3/18/2014 - Beta - AIR 13.0.0.64

Adobe AIR Beta Channel Update
This beta release provides access to the latest AIR runtime and SDK (with compiler) for Windows, Mac OS, iOS and Android.
Below are some of the key features and benefits of King 13.0.  Please see our release notes for full details.
Enhanced Supplementary Character Support for TextField 
Characters from the Basic Multilingual Plane (BMP) with Unicode code points between U+10000 and U+10FFFF nowl work correctly in TextField controls.  This change greatly enlarges the code point range we support,  and now includes characters like emoticons and complex CCJK characters. 
New Stage3D Texture Wrapping Modes
Developers can currently set the wrapping mode of a texture to either clamp or repeat.  Using the repeat option will repeat the texture on both the U and V axis.  However, in some use cases, you may only want to repeat the texture on either the u or v axis. 
This is now possible with the introduction of two new parameters:
REPEAT_U_CLAMP_V and CLAMP_U_REPEAT_V
Stage3D Anti-Aliasing for Texture Rendering
Anti-Aliasing is a useful for improving perceived image quality.  Hardware based Multisampling Anti-Aliasing (MSAA) is now available on all desktop platforms.  To enable MSAA, set the level from 0 to 4  using the new Context3D.setRenderToTexture() method.
• 0 = 1 subsample, no antialiasing
• 1 = 2 subsamples, minimal antialiasing
• 2 = 4 subsamples, medium  high-quality antialiasing
• 3 = 8 subsamples,  high-quality antialiasing
• 4 = 16 subsamples, very high-quality antialiasing
Fixed issues:
Stability fixes
About the Beta Channel
If you would like real-time notification for announcements related to the AIR Beta Channel please follow the Flash Runtime Announcements forums by choosing "Follow this forum" from the right-hand menu on the Forums page.
You can find instructions for getting started with this release here: AIR Labs Page
We encourage you to let us know what you think on our AIR Labs Forum

Facing the same issue.
Do not know how to add "[email protected]" image into flash cc ios development.
Is there any solution ?

Similar Messages

  • 7/8/2014 - Beta - AIR 14.0.0.143

    Adobe AIR Beta Channel Update
    This beta release provides access to the latest AIR runtime and SDK (with compiler) for Windows, Mac OS, iOS and Android.  You can download the AIR beta here: Download Adobe AIR 14 Beta - Adobe Labs
    Below are some of the key features and benefits of AIR 14.  Please see our release notes for full details.
    New Features:
    Anisotropic Filtering
    This new texture sampling filter can enhance the image quality of textures on surfaces that are at oblique viewing angles.  There are two ways to enable this feature:
    In AGAL, set one of the values – "anisotropic2x", "anisotropic4x", "anisotropic8x", or "anisotropic16x" to the filter option in the sampling instructions.
    Call Context3D::setSamplerStateAt with the 3rd parameter "filter" being one of the values defined in Context3DTextureFilter - "ANISOTROPIC2X", "ANISOTROPIC4X", "ANISOTROPIC8X", or "ANISOTROPIC16X"
    New Stage3D "Standard" Profile
    Developers can now request this high level profile when creating Context3D.  Three new features are available in this profile:
    Multiple render target allows to you to draw geometry to multiple outputs (up to 4) during one drawing
    Floating point texture allows you to create Texture, RectangleTexture and CubeTuxture with the RGBA16F folder.
    AGAL v2 contains these improvements:
    Increased register size
    Partial derivative instructions
    Fragment depth output
    Conditional forward jump
    Intel x86 Android Support
    As announced in our Flash Runtime blog, we're adding support for Intel x86 Android to AIR.  An ADT command line option (-arch) has been added to allow packaging apps with Android x86 support. Please note that both shared and captive packaging is now allowed for x86 architecture. More information can be found in this blog post: http://blogs.adobe.com/airodynamics/2014/06/26/versioning-of-multiple-apks-for-android/
    Sample APK packaging command for x86 devices:
    adt -package -target ( apk | apk-captive-runtime ) -arch x86 -storetype pkcs12 -keystore abc.p12
    HelloWorld.apk HelloWorld-app.xml HelloWorld.swf
    adt -package -target apk-debug <debug options> -arch x86 -storetype pkcs12 -keystore abc.p12 HelloWorld.apk
    HelloWorld-app.xml HelloWorld.swf
    Note that -arch is optional. If not specified, armv7 is assumed.
    Packaging for x86 architecture in Flash Builder:
    Open the debug/run configurations of the project in Flash Builder and click on "Customize launch.." button. Add new parameter "-arch" with value
    "x86" and place it before "-storetype". Click "OK" to apply changes.  Except RTMPE and DRM, all other features and capabilities are completely functional and supported. Native extensions written for the x86 platform can also be packaged and used by an app for an x86 devices. To support this, a new ANE platform 'Android-x86' is now available. The following
    example highlights the usage of the same -
    <extension xmlns="http://ns.adobe.com/air/extension/14.0">
    <id>com.adobe.sample.ane</id>
    <versionNumber>1.0</versionNumber>
    <platforms>
    <platform name="Android-ARM">
    <applicationDeployment>
    <nativeLibrary>sample.jar</nativeLibrary>
    <initializer>com.example.ane.Extension</initializer>
    <finalizer>com.example.ane.Extension</finalizer>
    </applicationDeployment>
    </platform>
    <platform name=“Android-x86">
    <applicationDeployment>
    <nativeLibrary>sample.jar</nativeLibrary>
    <initializer>com.example.ane.Extension</initializer>
    <finalizer>com.example.ane.Extension</finalizer>
    </applicationDeployment>
    </platform>
    </extension>
    New packaging command for ANE:
    adt -package -target ane Sample.ane extension.xml -swc Sample.swc -platform Android-ARM -C Android-ARM/ . -platform Android-x86 -C
    Android-x86/ .
    Improved Packaging Engine - iOS
    Based on the feedback received from the developer community, tons of improvements and bug fixes have been made in the new packaging engine for iOS.  We encourage developers to report issues to http://bugbase.adobe.com, to ensure that we are able to continue to improve the packager in future releases.
    To enable this feature, please use "-useLegacyAOT no" in the ADT command, before the signing options.  As of now, this feature is not available within Flash Pro but it can still be used with Flash builder by adding the parameter -useLegacyAOT under the "Customize launch" option.
    Here is an example ADT command for compiling an applications using “-useLegacyAOT no":
    adt -package -target ( ipa-test | ipa-debug | ipa-app-store | ipa-ad-hoc) -useLegacyAOT no -provisioning-profile -keystore -storetype pkcs12 -storepass xxxx HelloWorld.ipa Helloworld-app.xml HelloWorld.swf
    For more information, please visit Faster compiling with AIR for iOS
    AIR Gamepad
    The AIR Gamepad feature enables an app developer to provide a second screen on Android mobile devices for the Flash based browser games. AIR Gamepad API enables Flash based browser apps to connect to a paired Android device running the AIR Runtime app and therefore allowing the Android devices to be used as game controllers or second-screen interfaces.
    Key functionality of this feature:
    Gesture eventsTouch events
    Accelerometer events
    Vibration
    Customize the AIR gamepad screen by applying your own skins
    To learn more about the AIR Gamepad APIs, please refer to the documentation found here.
    To try out the Wand.swc which can be downloaded from here.
    Live samples of AIR Gamepad can be tested using the following links:
    ModelViewer
    HungryHero
    Known Issues:
    [iOS 8] A notification dialog is coming after launching any AIR applications. (3771162)
    Fixed Issues:
    3778961: StageVideo with camera doesn't work properly in AIR and Flash Player 14
    About the Beta Channel
    If you would like real-time notification for announcements related to the AIR Beta Channel please follow the Flash Runtime Announcements forums by choosing "Follow this forum" from the right-hand menu on the Forums page.
    You can find instructions for getting started with this release here: AIR Labs Page

