14 iOS apps to AIR rearmament?

Hello

Since the update my iOS app to use AIR 14, I heard reports that the installation replaces the data (shared objects)? I remember what happened with another update about 3.6 and I was wondering if there is a known problem?

Users also report that the application itself has closed down if they leave and then come back, that has not happened before.

Advertisement

Hello

We are not able to reproduce the problem update of the request of the King to the Lombard build on 4 (7.1.1) 3 (6.1.2) and iPhone iPad devices. Could you please share the AIR SDK version, name of the device with the version your users use. This will help us reproduce the problem. In addition, you can also consult the application Dropbox - SharedObjectExample.zip I used to reproduce the problem. Please let us know if I'm missing something.

Kind regards

Hichem

Tags: Adobe AIR

Similar Questions

  • Is faster than the local AIR IOS app remote SWF SWF because I can ' t use the unloading code.

    Are faster than the local SWF on AIR IOS app remote SWF because I can't use the code to unload on IOS of AIR.

    my local code:

    Stop();

    import flash.net.URLRequest;

    import flash.system.ApplicationDomain;

    import flash.system.LoaderContext;

    import flash.filesystem.File;

    import flash.filesystem.FileMode;

    import flash.filesystem.FileStream

    go_level_2.addEventListener (MouseEvent.Click, Level_2);

    function level_2(event:MouseEvent) {}

    var loader2:Loader = new Loader();

    var loaderContext2:LoaderContext = new LoaderContext (false, ApplicationDomain.currentDomain);

    var file2:File = File.applicationDirectory.resolvePath ("level2.swf");

    loader2. Load (new URLRequest (file2.url), loaderContext2);

    addChild (loader2);

    }

    Because it works for me, because I can't unload the SWF app file en becomes slow, I'll put the SWf file "s on a remote location.

    But I can't imagine what is happening when I loaded the SWF file remotely. It remains on the server, or it remains on my application when I unloaded it, and the app gets also larger. I hope you can help me because I went on the internet for a week and do not now how to go further.

    I had a similar problem, but not on iOS.

    Maybe my solution might work for you too, however.

    The problem was this line:

    new LoaderContext (false, ApplicationDomain.currentDomain);

    Do not reuse the same field of application, or you will never be able to get rid definitions and thus the SWF loaded.

    Instead, make a new child application domain for the current domain, keep track of it and it has as well as the rest of the SWF file when you are finished.

    Example:

    var loader2:Loader = new Loader();

    var appDomain2:ApplicationDomain = new ApplicationDomain (ApplicationDomain.currentDomain);

    var loaderContext2:LoaderContext = new LoaderContext (false, appDomain2);

    var file2:File = File.applicationDirectory.resolvePath ("level2.swf");

    loader2. Load (new URLRequest (file2.url), loaderContext2);

    addChild (loader2);

    Then

    function finishLevel2(event:Event):void

    {

    var loader2:Loader;

    loader2 = Event.Target.Loader;
    loader2.parent.removeChild (loader2);

    loader2.unloadAndStop ();

    appDomain2 = null;

    }

    Note that the definitions of the classes of the loaded SWF file will be available in the new application domain.

  • Flash Pro / AIR 20 currently cannot be used for iOS apps? :(

    So, two days before you need to download an app on the App Store, I discovered that because of the bugs and flaws in the AIR 20 (version and beta version), there is currently no workflow that allows you to create and distribute an iOS application made in Flash Pro. At least, I can't understand the workarond.

    The problems seem to be as follows:

    1. AIR 20 does not add a Flash Pro accompaniment for the moment necessary 167 x 167 for iPad Pro application icon. At least I don't see in my AIR > dialog icons. This means that we spend not more requiremments the Application Loader. I guess there is a way to get the name of the icon file in the file descriptor XML manually, but I have yet to understand what it is. Whenever I opens the AIR and each time I publish it, the XML file is crushed, then even if I manually add the new file icon, it will disappear from the XML when I publish the actual application of Flash Pro.
    2. Even if it this was not a problem, by publishing with AIR 20 currently causes an error for an "unexpected element" in publication in the descriptor XML file. This is detailed in Air 20 app.xml versionNumber number and seems to be linked to AIR 20 writes a < version > node in the XML file rather than using < versionNumber >.

    I don't understand why I'm not more discussion on it that Flash Pro apparently not had an efficient workflow for the valid creation of iOS applications from AIR 20 and the new requirements of the Apple icon. I'm the only one who is still developing with AIR + Flash Pro, or is there something really obvious that I'm missing?

    Boris, with regard to the second question: at the moment you can leave the version inside the empty Flash CC field (then it won't add a node). And manually set the in the XML file.

    Also, I just tested the addition of a node of 167 images in xml, as so icons/ikon167.pngand it has not been replaced when I published from Flash publishing settings. Note that I use AIR version 20.0.0215.

  • When will we be able to compile a 64-bit Flash Air SDK compatible iOS app

    Does anyone have an ETA on the possibility to compile a 64-bit Flash Air SDK compatible iOS app?

    Has Apple as of February 1, 2015 all apps downloaded from the App Store includes 64-bit support.

