Adobe AIR to iPad

How do I download Adobe AIR to an iPad?

http://www.adobe.com/devnet/air/articles/air-on-ios-faq.html#b

Similar Messages

  • Adobe Air + New iPad (iPad 3) retina display, any idea? any one?

    Hi, I have tried countless amount of times to turn it on, I mean, how can I run my app on the new ipad at 2048x1536, it is always scaling up the app content times 2 and if I try to scale down the whole stage >> 1 (or / 2) of course all images looks blury and horrible, any idea? any one?
    something very interesting to mention is that apps made in Adobe Air looks looks slightly better on iPad2 than iPad3, because the whole content of the air app is being scaled x 2, especially on vector content like Textfields fonts, etc... this is weird, it doesn't seem to happen on native apps.
    any thoughts about this?
    thanks.

    I did not use the command line, but rather Flash Builder's interface.  But reading Adobe's support materials, I gather that in the Native Extensions dialog, setting the Apple iOS SDK is the equivalent of setting -platformsdk. So I set that value to point to my copy of the iPhoneOS5.1.sdk.  Below is my sample project code.  In the application descriptor file, the only thing I changed from the default is my project id to match the provisioning profile and adding <requestedDisplayResolution>high</requestedDisplayResolution> to the iPhone xml tag.  I tested this out on my iPhone 4 and it worked great.  On the new iPad only the top corner of the image appears on the screen because of the scale.  I am using AIR 3.1, so unless the 3.2 beta includes a fix, it seems that Adobe needs to produce an update before AIR supports the new iPad's display.  Please tell me if you find anything I missed.
    package
              import flash.display.Sprite;
              import flash.display.StageAlign;
              import flash.display.StageScaleMode;
              import flash.display.Bitmap;
              public class RetinaTest extends Sprite
                        [Embed(source="bgd@2x~ipad.png")]
                        private var bgdImg:Class;
                        private var bgd:Bitmap;
                        public function RetinaTest()
                                  super();
      // support autoOrients
                                  stage.align = StageAlign.TOP_LEFT;
                                  stage.scaleMode = StageScaleMode.NO_SCALE;
                                  bgd = new bgdImg();
                                  addChild(bgd);

  • Receive error when downloading adobe air on iPad

    I receive an error every time I click on the link to download adobe air?
    Can anyone help?
    Thanks,
    Jim

    since it's not available from the App Store you won't be able to install it.  You see the error page because probably AIR is for development purposes and once you publish an AIR app it will run on iOS.  Take a look at the tech specs for Adobe AIR on the adobe website by searching for Adobe AIR in the search box.

  • Multipe swf try out with adobe air 3.6 on ipad - black screen

    Hello Everyone,
    I am trying to build our app with the new adobe air 3.6, i read that i should build in aot mode to achieve it to work properly. In Flash Builder simulator the app works well, i see the assets in position(whitch is loaded from another swf "assets/swf/assets.swf") but on the ipad it only shows blacks screen nothing more.
    Why is that? Should I set something or i did something wrong?
    I am using Flash Builder 4.6 ( I hope i dont need to update to 4.7)
    Thank you for the Help!
    Cheers.
    Mat

    Solved. Was not AIR specific problem.
    BTW the product is great!

  • Why does my Adobe AIR app freezes on Ipad Air ?

    I released this free game just in time for Easter weekend and then found out through a friend that it freezes on an iPad Air. It works great on iphone 4, 5, ipad mini, ipad 2, etc and I have retina disabled for ipads.
    Here's a link:
    https://itunes.apple.com/app/id854866033?mt=8
    I published from Flash Pro CC with AIR 4.0.0.1628

    I can suggest you firstly find somewhere identical iPad and test on it. Adobe Flash Runtime team pretty busy So reporting "bugs" that actually user failure - it's not good looking on nowdays So please be sure that your bug - it's a bug and not your mistake.
    I strongly suggest to use Adobe Scout that can help to identify weak places in your sourcecode. 99% "Flash/Air bug" - it's developer bug and not runtime.
    If you need to check with Adobe Air + Adobe Scout - you can contact me via skype chat therabbitwindfall and I can help you for free to determinate weak places. And only than you can understang what to change Sure I know some performance drops between devices. But 99 from 100 situations can be solved by fixing user code and not Runtime

  • How to print from Adobe AIR with on the iPad?

    Is it possible to print from an Adobe AIR app on the iPad? I've searched and I know PrintJob won't work. Is there another way to print? I'm developing in Flash CS5.5 and have Flash web app that already prints using PrintJob.

    Has anyone seen an example of how to create one for printing? I need this functionality for Android and iOS.

