AIR 14 resetting iOS apps?

Hi,
Since updating my iOS app to use AIR 14, I've been hearing reports that the installation overwrites the existing (shared object) data? I recall this happened with another update around 3.6 and was wondering if it is a known issue?
Users are also reporting that the app has closed itself down if they leave it and then return to it, which didn't happen previously.

Hello,
We are not able to reproduce the problem updating application from King to Lombard build on iPad 3(6.1.2) and iPhone 4(7.1.1) devices. Could you please share the AIR SDK version, device name with version your users are using. This will help us in reproducing the problem. Moreover, you can also check the application Dropbox - SharedObjectExample.zip I have used to reproduce the problem. Please let us know if I missing anything.
Regards,
Nimit

Similar Messages

  • Can I use macbook air for ios app development?

    I would like to know if i can use macbook air for ios app development or macbook pro is only option?

    Just to reinforce what shldr2thewheel says - be very sure what size memory you want if you get a Macbook Air. There is *no* way to change after purchase. My advice is to go for the 4GB option - especially if you want to do app development.
    The internal storage (solid state drive) of the Air can be upgraded if required but it will probably be an expensive option. If you don't think the storage will be enough then maybe using a USB connected drive to hold non-essential files is an option.
    As to deciding between the Air and Pro you are basically making a decision between portability (Air) and expandability/bigger screens (Pro). What is more important to you?
    Mark

  • Error while debugging AIR for IOS app

    I get the following error when attempting to debug my AIR-IOS app on an IPad 2.
    The weird thing is that the logfile mentioned does not exist.
    Any ideas?
    - Abey
    # A fatal error has been detected by the Java Runtime Environment:
    #  EXCEPTION_UNCAUGHT_CXX_EXCEPTION (0xe06d7363) at pc=0x764db9bc, pid=5400, tid=9024
    # JRE version: 6.0_29-b11
    # Java VM: Java HotSpot(TM) Client VM (20.4-b02 mixed mode windows-x86 )
    # Problematic frame:
    # C  [KERNELBASE.dll+0xb9bc]
    # An error report file with more information is saved as:
    # C:\Users\ABEY~1.LEX\AppData\Local\Temp\AOT1326388929076\hs_err_pid5400.log

    I have the same error.
    The wierd is that the log file doesn't exists.
    Anyway I try everything... to reinstal my Flash Builder, reinstall all versions of java. I even try to make Xmx and Xms bigger size.. but nothing... still got the error.
    If I create new project... then everything works fine... Export Release Build work very well,
    but if I try to Export Release Build for my large project... then this error comes up.
    I look at my code and no find any errors...
    Build for android works as well, the error comes up when I try to build for iOS.
    Please Adobe - give us help how to fix this.
    Thank you

  • AIR for iOS app works perfectly in emulator, not at all on an actual iPad

    I'm new to mobile development, so I'm hoping I am doing some simple wrong, like a wrong checked box or something.
    I have an app that I have written for iPad. It's fully functioning when I run it through the emulator (I have to change it to Flash 10.1 and use Device Emulator because nothing else will accept touch events) but doesn't really work on the iPad. Some of the features work, and some don't. It's like it's just not quite compiling all the code, and I'm very confused.
    My publish settings:
    Player: AIR for iOS
    Script: Actionscript 3.0
    Included .swf, .xml, and all relevant .as class files
    Published using quick publish for device testing
    Are there some AS 3.0 features that won't work in iOS? If so it would be really great to have a list of those somewhere.
    What am I doing wrong? Why won't my app work on an actual device if it tests perfectly in the emulator?

