[0] !=NULL ? FPANE_FREObjectToNSString(argv[0]) : NULL); NSString *handle = (callback == NULL ? @"BASIC_USER_PROFILE" : [@"BASIC_USER_PROFILE-" stringByAppendingString:callback]); [xfFB dispatchEvent:logging withMessage:[@"[requestBasicUserProfile] [callback:" stringByAppendingFormat:@" %@]",callback]]; FBSDKProfile* profile = [FBSDKProfile currentProfile]; FREObject result = NULL; FREObject basicProfileResult = NULL; FREResult classCallResult; FREObject excep = NULL; if (profile != NULL) { classCallResult = FRENewObject((const uint8_t*)"com.xflying.ane.xffb.data.BasicUserProfile",0,NULL,&result, excep); if (classCallResult == FRE_OK) { [xfFB dispatchEvent:logging withMessage:@"Basic Profile init ok"]; FRESetObjectProper
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