Adobe Air for iOS compiling error
I have a dilemma I hope someone can help me understand. I have a sports app that is currently live in the appstore and I am trying to revamp it. The app has a section for all 30 teams of that sport. The way I'm making the app is by adding code for 5 teams data at a time then testing. After getting to the point where there is code for 15 teams I can no longer compile the IPA file, I can remove some teams code then compile. I compile through the command line on a PC with Air 3.9. My project is created using Flash Pro CS6 and I dont use any ANE.
There error I'm getting is:
ld: symbol(s) not found for architecture armv7
Compilation failed while executing : ld64
I've tried compiling on a Mac with a terminal window but same error. I've searched this error and people suggested using the -platformsdk command in the commandline pointing to iOSSDK 7.0 but that didnt work either. I need to know if someone else has experienced this and got past it.
Good News. Hope this helps others. Try using AIRSDK 4.0 beta, released today, Dec 3. It is improved for heavy coded project and the compile time is way faster. In the command line just add
-useLegacyAOT no
to use that feature, it will not by defeault. Check out the Air release notes.
Downside is just working on mac for now but can't wait for it work on PC because that is my preferred choice.
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Adobe Air for iOS - SQLError: 'Error #3115' no such table
I am developing Adobe Air application for iOS with sqlite on it. When running on my local machine, it worked like charm (add, edit & delete). Unfortunately, when tried running on iPAD, it gives me the following error:
SQLError: 'Error #3115', details:'no such table: 'tblEmploye'', operation:'execute', detailID:'2013'
Here's my code when opening the sqlite database: ** data file is saved on the current application directory where all the files are stored:
exampleDBFile = File.documentsDirectory.resolvePath("mydb.db");
if (exampleDBFile==null || !exampleDBFile.exists) {
MovieClip(root).mcSong.visible = false;
MovieClip(root).mcAlert.visible = true;
MovieClip(root).mcAlert.enabled = true;
MovieClip(root).mcAlert.txtErrorMessage.text = "Database not found";
exampleDB = new SQLConnection();
exampleDB.addEventListener(SQLEvent.OPEN, onExampleDBOpened);
exampleDB.addEventListener(SQLErrorEvent.ERROR, onExampleDBError);
//exampleDB.openAsync(exampleDBFile);
exampleDB.open(exampleDBFile);
I also tried using the following but still no luck
exampleDBFile = File.applicationDirectory.resolvePath("mydb.db");
when using this, i receive a different error : Error:Error #3104
And heres the code for adding new entries
sqlInsert = "insert into tblLyrics (empName, empDesc) values
('"+ strReplace(txtSearchMe.text, "'", "") + "','"+ strReplace(txtContent.text,"'","") +"')";
dbStatement.text = sqlInsert;
dbStatement.addEventListener(SQLEvent.RESULT, onDBStatementInsertResult);
dbStatement.execute();
Hoping for your advice....Hi,
I am sorry you are facing this issue. Is the code that you posted all that you are doing? It is missing a few things:
1) You are not creating the dbFile and the table tblEmployee. Do they already exist on your desktop? On device, you would need to create them.
2) dbStatement.SQLConnection property is not set anywhere.
The following sample code is from http://help.adobe.com/en_US/air/reference/html/flash/data/SQLConnection.html. Could you try and see if it works for you?