    ETA by the Air team was a SDK Beta in December

  • Adobe Air + Box2D.swc = TypeError: Error #1009 / / new way of managing .swc files in Flash for iOS Apps?

    Hello

    I need your help please - I need to update one of my iOS Apps. In this application, I use Box2d for a simple maze game (this is an application for children). When I publish and test this game on my Mac it works fine. I can drag my hero (fish) in this maze and all detections of collision, gravity etc perfect work.

    maze.jpg

    When I test it on my iPad it does not work. The device debugger shows this error message:

    TypeError: Error #1009: cannot access a property or method of a null object reference.

    Global $init)

    Global $init)

    at Box2DAS.Common::b2Base$/initialize() [/ users/jan/Documents/_Projekte/Spielplatz/Universal_ Retina/src/com/Box2DAS/Common/b2Base.as:31]

    to wck::WCK/create() [/ utilisateurs/jan/Documents/_Projekte/Spielplatz/Universal_Retina/src/com/wck/WCK.as:26]

    in misc::Entity/ensureCreated() [/ users/jan/Documents/_Projekte/Spielplatz/Universal_Retina/s rc/com/misc/Entity.as:50]

    in misc::Entity/handleAddedToStage() [/ users/jan/Documents/_Projekte/Spielplatz/Universal_Ret ina/src/com/misc/Entity.as:100]

    in misc::Entity/handleAddedToStage()

    Line 31: loader = new CLibInit();

    Bildschirmfoto 2014-10-23 um 21.06.03.png

    I guess that "CLibInit" must come from the .swc file.

    The thing is:

    I won't change anything in this maze game - it seems it has to do something with the new version of Flash or Adobe Air. File box2d.swc is included:

    Bildschirmfoto 2014-10-23 um 21.01.26.png

    It has always worked like that - and it works when test on my Mac - but it doesn't work anymore on my current system.

    So I started my Mac from an older system (10.9.5 on an external HD) and published the App in Flash and Adobe Air 13.0 CS6 - then all of a sudden, he is working on my iPad as before. I was able to draw a fish and make it arround.

    The same project / app released from my current OS X 10.10 + Flash CC 2014 + Adobe Air 15.0.0.302 does not work. I still have this error message - I can't drag the fish - nothing happens. And I have no idea why this happens and what I could do. I searched all day for a solution but found nothing.

    If nothing has changed by the way Flash and/or Air manages the .swc files? Is there another way to include: import cmodule. Box2d.* / CLibInit?

    -If someone has an idea - please let me know!

    Best regards

    Jan

    SOLVED!

    I uncheck 'Schnelleres Verpacken aktivieren (Beta)' and now it works again! Hooray!

    @ Adobe: Please take a look at this!

  • Adobe AIR iOS app is not running in the background

    I have an iOS with Adobe AIR application. It does not in the background even if I did the following things that I can think of,

    1 NativeApplication.nativeApplication.executeInBackground = true;

    It's the first thing I did. I got another application that runs in the background without problem, and it's the only thing I know that I used there.

    2. experienced with direct < renderMode > < / renderMode >, < renderMode > gpu < / renderMode > and < renderMode > auto < / renderMode >. None worked.

    3 added,

    < key > UIBackgroundModes < / key >

    < table >

    Audio < string > < / string >

    < / array >

    Does not work either.

    Whenever I pass the app at bottom, no matter how short time, it always starts at the beginning when put in the back. The only exception is when I take a phone call, in which case it seems to continue where it left off. Is someone can you please tell me what is happening? Is there still hope for me? Thanks to a bouquet.

    BTW, the same app packaged for Android has no problem running in the background, and I didn't do anything to turn it on.

    I forgot to update here once I found the problem.

    There's a UIApplicationExitsOnSuspend key that was for some reason the true value in my application.xml file.

  • AIR iOS app - how much memory consumption, it's too?

    Hi all

    I have an app focused on Flex AIR that works very well on Android.

    IOS (iPhone 4), it freezes after it worked for a while, and I suspect that the problem is that the application consumes too much memory.

    I'm looking at System.totalMemoryNumber, and it is the statement that the application uses between 17 and 23 MB right until it freezes.

    Is this a lot for an iOS app?

    Is there a better way for me to review/research/diagnose this? I did a lot of research and it does not appear that AIR apps get no warning IOS memory becomes low.

    Thanks in advance!

    Douglas

    Hi all

    I answer at least a part of my own question...

    I created a test application that has added 10K characters in a string on every enterFrame, then he ran until it crashed. He always seems to get up to about 175 MB (as reported by System.totalMemoryNumber) before it crashes.

    This has happened with and without several other applications running in the background.

    As mentioned above, it is on an iPhone 4.

    It seems that my current problem is not caused by excessive memory consumption.

    Douglas

  • AIR iOS app fails download to Apple (iTunes Connect)

    I tried to download my iOS app on iTunes Connect via the Application Loader, but it fails every time. I get the following errors;

    «Cannot run the lipo command:...» Impossible to map an input... file ' and 'Application does not codesign verification. "

    In my view, the second error is due to the first, but I'm not sure. I've been browsing the web solutions and only found this thread here, I have tried everything that said it, but nothing helped.

