Feathers TextInput with AIR 3.9

With the latest 3.9 Beta I'm seeing the Feathers TextInput field unmasked when it's set to 'password'.
Has anyone else seen this? It worked fine under 3.8. It's possible it's a Feathers issue in combination with recent 3.9 updates.

Have you posted this to the feathersui.com forms? Are you using the lastest version 1.1.1?

Similar Messages

  • The three main hurdles to porting existing Flash projects to iOS with AIR

    The purpose of this discussion is to identify significant problems currently preventing AIR for iOS from being a viable solution for porting existing Flash apps.  These issues have been largely ignored by Adobe, so I hope that everyone will add to this discussion if you have also run into these roadblocks in targeting iOS with the AIR SDK.  I hope that Adobe staff will address and provide some much needed information with regard to fixing these problems.
    There are 3 main problems with targeting iOS currently, which are probably affecting anyone who is trying to port a project that is both medium to large in size and makes use of SWF loading.  Pretty much any project that has a MVC architecture is going to load SWF assets that are compiled against a view class, so this is likely affecting many people.
    1. Bug - ADT packager runs out of memory when packaging "large" numbers of SWF assets
    https://bugbase.adobe.com/index.cfm?event=bug&id=3511656
    This is a blocking bug that prevents packaging projects with a large number of SWF assets.  It is preventing me from being able to package all the needed assets for my project.  I provided Adobe with my project to package a couple months ago so this bug can be reproduced in house and fixed.  The Adobe employee who was handling this never tried to reproduce the issue and has stopped responding to email and comments in the bug.  Adobe, please have someone take charge of testing and fixing this bug.  It seems like it would be a straightforward fix once the failure is reproduced within a debugger.
    Has anyone who has encountered this problem determined the number of files or classes where it starts to fail.  I've spent some time trying to reverse engineer what the packager is doing when it runs out of memory, so think I can determine how many classes it's working with, but obviously the size of the classes will be variable and so this number will probably be more of a range where we start to get into the failure state.
    Please let me know if you can reproduce this issue with your project with many SWF assets and upvote the bug if you are already aware of this one.
    2. Bug - SWF reloading when doing a "real" (AOT) compile
    https://bugbase.adobe.com/index.cfm?event=bug&id=3636385 
    There is already a forum post that covers the history of this issue (http://forums.adobe.com/message/4920638) but that also covers some issues in older AIR builds with loading of any SWF asset (previously fixed), where this bug deals specifically with reloading of SWF assets that include compiled bytecode (ABC).
    The expectation here is that all versions of the Flash runtime should handle SWF reloading with ABC in the same way, so that a single codebase can be used to target web and iOS (or any other platform).  This is the only issue of the 3 that has a legitimate work around, in my opinion, because the assets can be cached within the app within a loading manager layer.  All the application code that makes loading calls can stay the same, and a compiler flag can be used to enable this caching for iOS builds, with subsequent requests returning a new instance of the cached asset.  This can potentially lead to a very bloated memory footprint for the running app after a period of time, though, which could make some apps perform poorly, so a bugfix is ultimately needed.
    3. Unimplemented feature (?) - The constraint that a single ApplicationDomain is used when running AIR for iOS 
    I did ask about this in the same forum post as SWF reloading but didn't get an Adobe response.  Why does this constraint exist?  My guess is that the AIR runtime for iOS simply hasn't implemented multiple ApplicationDomain support at this point, and that this was done to focus resources on other high priority features for the iOS runtime.  It's possible that there is some aspect of the iOS operating system that makes it difficult or impossible to implement this feature, which may be why it's been avoided to this point, but obviously this is all conjecture without hearing from Adobe on it.
    This is a major issue that needs to be addressed.  For us, the problem is that our SWFs for multiple instances of the same type of asset use the same name for the AS export.  For example, each item an avatar can equip is a single SWF with multiple sub assets -- the parts which comprise the item.  Each of the parts will have an AS export name based on the avatar facing and where it is equipped, like "fv_head".  This naming is consistent across all items, so we will load a lot of assets containing "fv_head" simultaneously.  This normally works fine because the default behavior for Flash has always been that each SWF is loaded into a new ApplicationDomain instance, but for iOS a single ApplicationDomain must be used, causing these names to collide.  The last SWF loaded containing a given AS export name overwrites the previous ones of that name.
    The work around for this, and I use that term loosely, is to go through and uniquely name every AS export in every asset where sets of assets with the same export name is used. For us that is hundreds of items with multiple exports.  Maintaining unique naming across all these parts is also a very error prone process, not to mention all the code that manipulates the parts needs to be modified to handle the new naming and make sure it's referring to the now uniquely named assets.
    The expectation here is that all versions of the Flash runtime should handle asset loading in the same way and place each loaded asset into its own ApplicationDomain container as the default behavior.  I'd like an Adobe employee to address my assumption that this is an unimplemented feature of AIR for iOS at this point, and let the community know if a solution for this will be implemented.
    Summary
    All three of these issues in combination are a major roadblock to porting existing Flash games to iOS with AIR.  Issues with one can make it hard to test and try to work around others.  All need to be fixed, but If I could only pick one of these to fix, it would have to be issue 3 -- that lack of proper ApplicationDomain support when loading assets.  This issue is completely inconsistent with standard Flash behavior and creates a major roadblock to ports of existing applications with no viable solution for a workaround.
    I look forward to Adobe's feedback on each of these issues and hopefully fixes that will allow those of us working with AIR for iOS to get our products to market.

