Bad results ComputeSum native extension of sample

Hi, I have just landed in the world of native extensions of Flash and tried to use the sample.dll extension for example computeSum.

I build the 64 version DLL with Visual Studio 2010. It is running and can be debugged, but the second argument of the function, regardless of its value, is always converted to native 0 long. When the value is traced in the .jsfl script it gives the correct value, but in the native portion is converted to zero and the return value of the sum is incorrect.

I know that this is only an example and this cannot happen in my own native library for other purposes, but I need to know if there is an internal bug in the API native flash for not having headaches more than necessary when debugging my code.

Thanks in advance,

David.

Somehow, it seems that the arguments past number occupies just twice in the argv, so the offset of the first argument is 0, but the offset of the second argument is not 1, but rather 2.

Does anyone have an explanation for this? Y at - it all the compiler settings I should change to get the correct pointer size? Right now I use a macro to access the arguments that just multiplies by 2 to get the 'real' offset

Any ideas would be much appreciated. For the moment, I guess I can continue with this workaround.

David.

Tags: Adobe Animate

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  • Can someone tell me what I'm doing wrong when you create a native extension for iPad? (Very detailed)

    My company is developing a game for iPhone and iPad using Flash cs5.5 and Air3.0

    The customer requires that certain features be supported - these things as GameCenter, rating, etc... which none are currently supported by flash for the iOS.

    However, they provide us with a bunch of xCode example files on how they want things to work.

    My idea was to bridge the gap in functionality by creating a native extension using the xcode source that was given to me, giving me the required functionality.

    But first, I need to truly CREATE a native extension, even just a base echo/hello everyone... I followed all the steps of various guides and tutorials and I have managed to create an ipa and put it on my iPad 2 to test, but when the program starts, nothing happens, I find myself with a black screen. When I comment on the lines of code that initialize the extension, it fires just fine.

    (and Yes, I even tried to put things in try blocks where there was a mistake - no luck)

    So I hope that someone can read through the process of what I do below and point out what I am doing wrong, or what Miss me.

    What I use:

    Mini Mac running OS x 10.7.2 - this is used to run xCode 4.1 build 4B 110

    PC - Windows 7 home 64 bit - running Flash CS5.5 (version 11.5.1.3469) with the 3.0 SDK inside AIR. I also have the sdk 3.0 air in a separate file for the command-line running. (This is my primary development platform)

    The PC has flash builder installed, but I've never really used it, and I don't know how to use it... everything that has been built to date has been done using Flash CS5.5

    So, here's what I did.

    The first thing we do is to create a library static .a on mac.

    I open xcode and create a new project.

    • Select iOS framework and library, then select "Cocoa touch static library.
    • Give it a name, in this case "EchoExtension" and put it in a folder.
    • I then delete the file EchoExtension.h as all the samples I've seen so far do not use.
    • I then add 'FlashRuntimeExtension.h' to the project of the AIR3.0 sdk frameworks folder on my PC
    • I remove everything in my folder ".m", and then, next to several different examples and tutorials, type the following code:

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    EchoExtension.m

    EchoExtension

    //

    #include "FlashRuntimeExtensions.h".

    Echo FREObject (FREContext ctx, void * funcData, uint32_t argc, {FREObject argv)

    return argv [0];

    }

    //----------- Extention intializer and finalizer ----------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------ -

    A native context instance is created

    void ContextInitializer (void * extData, const uint8_t * ctxType, FREContext ctx, uint32_t * numFunctionsToTest, const FRENamedFunction * functionsToSet) {}

    Configure the number of functions in this extention

    for ease of reference, set the number of function that will use this extension.

    int FunctionCount = 1;

    set the number of function pointer reference that will use this extention.

    * numFunctionsToTest = FunctionCount;

    create an array to store all the functions that we will use.

    FRENamedFunction * func = (FRENamedFunction *) malloc (sizeof (FRENamedFunction) * FunctionCount);

    create a table for each function entry

    Func [0] .name = (const uint8_t *) "echo"; the name of the function

    Func [0] .functionData = NULL;                    the data type

    Func [0] .function = & echo;             the reference to the real function

    Save the array to a pointer.

