I just switched to AIR SDK 16.0.0.250. Everything was fine except one very strange problem with Default images on iOS devices. My app runs in landscape mode. In my app I have default images that are shown during application loading phase. When app start, first I see Default image properly, that for a very short period of time I see Default image rotated 90 degree and scaled to fill the screen and then it disappears and application is get loaded. Here is a video that illustrates the problem: http://youtu.be/Ry1l1v7dQss That is very strange, so I want to know if anybody else knows how to handle this issue and what could the source of it? Some info that might help: Application descriptor: <initialWindow><content>SWF file name is set automatically at compile time</content><visible>true</visible><aspectRatio>landscape</aspectRatio><autoOrients>true</autoOrients><fullScreen>true</fullScreen><renderMode>direct</renderMode><softKeyboardBehavior>none</softKeyboardBehavior></initialWindow> List of default images:
Default.png
Default@2x.png
Default-568h@2x.png
Default-Landscape.png
Default-LandscapeLeft@2x.png
p.s.: One of my thoughts was that app somehow uses not one, but few images during loading phase so I did remove all but Default-LandscapeLeft@2x.png and tested on iPad - no positive results. So, for me it seems like a bug in AIR SDK 16.0.0.250
Problem Description: When my iPad landscape app launches the Default-Landscape.png displays correctly but then immediately rotates 90 degrees and distorts to fill a portrait orientation.
Steps to Reproduce: Create a landscape iPad app which includes a Default-Landscape.png Fullscreen=yes, Auto Orientate=yes, Direct Mode, High Res
Actual Result: As specified in the problem desc.
Expected Result: The image should not rotate and distort.
Any Workarounds: Publishing with AIR 16.0.0.222. Anything later than that contains the bug, including 16.0.0.259.
Test Configuration
My Hardware and Environment details: Flash Pro CC 2014 Mac OSX 10.9.4 iPad Mini Retina iOS 8.1.1
I have been trying to release an app update, but have run into the following problem.
The splash screen on the iPhone5 running iOS8.1(12B411) doesn't load correctly (other devices seem to have no issues).
On the previous version of Air that I was using this worked fine (might have been version 14, I don't quite remember).
The splash screen first only half appears on the screen. Then it appears rotated by 90 degrees and stretched to fit the screen at the wrong rotation. The then loads normally.
I haven't changed any of my splash screen/launch images from the last version of my app that I released over a year ago in Sept, 1013.
Is anyone else seeing this issue. It's impacting my ability to release an important update before Christmas in conjunction with some marketing and promotional things that are timed for the release.
These are all the splash screen files that are included in my app build :
Why are you pointing to a particular SDK, instead of letting AIR do the build using the SDK it includes?
You seem to be including a lot of splash screens that are not needed, unless you have different versions of the screen for different orientations. These are the ones needed:
Default.png
Default@2x.png
Default-568h@2x.png
Default-Landscape.png
Default-Landscape@2x.png
If you want to support iPhone 6 and 6 plus you could include these ones:
I tried rolling back to older versions of AIR, but the problem still persists.
I'm starting to suspect this issue got introduced with the iPhoneOS8.1.sdk.
I intentionally did not update to Xcode6 when I updated to Yosemite as I wanted to keep building using the iPhoneOS7.sdk that was working fine for me.
Unfortunately my Mac had other ideas and decided to update to XCode6 in the background without my permission.
I found this out when my builds started failing to find the iPhoneOS7.sdk (which got removed when Xcode updated itself) and had to point them to iPhoneOS8.1.sdk instead.
My app is also a landscape only app, which I believe may also be a contributing factor as a number of people working with Unity seem to be encountering a similar issue.
Does anyone have any suggestions on how to possibly work around this issue?
Why are you pointing to a particular SDK, instead of letting AIR do the build using the SDK it includes?
You seem to be including a lot of splash screens that are not needed, unless you have different versions of the screen for different orientations. These are the ones needed:
Default.png
Default@2x.png
Default-568h@2x.png
Default-Landscape.png
Default-Landscape@2x.png
If you want to support iPhone 6 and 6 plus you could include these ones:
I started pointing to SDKs back when ANE support first came out and it was required to point to the OS5.1 sdk in order to get ANEs to work.
I had been specifying the sdk ever since, since it had been working for me, even though it was no longer needed.
I just tried removing that and letting AIR take care of using the right SDK and it seems to have solved my screen rotation issue!
Thank you so much for that!