package
import flash.data.SQLConnection;
import flash.data.SQLResult;
import flash.data.SQLStatement;
import flash.display.Sprite;
import flash.events.SQLErrorEvent;
import flash.events.SQLEvent;
import flash.filesystem.File;
public class MultipleInsertTransactionExample extends Sprite
private var conn:SQLConnection;
private var insertEmployee:SQLStatement;
private var insertPhoneNumber:SQLStatement;
private var dbFile:File
public function MultipleInsertTransactionExample():void
// define where to find the database file
//var appStorage:File = File.applicationDirectory;
dbFile = new File(File.documentsDirectory.nativePath + File.separator + "ExampleDatabase.db");
// open the database connection
conn = new SQLConnection();
conn.addEventListener(SQLErrorEvent.ERROR, errorHandler);
conn.addEventListener(SQLEvent.OPEN, openHandler);
conn.openAsync(dbFile);
// Called when the database is connected
private function openHandler(event:SQLEvent):void
conn.removeEventListener(SQLEvent.OPEN, openHandler);
// start a transaction
conn.addEventListener(SQLEvent.BEGIN, beginHandler);
conn.begin();
// Called when the transaction begins
private function beginHandler(event:SQLEvent):void
conn.removeEventListener(SQLEvent.BEGIN, beginHandler);
// create and execute the first SQL statement:
// insert an employee record
var createEmployees:SQLStatement = new SQLStatement();
createEmployees.sqlConnection = conn;
createEmployees.text =
"CREATE TABLE IF NOT EXISTS employees(lastName, firstName, email, birthday) ";
createEmployees.execute();
insertEmployee = new SQLStatement();
insertEmployee.sqlConnection = conn;
insertEmployee.text =
"INSERT INTO employees (lastName, firstName, email, birthday) " +
"VALUES (:lastName, :firstName, :email, :birthday)";
insertEmployee.parameters[":lastName"] = "Smith";
insertEmployee.parameters[":firstName"] = "Bob";
insertEmployee.parameters[":email"] = "[email protected]";
insertEmployee.parameters[":birthday"] = new Date(1971, 8, 12);
insertEmployee.addEventListener(SQLEvent.RESULT, insertEmployeeHandler);
insertEmployee.addEventListener(SQLErrorEvent.ERROR, errorHandler);
insertEmployee.execute();
// Called after the employee record is inserted
private function insertEmployeeHandler(event:SQLEvent):void
insertEmployee.removeEventListener(SQLEvent.RESULT, insertEmployeeHandler);
insertEmployee.removeEventListener(SQLErrorEvent.ERROR, errorHandler);
// Get the employee id of the newly created employee row
var result:SQLResult = insertEmployee.getResult();
var employeeId:Number = result.lastInsertRowID;
// Add a phone number to the related phoneNumbers table
var createTab:SQLStatement = new SQLStatement();
createTab.sqlConnection = conn;
createTab.text =
"CREATE TABLE IF NOT EXISTS phoneNumbers(employeeId, type, number)";
createTab.execute();
insertPhoneNumber = new SQLStatement();
insertPhoneNumber.sqlConnection = conn;
insertPhoneNumber.text =
"INSERT INTO phoneNumbers (employeeId, type, number) " +
"VALUES (:employeeId, :type, :number)";
insertPhoneNumber.parameters[":employeeId"] = employeeId;
insertPhoneNumber.parameters[":type"] = "Home";
insertPhoneNumber.parameters[":number"] = "(555) 555-1234";
insertPhoneNumber.addEventListener(SQLEvent.RESULT, insertPhoneNumberHandler);
insertPhoneNumber.addEventListener(SQLErrorEvent.ERROR, errorHandler);
insertPhoneNumber.execute();
// Called after the phone number record is inserted
private function insertPhoneNumberHandler(event:SQLEvent):void
insertPhoneNumber.removeEventListener(SQLEvent.RESULT, insertPhoneNumberHandler);
insertPhoneNumber.removeEventListener(SQLErrorEvent.ERROR, errorHandler);
// No errors so far, so commit the transaction
conn.addEventListener(SQLEvent.COMMIT, commitHandler);
conn.commit();
// Called after the transaction is committed
private function commitHandler(event:SQLEvent):void
conn.removeEventListener(SQLEvent.COMMIT, commitHandler);
trace("Transaction complete");
// Called whenever an error occurs
private function errorHandler(event:SQLErrorEvent):void
// If a transaction is happening, roll it back
if (conn.inTransaction)
conn.addEventListener(SQLEvent.ROLLBACK, rollbackHandler);
conn.rollback();
trace(event.error.message);
trace(event.error.details);
// Called when the transaction is rolled back
private function rollbackHandler(event:SQLEvent):void
conn.removeEventListener(SQLEvent.ROLLBACK, rollbackHandler);
// add additional error handling, close the database, etc.
Thanks,
Sanika -
How to record a time-limited video with Adobe AIR for iOS
I am trying to record a time-limited video with Adobe AIR for iOS.