    Steve
    I have same problem with apple Developer Id Application certificate (downloaded from apple), got past the chain error message by including intermediate and root certificates when I exported from keychain, but got the package error referenced here. Also when I sign on windows machine with my code signing certificate (selecting windows installer) all publishes ok, but the certificate is not attached, says 'unknown developer' when I down load and try and run installer on windows machine. I sent the exe to Comodo (the guys I got the code signing certificate from) and they say the exe is not signed.
    Finally I get 'The digital certificate is invalid'  error when I try and use 'Developer Id Installer' certificate (downloaded from apple).
    I think there must be several problems here with Air SDK.
    Stopping me from publishing and I have a very upset Customer. Can someone from Adobe please advise asap.

  • 8/20/2014 - Beta - AIR 15.0.0.233 Runtime and SDK

    Adobe AIR Beta Channel Update
    This beta release provides access to the latest AIR runtime and SDK (with compiler) for Windows, Mac OS, iOS and Android.  You can download the AIR beta here: Download Adobe AIR 15 Beta - Adobe Labs
    Below are some of the key features and benefits of AIR 15. Please see our release notes for full details.
    New Features:
    Stage3D “Standard” profile support for iOS and Android
    In the Flash Runtime 14 release we introduced the Stage3D “Standard” profile which provided many advanced 3D features.  At that time, the “Standard” profile was only available on desktop platforms.  In the AIR 15 release we are extending this coverage to mobile platforms.  If a device supports OpenGL ES3, it can successfully request the “Standard” profile and use the same advanced features as the desktop platform.
    Relaxing Stage3D Render Target Clear
    In previous versions of Stage3D, after switching the render texture through Context3D::setRenderToTexture, you were required to clear it before drawing. In this release, we're removing this limitation and optimizing the use of render textures. This change will allow you to further optimize and reuse depth and stencil buffers between different render textures.
    StageText.drawViewPortToBitmapData now supports Retina displays
    Currently, AIR will allow a bitmap with the same width/height of the StageText object to be passed into drawViewPortToBitmapData.  While fine for standard resolution displays, this is not sufficient for Apple's Retina HiDPI displays.  Based on customer feedback, we've altered the drawViewPortToBitmapData method to accept a doubled size BitmapData with StageText's view port on a Mac Retina display, and then draw a HiDPI image from the view port.
    Improved Packaging Engine is now default - iOS
    Starting AIR 15, new improved IPA packaging engine is now the default packaging mode when packaging for AOT targets ipa-app-store, ipa-test, ipa-ad-hoc and ipa-debug. If you encounter any packaging or runtime issues, please report at http://bugbase.adobe.com. To use older packaging mode, use "-useLegacyAOT yes" in the ADT command, before the signing options. To learn more about the feature, please follow http://www.adobe.com/devnet/air/articles/ios-packaging-compiled-mode.html
    AIR Gamepad Enhancements
    AIR Gamepad feature enables the app developers to provide a second screen on Android mobile devices for the Flash based browser games. AIR Gamepad API enables Flash based browser apps to connect to a paired Android device running the AIR Runtime app and therefore allowing the Android devices to be used as game controllers or second-screen interfaces. Following enhancements are available starting AIR 15.
    Multiplayer Support
    Gyroscope Events
    Magnetometer Events
    Applying skin as AIR gamepad screen
    To learn more about the feature and usage guidelines, please follow www.adobe.com/devnet/air/articles/android-air-devices-as-gamepads.html
    AIR Cross Promotion
    Adobe AIR 15 now supports cross promotion of AIR games for mobile devices. Cross promotions can be effective in saving some amount of advertising cost. With the right partnership, you gain access to a wider customer base with a demographic similar to that of your application. This cross promotion is free and works on a credit system. All you need is to earn enough credit points by promoting other AIR games to begin your own promotion campaign. The AIR SDK offers the new AdViewer API for promotion campaigns as a SWC, it provides functions to load and show in-game advertisements. You earn credit points for promoting AIR games by other developers based on ad impressions and clicks. To learn more about the feature and usage guidelines, please follow www.adobe.com/devnet/air/articles/cross-promotion-of-air-games-mobile.html
    Fixed Issues:
    Multiple stability fixes
    Failing to call Context3D.clear before drawing on every frame no longer throws a runtime error. (3726980)
    Poor AIR performance while starting app after restarting Windows OS. (3690665)
    ADL crashes when Workers attempt to open local shared object. (3768436)
    StageVideo with camera doesn't work properly, no video is displayed. (3781244)
    [iOS] [Fast Packager] Couple of runtime performance fixes in new fast packager.(3695884)
    Known Issues:
    [AIR] [Android L] Application hangs on playing Mp4 videos.
    [AIR] [Android L] Arabic, Hebrew, Korean, Bengali, thai characters are displayed as boxes.
    [Javascript] Custom cursor failed on the Jscode HTML AIR app, but success on the AS code AIR APP. (3792475)
    [Win]Unable to prevent default when pasting into TextField with AIR 14.(3776183)
    AIR Publish Fails when Including Large Files. (3772815)
    [Win] GPU accelerated video stop playing when screen resolution changes after NetStream.Buffer.Flush event. (3766000)
    Dispatching Sound Complete. (3764974)
    [iOS] [Fast Packager] "Compilation failed while executing: compile-abc" error pops out when packaging some large AS code applications. (3753783)
    [iOS] [Fast Packager] FPS reduces for Feathers Component Explorer app on iPad when packaged with fast packager.(3776055 )
    About the Beta Channel
    If you would like real-time notification for announcements related to the AIR Beta Channel please follow the Flash Runtime Announcements forums by choosing "Follow this forum" from the right-hand menu on the Forums page.
    You can find instructions for getting started with this release here: AIR Labs Page

    I've settled on the following workaround, which fixes the problem consistently, albeit with a slight flicker sometimes:
    Check if you're on Android;
    Add an ENTER_FRAME listener to the stage in the activation handler (called when returning to the app from an overlay displayed by a native extension);
    Use a ticker to have 2 frames delay between the quality switch, anything quicker than that resulted in inconsistent or non-functional behavior for our app;
    Switch from StageQuality.LOW to StageQuality.HIGH and back again. Going to MEDIUM and back did *not* result in a fix.
    In my case, the code for the switch itself looks like this:
    private function OnActivate(event:Event):void
         if (Settings.IS_ANDROID)
              _Ticker = 0;
              stage.addEventListener(Event.ENTER_FRAME, OnEnterFrameFixGPUContextLoss);
    private function OnEnterFrameFixGPUContextLoss(event:Event):void
         _Ticker ++;
         if (stage.quality.toLowerCase() == StageQuality.LOW) // stage.quality returns string in capitals
              stage.quality = StageQuality.HIGH;
         else
              if (_Ticker > 2)
                   stage.quality = StageQuality.LOW;
                   stage.removeEventListener(Event.ENTER_FRAME, OnEnterFrameFixGPUContextLoss);