    * functionsToSet = func;

    }

    A native context instance is deleted

    void ContextFinalizer (FREContext ctx) {}

    return;

    }

    Initialization of each extension function

    void ExtInitializer (void * extDataToSet, ctxInitializerToSet FREContextInitializer *, FREContextFinalizer * ctxFinalizerToSet) {}

    * extDataToSet = NULL;

    * ctxInitializerToSet = & ContextInitializer;

    * ctxFinalizerToSet = & ContextFinalizer;

    }

    Called when the extension is unloaded

    void ExtFinalizer (void * extData) {}

    return;

    }

    • I'll then 'product', 'building' and it creates libEchoExtension.a
    • I'm copying this .to file on my PC.

    I am now finished with this abandoned mac of God (* shudder *)
    Back on my PC, I create a folder for my test project. For all the intentions a purposes, we will call this "D:\src\EchoExtension" then I create 2 folders, one called "lib" and one called "app". Lib, it's where I'm going to create the actionscript source for my extension.

    • In my lib folder, I create a new fla in flash cs5.5, called "EchoExtension.fla".
    • I create my lib folder, the following:
      • com\extensions\EchoExtension\EchoExtension.as
      • a folder named 'Build' in which I place my libEchoExtension.a file.
    • I have in my EchoExtension.as file, place the following code:

    package com.extensions.EchoExtension

    {

    import flash.events.EventDispatcher;

    import flash.events.IEventDispatcher;

    import flash.external.ExtensionContext;

    SerializableAttribute public class EchoExtension extends EventDispatcher

    {

    protected var _extensionContext:ExtensionContext;

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    * Constructor.

    */

    public void EchoExtension()

    {

    Super();

    Initialize the extension.

    _extensionContext = ExtensionContext.createExtensionContext ("com.extensions.EchoExtension", "main");

    }

    public void echo(Prompt:String):String

    {

    Return _extensionContext.call ("echo") as String;

    }

    }

    }

    • In my main fla, on the first layer of the time line, I put just the following code to make sure that did get file included when I publish the swc.

    import com.extensions.EchoExtension.EchoExtension;

    var ext:EchoExtension = new EchoExtension();

    Stop();

    • I then opened upwards from my fla publication settings, disable the swf - which I don't need, and check the swc and ensure it generates in my generation folder.  «. "/ Build/EchoExtension.swc.
    • I also updated the player Air 3.0 (which I can do because I managed integrated AIR 3.0 along side my AIR 2.6 and can build both without any problem)
    • I then publish the swc. So far so good. No problems.
    • I then made a copy of the CFC and rename it to EchoExtension.swc.zip, how I extracted the library.swf file and place it in the folder of my generation.
    • I then create extension.xml in case of generation that contains the following code:

    " < extension xmlns =" http://ns.Adobe.com/air/extension/2.5 ">

    com.extensions.EchoExtension < id > < /ID >

    < versionNumber > 1 < / versionNumber >

    <>platforms

    < platform name 'iPhone-ARMS' = >

    < applicationDeployment >

    < nativeLibrary > libEchoExtension.a < / nativeLibrary >

    < initializer > ExtInitializer < / initializer >

    < finalizer > ExtFinalizer < / finalizer >

    < / applicationDeployment >

    < / platform >

    < / platforms >

    < / extension >

    • Now, at this point, I'm a little suspicious, because I build for the iPad2... the platform is iPhone... I thought that may be a problem and at some point I have tested the same build on the iPhone4 and had the same results. I also tested using the name of the platform of the iPad-ARM and got the same results... So I don't think that's the problem, but I'm not sure.
    • Now, to make things easier, I created a batch file called "buildane.bat" in my file generation. That's what I use to create my .ane file and it contains the following command line:

    D:\SDKs\AirSDK30\bin\adt-Paquet - target ane EchoExtension.ane extension.xml - CFC EchoExtension.swc - iPhone-ARM library.swf libEchoExtension.a platform

    • I then open a command prompt and run buildane.bat and Ottoman. My donkey is created. My generation file now has the following files in it:
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        • EchoExtension.ane
        • EchoExtension.swc
        • EchoExtension.swc.zip
        • extension. XML
        • libEchoExtension.a
        • Library.swf

    Now that I have my swc, donkey and it's time to create my sample application that will be used to test my new extension.