For example, I want to implement the following function. Start a one-minute timer before launching CameraUI to record video. When the timeout event happens after one minute, stop recording video, close the CameraUI view and obtain the video data so far.
I have several questions related to that.
1. How to stop recording video from outside the CameraUI view(in this case, from the timeout event handler) and then close the CemeraUI view? As far as I know, to close the CameraUI view, the only way is to press the [Use Video] button or the [Cancel] button from inside the CameraUI view. Is it possible to close it from outside?
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3. Is it possible to add a stopwatch to show possible remaining recording time when CameraUI view is open? It seems that the CameraUI automatically uses the full screen of iOS device(in my case, iPad) and there is no extra space to show the stopwatch.
Are there any solutions or workarounds about the three problem above? I really appreciate it if anyone has any idea about this. Thanks in advance.You'd have more control by using the Camera object, showing the camera on a video object inside a Sprite, and capturing that. Then you could put whatever graphics alongside it on the stage.. I've used FlashyWrappers in a test to capture the video to the library. It took some work, but the test worked well...
Flash/AIR record videos of your apps and games: Rainbow Creatures -
Does Adobe AIR for iOS support APNs?
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Do I need to add the mobileprovision in any step of the resigning process?
Inside the unpacjed ipa, i've fund a Info.plist.
This seems to be the plist file generated from adt.
Do I need to integrate my entitlement with the original one?
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
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<key>CFBundleDisplayName</key>
<string>iBatteryExample</string>
<key>CFBundlePackageType</key>
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<key>DTPlatformBuild</key>
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<string>ResourceRules.plist</string>
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<key>CTAutoOrients</key>
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<key>CTInitialWindowContent</key>
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<key>CTMaxSWFMajorVersion</key>
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<key>CFBundleSupportedPlatforms</key>
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<key>UIDeviceFamily</key>
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<key>get-task-allow</key>
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<string>opengles-2</string>
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<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeRight</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
</array>
<key>Extensions</key>
<array>
<string>myExtension</string>
</array>
</dict>
</plist>
as you can see it already contains the aps-environment value because I've added it in my appdescriptor file.
Any idea?
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The development of Doki is based entirely on Adobe Air . The result is spectacular. With a development team that consisted of 5 programmers, 2 designers, 3 language specialists, one assistant programmer, plus a team of 4 testers, the gigantic project of 14 apps was completed in less than a year, resulting in very low development costs!
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USER_IDLE or USER_PRESENT event in adobe air for ios
Hi All,
Does anybody is having any idea that how can we detect the user Idle time in Adobe air based ios mobile application.
For a desktop based air project this can eaisly be defined by the below two events:-
1) flash.events.Event.USER_IDLE
2) flash.events.Event.USER_PRESENT
But its very painfull to know that these events are not going to work with the mobile applications.
If anybody is having any idea,please let me know.
Any help will be appriciated.
with Regards,
ShardulThis is possible a possible workaround on mobile. I am currently testing this on iOS.
Use:
import mx.core.FlexGlobals;
import mx.core.mx_internal;
import mx.events.FlexEvent;
import mx.managers.ISystemManager;
systemManager = Application(FlexGlobals.topLevelApplication).systemManager;
systemManager.addEventListener(FlexEvent.IDLE, userIdleHandler);
and then the handler looks something like this:
private function userIdleHandler(e:FlexEvent):void
if(e.currentTarget.mx_internal::idleCounter == 300){ //300 = 30 seconds
trace("idle timeout");
//do stuff
The only real problem Im having with it is that if the user hits the home button and the app suspends, upon resuming the idleCounter is > the threshold number and never gets reset when the user is making touches/presses/clicks.
If you guys refine this post your updates.
Thanks,
Jason -
Multi Touch not supported in Adobe Air for IOS?
Hi, I've just started developing my first app for my iPhone which is an iPhone 3GS. I'm using CS5 to make these apps.