I do have a lot of splash screens. Again I think this was left over from when I started using AIR back in 2011. At that point in order to get the splash screens working correctly I ended up having to add all the different versions. However, I'd love to get rid of most of them as they bloat my app size. I'll try removing most of them and do some testing to ensure everything works fine now without them. Although I suspect I should still also need the Default@2x~ipad.png
According to everything I've read, requestedDisplayResolution only applies to Mac computers with Retina screens. Why would you not want it to be "high"?
Seems to be not possible for an Air app to play and audio file in background when iOS device is on STANDBY, I am trying a lot solutions without any luck.
Adobe air SDK version 15.0.0.356
Maybe some one know about a workaround or about the new SDK update because the app is not useful on IOS anymore.
I'm not sure if this is an internationalization issue but I have an Adobe Air project that isn't displaying Korean correctly. I basically have created a MovieClip in Flash CC with a textfield child. When this movieclip is instanced in Air, it's text is dynamically assigned from a web service. The font used works fine except for Korean so we had to switch fonts when using Korean text. This is where things get interesting. If I try to programmatically change the textformat.font to use the Korean font, the font switches but just the Korean characters aren't supported. However if I set the textfield's font to the Korean one in Flash CC, everything displays fine. The font is embedding the same in both instances and is including 'All' characters.
I'm not sure if this is a bug or if I have to add a flag for Korean support somewheres in the build settings. I've created work around for now which has two textfields, one with the font we need and one for korean only. As the data from the webservice is parsed it detects for Korean characters in the string and if it finds them it makes sure the Korean textfield is used. Kind of a dirty way to do it but it doesn't seem to like changing the font family around.
I have been trying to release an app update, but have run into the following problem.
The splash screen on the iPhone5 running iOS8.1(12B411) doesn't load correctly (other devices seem to have no issues).
On the previous version of Air that I was using this worked fine (might have been version 14, I don't quite remember).
The splash screen first only half appears on the screen. Then it appears rotated by 90 degrees and stretched to fit the screen at the wrong rotation. The then loads normally.
I haven't changed any of my splash screen/launch images from the last version of my app that I released over a year ago in Sept, 1013.
Is anyone else seeing this issue. It's impacting my ability to release an important update before Christmas in conjunction with some marketing and promotional things that are timed for the release.
These are all the splash screen files that are included in my app build :
I´have an old Adobe AIR Windows app. How can I prevent multiple instances of the app. For example one user account launches the app on login, then on a user switch a new instance is started. I want only one instance of the app running. I come up with an idéa of creating a .lock file that is created on start and deleted on app close. But what happens if the power of the computer is removed? Then the .lock file is present and the app can´t launch again. Any idéas?
I want to develop a system where my app on a phablet in the field auto calls my phablet at a set time and synchronize with my data, device to device. Net access is sketchy in rural areas but cell calls work fine is the motivation for this kind of set up.
Publishing an AIR for iOS app via Flash CS5.5, would anyone know if is it possible to download pdf or jpg file and save it to the device for offline viewing?
If so, could you give me some pointers as to the classes involved?
- "Error creating file:Packaging failed. Packager internal error" for Flash Builders "Signed application with captive runtime",
- "Packaging failed. Packager internal error" for "bundle" and "native" targets directly in adt.
I can provide you with some 20 thousand final adt's syscalls obtained with dtruss.
Since error message is too cryptic, I have no idea what kind of information should I provide. What I can say is:
- Mobile builds for iOS and Android work without problems, as does running projects with adl,
- Since we reproduce problem in Flash Builder we probably can exclude syntax error in calling adt,
- Since we reproduce problem with trivial and empty project in Flash Builder, it doesn't seem to be related to code, nor configuration, nor additional packaged files,
- What seems to remain is problem with adt itself, maybe related to signing, since we have access to only one certificate at the moment.
Packaging a SWF to AIR with captive runtime and native installer (using "-package bundle"), building on PC worked perfectly fine. After making all of the requisite changes to make it work for Mac, I'm now running into the "Packaging failed. Packager internal error" when building using adt through the command line. My .command script is as follows:
I am developing an App where I am taking pictures from the Camera but all the pictures get stored in the Gallery. I would like to store all the pictures taken in this app to be stored in a different folder so that when users view the pictures in the app, it should show only the pictures taken using the app. Currently, all the pictures of the Gallery are being displayed which I do not want.
I want to create a folder, store camera pictures taken using the app in this folder then display all the images of the folder in the app.
I try to package my app with the new SDK 16.0 (build 245) from lab. But i got the error below for any ANE included, libXXX.a is corresponding library for each ANE.
Error: libXXX.a required to have Universal iOS libraries.
We encounter an issue regarding the userAgent we get with Javascript when our page is viewed from an Android App running Air and using the Stagewebview.
