ApplicationDomain behaves differently in AIR for IOS, Android or Desktop

Hi,
I am loading plugin SWFs embedded in the app on all platforms.
Loader context is:
new LoaderContext(false, ApplicationDomain.currentDomain, null);
I am loading an external SWF, everything works fine, unless I try to access an internal class which is not also in the main SWF.
Same exact code, same exact plugins, same exact LoaderContext, works perfectly on Desktop and Android.
I have found a solution, but it breaks all OOP best practices in order to work also on IOS.
Full details of the bug can be found here:
http://forums.adobe.com/message/5704168#5704168
(AIR 3.8, plugins are in player 11.8)
thank you
Filippo

I have this bug also.
reporting

Similar Messages

  • Please clarify availability of H 264 encoding in AIR for iOS/Android

    Hello,
    I've written an app to send a live camera stream via RTMP in H 264/Nellymoser from mobile devices.  The app works fine on AIR when tested on my Win7 desktop, but when I publish to AIR 3.2 for Android or AIR for iOS, it seems that the H264VideoStreamSettings are simply ignored and the video ends up in Sorenson.  Is H264 supported for encoding/publishing on AIR for mobile devices?  If not, is this planned for the future?
    Thanks!

    Unfortunately, the release notes say H.264 encoding from AIR is for the desktop version only:
    http://helpx.adobe.com/x-productkb/multi/release-notes-flash-player-11.html
    H.264/AVC Software Encoding for Cameras (desktop) — Stream high-quality video from your computer's camera with higher compression efficiency and industry stanard support, enabling both immersive real-time communications such as video chat/conferencing and live video broadcasts.

  • Air for ios / android feeds

    ive saw this on adobe site
    http://cookbooks.adobe.com/post_Integrating_an_RSS_feed_into_an_Adobe_AIR_applicat-17926.h tml
    i put the code into a frame , and removed the public tags for a package .
    then compiled  and the erorr appeard to me is this
    Scene 1, Layer 'Actions', Frame 6, Line 15
    1046: Type was not found or was not a compile-time constant: ResultEvent.
    this the whole code added into android project
    function getFeed()
    var service:mx.rpc.http.HTTPService = new mx.rpc.http.HTTPService();
       feedURL = "http://ameerw.com/feed/";
       service.method = "POST";
                      service.contentType = "application/x-www-form-urlencoded";
                      service.resultFormat = "e4x";
            service.requestTimeout = 48;
                         service.send(feedUrl);
                         service.addEventListener(ResultEvent.RESULT, this.feedPosts);
    // Then create the function that will manage the response:
    function feedPosts(e:ResultEvent)
      var result:XML = e.result as XML; 
                  // assign the items you want, to the component you want, below is sample 
       this.dataGrid = result.item;
    on the feed url place ive tried all other possible options
    such
    //http etc
    http etc with out //

    same issue . this didnt fix it .
    i added this
    import mx.rpc.events.ResultEvent;
    function getFeed()
    var service:mx.rpc.http.HTTPService = new mx.rpc.http.HTTPService();
       feedURL = //your RSS url
       service.method = "POST";
                      service.contentType = "application/x-www-form-urlencoded";
                      service.resultFormat = "e4x";
            service.requestTimeout = 48;
                         service.send(feedUrl);
                         service.addEventListener(ResultEvent.RESULT, this.feedPosts);
    // Then create the function that will manage the response:
    function feedPosts(e:ResultEvent)
      var result:XML = e.result as XML; 
                  // assign the items you want, to the component you want, below is sample 
       this.dataGrid = result.item;
    but i got  the same error message.
    tip : the cookbook code is a package , might the problem be because i didnt use it as a package ?