    • I go back to my D:\src\EchoExtension folder and go to the folder app ealier, I created.
    • I then create a new flash project called EchoExtensionTester.fla
    • I open the action script settings, paths to library and add the CFC I created in my D:\src\EchoExtension\lib\build file to my project.
    • On my stage, I create a field called text txtInput, a field of dynamic text named txtEcho, and a couple of buttons called btnClear, btnRuntime and btnEcho
    • I open the first layer of the timeline, and place the following code:

    imports of base.

    import flash.desktop.NativeApplication;

    import flash.events.MouseEvent;

    import flash.text.TextField;

    import the extension of our swc.

    import com.extensions.EchoExtension.EchoExtension;

    the value of our input text to the need the softkeyboard field

    txtInput.needsSoftKeyboard = true;

    Add event handlers to our buttons.

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    btnClear.addEventListener (MouseEvent.CLICK, btnClear_Click);

    btnRunTime.addEventListener (MouseEvent.CLICK, btnRunTime_Click);

    create our variable expansion.

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    } catch (error) {}

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    }

    Stop();

    Delete the text echo field

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    txtEcho.text = "";

    }

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    }

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    txtEcho.text += "\n";

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    txtEcho.text += ext.echo (txtInput.text);

    } catch (error) {}

    txtEcho.text += "\nError call ext.echo:"+ e;»

    }

    }

    • I save the project, Open Air for the parameters of the iOS, then perform the following settings: (Yes, I know... I'll have to use adt to perform the build, but I need to first create the swf file)
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      • AppName: EchoExtensionTester
      • Version 1.0
      • Landscape
      • Full screen on
      • Auto orientation is disabled
      • GPU rendering
      • device: iPad and iPhone
      • RES: high
      • Deployment: I use my certificate and profile provisionging that I use for my main project (that works) and defined for the test of the device.
    • I close the window and save again... but before I publish, I opened newly created "EchoExtensionTester - app.xml" which is located in my app folder.
    • I add the extensions <>< extensionID > com.extensions.EchoExtension < / extensionID > < / extensions > to the XML in the file so now it looks like this:

    <? XML version = "1.0" encoding = "UTF-8" standalone = 'no '? >

    " < application xmlns =" http://ns.Adobe.com/air/application/3.0 ">

    <>Extensions

    < extensionID > com.extensions.EchoExtension < / extensionID >

    < / extensions >

    < id > EchoExtensionTester < /ID >

    < versionNumber > 1.0 < / versionNumber >

    < file_name > EchoExtensionTester < / name of the file >

    < description / >

    <!-to locate the description, use the following format for the description element. < description > < text XML: lang = "fr" > App English description goes here < / text > < text XML: lang = "fr" > French App description goes here < / text > < XML text: lang = "ja" > Japanese App description goes here < / text > < / description >->

    < name > EchoExtensionTester < / name >

    <!-to locate the name, use the following format for the name element. < name > < text XML: lang = "fr" > insert here the name App English < / text > < text XML: lang = "fr" > insert here the French App name < / text > < XML text: lang = "ja" > insert here the Japanese App name < / text > < / name >->

    < copyright / >

    < initialWindow >

    < content > EchoExtensionTester.swf < / content >

    standard < systemChrome > < / systemChrome >

    < clear > false < / transparent >

    < visible > true < / visible >

    true < fullscreen > < / full screen >

    landscape of < aspectRatio > < / aspectRatio >

    GPU < renderMode > < / renderMode >

    < maximizable > true < / maximizable >

    < minimizable > true < / minimizable >

    < resizable > true < / resizable >

    < autoOrients > false < / autoOrients >

    < / initialWindow >

    < icon / >

    < customUpdateUI > false < / customUpdateUI >

    < allowBrowserInvocation > false < / allowBrowserInvocation >

    < iPhone >

    < InfoAdditions >

    <! [CDATA [< key > UIDeviceFamily < / key > < table > < String > 1 < / string > < string > 2 < / string > < / array >]] >

    < / InfoAdditions >

    < requestedDisplayResolution > top < / requestedDisplayResolution >

    < / iPhone >

    < / application >

    • I save the changes to the xml file and return to Flash. I then publish.
    • The swf file is created as it should be, but then I get the error message:

    Error creating files.

    A native implementation extension 'com.extensions.EchoExtension' required by the application is not found for the target platform.

