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Hi,On page Flash Player and Adobe AIR feature list | Adobe Developer Connection in the chapter "Flash Player 13 and AIR 13" there is a feature "Game preview (Beta)".Documentation link is broken for this feature and should be http://www.adobe.com/devnet/air/articles/air-mobile-game-previews-android.html Best regars,Piotr
Hi,I have another problem. Right now I'm trying to provide multiple resolutions in flex-spark air mobile app.Application is based on ViewNavigation and has many views triggered via .pushView() method. Each view has own skins with custom backgrounds, etc..There are many elements on each view, so I decided that I will recognize view as HD canvas 1080x1920. Moment ago I've checked that there are many problems with different devices - many resolutions and DPIs.In my ViewNavigatorApplication I wrote method: protected function preinitialize():void { this.scaleX = systemManager.stage.stageWidth/1080; this.scaleY = systemManager.stage.stageHeight/1920; }and also removed "applicationDPI" definition.Almost works... On each view it works but problem exists during transitions between views. I've seen fragment (about 1/4) upper left part of screen with animation. Any idea how to
在IOS10之前的系统,我用navigateToURL(new URLRequest("itms-apps://itunes.apple.com/WebObjects/MZStore.woa/wa/viewContentsUserReviews?type=Purple+Software&id=1135334281"));是能正常地跳转对应的app评价页面,但自从更新到IOS10系统以后,跳转就失效了,显示无法连接到App Store。这个问题应该怎么解决?
Hi all,i had some problems with security sandbox of Flash Player when I have a Socket server developed with Adobe Air and Flash client (embbed in an html page).exemple:server : localhost:8087client : https://myipdomain/gamesresult:Os:WIndows 10Google Crhome :workingFirefox:workingIE 11:workingEdge :Not working - Error :2048Adobe Air Server policy:var policy:String = '<cross-domain-policy><allow-access-from domain="*" to-ports="8087" /></cross-domain-policy>\x00';
Hi all,I'm new on Adobe Air developement, and I'm want to create an mobile application in which user authentication is done by LDAP.The idea is ton connect user with an Active Directory server.Thank you for you help.
Hi!I've checked Appcelerator Studio that use ioslib library from Node. I've done ADT replacement that after installation works nice. You can now run IOS build on the simulator.Check this archive: http://www.directdreams.pl/files/FB-iossimulator.tgzBest regards,PiotrPS: And waiting for official working ADT
In IOS10 (propably in other previous versions) status bar is on the top layer over the screen with added blur effect. On default ViewNavigatorApplication that status bar is over the top navigation bar. Maybe some one know any nice solution to resolve that problem? For example move spark view below the IOS status bar?Best,Piotr
We have deployed an application using Adobe AIR on Windows and Mac. The app uses the HTML part of Adobe AIR. However of the last couple of days we've been getting multiple reports from our users that the app sometimes crashes during use. We haven't found any specific reason for the crash, apart that it happens in WebKit.dll. All affected users are using Adobe AIR 23.I've filed a bug with #4191479
Hi!I try to build default Flex Mobile App for IOS with Apache Flex 4.15, Adobe Air 23.0.0.257 and iPhone 7 Simulator with IOS 10 and IOS 10 SDK.Something goes wrong... This result below. What could be the reason? Any help with that?Best regards,Piotr
Hello everyone:I'm updating my iOS AIR app, and when I compile my IPA file using AIR 23, Youtube videos refuse to show up within my app.When I compile with AIR 20, everything goes back to normal, and youtube videos run normally on an iPhone.I'm using the "StageWebView + iframe" method to display the video within the AIR app.The code I use is written below, is there anything I need to change to make it compatible with AIR V23? Thanks a lot!!!! webViewYoutube = new StageWebView(); webViewYoutube.stage=stage; var htmlString:String = "<!DOCTYPE HTML>" + &nbs
I have tried to get my game featured in google play recently.And I have received a replay from google play team.They said ...To support a high-density screen, xxxhdpi(192 x 192 px) launcher icon is required.Launcher icon is in the /res/mipmap-[density]/ and minifest is changed to android:icon="@mipmap/app_icon".As far as I know, android:icon of application node can't be edited in descriptor file.I found this in the following link:Adobe AIR * Android settingsWhen building a apk file in Flash builder,/res/drawable-xxx folders is generated automatically and icon files specified in descriptor file are moved to this folders.How do I use icon files in the mipmap-xxx folder as a launcher icon?Please help me.