  • Search app content *air for ios/android*

    is there any way to create a search bar so that user can be able to search contents in an app .
    for example : search for a word :::> word is found ::::>  user click results :::::> fo to and stop ( frame containing the results )
    or  if any one has an idea about bookmarking a frame content please help me

    same issue . this didnt fix it .
    i added this
    import mx.rpc.events.ResultEvent;
    function getFeed()
    var service:mx.rpc.http.HTTPService = new mx.rpc.http.HTTPService();
       feedURL = //your RSS url
       service.method = "POST";
                      service.contentType = "application/x-www-form-urlencoded";
                      service.resultFormat = "e4x";
            service.requestTimeout = 48;
                         service.send(feedUrl);
                         service.addEventListener(ResultEvent.RESULT, this.feedPosts);
    // Then create the function that will manage the response:
    function feedPosts(e:ResultEvent)
      var result:XML = e.result as XML; 
                  // assign the items you want, to the component you want, below is sample 
       this.dataGrid = result.item;
    but i got  the same error message.
    tip : the cookbook code is a package , might the problem be because i didnt use it as a package ?

  • How to reduce suttering in Air for iOS GPU mode?

    My game currently runs at 60FPS on iPad 2 and has no problem regarding rendering speed but I'm rather annoyed by constant stuttering which causes the game to stop for 0.1-0.5 sec  once in a while. The stuttering behavior is similar to when garbage collector is ran and I supposed it is casued by GPU memory swapping as my game uses lots of bitmapdata.
    Problem is that my game transits one scene to another scene seamlessly without stopping animations in the game screen by letting old game scene sliding out of the screen and new scene sliding in. So there's no time to preload/precache graphics assets used in the new scene. After transitting different scenes a few times, the game starts stuttering when trying to show new images.
    My game works fine without stuttering on old PCs but on iPad2 it is quite obvious. Could anyone tell me some tips to reduce stuttering when using Air for iOS? In the game, all vector graphics are pre-drawn to bitmapdata(so no vector graphics are shown) and the size of graphic assets each scene has is about 2048*1024 pixels. There are about 10 scenes. On top of that, there are common interface graphic assets which are used in all scenes and the size is about 30x 400*400 pixels.
    I know the game uses quite a lot of graphic resources. Making the game preload the assets before transitting to a new scene will eliminate stutter but I'd still like to see if I can keep the seamless scene transition on iOS.
    I'm currently using Air3.5 + Flash CS6.
    * I mean preloading/precaching by actually displaying( addChild and visible=true)  them on stage and make time for GPU to cache. All the actual graphic data are already loaded.

    Some things that might help:
    I've heard that textures are uploaded as square textures on iOS. I'm not certain that really happens, but if it does then having two 1024x1024 textures would be better than one 2048x1024, because that would end up actually taking 2048x2048.
    Bitmaps are sent to the GPU when they first hit the stage, and it takes a significant amount of time for them to get there. If you are timeline animating a transition to the next scene, stagger the graphics that are going to be appearing next. That is, before you start to move on to the next area have the biggest bitmap of the next are already touching the edge of the stage. It can be invisible, or underneath another graphic, it will still get uploaded. But if you tween in all of the graphics exactly when they are needed, they will take a while to upload.
    Dispose of the bitmaps that are no longer in the scene. I think your stuttering is because you're going into a new area that has a lot of new graphics, and the GPU still has the bitmaps from the current scene and the one before that, and so has to spend time freeing up the memory before taking the new bitmaps. If you had already disposed of them the GPU might not need to clear memory for you.
    There is System.gc(). That will force the system to garbage collect, which you could do at moments that there isn't anything animating.

  • 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

  • Unicode characters appear as      (boxes) in AIR for IOS

    I am developing an application for iPhone and it has an input Text box. (Placed on stage from flash CS6). In the Desktop emulator everything works fine. But, on the actual phone, everything I type appears as       . But surprisingly, when I am inputting the text, (i.e. the textbox is in edit mode) the characters are displayed correctly. But as soon as I leave the box it appears as       . Is there someway I can display the text the same way it is displayed during the edit mode?
    I am trying to input Devanagari देवनागरी characters.
    P.S. I did some research on this and found that, if I specify the  font for the textbox = "DevanagariSangamMN" then there is some improvement.
    I say improvement becasue althought the boxes       are replaced by actual characters , they aren't correctly formated.
    For e.g. during edit mode the text appears as this: कार्यकर्ता
    But as soon as I leave the textbox it appears as this: कार्यकर्ता (I typed this here by adding special unicode characters ZWNJ so that characters won't join)
    Anyway, I don't like the idea of having to specify font names? What If some user would like to input chinese, how would I know what chinese font to use?
    Isn't there some way to let IOS handle things, (just like how it handles things when I am inputing text).
    Thanks.