    My original question has not been answered, but I am running across the same problem in a different way.
    I have added to my code, continuing to build the app, (hoping the problem can be solved eventually), and once again, the app works perfectly in Device Central but not on the iPad.
    I have buttons to select different levels of the puzzle. Each time you press a button, the level automatically updates itself on the board. So if you are playing the shape level, the shape of the puzzle piece is on the board. If you are playing the name level, the name of the puzzle piece is on the board. Etc.
    This works perfectly on my computer. However - again - when I transfer it to an iPad, choosing the "shape" level will cause the names to pop up.
    I have double and triple checked the variable names to make sure they match up and are correctly spelled and capitalized. It just doesn't function in iOS.
    Here is the code to switch levels and automatically generate a new random puzzle piece:
    function changeLevel (e:TouchEvent): void {
        trackUSAPiece = ["pieceAL", "pieceAK", "pieceAZ", "pieceAR", "pieceCA", "pieceCO", "pieceCT", "pieceDE", "pieceFL", "pieceGA", "pieceHI", "pieceID", "pieceIL", "pieceIN", "pieceIA", "pieceKS", "pieceKY", "pieceLA", "pieceME", "pieceMD", "pieceMA", "pieceMI", "pieceMN", "pieceMS", "pieceMO", "pieceMT", "pieceNE", "pieceNV", "pieceNH", "pieceNJ", "pieceNM", "pieceNY", "pieceNC", "pieceND", "pieceOH", "pieceOK", "pieceOR", "piecePA", "pieceRI", "pieceSC", "pieceSD", "pieceTN", "pieceTX", "pieceUT", "pieceVT", "pieceVA", "pieceWA", "pieceWV", "pieceWI", "pieceWY"]
        if (e.target == nameLevel) {
            PuzzleGlobals.currentLevel = "Name";
            nameLevel.gotoAndStop("Active");
            abbrevLevel.gotoAndStop("Inactive");
            shapeLevel.gotoAndStop("Inactive");
            for (var j=0; j<(PuzzleGlobals.TOTAL_NUMBER_USA); j++) {
                this[trackUSAPiece[j]].gotoAndStop("wholeName");
        else if (e.target == abbrevLevel) {
            PuzzleGlobals.currentLevel = "Abbrev";
            abbrevLevel.gotoAndStop("Active");
            nameLevel.gotoAndStop("Inactive");
            shapeLevel.gotoAndStop("Inactive");
            for (var k=0; k<(PuzzleGlobals.TOTAL_NUMBER_USA); k++) {
                this[trackUSAPiece[k]].gotoAndStop("abbrev");
        else if (e.target == shapeLevel) {
            PuzzleGlobals.currentLevel = "Shape";
            shapeLevel.gotoAndStop("Active");
            nameLevel.gotoAndStop("Inactive");
            abbrevLevel.gotoAndStop("Inactive");
            for (var l=0; l<(PuzzleGlobals.TOTAL_NUMBER_USA); l++) {
                this[trackUSAPiece[l]].gotoAndStop("shape");
    function addNewPiece (e:TouchEvent): void {
        ri = Math.floor(Math.random()*(1+PuzzleGlobals.TOTAL_NUMBER_USA));
        if (PuzzleGlobals.statesOnBoardUSA == PuzzleGlobals.TOTAL_NUMBER_USA) {
            //play BOOP sound indicating no new pieces left
        else {
            if (usaPiece[ri] != null) {
                bmc.addChild(this[usaPiece[ri]]);
                if (PuzzleGlobals.currentLevel == "Shape") {
                    this[usaPiece[ri]].height = this[usaPuzzle[ri]].height;
                    this[usaPiece[ri]].width = this[usaPuzzle[ri]].width;
                this[usaPiece[ri]].x = e.stageX;
                this[usaPiece[ri]].y = e.stageY;
                usaPiece[ri] = null;
                PuzzleGlobals.statesOnBoardUSA++;
            else {
                addNewPiece(e);
    Here is the code that creates the piece:
            public function GeoPiece(): void {
                if (PuzzleGlobals.currentLevel == "Name") {
                    this.gotoAndStop("wholeName");
                else if (PuzzleGlobals.currentLevel == "Abbrev") {
                    this.gotoAndStop("abbrev");
                else if (PuzzleGlobals.currentLevel == "Shape") {
                    this.gotoAndStop("shape");
                this.addEventListener(TouchEvent.TOUCH_BEGIN, geoPieceBegin);
    Is it possible I have a bad compiler or something? Do I need to reinstall the entire program? I just can't figure out why it would work in one operating system and not in another.
    Thanks
    Amber