  • 2/25/2014 - Beta - AIR 13.0.0.42

    Adobe AIR Beta Channel Update
    This beta release provides access to the latest AIR runtime and SDK (with compiler) for Windows, Mac OS, iOS and Android.
    With this release we've synchronized the AIR version number with Flash Player at version 13.
    Below are some of the key features and benefits of AIR 13.0.  Please see our release notes for full details.
    New Features:
    Supplementary Characters Enhancement Support for TextField
    Characters from the Basic Multilingual Plane (BMP) with Unicode code points between U+10000 and U+10FFFF nowl work correctly in TextField controls.  This change greatly enlarges the code point range we support, and now includes characters like emoticons and complex CCJK characters.
    New Stage3D texture wrapping modes
    Developers can currently set the wrapping mode of a texture to either clamp or repeat.  Using the repeat option will repeat the texture on both the U and V axis.  However, in some use cases, you may only want to repeat the texture on either the u or v axis.  
    This is now possible with the introduction of two new parameters:
    REPEAT_U_CLAMP_V and CLAMP_U_REPEAT_V
    Stage3D Anti-Aliasing for Render texture
    Anti-Aliasing is a useful technology to improve image quality.  We've now implemented hardware based Multisampling Anti-Aliasing (MSAA) on desktop platforms.  To enable this please set the level from 0 to 4  in Context3D's setRenderToTexture().
    0 = 1 subsample, no antialiasing
    1 = 2 subsamples, minimal antialiasing
    2 = 4 subsamples, medium  high-quality antialiasing
    3 = 8 subsamples,  high-quality antialiasing
    4 = 16 subsamples, very high-quality antialiasing
    Fixed Issues:
    3681900 Deprecated API usage for QuickTime in AIR runtime
    Multiple stability fixes
    About the Beta Channel
    If you would like real-time notification for announcements related to the AIR Beta Channel please follow the Flash Runtime Announcements forums by choosing "Follow this forum" from the right-hand menu on the Forums page.
    You can find instructions for getting started with this release here: AIR Labs Page
    We encourage you to let us know what you think on our AIR Labs Forum

    Facing the same issue.
    Do not know how to add "[email protected]" image into flash cc ios development.
    Is there any solution ?

  • 3/11/2014 - Beta - AIR 13.0.0.76

    Adobe AIR Beta Channel Update
    This beta release provides access to the latest AIR runtime and SDK (with compiler) for Windows, Mac OS, iOS and Android.
    Below are some of the key features and benefits of AIR 13.0.  Please see our release notes for full details.
    Enhanced Supplementary Character Support for TextField 
    Characters from the Basic Multilingual Plane (BMP) with Unicode code points between U+10000 and U+10FFFF nowl work correctly in TextField controls.  This change greatly enlarges the code point range we support,  and now includes characters like emoticons and complex CCJK characters. 
    New Stage3D Texture Wrapping Modes
    Developers can currently set the wrapping mode of a texture to either clamp or repeat.  Using the repeat option will repeat the texture on both the U and V axis.  However, in some use cases, you may only want to repeat the texture on either the u or v axis. 
    This is now possible with the introduction of two new parameters:
    REPEAT_U_CLAMP_V and CLAMP_U_REPEAT_V
    Stage3D Anti-Aliasing for Texture Rendering
    Anti-Aliasing is a useful for improving perceived image quality.  Hardware based Multisampling Anti-Aliasing (MSAA) is now available on all desktop platforms.  To enable MSAA, set the level from 0 to 4  using the new Context3D.setRenderToTexture() method.
    0 = 1 subsample, no antialiasing
    1 = 2 subsamples, minimal antialiasing
    2 = 4 subsamples, medium  high-quality antialiasing
    3 = 8 subsamples,  high-quality antialiasing
    4 = 16 subsamples, very high-quality antialiasing
    GamePreview with Adobe AIR
    Adobe AIR’s new Game Preview feature (for Android platforms only) lets users try your game and experience it first hand without installing a separate application. This feature is not restricted to games built using AIR but is available to all developers, irrespective of the technology that you may use to build your application.  The fact that the AIR runtime is installed on more than 50 million devices, greatly multiplies the chances of your game being previewed and subsequently installed by game enthusiasts.  Please see Game Preview With Adobe AIR for more details. 
    Improved Packaging Engine - iOS - BETA
    The new packaging engine is now more stable and works fine with a large number of apps. We have now added support for Action Script debugging and Advanced Telemetry support.
    To enable this feature, please use "-useLegacyAOT no" in the ADT command, before the signing options. As of now, this feature is not available within Flash Pro but it can still be used with Flash builder by adding the parameter -useLegacyAOT under the "Customize launch" option.
    Here is an example ADT command for compiling an applications using “-useLegacyAOT no":
    adt -package -target ( ipa-test | ipa-debug | ipa-app-store | ipa-ad-hoc) -useLegacyAOT no -provisioning-profile <Path to profile> -keystore <path to .p12 file> -storetype pkcs12 -storepass xxxx HelloWorld.ipa Helloworld-app.xml HelloWorld.swf  
    Open issues:
    Bug 3728052 : Not able to debug/launch iPad iOS Simulator from Flash Builder.
    Bug 3727760 : Not able to debug AIR app in iOS Simulator from Flash Builder when Xcode below 5.x is installed.
    Bug 3727254 : Debugging - change in variable value doesn't get reflected during debugging.
    Fixed issues:
    3722002 [External]Not able to debug AIR app in iOS iPhone Simulator after updating Xcode to 5.1
    About the Beta Channel
    If you would like real-time notification for announcements related to the AIR Beta Channel please follow the Flash Runtime Announcements forums by choosing "Follow this forum" from the right-hand menu on the Forums page.
    You can find instructions for getting started with this release here: AIR Labs Page
    We encourage you to let us know what you think on our AIR Labs Forum

    Facing the same issue.
    Do not know how to add "[email protected]" image into flash cc ios development.
    Is there any solution ?