  • Is it possible to create video chat application for ipad in adobe air?

    Can live audio and video stream be sent to fms in ios by adobe air application?

    Thanks for the answer.
    Followoing article helped me in understading the limitations on different mobile platforms.
    http://www.overdigital.com/2012/01/09/the-ultimate-guide-to-understanding-advanced-video-d elivery-with-air-for-mobile/

  • 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?
      2. Even if the first problem mentioned above is solved, then how can I get the video data so far(in this case, the video data before the timeout). I know that normally we can get a MediaPromise object from MediaEvent parameter of the  complete handler, and read the video data from the MediaPromise object. But obviously in this case, we can not access the MediaPromise object just because the complete handler itself will not be executed since the [Use Video] button is not pressed.
      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

  • Adobe AIR Apps + Safari = Very slow

    Hi everybody,
    I'm experiencing a strange behaviour of my Adobe AIR Apps on iPad. I've tested several Apps now (one GPU-Heavy Game, one CPU-Blitting App, one pretty standard Puzzle) and all of them do have the same issue - as soon as Safari is running in the background it sometimes (not always.. and most likely on iPad1) slows my App down to 1fps. Until I close Safari again. I haven't ever seen any other App doing so, thus I believe it's an Adobe AIR bug. Maybe only on iPad though.
    Does anyone know why this happens or if I can get around of that? Besides my Apps run superfast.
    What I've tested so far is:
    - My memory usage is ~4mb. Doesn't seem to bother him if it's more or not
    - My GPU-Cache is held quite low (but even with empty GPU Cache this issue appears)
    - I'm using an Enter-Frame in all my apps which simulates the rendertick. Maybe this may be the fault?!
    Many thanks in advance,
    Marvin.

    Furthermore:
    - if the iPad was restarted you can have opened any iOS system-app without slowing down the Adobe AIR app
    - nevertheless after some hours this bug occurs again.
    Our game is in stores now: http://itunes.apple.com/us/app/ifunnel-frenzy-hd/id457822239?mt=8 and many people send us bugreports because of it. As soon as I'm telling them to close iOS system-apps things work superfine again.
    You can download and test this bug for yourself - I think this might be pretty self-explaining then.
    I'm a bit struggling how to solve this.. honestly.

  • Adobe Air 3.5 application in iOS 5.1 can't start

    Hi,
    I cretated a app in App Store with Adobe Air 3.5
    It worked fine in a iOS 5.1 iPad when I tested it. But now, if I download it from the Apple Store it crashed on the beginning.
    I just downloaded it, click on it and crashes during Adobe Air loading screen. It's only working in iOS 6.0 and above
    Does somebody had a similar problem?
    thanks!

    Hi, please forget my last message. I was changing so many things I finished using a wrong mobileprovision. That's why I couldn't install the app in the device.
    On the other hand I have found the problem. Some changes in one of our ANE were not tested in iOS 5.0.1 devices and it made the app crash because it found a Adobe Air 3.5 bug. Adobe fixed it in AIR 3.6

  • Adobe Air 3.0 iOS streaming H264/Speex over RTMP -- No Video

    Problem:
    H264/Speex RTMP stream from Flash Media Server doesn't display video.  Audio plays fine.
    Conditions:
    Adobe Air 3.0
    iOS device (iPad 2, iOS4.3)
    App settings:
    <renderMode>direct</renderMode>
    Flash Builder 4.5.1 compiler settings:
    -swf-version=13
    -target-player=11.0.0
    I have tried using both stageVideo and the regular Video object to render an H264 signal streaming from Flash Media Server over rtmp, but with no luck.  I can hear the audio, but the video is never rendered.
    I CAN see H263 video when streamed over RTMP using this setup (with just the Video object). 
    I can also stream a locally stored mp4 (H264/AAC) file over rtmp from the iOS device and play it locally just fine (using a stageVideo object).
    I have attempted this with both stageVideo (which works fine when streaming an mp4 file from the iOS device) and with the regular Video object (the regular Video object handles H263 just fine streaming down from FMS over rtmp).  I've also played around with backgroundAlpha = "0" for this case, all with no luck.
    I've followed all the online instructions and tutorials to get this working for the past week, but have not had any luck.  I'm happy to post more code, but this approach is fairly straight forward and has been described multiple times around these forums and in the adobe blog posts.  It goes like this:
         - instantiate NetConnection (_nc) to FMS and wait for successful connection:
                   _ns = new NetConnection();  
                   _nc.connect(serverAddress);
         - instantiate NetStream (_ns) and connect using NetConnection: 
                   _ns = new NetStream(_nc);
         - setup listener for StageVideoAvailabilityEvent; if stageVideo becomes available, attach _ns: 
                  _stageVideo = stage.stageVideos[0];
                  _stageVideo = _stageVideo.attachNetStream(_ns);
         - if stageVideo ISN'T available, fall back to Video object:
                   _video = new Video();
                   _video.attachNetStream(_ns);
                   stage.addChild(_video);
         - play netStream app:
                   _ns.play(appName);
    My renderMode is set correctly ("direct"), and from what I can tell, this isn't a backgroundAlpha issue.
    I have seen this problem described elsewhere on this forums and on the net. 
    I'd like to know from Adobe: are there any compatibility issues with this approach?  There doesn't seem to be any type of compatibility chart listing which video codecs and transport protocols are available on the different mobile platforms.  Since mobile deployment is so heaviliy fragmented, a descriptive chart or table like this would be helpful for those of us developing -- at least for the main mobile platforms predominantly in use.
    Other forum posts similar to this problem:
    http://forums.adobe.com/message/3981541#3981541
    http://forums.adobe.com/message/3954578#3954578
    Thanks in advance!

