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);

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    To resolve this problem, this feature provides video texture objects that support NetStream and Cameras in a manner consistent/similar to StageVideo.  Such textures can be used as source textures in stage3D rendering pipeline.
    This feature is already supported on Win,Mac and iOS and in this release we have implemented this feature it on Android.  This will be supported on Android devices with OS version >= Icecream-Sandwich (i.e. Android 4.0)
    Build Number in AIR iOS
    This feature will allow developers to update only the build number while keeping the version number same so that their application is available quickly on Testflight for beta testing. Now <versionLabel> tag will be used to populate CFBundleShortVersionString and <versionNumber> for CFBundleVersion. Previously we used only <versionNumber> to populate both the keys in info.plist. CFBundleShortVersionString will be the final release version application version of the application. This is useful in case of TestFlight because if developers do only minor changes in application , then they can only update CFBundleVersion to skip the app review phase by Apple(which is time consuming).
    ADT Packaging Time Improvement with Support for Parallel Compilation for iOS
    Air 18 introduced multi-threading support in compiler. With this improvement, we have gained around 20% in packaging time on the top of last improvement which was made in Air 17.
    Stage3D - Standard Extended Profile for Desktop
    In version 17 of the Runtime, Standard Extended Profile was introduced for iOS and Android devices that support GLES.  In version 18, Standard Extended Profile support is now available for Flash Player and AIR desktop.
    ETC2 Support for ATF
    With OpenGL ES 3.0 a new texture compression technique i.e. ETC2 (Ericsson Texture Compression 2) was introduced as a standard feature.
    ATF (Adobe Texture Format) is a container format provided by Adobe for different compression formats supported by different platforms. It supported three gpu texture compression formats till now which are DXT1/5(desktop), ETC1 (Ericsson Texture Compression 1) (android) and PVRTC (iOS). In AIR SDK 18, ETC2 support is added (Ericsson Texture Compression 2) in ATF. Now app developers can use ATF with ETC2 which will work both on Android and iOS devices which are OpenGL ES 3.0 compliant.
    Earlier ATF could only be created for either one or all three texture compression formats, now user can use any combination of compression formats to create an ATF. By default –c argument in png2atf now creates an ATF having all four textures (etc1, etc2, dxt1 and pvrtc). Argument “e2” is introduced for creating ATF having etc2 texture.
    This feature is enabled with swf-version 29.
    ATF tools (png2atf, pvr2atf, atfinfo and atfviewer) are upgraded to provide support for etc2 for ATF. These tools will be available in the AIR SDK under the AIRSDK/atftools directory.
    Please see our release notes for complete details.
    Fixed Issues:
    ld error “ld: in , unsupported address encoding (13) of personality function in CIE for architecture arm64 Compilation failed while executing : ld64 on packaging with WIN SDK. (Bug 3950027)
    Can not obtain contex3d in nexus 6 and samsung note 4 having Lollipop 5.1 (3967293)
    Error occurred while installing the application:Installation Error: PackageExtractionFailed on iOS from Flash Builder (3963902)
    "Error #3672: Buffer creation failed" while calling createVertexBuffer() to a Texture on Samsung Galaxy Tab 4 (3960859)
    "Texture format mismatch" while uploading BitmapData to a Texture on Samsung Galaxy Tab (3959595)
    Known Issues:
    Camera continuos auto focus feature does not work on Android even when Camera.setMode property is set. (3970215)
    WIN: The IPA file does not get generated on the respective iOS devices while publishing 'AIR for iOS' with localized file name OR having localized character in path of provisioning file. (3941829)
    App crashes when getting and setting booleans through interfaces. (3964980)
    Application crashes on playing any flv video using stage video (Bug 3976878)
    FLV video encoded with H264 is not working with stage video, video is not getting rendered whereas working fine on desktop (3950740)
    [Android] Camera miniature display at top-left corner when StageVideo video playback (3936155)
    App re-activate Problem in Android with StageVideo when Rendering mode is Direct. (3947547)
    Camera flickers continuously on Samsung Galaxy Tab 7 Inch ( 3974103)
    Software accelerated video playback with continuous flicker and appears greenish on Samsung Galaxy Tab 7 Inch (3974126)
    Application flickers initially for a second on playing hardware accelerated with video texture applied. (3965105)
    Work Around : This issue is not reproducible if Camera permissions are given in advance using the xml file Multiple Hardware accelerated video cannot be played simultaneously. However, multi video texture for software accelerated videos and camera are working fine. (3972400)
    Video texture for Hardware accelerated videos is not working on Samsung S4 with lollipop, Application hangs on launch. (3977696)
    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

  • 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 ?