  • 5/28/2014 - Beta - AIR 14.0.0.103

    Adobe AIR Beta Channel Update
    This beta release provides access to the latest AIR runtime and SDK (with compiler) for Windows, Mac OS, iOS and Android.  You can download the AIR beta here: Download Adobe AIR 14 Beta - Adobe Labs
    Below are some of the key features and benefits of AIR 14.  Please see our release notes for full details.
    AnisotropicFiltering
    This new texture sampling filter can enhance the image quality of textures on surfaces that are at oblique viewing angles. There are two ways to enable this feature:
    In AGAL, set one of the values – "anisotropic2x", "anisotropic4x", "anisotropic8x", or "anisotropic16x" to the filter option in the sampling instructions.
    Call Context3D::setSamplerStateAt with the 3rd parameter "filter" being one of the values defined in Context3DTextureFilter - "ANISOTROPIC2X", "ANISOTROPIC4X", "ANISOTROPIC8X", or "ANISOTROPIC16X"
    New Stage3D "Standard" Profile
    Developers can now request this high level profile when creating Context3D. Three new features are available in this profile:
    Multiple render target allows to you to draw geometry to multiple outputs (up to 4) during one drawing
    Floating point texture allows you to create Texture, RectangleTexture and CubeTuxture with the RGBA16F folder.
    AGAL v2 contains these improvements:
    Increased register size
    Partial derivative instructions
    Fragment depth output
    Conditional forward jump
    Intel x86 Android Support
    As announced in our Flash Runtime blog, we're adding support for Intel x86 Android to AIR.  An ADT command line option (-arch) has been added to allow packaging apps with Android x86 support. Please note that only captive runtime packaging is allowed for x86 architecture that means all APK targets (apk, apk-debug and apk-captive-runtime) will forcibly packaged with captive runtime. Sample APK packaging command for x86 devices:
    adt -package -target ( apk | apk-captive-runtime ) -arch x86 -storetype pkcs12 -keystore abc.p12
    HelloWorld.apk HelloWorld-app.xml HelloWorld.swf
    Note that -arch is optional. If not specified, armv7 is assumed.
    Packaging for x86 architecture in Flash Builder:
    Open the debug/run configurations of the project in Flash Builder and click on "Customize launch.." button. Add new parameter "-arch" with value "x86" and place it before "-storetype". Click "OK" to apply changes. Except RTMPE and DRM, all other features and capabilities are completely functional and supported. Native extensions written for x86 platforms could also be packaged and used by an app for x86 devices. To support that, a new ANE platform 'Android-x86' is now available. Following example highlights the usage of the same -
    <extension xmlns="http://ns.adobe.com/air/extension/14.0">   
    <id>com.adobe.sample.ane</id>versionNumber>1.0</versionNumber>
    <platforms>
    <platform name="Android-ARM">
    <applicationDeployment>
    <nativeLibrary>sample.jar</nativeLibrary>
    <initializer>com.example.ane.Extension</initializer>
    <finalizer>com.example.ane.Extension</finalizer>
    </applicationDeployment>
    </platform>
    <platform name=“Android-x86">
    <applicationDeployment>
    <nativeLibrary>sample.jar</nativeLibrary>
    <initializer>com.example.ane.Extension</initializer>
    <finalizer>com.example.ane.Extension</finalizer>
    </applicationDeployment>
    </platform>
    </extension>
    New packaging command for ANE:
    adt -package -target ane Sample.ane extension.xml -swc Sample.swc -platform Android-ARM -C Android-ARM/ . -platform Android-x86
    -C Android-x86/ .
    Improved Packaging Engine - iOS
    Based on the feedback recieved from the developer community, tons of improvements and bug fixes have been made in the new packaging engine for iOS. We still encourage developers to report issues to http://bugbase.adobe.com, to ensure that we are able to deliver a solid packager with the final release.  To enable this feature, please use "-useLegacyAOT no" in the ADT command, before the signing options. As of now, this feature is not available with FlashPro but it can be used with Flash builder by adding a parameter -useLegacyAOT under "Customize launch" option. ADT command for compiling an applications using “-useLegacyAOT no":
    adt -package -target ( ipa-test | ipa-debug | ipa-app-store | ipa-ad-hoc) -useLegacyAOT no
    -provisioning-profile <Path to profile>
    -keystore <path to .p12 file> -storetype pkcs12
    -storepass xxxx HelloWorld.ipa Helloworld-app.xml HelloWorld.swf
    AIR Gamepad
    AIR Gamepad feature enables the app developers to provide a second screen on Android mobile devices for the Flash based browser games. AIR Gamepad API enables Flash based browser apps to connect to a paired Android device running the AIR Runtime app and therefore allowing the Android devices to be used as game controllers or second-screen interfaces.KeyKey functionality of this feature:
    Gesture events
    Touch events
    Accelerometer events
    Vibration
    Applying skin onto AIR gamepad screen
    To learn more about the AIR Gamepad APIs, please refer to the documentation found here.To try out the Wand.swc which can be downloaded from here. To try out live samples of AIR Gamepad open the following links:
    ModelViewer
    HungryHero
    How to use this feature(workflow): After calling the AIR Wand connect() function in the Flash application, it shows the following message pop-up at Runtime asking for PIN to make connection with Android device running the AIR Runtime app:
    Fig1. Message pop-up shown by Flash game on calling connect() when launched on browser.
    Now install the Adobe AIR Runtime app on the Android device or if it installed then launch the Adobe AIR Runtime app and shake the device. AIR Gamepad screen shows up in AIR Runtime app with a PIN, enter this PIN in the pop-up shown by browser and connect. After connection is established skin is displayed on Android device and user can control the Flash based browser games from the Android device.
    Fig2. The AIR Gamepad screen shown by AIR Runtime App on Android device.
    Note:
    AIR Gamepad APIs allow only single device pairing.
    AIR Runtime.apk has to be installed on the Android device.
    Both the Android device and the Desktop machine need to be on the same internet network.
    Only Landscape RotatedLeft orientation is supported on the Android Device.
    The skin which will be applied through applySkin() has to be in JPEG format.
    Known Issues:
    3766280 : [Captive]Packaging fails for APK using multiple ANEs, throws OutOfMemoryError. (Workaround: run export _JAVA_OPTIONS='-Xms4096m -Xmx4096m' and then run the packaging command).
    Fixed issues:
    3761458 : [MilkmanGames][External] Android <packagedResources> is ignored for all but one extension when multiple extensions are used.
    Multiple stability fixes
    About the Beta Channel
    If you would like real-time notification for announcements related to the AIR Beta Channel please follow the Flash Runtime Announcements forums by choosing "Follow this forum" from the right-hand menu on the Forums page.
    You can find instructions for getting started with this release here: AIR Labs Page

    HI Ulimetic,
    I tried packaging APK from Flash Pro CC with build 14.0.0.103 on Mac and Windows but couldn't reproduce it. Can you please tell me the steps to reproduce this issue?
    Thanks,
    Nimisha

