Publishing to Captive Runtime

Flash Pro 6, Mac OS10.6.8 Is it true that on a MAC  can only create a captive runtime export for a MAC and I need a windows computer and Flash 6 for Windows to Create a .EXE file? I have been working on Flash 5.5 and was excited to see the Captive Runtime option. Very surprised to be told by tech support that I could not create the Captive runtime .exe on a MAC!

Thanks for the response. Talked with my boss and his solution was simpler: Fall back to AIR 3.5 and stay there for the forseeable future.
Perhaps Adobe will fix the AIR captive runtime problem in a future release.
I'll try to update this post if I learn anything new.
Thanks.

Similar Messages

  • How do you publish AIR captive runtime for Windows from OSX in Flash Pro CS6?

    Is this possible?  If I move the app from a Mac to Windows it isn't looking like an app anymore.  It's looking like a set of folders instead.  Do I need to change publish options?  changeing the extension to .exe didn't fix it. Help appreciated!
    Thanks,
    Dave

    Hi Dave ,
    The published AIR captive runtime in Flash from Windows and Mac will have the following structure -
    Windows -
    MyApp/
        META-INF/
        Adobe AIR/         // The captive runtime minus irrelevant files
        mimetype
        MyApp.swf          // Assets
        MyApp.exe          // An entrypoint that loads the captive runtime
    Mac -
    MyApp.app/
        Contents/
            Frameworks/
                Adobe AIR.framework/ // The captive runtime
            Info.plist
            MacOS/
                MyApp                // An entrypoint that loads the captive runtime
            PkgInfo
            Resources/
                META-INF/
                mimetype
                MyApp.swf            // Assets
    The entry point that loads the Captive runtime is different in the above cases.
    Hence we need to explicitly publish from the required platform.
    You can even check this link : http://help.adobe.com/en_US/air/build/WSfffb011ac560372f709e16db131e43659b9-8000.html
    To create a captive runtime bundle for Windows, you must package the application while running under the Windows operating system.
    Thanks and regards,
    Sudeshna Sarkar
    Adobe Flash Professional Team.

  • Error when running captive runtime .exe from root directory of drive.

    Platform: Windows
    Specifics: Captive runtime desktop app using an ANE.
    Problem:  I am distributing the app on a flash drive. Ideally,the .exe will be on the root of the drive, so the user will not need to enter a subdirectory. I'm mostly concerned about users moving the software and getting frustrated by this error.
    The error is "Adobe Air: The installation of this application is damaged. Try re-installing or contacting the publisher for assistance."
    Here's an example. Importantly, this error only occurs when an ANE is included. I tried a few different ANE files created by others, and simply adding them to the project produces the error. I don't even need to use the ANE anywhere in my code.
    https://www.dropbox.com/s/epfj0138pfbmu49/soExample.7z
    This is a simple application with a few blank buttons. Try extracting in a subdirectory somewhere, and then moving to the root of a flash drive or any other drive. However, I don't recommend running code from strangers on the top directory of your C:\ drive.
    Additionally, I installed Apache Flex 4.12 but the error persists. The text simply changed to "Initial content could not be loaded for this application. Try re-installing or contacting the publisher for assistance."
    https://www.dropbox.com/s/epfj0138pfbmu49/soExample.7z

    I did some more testing. Same issue occurs if I create a captive runtime app from Flash Pro. It also happens when I use the Adobe Air installer, but install to the root directory.
    Can anyone think of a workaround?

  • Android Captive Runtime stability

    I tried publishing my Google Android application with "Export application with captive runtime" this week and I immediately noticed stability issues. The application will run for a short time and then will suddenly unload itself. When checking the Android active applications, it's no longer listed as running. There were no errors visible. Is there somewhere I can look for error logs? Testing took place on Android 3.1 Samsung Galaxy Tab.
    I went back and published the application with the other setting selected "Export application that uses a shared AIR runtime" and it works much better on the device (no instances of it unloading itself). No other changes to the project were made.
    I'd like to use the captive runtime feature so that users don't have to download AIR for Android and we have a consistent experience on iOS and Android.
    How do I determine why my app is crashing with captive runtime? Where do I look for errors and clues?