I did a simple test game where there are two arrows on the screen and a fire button. The screen also has a ground and the player standing on it which can be controlled with left/right and fire. Now, if I press right, he moves right, if I press left, he moves left, if I press fire, he jumps... BUT no matter what I do I can't make dual touch work, ie: I press right AND fire, it only recognize just ONE touch point. So I did alot of researching and didn't find much. I thought maybe adding a TouchEvent.TOUCH_TAP which I found a guide on on this page: http://openexhibits.org/support/gestures/1/one-finger-tap , but couldn't make it work, so I found this: http://www.adobe.com/devnet/flash/articles/multitouch_gestures.html and it seems Adobe Air for iPhone only allows four different gestures, no TouchEvents. I found a code somewhere that when run it checks to see if the device it's running on supports TOUCH_TAP stuff and in CS5 I got the message that it is not supported, in Adobe Device Central I get it's supported, on the actual phone (yes, got dev license from Apple and all that and can run my apps from CS5 on my iphone) I get it IS supported, but it doesn't work when I try it for real.
So, my question is: how can I make Adobe Air using CS5 to detect 2 finger presses at the same time in iPhone apps? Like pressing right+fire at the same time, so it doesn't just detect ONE of them being pressed.
Thanks a million for any reply.Before listening for TouchEvents like TOUCH_BEGIN, TOUCH_MOVE, TOUCH_END etc... you need to set the input mode of your device to TOUCH_POINT. By default it is set to GESTURE.
This works fine on the iPAD:
import flash.ui.Multitouch;
import flash.ui.MultitouchInputMode;
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
stage.addEventListener(TouchEvent.TOUCH_BEGIN, touchBegin);
stage.addEventListener(TouchEvent.TOUCH_MOVE, touchMove);
stage.addEventListener(TouchEvent.TOUCH_END, touchEnd);
private function touchBegin(te:TouchEvent):void {
// your code here
private function touchMove(te:TouchEvent):void {
// your code here
private function touchEnd(te:TouchEvent):void {
// your code here
Hope that helps. -
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Also, I think that you can also use domain memory in AS3 with the Bytearray class (not sure about that).
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Adobe Air for iOS - How to access or read current playing music
Hi guys, is there a way in AS3 how to detect the current song playing, for example I want to get the title of the music that is currently playing?
Hi,
This doesn't seem possible in AIR at present. However, in the future version, you should be able to achieve this. No AIR API will be added, but you should be able to write some native code to get this information. I believe this can be done using the iPod Library.
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hi!
I get this error, when uploading the binary to Itunes. Any help, on how to solve out this problem ? And what does it mean ?for install on devices, you need to use a distribution cert. and a distribution provisioning profile for adhoc. When ready for AppStore you can use same distribution cert. but distribution provision profile for appstore. i completely use Windows PC for my entire process and use testflight to distribute to my testers. I'm not sure how the process is for simulator on the Mac is. I just the use mac to create my certs and profiles and then application loader.
When you tried upload to testflight did u use a distribution cert (p12) and an adhoc distibution provisioning profile. Also are the devices you are sending to are also registered to that profile.
Also ive been doing this for 3 years now but consider myself a newbie still cuz I'm self taught and still learning and my ways of doing things in an unorthodox way but on average I have about 10 uploads of updates or new apps to the AppStore a year and haven't had an app rejected. These forms will be your best resource of info with users like @colin. -
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I am working on a project which has a few videos which I need to bundle into my mobile app for an Ipad app I am creating using Adobe Air for iOS. My question is simple is there a maximum file size limit on apps compiled using Adobe air for iOS? And if so what is it? Any help would be great.
regards MikeHi. Im not a 100% sure this is correct. I am able to make a large .IPA file (200+Mb) and it will go onto my iPad 1, but it does not work - Just quicts after a few secs. If I run the same IPA on my iPad 2 it works.
When I take out some of the assets so its a smalelr size then it does run on the iPad. -
The Error Message 'Application descriptor file cannot be parsed' shows when compiling (Ctrl + Enter) Adobe AIR for Android applications on Flash Professional CS5.5
This is happening for most of the pupils and staff at our school and they are unable to complete their work.
This also happens on a fresh copy of windows and CS5.5 without any updates and also with all latest updates.
I have tried it on 32-bit and 64-bit CS5, Windows, Air and Java with the same error every time.
There are a small minority of users where this works fine for them with no issue.
I have tried re-setting user profiles.