  • 5/21/2014 - Beta - AIR 14.0.0.96

    Adobe AIR Beta Channel Update
    This beta release provides access to the latest AIR runtime and SDK (with compiler) for Windows, Mac OS, iOS and Android.  You can download the AIR beta here: Download Adobe AIR 14 Beta - Adobe Labs
    Below are some of the key features and benefits of AIR 14.  Please see our release notes for full details.
    AnisotropicFiltering
    This new texture sampling filter can enhance the image quality of textures on surfaces that are at oblique viewing angles. There are two ways to enable this feature:
    In AGAL, set one of the values – "anisotropic2x", "anisotropic4x", "anisotropic8x", or "anisotropic16x" to the filter option in the sampling instructions.
    Call Context3D::setSamplerStateAt with the 3rd parameter "filter" being one of the values defined in Context3DTextureFilter - "ANISOTROPIC2X", "ANISOTROPIC4X", "ANISOTROPIC8X", or "ANISOTROPIC16X"
    New Stage3D "Standard" Profile
    Developers can now request this high level profile when creating Context3D. Three new features are available in this profile:
    Multiple render target allows to you to draw geometry to multiple outputs (up to 4) during one drawing
    Floating point texture allows you to create Texture, RectangleTexture and CubeTuxture with the RGBA16F folder.
    AGAL v2 contains these improvements:
    Increased register size
    Partial derivative instructions
    Fragment depth output
    Conditional forward jump
    Intel x86 Android Support
    As announced in our Flash Runtime blog, we're adding support for Intel x86 Android to AIR.  An ADT command line option (-arch) has been added to allow packaging apps with Android x86 support. Please note that only captive runtime packaging is allowed for x86 architecture that means all APK targets (apk, apk-debug and apk-captive-runtime) will forcibly packaged with captive runtime. Sample APK packaging command for x86 devices:
    adt -package -target ( apk | apk-captive-runtime ) -arch x86 -storetype pkcs12 -keystore abc.p12
    HelloWorld.apk HelloWorld-app.xml HelloWorld.swf
    Note that -arch is optional. If not specified, armv7 is assumed.
    Packaging for x86 architecture in Flash Builder:
    Open the debug/run configurations of the project in Flash Builder and click on "Customize launch.." button. Add new parameter "-arch" with value "x86" and place it before "-storetype". Click "OK" to apply changes.
    Except RTMPE and DRM, all other features and capabilities are completely functional and supported. Native extensions written for x86 platforms could also be packaged and used by an app for x86 devices. To support that, a new ANE platform 'Android-x86' is now available. Following example highlights the usage of the same -
    <extension xmlns="http://ns.adobe.com/air/extension/14.0"> 
    <id>com.adobe.sample.ane</id>versionNumber>1.0</versionNumber>
    <platforms>
    <platform name="Android-ARM">
    <applicationDeployment>
    <nativeLibrary>sample.jar</nativeLibrary>
    <initializer>com.example.ane.Extension</initializer>
    <finalizer>com.example.ane.Extension</finalizer>
    </applicationDeployment>
    </platform>
    <platform name=“Android-x86">
    <applicationDeployment>
    <nativeLibrary>sample.jar</nativeLibrary>
    <initializer>com.example.ane.Extension</initializer>
    <finalizer>com.example.ane.Extension</finalizer>
    </applicationDeployment>
    </platform>
    </extension>
    New packaging command for ANE:
    adt -package -target ane Sample.ane extension.xml -swc Sample.swc -platform Android-ARM -C Android-ARM/ . -platform Android-x86
    -C Android-x86/ .
    Improved Packaging Engine - iOS
    Based on the feedback recieved from the developer community, tons of improvements and bug fixes have been made in the new packaging engine for iOS. We still encourage developers to report issues to http://bugbase.adobe.com, to ensure that we are able to deliver a solid packager with the final release.  To enable this feature, please use "-useLegacyAOT no" in the ADT command, before the signing options. As of now, this feature is not available with FlashPro but it can be used with Flash builder by adding a parameter -useLegacyAOT under "Customize launch" option.
    ADT command for compiling an applications using “-useLegacyAOT no":
    adt -package -target ( ipa-test | ipa-debug | ipa-app-store | ipa-ad-hoc) -useLegacyAOT no
    -provisioning-profile <Path to profile>
    -keystore <path to .p12 file> -storetype pkcs12
    -storepass xxxx HelloWorld.ipa Helloworld-app.xml HelloWorld.swf
    AIR Gamepad
    AIR Gamepad feature enables the app developers to provide a second screen on Android mobile devices for the Flash based browser games. AIR Gamepad API enables Flash based browser apps to connect to a paired Android device running the AIR Runtime app and therefore allowing the Android devices to be used as game controllers or second-screen interfaces.Key
    Key functionality of this feature:
    Gesture events
    Touch events
    Accelerometer events
    Vibration
    Applying skin onto AIR gamepad screen
    To learn more about the AIR Gamepad APIs, please refer to the documentation found here.
    To try out the Wand.swc which can be downloaded from here. 
    To try out live samples of AIR Gamepad open the following links:
    ModelViewer
    HungryHero
    How to use this feature(workflow):
    After calling the AIR Wand connect() function in the Flash application, it shows the following message pop-up at Runtime asking for PIN to make connection with Android device running the AIR Runtime app:
    Fig1. Message pop-up shown by Flash game on calling connect() when launched on browser.
    Now install the Adobe AIR Runtime app on the Android device or if it installed then launch the Adobe AIR Runtime app and shake the device. AIR Gamepad screen shows up in AIR Runtime app with a PIN, enter this PIN in the pop-up shown by browser and connect. After connection is established skin is displayed on Android device and user can control the Flash based browser games from the Android device.
    Fig2. The AIR Gamepad screen shown by AIR Runtime App on Android device.
    Note:
    AIR Gamepad APIs allow only single device pairing.
    AIR Runtime.apk has to be installed on the Android device.
    Both the Android device and the Desktop machine need to be on the same internet network.
    Only Landscape RotatedLeft orientation is supported on the Android Device.
    The skin which will be applied through applySkin() has to be in JPEG format.
    Known Issues:
    3761458 : [MilkmanGames][External] Android <packagedResources> is ignored for all but one extension when multiple extensions are
    used
    3762588 : [Android 4.1 or above] Gesture two finger tap is not working.
    Fixed issues:
    3760138 : [AIR Gamepad] App is not getting disconnected when it is going into background.
    Multiple stability fixes
    About the Beta Channel
    If you would like real-time notification for announcements related to the AIR Beta Channel please follow the Flash Runtime Announcements forums by choosing "Follow this forum" from the right-hand menu on the Forums page.
    You can find instructions for getting started with this release here: AIR Labs Page

    Thanks marcanw,
    I have successfully reproduce this issue on Windows SDK. Could you please confirm that if you are packaging app with Windows SDK?
    Regards,
    Piyush

  • 2/20/2014 - Beta - AIR 13.0.0.36

    Adobe AIR Beta Channel Update
    This beta release provides access to the latest AIR runtime and SDK (with compiler) for Windows, Mac OS, iOS and Android.
    With this release we've synchronized the AIR version number with Flash Player at version 13.
    Below are some of the key features and benefits of AIR 13.0.  Please see our release notes for full details.
    New Features:
    Supplementary Characters Enhancement Support for TextField
    This is a desktop enhancement for supporting surrogate pairs in the TextField control.  Now, characters out of the Basic Multilingual Plane(BMP) with Unicode code points between U+10000 and U+10FFFF will work correctly in the TextField control.  It greatly enlarges the code point range we support and includes characters like emotion symbols (emoticons) and complex CCJK characters.  This feature has been under an extended beta period.  We anticipate this being included into the release version of the Runtime 13 release.
    New Stage3D texture wrapping modes - Currently you can set the wrapping mode of a texture to either clamp or repeat.  Using the repeat option will repeat the texture on both the U and V axis.  However, in some use cases, you might only want to repeat the texture on only one axis, either u or v.  This is now possible with two new parameters: REPEAT_U_CLAMP_V and CLAMP_U_REPEAT_V.
    Stage3D Anti-Aliasing for Render texture - Anti-Aliasing is a useful technology to improve image quality.  We've now implemented hardware based Multisampling Anti-Aliasing (MSAA) on desktop platforms.  To enable this please set the level from 0 to 4  in Context3D's setRenderToTexture().
    0 = 1 subsample, no antialiasing
    1 = 2 subsamples, minimal antialiasing
    2 = 4 subsamples, medium  high-quality antialiasing
    3 = 8 subsamples,  high-quality antialiasing
    4 = 16 subsamples, very high-quality antialiasing
    Known Issues:
    3688307 - Creating an associative array element supplied with a blank name maps to array[0] when casting ObjectEncoding.AMF3 or ObjectEncoding.DEFAULT on a ByteArray instead of throwing an Exception
    3693068: [Android] Android 4.2.2 update causes AIR app to show black screen on app launch.
    3710513 - playerglobal.swc has not been updated to the latest version
    Fixed Issues:
    3697497 : [iOS] Icon 60x60 support should be added for iPhones with iOs 7.
    3705986 : [iOS] New packaging engine fails to package KingsRoad
    3697213 : [iOS] -useLegacyAOT no doesn't seem to work when Debugging on Device
    3690077 : [iOS][7]Stage goes blank after device rotation
    3689122 : [iOS]StageText charcode always return 0 on iOS.
    About the Beta Channel
    If you would like real-time notification for announcements related to the AIR Beta Channel please follow the Flash Runtime Announcements forums by choosing "Follow this forum" from the right-hand menu on the Forums page.
    You can find instructions for getting started with this release here: AIR Labs Page
    We encourage you to let us know what you think on our AIR Labs Forum

    Facing the same issue.
    Do not know how to add "[email protected]" image into flash cc ios development.
    Is there any solution ?