    About the 3rd issue being an AoT design limitation, I'm not sure I understand why it's necessary to know during AoT packaging what the domain is that a child will be loaded into to be able to have SWF loading work as on the browser.
    Isn't the ApplicationDomain an internal construct in the AIR runtime that you guys define in order to manage namespaces of loaded SWFs?  To be clear, when I say "runtime" I know that the resulting code isn't being interpreted within the iOS app, but clearly you have a set of AIR libraries that get compiled into the IPA that provides support for all the Flash APIs.  If that's the case, then wouldn't it be possible for the iOS version of the AIR libraries to define a new ApplicationDomain on the fly when code that has been cross-compiled to iOS native code loads a packaged SWF?
    I don't have a clear picture of how ApplicationDomains are managed internal to the runtime of course, but a little more detail would be very helpful.  Thanks.

  • AIR-AP1252-AG-A-K9 with AIR-ANT5135D-R is not working

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    Thanks,

    Is there any configuration mistake or this antennas not supporting to this access point or what?
    You may want to call it a "configuration" mistake.  Aside from 802.11a (or 5.0 Ghz) inherit or designed limitation of short range it also has one thing "short" and that is the lack of penetration power.
    I have no idea what wisdom management has but I'm sure this is not going to work.
    Your options are the following:
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    2.  Get another AP for the 1st Floor; or
    3.  Enable 802.11b or 2.4 Ghz.

  • Getting started with air and android

    Hi,
    I made a game using flash as3 technolgy some time ago, that is deployed in a website. I've been studying the possibility of porting the game to mobile devices (android). Is that possible? Wich level of effort am I going to need? Wich tools from adobe am I going to need?
    I think that's all for now... thanks!

    That's great! I also bought a book in amazon to help me to get started
    Thanks!!
    Sent from my iPhone
    El 09/04/2011, a les 23:20, Saumitra Bhave <[email protected]> va escriure:
    The development process remains almost same. In flash development you create swf and put it in HTML using object or embed tag. In Adobe AIR you create SWF and package it using the ADT tool which comes with AIR SDK.(But, With adobe AIR you get some more APIs which you don’t have in Flash)
    While packaging you can tell the adt to package for Android, iOS or any desktop. And provide the required parameters along with the SWF and application xml.
    Once you create the apk. You can install it on actual device or android simulator.
    For testing purposes you can generate a self signed certificate using java -keytool command.
    You can google any of the following things to get started.
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    >

  • Error "Could not resolve s:ViewNavigatorApplication to a component implementation...", after overlaying with AIR SDK 13.0

    Just installed FB 4.7, overlayed with AIR SDK 13.0, started FlexMobileProject and I get this error "Could not resolve <s:ViewNavigatorApplication> to a component implementation...", which I can't get rid of. Tried 3-4 times, error stays.
    I overwrote the Flex sdk 4.6.0 with Air SDK 13.0.
    Is this a bug? Please help.