    Thanks to everyone who replied.
    The conclusiver answer is that there are only 2 ways to display H264 video in AIR for IOS
    (more info here http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/net/NetStream.htm l#play%28%29)
    1. Progressive download
    2. HLS format (slight caveat, in my tests at least, OSMF 1.6.1 does'nt handle this, but if you use the NetStream directly with StageVideo enabled it works)
    Updated Matrix is :
    FMS 4.5 H.264 Streaming test matrix
    RTMP
    HDS
    HLS
    HTTP Progressive Download
    AIR for Android
    Yes
    Yes
    No
    Yes
    AIR on Windows (Desktop)
    Yes
    Yes
    No
    Yes
    AIR on IOS
    No
    No
    Yes
    Yes
    Safari Browser on IOS
    No
    No
    Yes
    No

  • Loading SWF's in AIR for iOS

    Hi,
    I am working on a project in AIR for iOS.  It's great that we as flash developers are now able to compile our actionscript code for iOS.
    The project i'm working on is divided in different SWF-files.  There is one master SWF file that loads the others when needed.
    Now i can't get loading of a swf file actually working.  The only thing i see is the background of the child being displayed, but then the program freezes and no actionscript code of the child gets exectuted.
    The children swf's are loaded with a simple Loader:
    var loader:Loader = new Loader();
    childLayer.addChild(loader);
    var url:URLRequest = new URLRequest("child.swf");
    loader.load(url);
    When i publish the master swf file i include the children swf files in the package.
    Is it actually possible to use multiple swf's in your iOS projects?
    And what are the limitations for this?
    Thanks.
    greeting,
    Bert

    You can control your external swf from your main.swf in the following method:
    loadswf(clips[0]);
    function loadswf(tmp:String):void{
        passedString=tmp;
        ldr= new Loader();
        ldr.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, progressListener);
        ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, swfLoaded);
        ldr.load(new URLRequest(animPath+tmp));
        function progressListener (e:ProgressEvent):void{
            ploader.visible=true;
        function swfLoaded(e:Event):void {
            mcExt = e.target.content as MovieClip;
            ldr.contentLoaderInfo.removeEventListener(Event.COMPLETE, swfLoaded);
            mcExt.addEventListener(Event.ENTER_FRAME,onEnterfn);
            ploader.visible=false;
            addChild(mcExt);
    function onEnterfn(e:Event):void{
        var num:int=mcExt.currentFrame;
        switch(passedString){
            case clips[0]:
                if (num==1) mcExt.play();
                if (num==9) {
                   mcExt.skipmc.addEventListener(MouseEvent.CLICK,skipfn);
                    function skipfn(e:MouseEvent):void{
                        mcExt.stop();
                       mcExt.removeEventListener(Event.ENTER_FRAME,onEnterfn);
                        gotoAndStop("help");
                if (num==mcExt.totalFrames){
                   mcExt.removeEventListener(Event.ENTER_FRAME,onEnterfn);
                    gotoAndStop("help");
                break;

  • Doki, one of the biggest Adobe Air for iOS projects, released yesterday

    I am proud to present one of the biggest Adobe Air for iOS projects, that was released yesterday. Amazingly, the project completed in less that a year. Doki is a unique modern method of learning the basics of a foreign foreign language without the use of grammar and writing.  Through colourful animated scenarios and characters, Doki brings to life a number of languages through real life situations, humour and interactive exercises. Exclusively designed for the iPad 2, New iPad, and iPhone 4S, Doki teaches five different languages: English, French, German, Iberian Spanish and Latin American Spanish. Each language has two levels: Doki and Doki Further.  Both levels have been designed to teach the basics of these languages so that you can communicate with confidence.  In Doki, a beginner’s level, the learner navigates through 14 chapters or ‘places’ in Doki City, listens and repeats the phrases and then solves simple interactive exercises.  Each chapter is divided into lessons (a total of 51) that present key words and phrases in English and the other languages Doki covers. Doki Further, a more advanced beginner’s level, consists of 9 chapters with 28 lessons that take place in Doki City.
    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!
    Please visit http://www.dokispeak.com for further details.