  • 3/11/2014 - Beta - AIR 13.0.0.61

    Adobe AIR Beta Channel Update
    This beta release provides access to the latest AIR runtime and SDK (with compiler) for Windows, Mac OS, iOS and Android.
    Below are some of the key features and benefits of King 13.0.  Please see our release notes for full details.
    Enhanced Supplementary Character Support for TextField 
    Characters from the Basic Multilingual Plane (BMP) with Unicode code points between U+10000 and U+10FFFF nowl work correctly in TextField controls.  This change greatly enlarges the code point range we support,  and now includes characters like emoticons and complex CCJK characters.
    New Stage3D Texture Wrapping Modes
    Developers can currently set the wrapping mode of a texture to either clamp or repeat.  Using the repeat option will repeat the texture on both the U and V axis.  However, in some use cases, you may only want to repeat the texture on either the u or v axis. 
    This is now possible with the introduction of two new parameters:
    REPEAT_U_CLAMP_V and CLAMP_U_REPEAT_V
    Stage3D Anti-Aliasing for Texture Rendering
    Anti-Aliasing is a useful for improving perceived image quality.  Hardware based Multisampling Anti-Aliasing (MSAA) is now available on all desktop platforms.  To enable MSAA, set the level from 0 to 4  using the new Context3D.setRenderToTexture() method.
    0 = 1 subsample, no antialiasing
    1 = 2 subsamples, minimal antialiasing
    2 = 4 subsamples, medium  high-quality antialiasing
    3 = 8 subsamples,  high-quality antialiasing
    4 = 16 subsamples, very high-quality antialiasing
    Fixed issues:
    Stability fixes
    About the Beta Channel
    If you would like real-time notification for announcements related to the AIR Beta Channel please follow the Flash Runtime Announcements forums by choosing "Follow this forum" from the right-hand menu on the Forums page.
    You can find instructions for getting started with this release here: AIR Labs Page
    We encourage you to let us know what you think on our AIR Labs Forum

    Facing the same issue.
    Do not know how to add "[email protected]" image into flash cc ios development.
    Is there any solution ?

  • 3/6/2014 - Beta - AIR 13.0.0.55

    Adobe AIR Beta Channel Update
    This beta release provides access to the latest AIR runtime and SDK (with compiler) for Windows, Mac OS, iOS and Android.
    Below are some of the key features and benefits of King 13.0.  Please see our release notes for full details.
    Enhanced Supplementary Character Support for TextField 
    Characters from the Basic Multilingual Plane (BMP) with Unicode code points between U+10000 and U+10FFFF nowl work correctly in TextField controls.  This change greatly enlarges the code point range we support,  and now includes characters like emoticons and complex CCJK characters. 
    New Stage3D Texture Wrapping Modes
    Developers can currently set the wrapping mode of a texture to either clamp or repeat.  Using the repeat option will repeat the texture on both the U and V axis.  However, in some use cases, you may only want to repeat the texture on either the u or v axis. 
    This is now possible with the introduction of two new parameters:
    REPEAT_U_CLAMP_V and CLAMP_U_REPEAT_V
    Stage3D Anti-Aliasing for Texture Rendering
    Anti-Aliasing is a useful for improving perceived image quality.  Hardware based Multisampling Anti-Aliasing (MSAA) is now available on all desktop platforms.  To enable MSAA, set the level from 0 to 4  using the new Context3D.setRenderToTexture() method.
    0 = 1 subsample, no antialiasing
    1 = 2 subsamples, minimal antialiasing
    2 = 4 subsamples, medium  high-quality antialiasing
    3 = 8 subsamples,  high-quality antialiasing
    4 = 16 subsamples, very high-quality antialiasing
    Fixed issues:
    Stability fixes
    About the Beta Channel
    If you would like real-time notification for announcements related to the AIR Beta Channel please follow the Flash Runtime Announcements forums by choosing "Follow this forum" from the right-hand menu on the Forums page.
    You can find instructions for getting started with this release here: AIR Labs Page
    We encourage you to let us know what you think on our AIR Labs Forum

    Facing the same issue.
    Do not know how to add "[email protected]" image into flash cc ios development.
    Is there any solution ?

  • 2014 Macbook Air + guitar overdubs

    Hello,
    I am tempted to purchase the new 2014 Macbook Air (11-inch).
    My question: will the machine be able to handle multitrack recording in Garageband?
    Obviously disk space will be an issue, but that is ok. And obviously the 8GB ram upgrade would be beneficial, and a guitar > USB cable would be needed. But will I be able to have a few tracks of midi drums, and then create multiple guitar overdubs with low latency?
    Or will the Macbook Air struggle with the work load?
    I went to an Apple store yesterday and asked the question but the genius said the 1.4ghz processor would struggle and I should consider an i7 iMac!
    If the Macbook Air can't handle it I'll just continue using my old PC which can. But I really want to make the jump to OS X if possible, because I love my iPhone and iPad.
    Many thanks for your help.

    Webroot is the likely culprit.    Most antivirus software slows down Macs.   In general good safe computing practices are sufficient to prevent viruses.  No peer2peer software.  No opening of attachments from unknown sources.     No opening of attachments that have extensions that Macs can execute (.exes are harmless unless Windows is on the Mac).   If you must have anti-virus ClamAV or Sophos are better.    
    Ask the authors of Webroot how to completely remove their software so you aren't left with lingering effects.

  • 2014 Macbook Air running slow?