    appandrew,
    I tried installing both apps on my Xoom and didn't have a problem. Please file a bug at https://bugbase.adobe.com/. This way our QE can take a look and contact you if they need additional information.
    Thanks,
    Joe

  • Windows publish AIR with runtime embedded outputting .app

    When attempting to publish an AIR app set to runtime embedded on Windows, the output target has the .app extension. Same outcome on a true Windows machine as well as Windows running in VMWare.. This seems to go against the documentation Adobe AIR * Packaging a captive runtime bundle for desktop computers "The bundle produced is a self-contained folder of application files on Windows and an .app bundle on Mac OS." Flash CC build 14.0.0.110

    The Docs are misleading because they refer to the old WIndows-model (Pre 8) where you would have a exe as runtime bundle, whereas since windows 8 .app/.appx is the format that the windows store expects. If you just want publish targeting exe you have to check "windows Installation program" and make sure that any included/loadied files are included at the bottom. Then AIR will package all the necessary files in one .exe file and create the folder structure during install.

  • AIR captive runtime application for MacOS

    Hi!
    I create application with captive runtime for Windows and MacOS. I have some problem connected with MacOS specific, cause I'm newbie in this OS.
    I dont want to publish my app in appstore, cause the app have problems with appstore rules.
    1) How I should to sign my application? I just pack my app as described in manual http://help.adobe.com/en_US/air/build/WSfffb011ac560372f709e16db131e43659b9-8000.html but I don't see any track of code sign in my .app. I thought that it isn't a problem, before I download my app from network - it don't want to run because dveloper unidentified.
    2) My application require update system. I Realize it simply for Windows: my AIR application download updates if it necessary (resources, air lib, main swf file, and exe) and then I replace files with other program. There is no problems with updates, cause codesign is only spread on exe file.
    But as I understood I can't use same way to update my .app cause it destroy my codesign, as I know. So, how I should update my MAC app?
    UPD1: I found a bit information about 1st here: How to sign your Mac OS X App for Gatekeeper | Successful Software. So, I can't use not apple's sign certificate?

    It's a good idea to add :tumbleweed: smile to this forum
    I spent 3 days for searching answer and making experiments. So, as a result:
    1) To pass MacOS Gatekeeper I should use apple developer certificate.
    2) I could change content of signed .app file as I wish. I don't try it with my own app because my certificate is not ready yet, but I successfully change contents of few other signed apps - no issues with running was detected. Maybe there is any problem with my understanding of signature..
    Helpful links:
    osx mountain lion - Non-Apple Issued Code Signing Certificate: Can it Work with Mac OS 10.8 Gatekeeper? - Stack Overflow
    How to sign your Mac OS X App for Gatekeeper | Successful Software

  • AIR for Android Captive Runtime

    Is it possible to package android apps with AIR (or will it be) using Flash CS5.5? I don't see anything on the web about. Just how to do it with Flex and ADT etc...