  • 1/6/2015 - Beta - AIR 16.0.0.259 Runtime and SDK

    Adobe AIR Beta Channel Update
    This beta release provides access to the latest AIR SDK for Windows, Mac OS, iOS and Android.  You can download the AIR beta here: Download Adobe AIR 16 Beta - Adobe Labs
    Below are some of the key features and benefits of AIR 16. Please see our release notes for full details.
    New Features:
    iOS 64-bit Support
    As many of you are aware, Apple has recently changed their iOS requirements to enforce 64-bit compatibility. We’re pleased to share that the AIR 16 SDK can now be used to generate universal IPA binaries, which will run on both 32bit and 64bit iOS devices. Going forward, every IPA generated using AIR SDK 16 and above will be a universal binary and there is no change required in the packaging commands for this support.
    Please note that support for creating universal IPA binaries will only be available in the new compiler. The legacy compiler is not (and will not be) compatible with iOS 64-bit. Because of this, it will be removed with version 16 of the AIR SDK. To ensure that Adobe as well as third party tools are able to work with this AIR SDK, the -useLegacyAOT option will continue to exist, but will be internally mapped to the new compiler.
    To learn more about the improved packaging engine, please read Faster Compiling with AIR for iOS
    If you encounter packaging or runtime issues, please report them to us over at http://bugbase.adobe.com or create a post on our AIR beta forums.  Please provide detailed steps to reproduce along with sample projects. If you'd like to keep your code private, please feel free to email attachments along with your bug number to [email protected]. Your help and assistance is critical and will allow us to fix problems quickly
    Stage3D Wireframe Mode Support
    To help designers and developers create robust and efficient 3D content, we've added Wireframe support into AIR desktop. This option can be changed by setting Context3D's setFillMode() to "wireframe" or "solid".
    Stage3D - Standard Constrained Profile
    In version 14 of the Runtime we added the new Standard profile to desktop systems.  In Version 15 we expanded that to mobile devices in AIR.  In Flash Player 16 we've added a new Standard Constrained profile.  Like Baseline Constrained, Standard Constrained targets older and lower powered GPUs on both desktop and mobile devices.  While Standard profile reached ~21% of iOS devices, Standard Constrained can now reach more than 85%.  Developers can access this by using the new STANDARD_CONSTRAINED constant in Context3DProfile.  The chart below breaks down the differences between the different profiles that are available.
    Fixed Issues:
    Support for creating universal IPA binaries is now available on the Windows version of the AIR SDK as well.
    [iOS Simulator] Packaging fails with "ld64" error. Bug ID 3883686
    Multiple security and stability issues     
    Known Issues:
    VideoTexture support has been temporarily removed from the beta.  We discovered last minute bugs that effected core code that was shared with Flash Player and impacted video related websites.  Once we fully address these bugs we'll be adding this feature back into AIR.  We apologize for this inconvenience!
    App Screen does not render properly when device is rotated to upside down position. (3916521)
    Landscape launch image twitches to portrait when aspectRatio is set to landscape in application.xml (3916056)
    Application hangs on returning back to stage after importing an image from gallery. (3912961)
    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 think that on the previous beta reléase notes it said that on the simulator the info was still wrong, but right on an actual device... anyway, are you using the AIR SDK for Flex developers? After finding Re: Error creating arm64 compatible ANEs I wouldn't be surprised if the same happens here.

  • 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 ?

  • Continue with Adobe AIR or redevelop with HTML5?

    Hi, folks.
    I've got 6 apps which are sitting nicely on the Apple AppStore.  They've been on for a year or so now, and I've not done any development in that time.  As technology has advanced quite rapidly, I'm now looking at updating these both content wise and possibly technology wise.  The reason being I want them to be as cross-platform as possible!
    The question I need answering is:
    Do I just update my apps and recompile with Adobe AIR?  Or do I redevelop with HTML5?
    Note that my apps don't use any device capabilities.
    I guess I want to know if AIR has a long future in mobile/tablet development, or if I should just switch technologies now?
    Is Adobe Edge the way forward?
    Thanks for your opinions and guidance on this.  I've been out of the loop for a while and need some guidance.

    We put a pretty heavy investment into Air while developing a number of very intensive iOS/Android apps.  At the time, it appeared to be the best option available.  Currently, it is obvious that Adobe is shifting much of its effort toward HTML 5, and through their purchase of PhoneGap, they are offering an alternative to Air that is gaining capabilities at a swift pace. 
    I believe at this time that Air is still the best solution for us in building cross-platform mobile applications.  However, for any applications that can fit within the ever growing realm of PhoneGap, I believe it will be the better, and more supported, solution in the future.

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