    Thanks for the reply. I tried changing to the airmobile-config.xml but then I got the same error with a different componenet.
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    Could this related to a missing SWC from my build path do you think?

  • Can we resize swf file created with AIR API in AIR application?

    Hi,
    I created a .swf file with AIR API.
    I want to open and resize it in AIR application. This .swf file taking dimensions as default in which it opens.
    I want to change its width and height.
    Is there any way to change its dimensions?
    Please suggest me the solution.
    thank you

    Loading a Flex WindowedApplication into another is not supported.  However,
    you might be able to access the WindowedApplication and size it.  Sub-Apps
    in AIR should be based on Application, not WindowedApplication.

  • Why reloading pure asset SWF with AIR sdk 3.6+ doesn't work?

    Hi, I posted this in the AIR beta channel, but I think it suits better here... I'm sorry for double posting.
    Hi,
    I have a game targeting iOS using AIR sdk that needs to load many swf assets from the disk (packaged with the game). When using AIR sdk 3.5, everything runs just fine. When upgrading the sdk to 3.6 or later (-swf-version=19, 20, 21), we ran into the following problems:
    1) The packaging time (making the ipa file for iOS) passes from 15 minutes to 40+ minutes.
    2) The game can't load any swf twice (ie. reload a swf).
    The first problem is not a big deal. We only have to wait a little bit more. Our guess is that is has to do with new feature introduced by the sdk 3.6, which will go through all packaged secondary swfs and remove the code from it, and since we have lot of swf assets, it takes more time.
    The second problem is way more serious, as I have to be able to reload assets according to player's action. Since we have a ton of assets, I can't keep them all in the memory as we could quickly run out of memory.
    I know that there's a documented limitation of sdk 3.6 which states:
    In AIR apps on iOS running in AOT mode there is a problem when a SWF is reloaded. Therefore reloading a SWF will not be allowed for AIR apps for iOS in AOT mode and attempting to do so will result in following error:
    Error 3764: Reloading a SWF is not supported on this operating system
    It also says that "Reloading of pure asset SWFs will work with AIR 3.7". However, that's not true, since all my assets are pure asset SWF without any code inside. It won't work, even with AIR 3.8.
    While searching on the internet, I came across a forum post that says that the only way to know if a swf is a pure asset swf, is by using swfdump.exe, and searching for the DoABC2 tag. I did it, and effectively, DoABC2 tag was there, but empty.
    So my first observation is that:
    - Pure asset SWF file containing empty DoABC2 tag can be reloaded using AIR SDK 3.5
    - Pure asset SWF file containing empty DoABC2 tag can't be reloaded using AIR SDK 3.6+
    It seems to me that AIR SDK 3.6+ doesn't care if the tag is empty or not. If it is there, then it's not ok.
    Then I wanted to know why my SWFs have this empty tag. After lot of tests, it turns out that it is because I am using jsfl to automate the export of assets from a FLA file. And there comes my second observation:
    - When exporting a swf without code from Flash IDE (Ctrl+Alt+Shift+S), there's no empty DoABC2 tag.
    - When exporting a swf from the Flash IDE's library (right click on the library Movieclip -> Export Flash movie...), empty DoABC2 tag is automatically inserted.
    Unfortunately, my jsfl script uses thee same Library export functionality, and it produces the same "contaminated" swf. Why doesn't it produce the same SWF from both ways of export? I have no idea.
    In the perfect world, the AIR SDK would not only look for the DoABC2 tag, but it should check whether if there's code inside. Also, Flash should use the same export process disregarding if it is being called from the IDE or the Library, and not inserting empty DoABC2 tag when there's no code.
    As for now, I can't find any workaround to solve my problem. That means that I'm stuck with swf-version=18, and I can't benefit from all the cool features such as rectangle textures, new Context3DTextureFormat etc.
    If anyone has a solution, or simply pointing out what I'm doing wrong here, please share it.
    Thanks for reading.
    Iojeirg

    Hi makc3d,
    Thanks for the response. After all that time I started losing hope.
    I would not say that the abvious solution is to remove the tag. I think it should not be put there in the first place if there's no code at all. Moreover, this only happens when exporting a MC from the Library, and it works just fine when exporting normally (publish). It seems more like a bug than an expected behaviour.
    Also, AIR should check for actual code in this tag instead of relying only on the tag itself.
    Your solution is a nice workaround, and I will certainly try that out. But as I said, it will not fix the original bug, it will only patch it later on in the process.