    My 2014 Macbook Air seems to be running a little slower since updating, I have a lot of memory available and I haven’t downloaded anything from the web. I’ve also done the resets and emptying cache in Chrome and all that, it started running faster after that. I don’t know if its just chrome or the whole system.
    EtreCheck version: 2.0.11 (98)
    Report generated November 5, 2014 at 11:54:17 AM CST
    Hardware Information: ℹ️
      MacBook Air (13-inch, Early 2014) (Verified)
      MacBook Air - model: MacBookAir6,2
      1 1.4 GHz Intel Core i5 CPU: 2-core
      4 GB RAM Not upgradeable
      BANK 0/DIMM0
      2 GB DDR3 1600 MHz ok
      BANK 1/DIMM0
      2 GB DDR3 1600 MHz ok
      Bluetooth: Good - Handoff/Airdrop2 supported
      Wireless:  en0: 802.11 a/b/g/n/ac
    Video Information: ℹ️
      Intel HD Graphics 5000 -
      Color LCD 1440 x 900
    System Software: ℹ️
      OS X 10.10 (14A389) - Uptime: 3 days 16:37:0
    Disk Information: ℹ️
      APPLE SSD SD0128F disk0 : (121.33 GB)
      S.M.A.R.T. Status: Verified
      EFI (disk0s1) <not mounted> : 210 MB
      disk0s2 (disk0s2) <not mounted> : 120.47 GB
      Recovery HD (disk0s3) <not mounted>  [Recovery]: 650 MB
    USB Information: ℹ️
      Apple Internal Memory Card Reader
      Apple Inc. BRCM20702 Hub
      Apple Inc. Bluetooth USB Host Controller
    Thunderbolt Information: ℹ️
      Apple Inc. thunderbolt_bus
    Gatekeeper: ℹ️
      Mac App Store and identified developers
    Kernel Extensions: ℹ️
      /Library/Extensions
      [loaded] com.webroot.driver.WebrootSecureAnywhere (78 - SDK 10.9) Support
    Launch Agents: ℹ️
      [running] com.webroot.WRMacApp.plist Support
    Launch Daemons: ℹ️
      [loaded] com.adobe.fpsaud.plist Support
      [running] com.webroot.security.mac.plist Support
      [running] com.webroot.webfilter.mac.plist Support
    User Launch Agents: ℹ️
      [loaded] com.google.keystone.agent.plist Support
    User Login Items: ℹ️
      iTunesHelper Application (/Applications/iTunes.app/Contents/MacOS/iTunesHelper.app)
      Safari ApplicationHidden (/Applications/Safari.app)
    Internet Plug-ins: ℹ️
      npwebroot: Version: 2.0.15 Support
      FlashPlayer-10.6: Version: 15.0.0.152 - SDK 10.6 Support
      Flash Player: Version: 15.0.0.152 - SDK 10.6 Mismatch! Adobe recommends 15.0.0.189
      QuickTime Plugin: Version: 7.7.3
      Default Browser: Version: 600 - SDK 10.10
    Safari Extensions: ℹ️
      Password Manager
      webfilter
    3rd Party Preference Panes: ℹ️
      Flash Player  Support
    Time Machine: ℹ️
      Time Machine not configured!
    Top Processes by CPU: ℹ️
          5% WindowServer
          1% fontd
          0% WSDaemon
          0% AppleSpell
          0% notifyd
    Top Processes by Memory: ℹ️
      163 MB Google Chrome
      150 MB DashboardClient
      143 MB Google Chrome Helper
      120 MB com.apple.WebKit.WebContent
      94 MB iTunes
    Virtual Memory Information: ℹ️
      86 MB Free RAM
      1.59 GB Active RAM
      1.54 GB Inactive RAM
      688 MB Wired RAM
      11.57 GB Page-ins
      108 MB Page-outs

    Webroot is the likely culprit.    Most antivirus software slows down Macs.   In general good safe computing practices are sufficient to prevent viruses.  No peer2peer software.  No opening of attachments from unknown sources.     No opening of attachments that have extensions that Macs can execute (.exes are harmless unless Windows is on the Mac).   If you must have anti-virus ClamAV or Sophos are better.    
    Ask the authors of Webroot how to completely remove their software so you aren't left with lingering effects.

  • Android L with Beta - AIR 15.0.0.289

    Hey,
    We are running into a problem with the Android L developer preview and beta AIR 15.0.0.289. It's an app for Android and iOS with multiple native extension for ads and offerwall.
    Problem
    After closing the native overlay displayed by an extension, our application rendering is bugged and displays artifacts. The problem occurs on Android L developer preview (razor-lpv79-preview-d0ddf8ce.tgz Nexus 7 Wifi "razor") with GPU render mode on.
    Is this a known issue? If so, how can we fix this and will all Android L users be affected?
    Flow
    Logcat
    W/UnimplementedWebViewApi( 4749): Unimplemented WebView method onKeyDown called from: android.webkit.WebView.onKeyDown WebView.java:2282)
    I/am_finish_activity(  623): [0,900058684,22,air.com.flaregames.wordon/com.tapjoy.TJCOffersWebView,app-request]
    I/am_pause_activity(  623): [0,900058684,air.com.flaregames.wordon/com.tapjoy.TJCOffersWebView]
    I/am_on_paused_called( 4749): [0,com.tapjoy.TJCOffersWebView]
    I/am_resume_activity(  623): [0,379306882,22,air.com.flaregames.wordon/.AppEntry]
    D/[CoreMobileEx]( 4749): Restart.
    D/[PushNotifyEx]( 4749): Restart.-
    D/[GVExtension]( 4749): Resume->activate publish
    D/[CoreMobileEx]( 4749): Resume.
    D/[PushNotifyEx]( 4749): Resume.
    D/[CoreMobileEx]( 4749): Canceled 1943748
    D/[CoreMobileEx]( 4749): Canceled 1943749
    I/am_create_service(  623): [0,413666469,.AdvertisingIdService,10007,2289]
    I/am_on_resume_called( 4749): [0,air.com.flaregames.wordon.AppEntry]
    W/art     ( 4749): Thread[25,tid=5915,Native,Thread*=0xb9d6f7f0,peer=0x785d40e0,"Thread-838"] attached without supplying a name
    D/audio_hw_primary(  193): select_devices: out_snd_device(2: speaker) in_snd_device(0: )
    D/ACDB-LOADER(  193): ACDB -> send_afe_cal
    I/art     ( 2289): Heap transition to ProcessStateJankPerceptible took 84.747314ms saved at least -314KB
    I/am_destroy_service(  623): [0,413666469,2289]
    E/ActivityThread( 4749): Failed to find provider info for com.facebook.katana.provider.AttributionIdProvider
    I/am_destroy_activity(  623): [0,900058684,22,air.com.flaregames.wordon/com.tapjoy.TJCOffersWebView,finish-imm]
    E/chromium( 4749): [ERROR:aw_contents.cc(814)] Unable to free GL resources. Has the Window leaked?
    W/Adreno-ES20( 4749): <core_glBindVertexArrayOES:288>: GL_INVALID_OPERATION
    I/sf_frame_dur(  190): [air.com.flaregames.wordon/com.tapjoy.TJCOffersWebView,100,3,2,0,1,0,1]
    W/Adreno-EGL( 4749): <qeglDrvAPI_eglCreateWindowSurface:1027>: EGL_BAD_ATTRIBUTE
    W/art     ( 4749): Thread[25,tid=5943,Native,Thread*=0xb9ea4940,peer=0x785d4140,"Thread-839"] attached without supplying a name
    W/art     ( 4749): Thread[27,tid=5942,Native,Thread*=0xb9ecce90,peer=0x785da0e0,"Thread-840"] attached without supplying a name
    W/Adreno-ES20( 4749): <core_glUseProgram:1526>: GL_INVALID_VALUE
    W/Adreno-ES20( 4749): <core_glUseProgram:1526>: GL_INVALID_VALUE
    W/Adreno-ES20( 4749): <core_glUseProgram:1526>: GL_INVALID_VALUE
    I/art     ( 2289): Heap transition to ProcessStateJankImperceptible took 60.241699ms saved at least 317KB
    D/WifiService(  623): acquireWifiLockLocked: WifiLock{NlpWifiLock type=2 binder=android.os.BinderProxy@1c090246}
    D/WifiService(  623): releaseWifiLockLocked: WifiLock{NlpWifiLock type=2 binder=android.os.BinderProxy@1c090246}
    I/wpa_supplicant( 2496): wlan0: CTRL-EVENT-SCAN-STARTED
    I/WifiHAL (  623): Found some events!!!
    I/WifiHAL (  623): Found some events!!!
    I/PowerUI.Notification( 1800): dismissing low battery warning: level=100
    I/PowerUI.Notification( 1800): dismissing low battery notification
    D/PowerUI.Notification( 1800): updateNotification mWarning=false mSaver=false mInvalidCharger=false
    I/notification_cancel(  623): [10019,1800,com.android.systemui,100,low_battery,0,0,64,8,NULL]
    I/wpa_supplicant( 2496): wlan0: CTRL-EVENT-SCAN-STARTED
    I/WifiHAL (  623): Found some events!!!
    I/WifiHAL (  623): Found some events!!!
    I/PowerManagerService(  623): Going to sleep due to screen timeout...
    I/power_sleep_requested(  623): 0
    I/PowerManagerService(  623): Sleeping...
    I/power_screen_broadcast_send(  623): 1
    I/power_screen_state(  623): [0,3,0,0]
    I/screen_toggled(  623): 0
    I/am_pause_activity(  623): [0,379306882,air.com.flaregames.wordon/.AppEntry]
    D/[CoreMobileEx]( 4749): Pause.
    D/[PushNotifyEx]( 4749): Pause.
    E/native  (  623): do suspend true
    The above happened in GPU and CPU render mode but below only happens GPU render mode.
    W/Adreno-ES20(13762): <core_glBindVertexArrayOES:288>: GL_INVALID_OPERATION
    I/sf_frame_dur(  190): [air.com.flaregames.wordon/com.tapjoy.TJCOffersWebView,101,3,2,0,1,0,0]
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/art     (13762): Thread[37,tid=14108,Native,Thread*=0xb9bcb640,peer=0x783e53e0,"Thread-901"] attached without supplying a name
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION
    W/Adreno-ES20(13762): <gl_draw_error_checks:580>: GL_INVALID_OPERATION