hey!I just have some problems uploading my app to the appstore.The problem is the 60MB filesizelimit for armv7! (See Screenshot)There are almost no embedded images or something like that.the application-file is only 0,5MB to big, but I'm sure it will increase soon due to next updatesAre there any possibilities to reduce the application size? Or maybe to change some settings for excluding the armv7 and only build for 64bit?Our App is online since a couple of years and now we got "too big"? I see no possibility to "reduce" the code.I build with AIR 22 and compiler options "-optimize=true -strict=true"
Hi all.I have seen the reference of stage3D class.Quote:Important note on device loss: GPU device loss occurs when the GPU hardware becomes unavailable to the application. The Context3D object is disposed when the GPU device is lost. GPU device loss can happen for various reasons, such as, when a mobile device runs out of battery power or a Windows device goes to a "lock screen." When the GPU becomes available again, the runtime creates a new Context3D instance and dispatches another context3DCreate event. Your application must reload all assets and reset the rendering context state whenever device loss occurs.I just wonder why only the air platform will have this problem.If it is on the native code, whether we can use an ane to solve that?I think this is the worst player's experience of stage3D game.(Take time to restore the content.)Is there any chance to fix it? Adobe AIR Team?Thanks!
Hi, I'm working on FLEX + AdobeAIR desktop application and using 3D transform.ADL works perfect, but when I've run ready installation file, I faced with 3D artifacts in the release program.1. FlexSKD: 4.15.0 AIR212. Test code:<s:WindowedApplication xmlns:fx="http://ns.adobe.com/mxml/2009"xmlns:s="library://ns.adobe.com/flex/spark" creationComplete="onCreationComplete(event)"><fx:Script><![CDATA[import mx.events.FlexEvent;private var loader:Loader;private function onCreationComplete(event:FlexEvent):void {var sprite:Sprite = new Sprite();;sprite.graphics.beginFill(0xFF00FF);sprite.graphics.drawRect(0,0,100, 200);sprite.rotationX = 8;spriteVisualElement.addChild(sprite);}]]></fx:Script><s:SpriteVisualElement id="spriteVisualElement"></s:SpriteVisualElement></s:WindowedApplication>3. The full project is (Idea) : https://dl.dropboxusercontent.com/u/8126219/test_kinetic_loading.zip
Dear Friends,Greetings! kindly advice me the ways and methods to download assets (swf files) from internet when running the app first time in IPAD.I tried to write files in to IPAD using write bytes (byte array). iam opening filestream in write mode.i.e.fileStream.writeBytes(data_val, 0, data_val.length);it is not allowing the script (AS3) to copy in to IPAD. Pls suggest me what are all other methods to download assets(swf files) from internet.Thanks in advance,Thanks and Regards,Syed Abdul Rahim
I cannot install Air. When trying to install Control4 MyHome, it reports:The certificate of the installed app fails to match either the signature or migration signature of the AIR fileI have uninstalled Air. I have removed preference files. No luck. Anyone got any ideas? I have spoken to Control4. They tell me their application is fine, it must be an Adobe issue?All I know is that it does not work.