    I do hope someone from Adobe is "hearing" this, guys. The lack of RTMP-based H.264 video on the Air for iOS is a major problem, indeed.
    As Fabio Sonnati mentioned in http://sonnati.wordpress.com/2011/04/26/air-2-6-for-ios-and-video-play back/, AIR for iOS does support HTTP streaming (via HLS) of h.264 videos. However, when streaming via RTMP, AIR for iOS only supports VP6 and Spark – a couple of old, retired codecs.
    While HTTP streaming (HLS) seems to be a good option for those who simply want to “play a video” in iOS, I do believe it has some severe limitations, especially for live-communications. I’d like to share some of these thoughts with you.
    1. HLS has ridiculously high latency for live videos (around 40 seconds), when compared to RTMP. Although this may not be a problem for on-demand videos, it sure is a great problem for anyone doing serious live-communications applications (such as webconferencing, live webcasting with audience interaction or Skype-like video chats), which require near-zero latency.
    2. Perhaps someone can correct me on this (hopefully!), but as far as I know, HTTP streaming will not allow cuepoints to be read from videos. This is particularly painful for anyone doing video-triggered actions, such as slide changes (for webinar apps), subtitling or live closed captioning, etc. I read somewhere that OSMF player allows cuepoints (or "temporal metadata". See http://blogs.adobe.com/osmf/2009/11/cue_point_support_in_osmf.html), but I haven't been able to test it myself.
    3. Although HLS it is quite compatible with firewalls (since it flows through port 80), RTMP with tunnelling also flows through port 80 or 443, which adds great compatibility, even on very restricted networks. Our experience with very large clients proves that, hands down.
    In other words, HTTP/HLS streaming is Ok. But it simply does *not* fit into every shoe that RTMP does. We do believe that RTMP remains as our best option for live streaming or serious streaming-oriented *apps* (in which things more complex than “mere video playing in a window” actually happen).
    That all said, I do believe we should let Adobe know about this need. The fact that RTMP streaming in AIR for iOS is limited to VP6 and Spark, which are two “dead” codecs, still puts us, Air developers, in a very fragile position in terms of what we can accomplish with video in iOS.
    I’m sure some of you cheered when you heard about Flash Player 11 having h.264 video encoding. This, (plus the echo cancellation feature that came in 10.3) opened great doors for great Unified-Communication applications to be developed for Flash/Air. Now, it’s undeniable that clients want those applications running on tablets, especially the iPad.
    Not being able to use h.264 via RTMP on iOS is certainly a huge step backwards. Anyone shares this same opinion? What do you guys believe to be the best option to let Adobe really know about this need? Is this limitation a simple lack-of-a-feature (which can be fixed by Adobe) or is this some imposed thing by Apple?
    Just one final note: Air for Android does *not* have the same limitation. It does allow RTMP streaming of h.264.
    Thanks for your attention,
    Helder Conde

  • Adobe Air native extension for admob

    Dear Adobe Team,
    We have recently purchased Adobe Air native extension for admob for android & ios
    but every time we upload our app to an ipad or iphone, the app crashes.
    We have carefully followed your instructions, and we're sure we've not made a mistake writing the action script 3 code.
    We need your help in solving this problem urgently, as we are now running behind schedule in uploading our app.
    Thanks very much,
    Amir Steklov and Dorit Leshnick

    Before I was also searched a lot to find good  add network and also Admob.
    Finally we done successfull integration using..  working fine in all IOS devices. not yet released to Apple app store
    http://code.google.com/p/flash-air-admob-ane-for-ios/source/browse/trunk/admobaneiphone/sr c/admobtest.as?r=2
    You can check our add setups using Air ANE's for our android game ExpressTrain.
    https://play.google.com/store/apps/details?id=air.timuzsolutions.expresstrain&feature=sear ch_result#?t=W251bGwsMSwyLDEsImFpci50aW11enNvbHV0aW9ucy5leHByZXNzdHJhaW4iXQ..
    you no need to buyAdobe Air ANE's everything is free but all u need to do is googling,
    hope this will help.
    Bala
    Message was edited by: vamsibalu

  • 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.