    Replacement of my game with an empty FLA does not seem to work either.

    I'm on the side of the latter, usually it is a question of dialogue. How developed your CERT and have you followed the order specifically in my list in this post? Often people use old CERT but create a new ID app and you wait for the old CERT to work.

    There has been other discussions on additional "files" that Flash Pro inserts in IPAs (disguised .zips). Because Flash Pro publish in a folder that is not built specifically for this generation, people sometimes copy additional files to this path. These files can 'automatically' and accidentally be added to the IPA without the willing author only. You should check what files are being packaged with your IPA to check there is not very undesirable.

    You use flash CS5.5 or CS6, and which version of AIR you are superimposed to?

  • Sending Tweets via Adobe AIR iOS Apps

    Heya everyone.

    Is it possible that I can implement a tweet function in iOS app AIR? I'm currently he developed in Flash Professional Actionscript 3. I understand that there is a method to do it in Flex, but I have no knowledge in this area.

    Thank you .

    I used the files of source tweetr for a web application.

    for an application installed (like air for iOS), you shouldn't have problems cross-domain.  you test on an iDevice (you should be) or a simulator on a laptop (where you'll cross-domain issues)?

  • Where can I find my purchase history in the ios app store?

    Where can I find my purchase history in the ios app store? I use air ipad 2 and I bought some elements of support in an online game, but it is not my purchased item? She already deduct under my belt.

    This, to iTunes on a computer.

    Read here: see your purchase history in iTunes on Mac or PC - Apple Support store

  • How can I test iOS app to animate CC Simulator IPAD?

    Hello

    I test my AIR IOS app on an iphone-IOS Simulator. But I want to see the app on the IPAD Simulator.

    I choose "Ipad" in general AIR 20.00 for the parameters of the IOS.

    And the pad for Xcode is/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator.sdk.

    I can't find another key.

    I hope someone can help me.

    In the Simulator, there are a menu of material, and here you can choose the device and then select the type of device you want to simulate.

  • How to add a flash ios app to play Center?

    Hello

    Flash Pro CC

    16 AIR SDK

    How can I add the iOS app to Game Center and present the best score?

    I see people refer to this http://www.milkmangames.com/blog/tools/#iosgc

    is there another way?

    Thank you.

    for those looking for a response

    Adobe Gaming SDK is the solution, you don't have to buy other extensions to add your Game Center app.

  • AdvancedDataGrid in iOS apps

    I am using the AdvancedDataGrid and HierarchicalData a 3.3 AIR for iOS app, but the compiler cannot resolve the references to them.

    " Mx is defined as xmlns:mx = ' http://ns.Adobe.com/MXML/2009 ".

    What else I have to solve them?

    When you create a project, Flex Mobile, Flash Builder excludes some default project libraries. By going to project-> Flex Build Path-> library path properties, you can add the missing libraries of the framework. I have my case they were advancedgrids.swc and mx.swc. All the Flex swc is located in the sdk under framework/libs directory.

  • (HTML w/embedded SWF)--&gt;--&gt; iOS app?

    I've read that a SWF-> AIR-> iOS app impossible to import another SWF on the fly, so am I right in assuming that an HTML AIR file cannot include and embedded SWF?  It's just a SWF.  It will not change during execution.  As a way to include the SWF file in the package so that when AUGUST the AIR app GET iOS compiled the SWF doesn't exist to somehow get embedded in the HTML document?

    Thank you!

    Looks like you can't AIR port for iOS-based HTML, so the question is really questionable.

    "The mobile AIR HTML-based applications are not currently supported." http://help.Adobe.com/en_US/air/build/WSfffb011ac560372f-5d0f4f25128cc9cd0cb-8000.html>

  • its iOS app problem

    Hello

    My question has to do with sound drive of ios app icon located in the top bar, near the battery icon. It appears when the user listens to music through certain applications such as ipod, soundCloud, youtube and etc.

    With the tests I did, I saw that AIR doesn't do this when you create a sound object and read it. Is it possible to make the air as default player application in ios?

    the icon image is here (blue arrow in the top bar)

    http://a5.mzstatic.com/us/r1000/090/Purple/8a/21/cb/mzl.anbzmref.320x480-75.jpg

    Thank you.

    I solved the problem by using htmlwebview.

    It's javascript. radio.html

    Audio var = new Audio();

    audio.setAttribute ('src', 'http://xxx.xx.xxx.xxx:9001 /; component/1 ');

    function playRadio()

    {

    audio. Play();

    }

    function stopRadio()

    {

    audio.pause ();

    }

    and side actionscript

    _html = new StageWebView();

    _html.viewPort = new Rectangle (0, 0, 0, 0);

    _html.stage = stage;

    _html.addEventListener (Event.COMPLETE, onHTMLLoadComplete, false, 0, true);

    var buildPath:String = File.applicationDirectory.nativePath;

    var source: String;

    source = buildPath + "" / radio.html ";"

    _html.loadURL (source);

    function onHTMLLoadComplete(event:Event):void

    {

    _html.loadURL ("JavaScript:playRadio ()");

    }

Maybe you are looking for