Hi, as the title says, Is there a way to compile and pack x86 and ARM versions in the same APK?I'm able to compile x86 and ARM in separated APKs and use the versioning policy to ensure the devices supporting both, use x86 as the main target, but this has consequences:- The versioning policy is very confusing, if both APKs are exactly the same, why the x86 version number must be greater than the ARM version?- Google Play doesn't recognize ARM devices as a compatible devices, all my devices are ARM but Google Play says that I have no compatible devices after submit the x86 APK:
I asked this on Flash Builder forum also, but suspecting I will not get an answer there.I'm using Flash Builder and AIR 20 to produce x86 version of our app. I added -arch x86 and the compilation works just like with ARM, takes about the same time and then ends with no errors. The only difference is that with x86 there is no APK.Any ideas what to do, how to debug?
Dear Friends,Greetings! iam trying to down load asset swf from internet and saving in IPAD with the help of Air for IOS. I loading that locally saved swf for my app. iam using the following code, its downloading and loading fine. Its working fine in computer (Windows), when I pack and install in IPAD, it loading (swf) only animation and images not script. I don't know why script Is not working.. it is running like a loop.import flash.display.Loader;import flash.net.URLLoader;import flash.filesystem.*;import flash.events.MouseEvent;import flash.net.URLRequest;import flash.system.LoaderContext;downloadFile("http://www.examplesite.com/test.swf");//---------------------------------Downloading files - Starts------------------------------------------------function downloadFile(file_location): void { var urlLoader: URLLoader = new URLLoader(); urlLoader.addEventListener(Event.COMPLETE, download_completed); urlLoader.dataFormat = URLLoaderDataFormat.BINARY; urlLoader.load(new URLRequest(file_l
Can someone help me know which version of Adobe Air I download
After setting up the iOS publishing option and including the appropriate .p12 and provisioning profile, my app doesn't install on my iPad.The publishing dialog completes without any errors and says that my application was successfully published, but doesn't show up on my device.Also the app runs perfect in the simulator. I have even tried to install the output .ipa file via iTunes to no avail. It shows up on the device, loads the entire application, begins to install, and then the app icon disappears with no warning or error. Is there a known compatabilty issue with adobe air version 22 and iOS 9.3? After looking at the info.plylist file generated by air in comparison to the one created by Xcode, they seem to be formatted very differently one has 23 properties and the other has 48. Again the issue seems to be with the latest release of the iOS mobile operating system. I have no problem testing the app on an iphone4 running iOS 7.1.
I've been working on an Android app for quite a while and i have problems with random runtime crashes. I am not able to track it to any specific events and it seems not to be related to any as3 code or specific event. Its very hard to find the actual problem and i need to talk to someone perhaps from the dev team? chriscampbell ... to be able to find the reason. I have the android crashlogs, but its hard to pinpoint the actual problem other than it is in libcore.so.Can anyone help me with this? This is a really big problem...RegardsTommy
Dear Friends,Iam developing an eLearning app. As app store will allow to upload only 4GB sized apps. All my lessons size are heavy, so I planned to create only app, Then down load the lessons and assets from internet on first time opening the app. How can I do this please help me to do this. I am new for this kind of app (app using resource from internet). I am using Air for IOS.Thanks in advance,Regards,Syed Abdul Rahim
this question is out there but I'd say it needs a new thread I'm getting this: App Store file sizes for Build 5.1.0 exceed the 100 MB app file limit.seems like we have three sizes to worry about: ipa size, swf size, and executable sizemine are:ipa: appx 150mb, swf: 51mb, executable: 22mb, this is an AS3 only app, loading media files at runtimeI'm building with intelliJ and air sdk 22one question: do we know which of these 3 sizes apple is talking about when it says "App Store file sizes"? from the looks of my situation, apple is talking about the ipa size, but most commentators on this forum seem to think it's the executable size -- anybody have the lowdown on that part?better yet, anybody have this whole problem figured out?thanks
The new SDK seems to have added an extra 3.5MB on ipa (release) depending on the app.On the basic app that does nothing it adds 3.5MB, on one of our apps it added 7MB.Anybody else got a size increase?
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