    Hi,
    I've made a complete working example for publishing an application with captive runtime, assets and native extensions starting from Flash CS5.5
    I was able to make it thanks to hints and suggestions I found in this thread.
    Note: english is not my native tongue so I hope you understand what I've written also if sometime it sounds "engrish".
    Here it is the link to the zip file:
        http://www.genereavventura.com/hosted/Air3NativeExtensions/AirVibrate.zip
    Requirements:
    - You must have Flash cs5.5 pro (obviously)
    - You must have installed the overlay for Air3.0 sdk on your Flash cs5.5 pro
    Here it is a link that explain how to accomplish it: http://forums.adobe.com/message/3939712
    Here the steps I made.
    1) Open Flash CS5.5 and create a new AIR for Android application
    2) Add the swc to the libraries used by your FLA (open Actionscript 3.0 settings and add "VibrationActionScriptLibrary.swc")
       Btw, you can find this "ready to use" native extension inside the zipfile that you can download from here: http://www.adobe.com/devnet/air/native-extensions-for-air/extensions/vibration.html
       However in my example you will find also a directory named "extension" that contains it.
    3) Open and then close the "air for android settings": by doing this Flash will create yourapp-app.xml file in the directory where your FLA resides.
       For example my fla is named "vibrate.fla" so Flash created for me a "vibrate-app.xml" file.
    4) Make a copy of this "vibrate-app.xml" file by naming it "real-vibrate-app.xml" (or choose whatever name you want)
       I've done this because after modyfing the original one by adding the <extension> tag (see below) I wasn't able to test my app from within Flash IDE (when I compile it it simply doesn't start)
       Instead by doing this all worked fine.
    5) Edit the "real-vibrate-app.xml" file by adding somewhere these lines (I added it just before the <initialWindow> tag)
        <extensions>
          <extensionID>com.adobe.Vibration</extensionID>
        </extensions>
    6) Add <uses-permission android:name="android.permission.VIBRATE"/> in the <android> <manifestAdditions> part in "real-vibrate-app.xml" file.
       You should do something like this:
       <android>
          <manifestAdditions>
            <![CDATA[<manifest>
              <uses-permission android:name="android.permission.VIBRATE"/>
            </manifest>]]>
          </manifestAdditions>
       </android>
    7) Develop your application
       I made a simple one that loads an external jpg and shows it on the stage: then the user can tap on it to make the phone vibrate.
       The function "doVibration" is called only when the app is running on Android Device so I do not get any executions error when I run the app from within Flash Ide
    8) Publish and test it to your USB connected device by launching the "publish.bat" file I have created
       Open a dos prompt and move to your project directory then type publish.bat and press enter.
       Note: it can be that you have to edit the bat file in order to change the path to the ADT tool that comes with Air3.0 sdk
       It should be in [your adobe flash cs5.5 directory]\AIR2.6\bin\adt (rememeber, you must have installed the Air3.0 sdk overlying the old Air2.6/2.7 in the AIR2.6 directory)
       Inside the bat file you can change easily the target type (captive or not) simply by commenting/decommenting the right line.
       Captive version is about 8Mb more than the normal one but the big deal is that the user that installs it do not need the air runtime installed on his phone!
       The "big line" that creates the package is the following one:
       call %ADT_LINK% -package -target %TARGET_TYPE% -storetype pkcs12 -keystore certificate/vibrate.p12 -storepass android AirVibrate.apk real-vibrate-app.xml -extdir extensions vibrate.swf icons assets
       where:
       call %ADT_LINK%          it's just the path to the ADT tool
       -package                 it's the command that we want ADT to execute
       -target %TARGET_TYPE%    captive/non captive version
       -storetype pkcs12        certificate related
       -keystore certificate/vibrate.p12  path to your self signed certificate
       -storepass android       certificate related, I created the example certificate with "android" password and this parameters tell ADT to always use it without prompting
       AirVibrate.apk           the name of the Apk
       real-vibrate-app.xml     the apk-xml to use that is the one we modified manually above
       -extdir extensions       it's the path to the directory that contains the native extension
       vibrate.swf              the main swf
       icons                    the icons directory
       assets                   the assets directory (where I put the external jpg)
    That's all.
    If everything is correct, the batch file creates the AirVibrate.apk then installs it on your attached usb device and run it.
    When you tap over the Android image that will appear, your phone should vibrate.
    Now.. does someone wants to develop a Native Extension to show Admob banners in our Android Air Applications?
    If I missed something, please let me know.
    Thanks

  • So are all Android apk's forced too captive runtime now?

    I published my Flex app (with a linked native extension) and it was 1.5Mb. But then I upgraded my AIRSDK to 3.7 and now it's 11.7Mb?
    Whoa, that's huge!
    Thinking this was a Flex problem I built a simple tester AS3 app in Flash Pro, linked in my ane and tried to publish. It went away for a long time then came back with a dialog:
    "The APK was packaged successfully, but a warning occurred.
    Note: the AIR SDK no longer supports packaging android applications for use with the shared Runtime.
    The application has been packaged with a captive Runtime."
    So what gives?
    And the apk was 9.3Mb.
    Can I ask when this started so I know how far I need to fall back? AIR 3.5? (I know 3.4 was ok.)
    Is this a permanent thing? Was it really necessary to force  all mobile apps to giant captive runtimes?

    It's not compatibility with Amazon in general, it's Kindle in particular. Go to this page:
    http://www.amazon.com/Adobe-Systems-AIR/dp/B004SRNH10
    and on the right side it will tell you what of your devices are compatible, and it says my Kindle isn't. Also, doing a search for Adobe AIR in the store app on Kindle Fire doesn't show any matches.