  • AIR for iOS app crashes on launch - only on iPad1

    Hello,
    Been working on an iPad book app in FlashBuilder 4.6. Early on there were some performance issues with iPad1/3 until learning about GPU rendermode and setting the StageQuality to low. These helped immensely.
    However, recently the app starting crashing on startup - only on iPad1. For example page 1 of the app which had worked weeks ago would now crash. After more research, it seemed that the static references to all the page classes that were put in the ViewController were the issue. They seemed to be overwhelming the memory. When I put only a static reference to page1 in the VC it worked. And then in page 1 were static references to page 2 or 3. Or whatever pages it might link to. Now, after reworking the 70 other pages to only static reference the pages they need, it is crashing again.
    My question is this, if I have page 1 with a static reference to page 2 and 3. And each of those have references...all down the line to say page 70, are all those in essence getting loaded into memory at startup?
    The bigger question is how best to manage the memory of an AIR app that will have ~ 120+ "pages" or views in MVC parlance? Ideally, I only want the dynamically created view in memory but don't think it's working.
    After doing some research was thinking about loading/unloading swfs that have references to needed classes via ApplicationDomain.
    One interesting thing noticed is this. When launching the app in the debugger, it traces out terminated and the app quits. However, when double clicking the iPad home button, it shows the app still running. Not sure why that is?
    Pardon the lengthy description.
    Any and all help would be appreciated.
    Thanks, MTG

    @Fahad,
    It happens when the actual game is being played. I'm using AIR 3.2 SDK in flash pro cs6, I started this project before 3.3 was officially released, tested this on an iPad 1 with iOS 5.1.1.
    I used hi res stats to monitor memory usage and the app consumes less than 8MB of memory.
    Thanks

  • AIR 15 - iOS Apps Rejected -  XCode 5.1.1 is now required

    We've run into an issue with Apple no longer accepting apps compiled with Adobe AIR, due to a new requirement for the XCode version used:
    As of September 9th 2014, all apps must be built using XCode 5.1.1 -- though Adobe AIR (including the newest version 15 released on the same date) compiles using XCode 5.0.2.
    After submitting an AIR app to iTunes Connect yesterday, we received an email from iTunes stating that "This bundle is invalid" because it's using an older version of XCode that is no longer allowed for uploads.  The full message reads:
    Dear developer,
    We have discovered one or more issues with your recent submission for "yourappnamehere". To process your submission, the following issues must be corrected:
    This bundle is invalid - New apps and app updates submitted to the App Store must be built with public (GM) versions of Xcode 5.1.1 or higher and iOS 7 SDK. Do not submit apps built with beta software.
    Once these issues have been corrected, use Xcode or Application Loader to upload a new binary to iTunes Connect. Choose the new binary on the app’s Details page in My Apps on iTunes Connect, and click Submit for Review.
    Regards,
    The App Store team
    After compiling with both AIR 14 and AIR 15, I changed the extension from .ipa to .zip and unzipped the package to see what version it was using.  Within the Info.plist file, it shows that AIR is using XCode 5.0.2 (DTXcode set to 0502, DTXcodeBuild set to 5A2005).  The only version that is now allowed for uploads is XCode 5.1.1 (Build 5B1008). 
    As it stands now, all AIR-developed apps for iOS will be rejected, and cannot be published on the App Store.  This goes for new apps as well as submitting updates for apps that are already live in the App Store.
    I just submitted a report to the Adobe Bugbase about this as well, you can view it or vote on it here:
    Bug#3821892 - AIR apps rejected for iOS - Not built using XCode 5.1.1

    Hi,
    We have a similar issue. Yesterday, September 24th 2014, I attempted to upload an application update and I received this error:
         ERROR ITMS-9000: "Invalid Segment Alignment. This app does not have proper segment alignment and should be rebuilt with the latest version of Xcode. Please contact Developer Technical Support if you need further assistance." - The upload log is only a bit more verbose with "ErrorCode = 1102".
    My first upload attempt binary was built with AIR 14.0 and iPhone SDK 7.1. (DTXcode == 0502)
    After some Web search, I found this forum post, and also tried theses builds :
    - AIR 15.0.0.274 and iPhone SDK 8.0 (DTXcode == 0600)
    - AIR 14.0 and iPhone SDK 8.0 (DTXcode == 0502)
    For all three attempts, I received the same error. I have not tested yet with AIR 15.0.0.274 and iPhone SDK 7.1, but i'm not sure its worth it...
    I sent an assistance request to Apple, but I would like to know what is the Adobe status for iOS 8 support... I cannot find much info about this on the AIR 15 SDK page.
    If anyone can bring some light on this, thanks in advance,

  • AIR 3 ios app not muted by iPhone physical mute switch

    hey
    my app keeps playing sounds even when the iPhone 3g's physical mute button is switched
    is that a bug?
    Saar