I have tried a local admin and domain admin account with the same issue
I have noticed however that if the file is moved to the shared area it will compile. If it is on their documents area it will not compile. The users have full control in both locations. This is fine for staff but we are unable to give full control or modify access to the shared area for the pupil's
I have been through the online support section and it directed me to phone Adobe Customer care who informed me that all support has been discontinued for CS5, CS5.5 and CS6 and they will only support creative cloud.
Any ideas what to try next? There is no other information about this error and I cannot work out what is causing it.I have tried and able to package an apk using your XML file.Could you please make sure your XML file starting from line 1 and coloumn 0.Any space will results in the error (Application Descriptor file cannot be parsed)
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Publishing AIR for iOS in Flash CS5.5 gives Java VM error
Hi,
I have been getting the following error when trying to publish AIR for iOS from Flash CS5.5. I'm using AIR 2.7 overlayed, Windows 7 x64.
Any help would be greatly appreciated.
Thanks!I tried overlaying the latest AIR as sinious suggested, but that only changed my error message by adding the line about ADT as in the original post.
I was finally able to get the app to compile by calling adt from the command line. Here is an example .bat file that worked for me:
@echo=off
@set java_cmd="C:\Program Files\Java\jre6\bin\java.exe"
@set java_param=-Xmx128m -jar
@set adt_cmd="C:\Program Files (x86)\Adobe\Adobe Flash CS5.5\AIR2.6\lib\adt.jar"
@set target=ipa-test
@set cert=iOS_dev.p12
@set cert_pass=password
@set provisioning=my_iOS_device.mobileprovision
@set build_file=helloworld.ipa
@set desc_files=helloworld-app.xml
@set files=helloworld.swf AppIconsFolder
%java_cmd% %java_param% %adt_cmd% -package -target %target% -storetype pkcs12 -keystore %cert% -storepass %cert_pass% -provisioning-profile %provisioning% %build_file% %desc_files% %files%
pause -
I'm publishing an .fla in AIR for IOS.
I'm in CC 2014 so first I need to know which AIR should I publish in?
newest is AIR 14.0.0.178 for IOS
IOS deployment type is App Store
publishes with no error.
I see the following files included .swf and app.xml
I convert the .ipa to a zip file
Upload that thru the Application Loader I get the following error
The package does not contain an Info.plist.
Where is the infoplist for this and do I convert the .ipa and the info to a zip file?
I converted the .ipa to a .zip and the intoplist file is NOT THERE how do I generate this?
Any help here?Ok this is becoming very very frustrating as I have been at this for hours now. So the only way to explain this is to write what I did step by step as I have to be doing something wrong, just to recap:
I was publishing from Flash CC 2014 using AIR 14.0 and getting Digital Certificate is not valid message.
Was instructed to download new AIR 17 , I did this installed into Flash and used to publish.
I used my previous p12, app ID and distribution certificates all generated properly.
The file worked ONCE but I got an app ID error ( I understood I used the wrong app ID)
I changed it to the right app ID and the very next time and after 10 attempts I got the same error Digital Certificate is not valid
SO I then downloaded AIR 16.0
RE DID ALL MY CERTIFICATES AND P12'S
went to publish and I STILL GET THE SAME MESSAGE Digital Certificate is not valid -
Air for Ios doesn't compile actionscript
Hi guys,
I'm having a big problem... I'm developing a game to be published to web, ios, android. If I export the swf for the web or the apk for android everything is ok but when I try to package the swf using air for ios the swf doesn't contains any actionscript, the compilation is very fast and the swf is smaller, also if I try to debug the fla nothing happen because no code is compiled. This is started in the last two month, before I was able to package also to ios and I was able to create an ipa that I sent to apple store but now I need to modify the app and I can no more compile it. I have browsed the forum and read something about the umcompiled actionscript problem but I didn't load any external swf, I just use urlloader to load an xml and some images. I'm using flash cs5.5. Someone have some suggestion?If you are using Flash Professional.. I would just create a new FLA .. copy over your library assets, etc. Make sure to point to your certificates and provisioning files, etc.. and recompile.
Were you using an old version of AIR previously and have the new AIR SDK installed now ?
I have found that compiling the IPA with ADT from the command line is much better than compiling from the IDE and allows you to use the iOS5.1 SDK instead of iOS4.
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