    • Now, while it is a pain in the rear, I again, this was going to happen because in my reading tutorials and samples, they have all said that you use adt to build the ipa... but that is fine... all I wanted anyway, was the swf, which I now have in my app folder.
    • I close flash because I no longer need and I create a new batch file: (Note: I have change the name of the cert, profile and password for this post)

    CLS

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    Set dummy = p

    ECHO done

    • I then open a command window in my app folder and run build.bat.
    • I wait about 2 minutes...
    • ...
    • ...
    • YAY! My ipa file was created without error reported so far... Time to copy this bad boy to the iPad and see what happens.
    • I opened iTunes, drag "EchoExtensionTester.ipa" to the applications, then synchronize my device...
    • ...
    • YAY! iTunes installed ipa on the device... and there is a white icon bright and shiney for Echo Extension tester...
    • I open the app... and...
    • nothing.
    • I'm waiting for
    • still nothing.
    • I go to the bathroom.
    • I'll be back... still nothing... just a black screen.
    • I press the home button on the iPad, the app minimized, I restore it... nothing... black screen.

    management of human resources. Time to do some trial and error to see if I can figure out what the distribution.

    • As a test, I opened my fla and I comment out the following lines:
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      • txtEcho.text += ext.echo (txtInput.text);
    • I then rebuild the swf... get the same error (don't care)... I then rebuild the ipa using the batch file... and reinstall it on the device when it is made.
    • Exactly the same thing...
    • I opened the xml file... and remove the < extensionID > com.extensions.EchoExtension < / extensionID > line, save and re - run the batch file again... Wait for the ipa ends, then run it on the device.
    • I start the program on the iPad and it starts perfectly... with the exception of the commented line of code actually create and call the extension, everything works as it should. The runtime on the device reports as 3.0.0.4080
    • A test, I opened the .fla save and uncomment the 2 lines, I commented out above... keep the xml file extensionID, I re - publish the ipa... of course, this time, it actually creates the flash API, because the id of the extension is not in the xml file.
    • I put the file API with the extension in place on the ipad code... The fire and make the txtInput text and press the button of the echo. I get the following error:
      • Error calling ext.echo: TypeError: Error #1009
    • I suspect it's because I failed to include the extension in the descriptor... but when I build it with the extensionid in the xml file, I just get a black screen. I'm 99% sure that the context of the extension in the ext object is null (because that's what happens when I run Flash debug without extension lines in the xml)

    And here I am stuck.

    Can someone tell me what I am doing wrong or what I forgot to do?

    Thank you.

    Hi can check you if the CFC of the native extension is linked as external?

    Next image can help locate and change the link type of CFC.

    The issue that many people face here (i.e. extension works fast/interpreter mode and only when they are packed in standard mode) occurs only when the SWC of the NE is not linked externally.

    I hope this helps.

    Kind regards

    Mathyas blabla

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    Sub minimalFinalizerFunction(void * extData)

    {

    return;

    }

    (2) in the extension.xml, include this line after the tag:

    minimalFinalizerFunction

    (3) repackage your ALBUM using the new .to and extension.xml.

  • Native extension package creating problem

    In an effort to learn how to create a native extension on my own, I looked at the examples and the Adobe Help documentation. I actually created the files required for the extension (the native code, the extension, the library swc and library.swf descriptor). However, when I run the command to create the .ane file I get this error:

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    I also tried a variation of this command that results in the same error (which comes directly from the Adobe Help documentation):

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  • Debug the native extension (ANE) AIR

    Is it possible to debug somehow AIR native extensions when the current on the PlayBook, or at least get the reactions of output/print-debugging?

    I tried as described in this tutorial , but don't know where the exit fprintf/fflush

    The stdout and stderr are still redirected to the logs/log file in the current directory of your application.  You can view directly, assuming you have no other means, using SSH to connect to your PlayBook or Simulator and find the folder appdata for your application.

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    Many other sons and all blog posts have covered connection via SSH.

  • problem with the SWF version when you use a native extension

    Hello

    I am trying to create an android app where I use a donkey BT (Extension Native Android).  After packaging wih ADT, I get the following message:

    Included native extension "com.myflashlab.air.extensions.bluetooth" includes a

    SWF 25 version that is greater than the root SWF version of this

    application: 17


    Anyone who knows how to change the swf to a swf file version?

    Another article, the CS6-oriented:

    https://chrisgriffith.WordPress.com/2012/07/20/updating-Flash-Professional-CS6-to-support-11-4 /.

    The procedure should work for later versions, simply to find the files to Flash Player 14 or later.

  • Muse does not open. Adobe AIR the required native extension is missing for this application...