    Hi Sariko:
    You can achieve this by using native extensions.You can use the simple code given at http://stackoverflow.com/questions/5560555/avaudiosession-category-not-working-as-document ation-dictates this will return bool value stating the state of the mute switch and then your app may decide to play sounds or stop them. You can google for Sample iOS native extensions to get started.
    Little More Explaination:
    The iOS gives the app an opprtunity to state the kind of Audio that is being played. (Music, Ambient Audio like game sounds and many more) and then based on this category iOS defines Audio Behaviours like if it can be mixed with other sounds, wheather mute switch is respected etc. This behaviour is very specific to iOS which may not be found on other Mobile Platforms(not sure though).

  • [ISSUE] Load external .swf into an AIR for iOS app

    I want to load an external .swf which is included theme objects of the application. The loader class finishes loading but after this when I try to get objects in the swf I get this error.
    Device is iPad v.2 iOS v5.1.
    ReferenceError: Error #1065: Variable MenuHome is not defined.
        at adaptive.controls.thememanager::ApplyTheme/applyStyle()[D:\ConsumerProductInterface\Consu merProductBusiness\src\adaptive\controls\thememanager\ApplyTheme.as:41]
        at adaptive.controls.thememanager::ApplyTheme/apply()[D:\ConsumerProductInterface\ConsumerPr oductBusiness\src\adaptive\controls\thememanager\ApplyTheme.as:54]
        at adaptive.controls.thememanager::ThemeManagerSystem/checkIfAllLoaded()[D:\ConsumerProductI nterface\ConsumerProductBusiness\src\adaptive\controls\thememanager\ThemeManagerSystem.as: 139]
        at adaptive.controls.thememanager::ThemeManagerSystem/backgroundImageLoadHandler()[D:\Consum erProductInterface\ConsumerProductBusiness\src\adaptive\controls\thememanager\ThemeManager System.as:119]
        at adaptive.controls.thememanager::ThemeManagerSystem/backgroundImageLoadHandler()
        at flash.events::EventDispatcher/dispatchEvent()
        at adaptive.controls.thememanager::ThemeManagerImageLoader/loadImageCompleteHandler()[D:\Con sumerProductInterface\ConsumerProductBusiness\src\adaptive\controls\thememanager\ThemeMana gerImageLoader.as:60]
        at adaptive.controls.thememanager::ThemeManagerImageLoader/loadImageCompleteHandler()
        at flash.events::EventDispatcher/dispatchEvent()
        at adaptive.controls.imageloader::ImageLoader/imageCompleteHandler()[D:\ConsumerProductInter face\ConsumerProductControls\src\adaptive\controls\imageloader\ImageLoader.as:32]
        at adaptive.controls.imageloader::ImageLoader/imageCompleteHandler()
    Steps are:
    1- Create a .fla file and one object in it (like below):
    2- In Flash Builder 4.6
    Load the external swf:
                    var swfLoader:Loader = new Loader();
                    var url:URLRequest = new URLRequest("themes/DefaultTheme/DefaultTheme.swf");
                    var loaderContext:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain, null);
                    swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler);
                    swfLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler);
                    swfLoader.load(url, loaderContext);
            private function completeHandler(event:Event):void
                var evt:LoadThemeSWFEvent = new LoadThemeSWFEvent(LoadThemeSWFEvent.COMPLETE);
                if (AdaptiveHelper.getInstance().platform == PlatformType.DESKTOP)
                    evt.swfLoader = SWFLoader(event.currentTarget);
                else
                    evt.loader = Loader(event.currentTarget.loader)
                dispatchEvent(evt);
              // load is OK
            private function ioErrorHandler(event:IOErrorEvent):void
    After load is complete I tried to get the object from the swf file and use it as a skin class of a button.
    cssSelector.setStyle(property, Class(content.loaderInfo.applicationDomain.getDefinition("MainMenu")));
    I am stuck here. Any ideas what the problem is?
    My Best,
    Suat

    Hi Suat,
    Can you send me a sample application  @[email protected] with which I can reproduce your problem and can look into the issue?
    Thanks,
    Nimisha

  • Open local PDF inside Air iOS app

    I am developing an AIR for iOS app for the iPad. My client would like the app to open a local PDF file within the app, rather than launching an external app (such as Adobe Reader). This is to give a seamless experience when using the app. I've seen that distriqt.com produce the 'PDF Reader' Native Extension based on www.vfr.org. VFR appears to have a series of interface controls that open along with the PDF, which I don't require. I emailed Distriqt a week ago to clarify, and have had no response.
    Does anyone know of any other solutions to open a PDF inside an AIR iOS app?