We noticed that despite the default browser set as Google Chrome (Webkit v.537), we identify that app using Webkit v.534.
After a lot of trouble shooting, it seems that there is a difference between "native" browser and "default" browser.
Is that correct?
If so, the question is: Is there a way to make Stagewebview use the user selected browser/engine ?
Our website needs to display text vertically (japanese text) and the form elements are not well recognized in the 534 version browser, but work perfectly in the last version of Chrome we can get running on those devices.
I just saw this notice that Apple will require all iOS apps to be native 64-bit capable from February 2015 to pass App Store submission. Does anyone know the status of 64-bit support in Adobe AIR for iOS?
AIR has been so changed since I used it last time, I can't really figure out anything, documentation is somewhat confusing to me. Could you anyone of you please answer my question? To some, it could be pretty simple.
When I copied final .ipa file to my iPad 2, well, its launch image appeared in Portrait mode! So, I'm totally confused as how many launch images I need to provide and what should be their name? I use Flash Professional CC to publish, I've included all the launch images in Publishing settings, so is there any order I need to follow or order in Included Files just does not metter? Please keep it in consideration that this app is only for iPads (specified in Publishing dialouge box) and works only in Landscape mode (both, left and right).
Icons:
I followed the above mentioned webpage and provided Flash Professional CC these icons: 29x29, 48x48, 50x50, 58x58, 72x72, 100x100, 144x144 & 1024x1024. I know 50x50 icon is created by AIR from 48x48, yet I provided it and 512x512 icon is only for development purpose, we need to manually provide it while uploading it to App Store, so I did not provide it.
When I copied final .IPA to iTunes, iTunes does not show App Icon as it used to show for development-ipa. So, I just want to confirm is it normal or I missed something?
Lastly, I copied final .IPA to my iPad 2, when I started it, I noticed that first it show the 'launch image' in Portrait mode (as mentioned above) and after may be 1-2 seconds, the launch image gone and it showed blank (black) screen untill my app started. The blank black screen showed up for 3-4 seconds. Is it normal?
"Default.png" is a portrait mode image for iPhone, iPhone 3 and iPhone 3GS.
---
For iPad 1, 2 & Mini you will need a 1024x768 image called "Default-Landscape.png".
For iPad 3 and 4 you will need a 2048x1536 "Default-Landscape@2x.png".
---
So all you have to do is include these launch images in the publish settings and that's it, there is no special order and you do not require any other "Default" images other than those two. This should also resolve your blank screen problem.
It's normal for release builds not to show their App icon in iTunes, you'll notice that when you right click and press "Get Info" on an app you should be able to see the icon.
"Default.png" is a portrait mode image for iPhone, iPhone 3 and iPhone 3GS.
---
For iPad 1, 2 & Mini you will need a 1024x768 image called "Default-Landscape.png".
For iPad 3 and 4 you will need a 2048x1536 "Default-Landscape@2x.png".
---
So all you have to do is include these launch images in the publish settings and that's it, there is no special order and you do not require any other "Default" images other than those two. This should also resolve your blank screen problem.
It's normal for release builds not to show their App icon in iTunes, you'll notice that when you right click and press "Get Info" on an app you should be able to see the icon.
Thanks again for the reply. Now, I can take a breath. I've corrected the launch images' file names, provided all the icons (total 10 icons, except 512x512) and compiling the .IPA again.
Last one (.IPA) -which I compiled- does show icon even in "Get Info" as well. In Get Info dialogue box, it just shows "No Artwork Available", I think it takes that artwork from iTunes (512x512) not sure though.
I also am not seeing an icon in iTunes "Get Info". Should I be worried? I'm targeting iPhones, not iPad, and have provided images for these sizes: 29, 36, 48, 50, 57, 58, 72, 100, 114, 144.
I think we don't need to worry as this icon is taken from iTunes. While uploading our binary, we have to submit 1024x1024 pixel icon, I think this is where 'Get Info' icon comes from. Not sure though. I've uploaded my binary today, let us see if it gets approval or gets rejected.
Should your binary gets approved or get rejected, kindly inform me, so that I can make necessary changes (should it require).
Regarding proper names, Ollie was right. His suggested names worked well and no more blank black screen. Now, I'm only worried about the icons.
Dont worry about the icons, they will show up without any issues once it's successfully submitted. The 512 and 1024 images are used in the App Store and iTunes but only when the app is submitted.
The icons in iTunes are a little intermitant, some of my dev apps have icons and some don't, so maybe it's some sort of cachnig / refreshing issues iTunes has, it's nothing to get your pants in a twist about.