    Muse does not open. "Adobe AIR the required native extension is missing for this application...". »

    Any ideas?

    Hi Curt,.

    Please try after the sequence of steps to make it work.

    1. uninstall any version of AIR on your computer using the Adobe AIR * remove Adobe AIR

    2 uninstall Muse to your machine using cleaning tool CC use the Adobe Creative Cloud cleaning tool to solve installation problems

    3 uninstall the applications Manager Adobe as well use the Adobe Creative Cloud cleaning tool to solve installation problems

    4. install AIR runtime 19.0 https://helpx.adobe.com/air/kb/archived-air-sdk-version.html

    5. install the applications Manager Adobe Download Adobe Creative Cloud apps | Adobe Creative Cloud free trial

    5. once the MAO is installed then install muse and launch it.

    Kind regards

    Vivek

  • Air for Android 16.0 - cannot use the native extension that include android-support-v4 - ClassNotFoundException

    Hello

    This is my first question here, and I really need help on this problem. We are been struggling for a few days on the following error message: C

    05-12 17:35:29.321: E/AndroidRuntime (26531): FATAL error: IntentService [MCGcmIntentService]

    05-12 17:35:29.321: E/AndroidRuntime (26531): process: air.com.mooncat.androidTest, PID: 26531

    05-12 17:35:29.321: E/AndroidRuntime (26531): java.lang.NoClassDefFoundError: doesn't have a resolution of: generator Landroid/support/v4/app/NotificationCompat$;

    05-12 17:35:29.321: E/AndroidRuntime (26531): to com.mooncat.MCGooglePlayServices.MCGcmIntentService.sendNotification (MCGcmIntentService.j ava: 92)

    05-12 17:35:29.321: E/AndroidRuntime (26531): to com.mooncat.MCGooglePlayServices.MCGcmIntentService.onHandleIntent (MCGcmIntentService.jav one: 48)

    05-12 17:35:29.321: E/AndroidRuntime (26531): to android.app.IntentService$ ServiceHandler.handleMessage (IntentService.java:65)

    05-12 17:35:29.321: E/AndroidRuntime (26531): at android.os.Handler.dispatchMessage(Handler.java:102)

    05-12 17:35:29.321: E/AndroidRuntime (26531): at android.os.Looper.loop(Looper.java:145)

    05-12 17:35:29.321: E/AndroidRuntime (26531): at android.os.HandlerThread.run(HandlerThread.java:61)

    05-12 17:35:29.321: E/AndroidRuntime (26531): caused by: java.lang.ClassNotFoundException: did not find class ' android.support.v4.app.NotificationCompat$ Builder " on the path: DexPathList [[zip file ' /data/app/air.com.mooncat.androidTest-1/base.apk"],nativeLibraryDirectories=[/data/app/a ir.com.mooncat.androidTest-1/lib/arm, / vendor/lib, / system/lib ']]

    05-12 17:35:29.321: E/AndroidRuntime (26531): at dalvik.system.BaseDexClassLoader.findClass(BaseDexClassLoader.java:56)

    05-12 17:35:29.321: E/AndroidRuntime (26531): at java.lang.ClassLoader.loadClass(ClassLoader.java:511)

    05-12 17:35:29.321: E/AndroidRuntime (26531): at java.lang.ClassLoader.loadClass(ClassLoader.java:469)

    05-12 17:35:29.321: E/AndroidRuntime (26531):... 6 more

    05-12 17:35:29.321: E/AndroidRuntime (26531): deleted: java.lang.ClassNotFoundException: android.support.v4.app.NotificationCompat$ Builder

    05-12 17:35:29.321: E/AndroidRuntime (26531): at java.lang.Class.classForName (Native Method)

    05-12 17:35:29.321: E/AndroidRuntime (26531): at java.lang.BootClassLoader.findClass(ClassLoader.java:781)

    05-12 17:35:29.321: E/AndroidRuntime (26531): at java.lang.BootClassLoader.loadClass(ClassLoader.java:841)

    05-12 17:35:29.321: E/AndroidRuntime (26531): at java.lang.ClassLoader.loadClass(ClassLoader.java:504)

    05-12 17:35:29.321: E/AndroidRuntime (26531):... 7 more

    05-12 17:35:29.321: E/AndroidRuntime (26531): caused by: java.lang.NoClassDefFoundError: class not found using the charger to start class; no batteries available

    My Native Extension use Google Services play and rely on support android v4. Google services functions perfectly works play (for example: I am able to save the token with the google cloud features).