  • The application has been package with a captive runtime

    Hello everyone,
    System config:
         Flash Pro CC
              Using AIR 13.0.0.95 for iOS
              Using AIR 13.0.0.95 for Android
    I was able to successfully test my app (DeveloperProv and DeveloperCert) and submit (DistributionProv and DistributionCert) to iTunes Connect Using Flash Pro CC > AIR to iOS. My app is currently waiting for review. I am good with the iOS part.
    Currently, I am trying to publish my APK, which I did and a get a window displaying "Adobe Flash Professional > The APK was package successfully, but a warning occured. Note: The application has been package with a captive runtime."
    The message is a bit confusing, first the APK is successful, and then a warning occurs. Is there anything I can do to get rid of this warning? Does it matter?
    Thanks in advance for any further discussion.

    Flash is just showing something that ADT reports. It's not an error, it's just an observation. You can't get rid of it, and no, it doesn't matter.

  • Problem with ANE in Captive Runtime

    Hi,
    this is my first post to the community so I am not really sure if this is the right forum ... i hope so.
    I built an ANE for Android based on the zbar library to scan bar- and qr-codes ... it works pretty fine in debug mode and also works great when I release the app using it with the "Shared Runtime" option.
    But I need the captive runtime as our customer wants the app to be as easy as possible for the users and so an additional download of the AIR-Runtime (if its not installed) is not the way we want it to be.
    I really hope someone can help me out and point me to the right direction what could be wrong with the ANE.
    Basically it is just one function called from ActionScript to the native code and this one starts an activity with a camera view and the zbar listener. When it recognizes the bar/qr code the activity dispatches the status event to ActionScript and exits.
    When i build the app with captive runtime nothing happens when i hit the button which should start the native code ... as i dont have flash builder debug information available within the release build i really dont know what the problem is. Also general android LogCat doesnt report any error.
    As i stated before, with the shared runtime and in debug-mode everything works as expected and the content of the bar/qr code is returned correctly.
    That's why I think the error must be somewhere in the as3 code - but i have no clue where ... i read something about external linkage of the ANE but dont really understand what was meant and if this could be the problem.
    Please help, thanks in advance ... and if this is the wrong forum for that topic please point me to the right one.

    Hi Carlos,
    1) Cross check the below :
    a)Ensure that the required JDK is being used in the client system
    b)Try clearing the Web Start cache and try downloading again.
    c)Start>Programs>Java Web Start>File>Preferences>Advanced>Clear Folder
    2) XI TST  Check  whethere you have enough TABLE  space.
    3)Refresh the Cache :
    a)Start transaction SXI_CACHE.
    b)From the context menu XI Runtime Cache select Start Complete Cache Refresh.
    And also try this :
    Many actions require to access System Landscape Directory content from the Integration Builder. To optimize performance, this content is loaded into a cache so that the System Landscape Directory does not have to be accessed directly each time that System Landscape Directory content is required.
    However, this cache is not automatically updated if changes are made to the content of the System Landscape Directory. For this reason that we delete the System Landscape Directory cache if changes have been made to content in the System Landscape Directory. The cache is then filled each time that the System Landscape Directory is accessed. If we log on to the Integration Builder after we have made a change in the SLD, we do not need to delete the SLD cache.
    To clear the SLD cache, from the Integration Builder main menu, choose Environment ® Delete Cache for SLD Data.
    Once we have deleted the cache for SLD data, accessing objects in the SLD may take longer than usual initially.
    Regards
    Agasthuri Doss

  • Adobe AIR with Captive Runtime Support for Mobile | ADC Presents | Adobe TV

    In this video, Technical Evangelist Andrew Trice covers Adobe AIR with captive runtime support for mobile application development, which will benefit your Flash Builder projects for the Android OS.
    http://adobe.ly/wyNYjD

    Witch version of flash builder is this?

