Flash CC - Publish iOS/Android AIR App stuck at 5 seconds

I have a few Flash made apps, I've published them to my devices before, but now I can't. Flash get's stuck at 5 seconds. Flash freezes, I can't cancel.
Any suggestions?

I would recommend to use "Captive".
Difference is pretty simple...
Shared Basically means that it compiles the "apk" without the Adobe AIR runtime, resulting in a smaller file size apk but REQUIRES users to have the "Adobe AIR App" installed.
Captive means that it compiles the "apk" with the Adobe AIR runtime, resulting in a larger file size apk but DOES NOT REQUIRE users to have the "Adobe AIR App" installed.
If you want to Guarantee everyone can run your app, use captive. If you want to rely on users to hope the have the correct version of AIR installed to view your app, use Shared.

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.
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    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).
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    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.
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    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.

  • Needed. Android Air app to watch live FMS video stream.

    Does anyone have an Android Air app that can be used to watch a live video stream from Flash Media Server?
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    Dave

    Hey, I am having the same issue.  Did you find a solution?

  • 3D Android Air Apps

    Hi everyone I am currently part of a group of students which is creating an Android Air Application.
    We have been doing pretty well so far (we are creating a game which is a periscope simulator) but getting 3d models in the app has been a bit troubling.
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    First off we have been doing lots of research on what we could do with the 3d models and everyone has told us that we have to convert them to an .swf in order get in the 3d model because their is no other way to get it in. Is this true or do we really have to use swift3d? Others have suggested that we use some of flashes game engines but would any of these even be compatible with adobe air?
    All we really need to do is import the 3d model then be able to randomly generate its location on the screen as well as its viewing angle. Our application is never actually moving its just providing a still image which is randomly chosen from the 360 degree view of the ship.
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    I've not tried any Swift3D but have run some Papervision3D stuff in AIR on Android.  Seems fairly happy but I'm only pushing around simple planes (card game) so the load isn't particularly heavy - more complex models might start to grind it.   Seems to benefit well from GPU acceleration so keep that in mind.  From your description though it sounds as though you're not going to be rendering high fps, which is the real killer, so this may be perfect for your app.
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    If you've got a more recent version of Swift3D, I believe you can export to a PV3D scene quickly and easily with no knowledge of that engine.  Think it's one of the publish options (v6+ ?).  So presumably you can run a PV3D test on your app with little effort and you can take it from there.  If it's all z-fighting issues on your models, give it a go with Alternativa.
    hth

  • Can I update my Android AIR app with a non-AIR app?

    A few years ago I published an Android app using Adobe AIR. Now I've created a new version of the app with a different technology (HaxeFlixel / OpenFL) which uses native C++ code.
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    I'm still having trouble with this, I asked in the OpenFL forums but nobody responded.
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  • Displaying PDF content in Android Air app - how?

    Hi, I'm fairly new to developing Air apps for mobile devices. I'm looking to have my app display PDF files and can't find a dfinitive way of doing it. I've read that using the StageWebView would be the way to do it.
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    Solved.
    For some reason I couldn't access the HTMLLoader object outside of the function that initialised it, despite the fact that I was listening for EVENT_COMPLETE.
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  • Use Flash Builder to Develop Adobe AIR Apps for Android | Flash Platform in Action | Adobe TV

    Former Adobe Technical Evangelist Ted Patrick uses Flash Builder to develop and deploy an Adobe AIR application to his Android-powered smartphone.
    http://adobe.ly/wif9U5

    autoplay can cause a tremendous amount of problems for site visitors. is it possible that adobe might turn off autoplay?

  • Flash CS4 10.0.2 AIR apps crashing on Mac OS 10.6.2

    Upgraded CS4 to 10.0.2 and installed the Air2 SDK per Adobe: http://labs.adobe.com/wiki/index.php/AIR_2:Release_Notes
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    Thank You

    UniQRO,
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    Does it crash when you compile a brand new fla file that target Adobe AIR 1.5 with a trace statement like trace('a');?  Please give that a try and let me know.
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  • How to use GooglePlayServices libs in Native Extension of Android AIR app?

    I am trying to use some features of Google Play Services lib but I could not make it work. I have added the reference to the google play service libs to the manifest file (from Flash Builder)
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    hey sshk5,
    I have managed to make it work. The solution is quite simple, i will explain the steps below
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    <meta-data  android:name="com.google.android.gms.version" android:value="412312" />
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  • Android AIR app stops unexpectedly during debugging/running on device

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    Hi,
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  • Android Air App using AdMob "NULL Object" Error?!?

    Hi,
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        import flash.events.MouseEvent;
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                    _stageWebView.loadURL(myAdvertURL);
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                if (_stageWebView) {
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                        _stageWebView.stage = stage;
                    } else {
                        // hide the ad by nulling the stage parameter
                        _stageWebView.stage = null;
                } else {
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            public function onLocationChange(event:LocationChangeEvent):void {
                // check that it's not our ad URL loading
                if (_stageWebView.location != myAdvertURL) {
                    // destroy the ad as the user has kindly clicked on my ad
                    destroyAd();
                    // Launch a normal browser window with the captured  URL;
                    navigateToURL( new URLRequest( event.location ) );
            public function onComplete(event:Event):void{
                //add the ad when it is loaded. If not it will apear a white rectangle until the load is complete.
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            public function updateAd(adURL:String=null):void{
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    @zhenya1919 - since you're currently going through this, could you please open a new bug report on this over at https://bugbase.adobe.com?  When adding the bug, please include some sample code or a sample application so we can quickly test this out internally.  If you'd like to keep this private, feel free to email the attachment to me directly ([email protected]). 
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    Thanks,
    Chris

  • Android AIR App Random Error #2032: Stream Error (HTTPStatusEvent = 0)

    Hello
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    @zhenya1919 - since you're currently going through this, could you please open a new bug report on this over at https://bugbase.adobe.com?  When adding the bug, please include some sample code or a sample application so we can quickly test this out internally.  If you'd like to keep this private, feel free to email the attachment to me directly ([email protected]). 
    Once added, please post back with the URL so that others effected can add their comments and votes.
    Thanks,
    Chris

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    Since it is somehow non-user friendly as users were prompt to download and extra application before any game can be played...
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    You want to use AIR not FlashLite - for iOS the end user doesn't need to install the AIR runtime, on Android they will however. But it's painless...
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  • AIR app on Android for live chat crashes

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    For those who are interested in this crash, I'll give a few more experiments and hope for an answer.
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