    I've seen this problem in another thread in github and seems that they solve it, but it does not fit my case. It's like in the publication of flash support android v4 is "removed". I say this because I tried to decompile the generated apk and I discovered that sources exist (like com / / thing, com, google, android, gms /...) BUT not the android/support/v4 /... On the contrary, seems that the apk build contains only the android/support/v7/appcompat/R.java (.java because is decompiled). In the .ane file, I have the Android - support.v4.jar and also the contents of platform.xml to/META-INF/ANE/Android-ARM. In the platform.xml I have this:

    <? XML version = "1.0" encoding = "utf-8"? >

    " < platform xmlns =" http://ns.Adobe.com/air/extension/4.0 ">

    < packagedDependencies >

    < packagedDependency >android-support - v4.jar< / packagedDependency >

    < packagedDependency >google-game - services.jar< / packagedDependency >

    < / packagedDependencies >

    < packagedResources >

    < packagedResource >

    com.Google.Android.GMS < packageName > < / packageName >

    < folder_name > google-game-services-res < / FolderName >

    < / packagedResource >

    < / packagedResources >

    < / platform >


    In the eclipse project, I tried to register the library of v4 support in all possible ways, such as addiction, external jar, or kept as a defult library in the libs folder. Nothing works...


    I really can't understand hot to fix this crazy...

    I just discover the problem... just crazy!

    It was caused by the version of android.support.v4.jar. I did a test now, for some reason any magic, using one I had before (I got it, in Eclipse, with a right click on the library project, Android tools > add Media Library, it was not recognized). Then, I tried with the other two different versions of android.support.v4.jar, and this solved the problem as if by magic! Just to say, using the method add the support library, the size of the file android.support.v4 was 1.2 MB, the other two versions were respectively 759 KB and 628 kb, according to their version. I expected that this library has been correctly added by eclipse, also relying on the target of androd in the project.properties, but does not appear. Hope this might help someone.

    PS: like all the other thread suggest, don't forget that the android.support.v4.jar is included in your DONKEY file, and the platform.xml explicitly declare it as .

  • Cannot submit with custom native extension's iOS app

    We worked on the construction of our first DONKEY custom - the work of great native extension, but when I submit to the iOS app store he gets rejected with the error: -.

    Invalid signature - make sure you have signed your application with a certificate of distribution, not an ad hoc certificate or certificate of development. Verify that code in Xcode signing settings are correct at the target level (which cancels all values to the project level). If you are certain that your code signing settings are correct, click on "Clean" in Xcode, delete the 'build' directory in the Finder and rebuild your output target.

    When I remove the extension, the app does not get rejected, so I don't know that this is not the certificate that we use to publish the application itself.  We tried to sign the DONKEY with a self-signed certificate, or not to sign the DONKEY at all (as apparently signing DONKEY is optional).  In both cases if we submit the application with the ENA, he gets rejected with the error above.

    Can anyone offer any suggestions?

    How you create your native library, at a guess, I'd say you something messed up in the settings of Xcode. Have you created a static lib?

  • A few native extensions cannot be packed.

    Currently we have trouble with packaging API with adobe air 16. (16.0.0.272)

    The nature of the problem is almost exactly the same with this:undefined symbols of architecture armv7 (AIR 16)

    Everything goes very well with 15 AIR but fails native extension, connects causing problem.

    e0635c7febbe515522515941ec25b3bb.png

    Although we have identified that a native extensions caused this evil, we cannot do just something that we don't have access to the source code of it.

    We asked the author of the extension in support of 16 AIR, but said it wasn't their problem.

    Since the AIR 16 is a must for iOS release, demotion or 15 isn't an option... is there a way around this problem?

    I didn't know that I was using an old DONKEY file. When you use the last DONKEY file that supports 64-bit AIR for iOS apps that worked like a charm.

    I think that it is the responsibility of the developers of 3rd party DONKEY to provide an update for supported 64-bit and support SDK AIR 16.0.

    If the author says it isn't their problem they are not taking care of their responsibilities as developer ANE 3rd part.

  • What are your 3 favorite AIR Native Extensions albums? (any OS)

    What are your 3 favorite AIR Native Extensions albums?

    OS is irrelevant.


    So Adobe AIR should official marked as a dead language?

    R.I.P. Adobe AIR

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