    I've settled on the following workaround, which fixes the problem consistently, albeit with a slight flicker sometimes:
    Check if you're on Android;
    Add an ENTER_FRAME listener to the stage in the activation handler (called when returning to the app from an overlay displayed by a native extension);
    Use a ticker to have 2 frames delay between the quality switch, anything quicker than that resulted in inconsistent or non-functional behavior for our app;
    Switch from StageQuality.LOW to StageQuality.HIGH and back again. Going to MEDIUM and back did *not* result in a fix.
    In my case, the code for the switch itself looks like this:
    private function OnActivate(event:Event):void
         if (Settings.IS_ANDROID)
              _Ticker = 0;
              stage.addEventListener(Event.ENTER_FRAME, OnEnterFrameFixGPUContextLoss);
    private function OnEnterFrameFixGPUContextLoss(event:Event):void
         _Ticker ++;
         if (stage.quality.toLowerCase() == StageQuality.LOW) // stage.quality returns string in capitals
              stage.quality = StageQuality.HIGH;
         else
              if (_Ticker > 2)
                   stage.quality = StageQuality.LOW;
                   stage.removeEventListener(Event.ENTER_FRAME, OnEnterFrameFixGPUContextLoss);

  • Are the dimensions of a 2014 macbook air the same as the 2012 model?

    I want to buy a full body protector for my 2014 macbook air  but the only one advertised on a particular website I'm looking is for the 2012 model. Will it fit?

    Howdy Chauncy88,
    To see if the dimensions of the 2012 and 2014 MacBook Airs are the same check out the spec sheets.
    MacBook Air (13-inch, Mid 2012) - Technical Specifications
    Size and Weight
    Height: 0.11-0.68 inch (0.3-1.7 cm)
    Width: 12.8 inches (32.5 cm)
    Depth: 8.94 inches (22.7 cm)
    Weight: 2.96 pounds (1.35 kg)2
    MacBook Air (13-inch, Early 2014) - Technical Specifications
    Size and Weight
    Height: 0.11-0.68 inch (0.3-1.7 cm)
    Width: 12.8 inches (32.5 cm)
    Depth: 8.94 inches (22.7 cm)
    Weight: 2.96 pounds (1.35 kg)3
    Those look the same.  To compare others start here.
    Apple - Support - Technical Specifications
    Click "Browse by Product" to search.
    Have a great day,
    Nubz

  • Audition CS5.5 not working on 2014 MacBook Air

    Greetings!
    Just upgraded computers (from a 2008 MacBook) to a 2014 MacBook Air (13", Early 2014).  I had Audition CS5.5 on my old Mac so I deactivated it, installed it on the new Air and activated it.  Everything seemed to install smoothly, but when I open the program and open an audio file, it just doesn't work, plain and simple.  I hit play and nothing happens. I try with the spacebar and nothing happens.  The play button lights up, but nothing plays.  I can add effects to tracks and see that changes are being made in the waveforms, but can't listen back.  Even after making changes, I cannot save those changes.
    The specifics:
    13" MacBook Air (Early 2014)
    1.4 GHz Intel Core i5
    4GB 1600 MHz DDR3
    Running OSX Yosemite (10.10.3, same as my old MacBook with no issues)
    As for Audition, it's CS5.5.  There don't appear to be any updates available.  I know that I can upgrade to CS6 and I have no problem paying the upgrade charge, but will only do so if I know for a fact that the issue will be resolved.  And honestly, unless there are earth-shattering updates, I'm perfectly happy with 5.5.
    So there it is.  Anyone have any ideas what the issue could be?  I've done some searching, but can't seem to find anyone with the exact issue I'm having.  Thanks in advance for any help you can provide!

    Thanks ryclark! 
    I checked the audio settings and all appeared to be right. Just to be safe, I re-selected the correct options.  The right drivers were also installed, but again, I re-selected it just to be sure.  And viola!  It worked!
    Very strange.  So essentially I changed nothing, but not it works.  Can't thank you enough for the speedy response!

Maybe you are looking for

  • Recordset per message not working

    Hi All, I got a scenario where i need to read a file of more than 1mb which has got around 6000 records.i want to read 100 records at a time and have mentioned "Recordset per message-100" in the file configuration.But still i am seeing a xml message

  • Trying to send email with contents in the body of the message

    Hi, Has anyone been successful in modifying the RW_EMAIL_NOTIFICATION script in such a way that allows the contents of the email "body" to be sent as a parameter from a calling script? Thanks. Regards, David Carr

  • TS1368 cannot access store ,keep getting error 1202

    each time I try to access the I tunes store I get error 1202 need help

  • Two physical logical source formulas for on logical column

    I have two fact tables : 1. W_SERVICE_REQ_F(opened_dt_wid, assigned_dt_wid, closed_dt_wid, QUEUE_WID, SERVICE_REQ_WID): grain is one row per service request 2. W_SERVICE_REQ_DAY_A(DATE_WID, QUEUE_WID, NUM_OPENED, NUM_CLOSED, num_assigned) The goal is

  • Plse help: view on PC: Why am I getting these errors?

    Text is continually covered by pics when viewing on a PC. What can I do to fix, someone suggested adding page breaks- can I do that and how? http://web.mac.com/alyciawright1/iWeb/The%20Power%20of%20One/Posts/744029D1-4CF1 -4EDA-AF76-2037866D5F08.html