    I've managed to load a PDF successfully inside my AIR iOS app, using the code from http://thatsthaway.wordpress.com/201...1/#comment-102.
    However, I've just come across a weird feature / bug when viewing a PDF using stagewebview. I have a PDF that contains several internal hyperlinks, each navigating to a page within the same PDF document. If I select any of the hyperlinks, they do jump to the intended pages. However, if I reselect the same hyperlink again, it no longer works. If I select a different hyperlink, and then reselect a previous link, it will then work, but if I select the same hyperlink twice in a row, without selecting a different hyperlink in between, the link fails to work. The PDF hyperlinks all work ok outside of my app, on both Windows desktop and an iPad, just not inside of the AIR app.
    Any ideas?

  • Developing an iOS app on Windows and get error 90161 on upload from Mac

    Hello,
    I have developed an AIR for iOS app in Flash CC 2014 on Windows. I use MacinCloud managed server for uploading .ipa to store for testing. It is virtual server service with Mac OS. They have Application Loader pre-installed.
    I made certificates [cer converted to p12] on Windows and installed provisional profile. I made another certificate on Mac and added it to provisional profile too.
    I get error when trying to upload from Application Loader:
    ERROR ITMS-90161: "Invalid Provisioning Profile. The provisioning profile included in the bundle com.xxx.yyy [Payload/yyy.app] is invalid. [Missing code-signing certificate.] For more information, visit the iOS Developer Portal."
    Stuck here. Tried to add cert made on Mac. Flash doesn't like it and stops compilation.
    Any help will be highly appreciated.

    Unfortunately I have no experience with Apple Testflight, but I can show you how to host on your own server.
    Create a .plist file on your server with the following data in it:
    <?xml version="1.0" encoding="UTF-8"?>
    <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
    <plist version="1.0">
    <dict>
      <key>items</key>
      <array>
      <dict>
      <key>assets</key>
      <array>
      <dict>
      <key>kind</key>
      <string>software-package</string>
      <key>url</key>
      <string>http://yourserver.com/path/to/ipa</string>
      </dict>
      </array>
      <key>metadata</key>
      <dict>
      <key>bundle-identifier</key>
      <string>com.yourcompany.yourgame</string>
      <key>bundle-version</key>
      <string>current version of your app</string>
      <key>kind</key>
      <string>software</string>
      <key>title</key>
      <string>name of your app</string>
      </dict>
      </dict>
      </array>
    </dict>
    </plist>
    Then, on your server, make an HTML page with the following code in it:
    <a href="itms-services://?action=download-manifest&url=http://yourserver.com/path/to/plist">click here to install<a>
    Navigate to that page on your device, click the link, and it should work!  (assuming the adhoc provisioning profile you built your app with contains permissions for your device)

  • AIR for iOS device compatibility

    When I tried to test a game I have been making in Flash on my iPod Touches (I tried it on 1st and 2nd generation ones), iTunes tells me that it is not compatible with either iPods when I try to sync the devices. However, a few weeks ago, I got a simple "Hello World"-type app I compiled with AIR for iOS to work on the 2nd gen iPod Touch, but when I tried it again today, I had the same problem as I did with my game.
    It doesn't make sense that an AIR for iOS app would work one time and not another, so I have serious doubts that it is because they are incompatible with earlier iOS devices. I thought that I followed all the steps listed in order to test the apps on my devices, but there is certainly a chance that I did something wrong. Has anyone else had this problem? Does this mean that I am setting up my certificates incorrectly or doing something else wrong?

    Multitouch.inputMode = MultitouchInputMode.GESTURE;
    stage.addEventListener(TransformGestureEvent.GESTURE_ZOOM, f);
    function f(event:TransformGestureEvent):void{
        mc.scaleX *= event.scaleX;
        mc.scaleY *= event.scaleY;

  • Flash CS 6 - Install iOS app on iPhone?

    Hi,
    I would like to test an Air built iOS app on my iPhone.
    I'm using Flash CS6 and AIR SDK 16 on Windows 8.1. and I'm getting the error "Unable to enumerate devices" after publishing my app.
    What does that mean and how to fix?
    (I have the latest version of iTunes installed)

    This really bodes well for my question. Which was very similar. If I find a solution I will post it here for you also.