    Pretty cool.

  • 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.

  • AIR for iOS: How can I distribute for only Retina Displays?

    I am nearing completion of an app I have designed for iOS and tested on my iPhone 4. I bought a 2nd gen iPhone so I could test on both screen resolutions (320x480 and 640x960) before discovering AIR for iOS does not support very old iOS devices (I believe the rule is it must be iOS 4+).
    My question is how is distribution handled if the app will not run on these older models? Wouldn't people with a 2nd gen iPhone still have access to an app that I publish via AIR for iOS and then be angry when it is not supported on their device? Has anyone run into this issue?

    AIR 2.5+ requires iPhone 3GS+ to run. It's based on the CPU inside that
    device and newer which includes a NEON SIMD coprocessor - a requirement
    of newer AIR builds on all platforms (newer than PFI/AIR 2.0, which
    shipped with Flash Pro CS5.0).
    There should be a "resolution" drop down in the AIR for iOS Settings
    dialog, if you updated your PFI in CS5.0 or upgraded to CS5.5. You can
    select "High" to get iPhone retina display support. This will not enable
    iPad 3 retina support though.
    Kevin N.
    Edit: I didn't make it clear that the device requirements are set in your app, and enforced by the App Store - users on old devices will never see your AIR apps in their app store, and if they link into the App Store, they'll get an explaination of why they can't install the app (it'll be either the OpenGL ES 2.0 requirement, or the CPU requirement - it's similar to if you try to install an iPad only app on an iPhone). Android actually works the same way - old/cheap ARMv6 device users will not see your ARMv7 requiring app in their Google Play/Marketplace app.

  • AIR for iOS: Severe performance drop using "high resolution" published app on retina iPhone

    I have created a very simple test app the simply draws a line from the previous to the current mouse/touch position after MOUSE_MOVE is detected. I published the app, stage size 320x480, in both "standard" and "high" resolution using AIR for iOS and added each to two different iPhones, iPhone 3GS and iPhone 4S. I published again, stage size 640x960 in standard and high resolution and placed on both phones.
    320x640 Flash stage size
    - standard resolution on iPhone 3GS: works as expected, no hitches.
    - high resolution on iPhone 3GS: works as expected
    - standard resolution on iPhone 4S: works as expected
    - high resolution on iPhone 4S: hangs occasionally and predictably for a half second or so once 20-30 points have been added to the drawing. Of the 4 tests at 320x640 this is the only one that displays at high res.
    640x960 Flash stage size
    Everything was the same as above. The only test here that diplayed at high res was the high res publish on the iphone 4s as expected. Which showed the same poor performace as above.
    Perhaps this has something to do with the upscaled application trying to keep track of mouse position but I'm stumped. Any ideas?

    I create an app for kids that draws using MOUSE_MOVE, KidFunKit. It's a retina display high-res app, using AIR 2.6 I got performing issues, after I couple of lines were drawn. Using AIR 3.0, it works nice. Obviously if your frame rate is 60 ... you'll expect lack of performance. You may try Starling Framework based on STAGE3D if you want the most of AS3.

  • AIR Debug Launcher Closes on Button Click in AIR for iOS test fla

    Hi,
    I'm working with a Flash CS5.5 AIR for iOS fla using AIR 3.0. Test Movie ---> AIR Debug Launcher (Desktop) worked as expected for a couple of weeks then suddenly began to malfunction. The debug launcher fires up correctly but anytime a button is clicked in the test movie, it closes (but does not shut down completely). I don't know if I've selected something by accident but I can't get it to stop. No problems testing in Flash Professional using an ordinary AS3 fla. Any ideas?
    Thanks!