  • Adobe Air + Box2D.swc = TypeError: Error #1009 // New way to handle .swc files in Flash for iOS Apps?

    Hi,
    I need your help please - I have to update one of my iOS Apps. In this App I use Box2d for a simple maze game (it's an app for kids). When I publish & test this game on my Mac it works fine. I can drag my Hero (fish) through this Maze and all collision detections, gravity etc. work perfect.
    When I test it on my iPad it doesn't work. The device debugger shows this error message:
    TypeError: Error #1009: Cannot access a property or method of a null object reference.
      at global$init()
      at global$init()
      at Box2DAS.Common::b2Base$/initialize()[/Users/jan/Documents/_Projekte/Spielplatz/Universal_ Retina/src/com/Box2DAS/Common/b2Base.as:31]
      at wck::WCK/create()[/Users/jan/Documents/_Projekte/Spielplatz/Universal_Retina/src/com/wck/ WCK.as:26]
      at misc::Entity/ensureCreated()[/Users/jan/Documents/_Projekte/Spielplatz/Universal_Retina/s rc/com/misc/Entity.as:50]
      at misc::Entity/handleAddedToStage()[/Users/jan/Documents/_Projekte/Spielplatz/Universal_Ret ina/src/com/misc/Entity.as:100]
      at misc::Entity/handleAddedToStage()
    Line 31: loader = new CLibInit();
    I guess "CLibInit" should come from the .swc file.
    The thing is:
    I didn't change anything in this maze game - it seems this has to do something with the new Flash and/or Adobe Air version. Box2D.swc file is included:
    It always worked like this - and it works when testing it on my Mac - but it is no longer working on my current system.
    So I started my Mac from an older system (10.9.5 on an external HD) and published the App from Flash CS6 and Adobe Air 13.0 - then it suddenly worked on my iPad as before. I was able to tap an the fish and drag it arround.
    The same project / app published from my current OS X 10.10 + Flash CC 2014 + Adobe Air 15.0.0.302 is not working. I always receive this Error Message - I can not drag the fish - nothing happens. And I have no idea why this happens and what else I could do. I searched the whole day for a solution but didn't find anything.
    So did anything change by the way Flash and/or Air handles .swc files? Is there an other way to include: import cmodule.Box2D.* / CLibInit ?
    Please - if anyone has a clue - please let me know!!
    Best regards
    Jan

    Update:
    There is also an Android Version of this App. I just published and tested a new version of it on my kindle fire & Samsung Galaxy Tab 2. On both Tablets the maze works perfect. I'm able to drag the fish around etc.
    Then I published this Android Version for iOS and tested it on my iPad. Again I'm getting the Error message:
    TypeError: Error #1009: Cannot access a property or method of a null object reference. 
      at global$init() 
      at global$init() 
      at Box2DAS.Common::b2Base$/initialize()[/Users/jan/Documents/_Projekte/Spielplatz/Universal_ Retina/src/com/Box2DAS/Common/b2Base.as:31] 
      at wck::WCK/create()[/Users/jan/Documents/_Projekte/Spielplatz/Universal_Retina/src/com/wck/ WCK.as:26] 
      at misc::Entity/ensureCreated()[/Users/jan/Documents/_Projekte/Spielplatz/Universal_Retina/s rc/com/misc/Entity.as:50] 
      at misc::Entity/handleAddedToStage()[/Users/jan/Documents/_Projekte/Spielplatz/Universal_Ret ina/src/com/misc/Entity.as:100] 
      at misc::Entity/handleAddedToStage
    ...and the fish is stuck - I can't drag it - nothing happens. So this error only occurs when I publish the App for iOS - as an .ipa. Did anything change in the way Air handles .swc files?
    I'm totally confused
    If anybody has an idea what I could try - PLEASE LET ME KNOW!!

  • Any hope for Adobe AIR on Apple mobile devices?

    Does anyone know if it's possible to run Adobe AIR apps on the likes of the iPhone and iPad?

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