  • Present and future of Flash with AIR on iOS

    I'm having a hard time finding clear information on the situation about deploying Flash with air runtine on iOS. While it seems clear that the plugin flash for iOS is ended I didn't find any infos about Adobe AIR. Is it still possible to distribute apps for iOS through the iTunes Store. Arte the apps using Air still running on iOS.
    Thank
    Marc

    While it seems clear that the plugin flash for iOS is ended
    There was never any Flash plugin for iOS. Apple has always been very forward about iOS simply does not support Flash. It ended for Android.
    Adobe AIR apps compile down into native code (ARM for iOS). You're not actually running "Flash" or "AIR" at that point. This method of deploying apps is very convenient because the same code used to produce an AIR for iOS app can be largely re-used on the Android side, reducing overall costs involved in developing for both platforms.
    I think it's pretty safe to say this method of app creation isn't going away anytime soon.
    Lastly yes there are plenty of AIR for iOS apps on the market (I have some myself) and they all work fine as long as you do as an Xcode or Java developer would when a new OS comes out. You test for compatibility and update as necessary to keep your app functioning properly. The vast majority of fixes needed come from OS changes, not issues with Adobe AIR. Stability is very good.

  • Playback AAXS DRM'd content in AIR for iOS

    Is it possible to playback Adobe Access DRM'd content in an AIR for iOS app?
    I see references for using the AAXS Objective-C API in native iOS apps, but do not see any resources for  doing the same in Air for iOS apps.
    If this is possible, are there any references.docs that show how to go about it ?
    Thanks,
    - abey

    Thanks for the reply.
    If you don't mind I had two follow ups
    1. Is it on the roadmap for the future to support this on AIR for iOS, or is that simply not going to happen?
    2. Would creating an AIR Native Extension that handles the AAXS Object-C API (for the DRM related part)....work in theory to play back DRM'd HLS content in AIR ?
    - Abey

  • How many of the apps on the app store are based on AIR for iOS? raw numbers? as a percentage?

    wondering how apps based on the AIR for iOS platform are doing out there in the "real world"
    thanks

    ur restrictions might have been turned on. how? no clue. but that is normally the only reason default apps are not showing on the homescreen.
    u can reset ur home screen layout and see if that helps, turn off restrictions first of course.
    my suggestion... however, is to just reset all settings to get everything at once so to speak. there might have been other settings that were changed on ur ipad that u havnt noticed yet. the reset all settings would get those back to factory default as well.
    to get to those settings
    restrictions: settings>general>restrictions
    reset home screen layout: settings>general>reset>reset homescreen layout
    reset all settings: settings>general>reset>reset all settings

Maybe you are looking for

  • I have a playlist of tracks that are not in my music library

    It is my understanding that all of your music resides within your Music Library and from there you can create playlists, whether Smart Playlists or just Playlists, but your playlists do not contain anything that isn't in your main Music Library. I ha

  • How to create a live trace object with transparent background?

    Hi, I am trying to create a live trace object of my logo in ai. The logo is coming from photoshop on a transperent background, and it is all black. What I want to do is to bring it into ai and make it an object for obvious reasons. The problem I have

  • CALL FUNCTION update_function IN UPDATE TASK

    hi please give me an <b>example  for implementation</b> of  CALL FUNCTION update_function IN UPDATE TASK plz help.. its urgent useful solutions will be rewarded <b>note</b>: dont give me link. i need simple straight forward example thanks ravish

  • Importing Audiobooks with alternative to Track 1, Track 2, Track 3, ...

    I have an audiobooks with 7 Disc. I want to import them with the Track name with Disc 1->1a, 1b, 1c,...., Disc 2->2a, 2b, 2c, 2d, ..., Disc 3->3a, 3b, 3c, 3d... I do not want to import as (default): Track 1, Track 2, Track 3 for each of the 7 Disc. I

  • Wbs modeler won't load visio 2013 pro/office 365

    Hi, I've installed WBS Modeler add-in onto my Win 7/Visio 2013 Pro/Office 365 laptop, but the Modeler won't load.  When I start Visio and check the addins, the WBS Modeler shows up as an Inactive Application Add-In.  When I check the COM add-ins, the