    Relaxatraja, thanks for trying to help me with this. I've tried testing for Android and for iOS... here's an example of a mobile code snippet that doesn't work in the AIR debug launcher for a contact_mc button I've made.
    Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
    contact_mc.addEventListener(TouchEvent.TOUCH_BEGIN, fl_TouchBeginHandler);
    contact_mc.addEventListener(TouchEvent.TOUCH_END, fl_TouchEndHandler);
    var fl_DragBounds:Rectangle = new Rectangle(0, 0, stage.stageWidth, stage.stageHeight);
    function fl_TouchBeginHandler(event:TouchEvent):void
    event.target.startTouchDrag(event.touchPointID, false, fl_DragBounds);
    function fl_TouchEndHandler(event:TouchEvent):void
    event.target.stopTouchDrag(event.touchPointID);
    Am I missing something? Do I need to import classes? Can I only test Multitouch and gestures on an actual device?
    Thanks

  • Type not found: Point in Flash CS5.5 on Mac when player is AIR for iOS

    I've installed the AIR 3.0 SDK as detailed by Porawee in this thread, including his corrections to the xml for iPhone further down in the thread. Everything worked at first, but since then I've rebooted my computer, and since the reboot I can no longer compile an .as file that compiled before the reboot and nothing has changed in that file. Specifically, I'm getting error 1046: Type was not found or was not a compile-time constant: Point. I've checked, and sure enough, I have an "import flash.geom.Point" line in with the other imports.
    Ok, now here's the truly odd part: if I change the player from AIR for iOS to AIR 3.0, it compiles just fine. I get the same error, however, when the player is AIR for Android.
    Anybody experienced/fixed this or am I re-installing Flash?

    I've been poking around trying to fix this, and I discovered something... the error occurs on this line of code:
    public function GetIndexOfPointInVector(PointToFind:Point, VectorArray:Vector.<Point>):int
    If I comment that function out (it's not used in this particular project), I don't get that error anymore, even though there are plenty of other Points in use in that very class. Possibly a problem with Vector typing?
    edit: and now StageOrientationEvent is gone.
    Message was edited by: Sean A Simpson

  • Edit application settings AIR for iOS not working

    Hi all,
    I'm trying to create a .ipa so I can test my app on my iPhone but my Flash cs6 will no longer let me edit application settings so I can publish the file.
    The first time I did it, it was working fine. I added my certificate and my Provisioning Profile and published a .ipa file.
    Now, when I click the wrench tool icon or go through the file menu and select AIR for iOS settings, nothing happens. All it does is generate an .xml file for me ("filename"-app.xml).
    What is wrong and how can I fix this?
    I've tried rebooting.
    I have the same problem on Flash cs6 and Flash cs5.5 on two different computers.
    I have an iOS development Certificate.
    I have an iOS development Provisioning Profile.
    Thanks in advance for your help!
    Cheers,
    André

    Here's the link to the bug report in Adobe bugbase:
    Bug#3850040 - Flash CS6 crash
    Everyone PLEASE up Vote this bug ASAP!   (right side panel - under Attachments section)
    It's been 2 weeks since the bug was reported and it's status is still "unverified"...

Maybe you are looking for

  • Images on websites are not clearly displayed

    Dear All, The last month or so i have noticed that images on websites are not as clear as they used to be. Seem to be fuzzy. This is not a great help when im buying cosmetics or clothes as the images are not clear enough to see what im purchasing. It

  • Problem In Update Statement In Multiple Record Data Block

    Hi Friends, I have problem in update Statement for updating the record in multiple record data Block. I have two data Block the master block is single Record block and the 2nd data block is Multiple Record data Block. I am inserting the fields like c

  • What is the best way to partitioning Macbook Air 13" 2012 solid state drive

    What is the best way to partitioning Macbook Air 13" 2012 solid state drive.

  • Pulling video from dvd at highest quality for use in Final Cut

    i am a high school bb coach and i got a couple tv games on DVD from the TV station. i want to add them into my highlight video - but the quality is poor when i use hand brake then convert with mpeg streamclip... am i doing something wrong - or is the

  • Problems with Javascript

    hello, i am trying to see a goverment page that says : "This site requires an Internet Explorer browser that supports JavaScript and cookies. Your browser either does not support JavaScript or cookies, or it has JavaScript or cookies support disabled