  • FileStream problem with AIR deployment

    I use FileStream to load local XML file. When I test the desktop application directly from Flex everything is ok but when I install it with AIR, the application work but the file is not loaded. Here is the code I use:
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    fs.close();
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    Regards

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    FlashBuilder 4 with SDK 4.6, Current app is with SDK 2.5.
    Trying to update with SDK 3.2, I double-checked per Horia Olaru that I do use the application updater swc:
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             <path-element>D:\Program Files\Adobe\Adobe Flash Builder 4.6\sdks\4.6.0 - Air 3.2\frameworks\libs\air\applicationupdater_ui.swc</path-element>
    But I still have the 16815 error.
    If I change the update.xml to be <update xmlns="http://ns.adobe.com/air/framework/update/description/2.5">
    instead of <update xmlns="http://ns.adobe.com/air/framework/update/description/3.2">, I am proposed to download the new app and then I get an error 16824.
    Please HELP!

  • Flash Pro compile with Air 3.5 or above I get a white screen on IOS

    Compiles fine with Air 3.4. Can you help with this?

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  • Soft KeyBoard is not working on ios 7 with Air sdk 3.8

    Hi
    In my app Soft KeyBoard is not working on ios 7 with Air sdk 3.8. Does any one know soluton for this ?

    Hi,
    There's no question that TextFields and TextAreas weren't working in our case, likely because we have a deep displaylist with a variety of object types. Presumably, AIR has changed how it looks through the displaylist for objects that need keyboard, and perhaps we have an object type somewhere in the hierarchy that AIR no longer recurses. It's definitely something that changed, though.
    It's no picnic to put together a sample app, I can't afford that time when I have a solution. But the symptom was very clear, a textbox would open, and the cursor would just blink with no way of interacting with it.
    I'm happy using StageText directly, because it's a more direct way to interact with the OS and gives more control.
    It also solves a bug in AIR that I haven't reported yet, but is as follows. Rarely, when you move the container of a TextField of TextArea after it has been created, AIR will crash and freeze iOS devices. It doesn't happen on Android or desktop, but with a user-base of about 100,000 of our app, we've had it reported maybe 50 times. One of our dialogs sometimes needs to reposition the elements, which is done animated. During this, AIR will crash about 0.01% of the time. We tried only creating the TextArea, but not activating it or even having it visible, but even an invisible TextArea will crash, presumably because AIR moves the internal StageText overlay around as well, and this confuses iOS after a while during the animation.
    By using StageText directly, I finally also have a way to get rid of this bug, because I simply don't activate StageText until the object has already been positioned. Prior to that, it isn't even an editable text field, it's a label like anything else. So I'm happy I did this solution.
    Let's just leave this thread as a record if someone else has the same problem. I'm quite sure it's because of our very complicated display list, and AIR having changed how it scans the displaylist for objects that need keyboard.
    Best,
    Per

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  • Embed + compiler define works different with air 3.7+ comparing to 3.5

    Hello.
    I've noticed that new compiler works differently when using construct Embed with conditional compilation (comoiler define option).
    It looks like new compiler always embeds files in output swf even if Embed construct is used in dead code. Here is full example:
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        CONFIG::BAR {
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    Hi.
    I am autor of a simple application that changes exif information in scanned images. I am looking for a way of re-implementing the application in a more cross platform way than it is today and found AIR interresting.
    However, I can not find any API for accessing image metadata in the documentation..
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    Thanks
    /sverrir

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    http://ideas.adobe.com/air
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    Hope that helps.
    Chris Thilgen
    AIR Engineering

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