  • AIR runtime and AIR applications built using Captive Runtime still need Admin Privilege to Install

    I am working on a small project to install AIR application(native .exe & .dmg) with AIR runtime without needing the Administrator privilege so I used Captive runtime but the installation is still asking for admin privilege
    I bundled AIR application with AIR runtime using Captive runtime from flash builder 4.6, then I packaged this into a .MSI using Advanced Installer. Now when I install it for a user without admin privilege it prompts me for Admin credentials.
    Can you please tell me if
    1. I need AIR distribution license to install AIR runtime without Admin privilege
    2. Do I need a different installer
    3. Am I missing any step here
    Thank you

    If you're installing to a location where Windows requires elevated privileges, like Program Files, you'll need to have admin privileges to continue.  Are you using an AIR based native installer or have you taken the application with the captive runtime and rolled this up in your own installer?
    Here's a section from the Installation and deployment options in Adobe AIR 3 article that might help:
    Installation privileges
    When designing an installer, one has the option to choose from approaches that may or may not require administrative privilege. For example, a drag-and-drop install on Mac OS X requires no special privilege; users can always copy the application into their own application folders, for which they have the necessary permissions. On the other hand, if registry keys must be written to the machine-specific portion of the registry on Windows, installation of that application will require administrative privilege to do so.
    The two installer formats directly supported by AIR, AIR files and native installers, have always required administrative privilege. This was a design decision made in part to simplify the implementation of the AIR installers: If administrative privilege is assumed to be available, implementation is possible if the registry can be written to, and so on. It was also selected because, in many enterprises, this is the desired behavior: administrators can use the privilege requirement to gate software installation.
    All the same, there are scenarios where supporting installation without requiring administrative privileges is desirable, or even necessary. This can now be achieved using custom installers; you simply need to author an installer that operates correctly with only standard user privilege. In practice this can be easy to achieve; a simple install-by-copy to a writable location (that is, in the user's own folder) will suffice. Should you author a more complex installer, you should keep in mind that the addition of certain operations during the install process will in turn reintroduce the requirement for administrative privileges.

  • Flash Builder 4.7 - Command line ExportReleaseBuild unable to compile to Captive Runtime?

    Hi,
    I am working on a project with the following setup:
    - AIR Desktop running with the ExtendedDesktop Profile with GPU rendermode
    - Apache Flex SDK 4.11
    - SWF version 18
    - Implements the FRESteamWorksNative Extension
    - Flash Builder 4.7 Premium is our work enviroment
    Our problem is that we can compile the project in Flash Builder manually as Captive Runtime, but when we run it with ExportReleaseBuild in our build.xml, it seems to forget our Captive runtime target and just outputs the installer.
    This is our buildscript:
    build.bat:
    SET FLASHBUILDER="%ADOBE_PATH%\%FLASHBUILDER_PATH%\FlashBuilderC.exe"
    %FLASHBUILDER% --launcher.suppressErrors -noSplash -application org.eclipse.ant.core.antRunner -data "%WORKSPACE%" -file "%BUILDXML%" desktop
    build.xml:
    <target name="desktop">
         <fb.exportReleaseBuild verbose="true" destdir="bin-test" project="ProjectName" basefilename="ProjectBaseFileName" packagetype="native" certificate="Certificate.p12" password="passwordToUse"/>
    </target>
    .actionScriptProperties:
    <buildTargets>
        <buildTarget buildTargetName="default" platformId="default">
          <airSettings airCertificatePath="Certificate.p12" airTimestamp="true" anePathSet="true" version="1">
            <airExcludes/>
            <anePaths>
              <anePathEntry path="steamworks/FRESteamWorks.ane"/>
            </anePaths>
            <newLaunchParams/>
            <modifiedLaunchParams/>
            <newPackagingParams/>
            <modifiedPackagingParams>
              <Parameter name="-target" value="air-captive"/>
        <Parameter name="-extdir" value="steamworks/"/>
            </modifiedPackagingParams>
          </airSettings>
          <actionScriptSettings version="1"/>
        </buildTarget>
      </buildTargets>
    Any help with this is much appreciated, and if I missed something, please let me know.

    Hi,
    I've opened bug at Adobe site:
    Bug#3801869 - FlashBuilder 4.7 command line fails due to "Exception in com.adobe.flexbuilder.codemodel.CMCoreActivator.s…
    please vote on the bug.
    thanks,
    Erez

  • Native extensions and captive runtime

    I'm trying to use native extensions and captive runtime. When I try to create a release, the IDE shows this message "Native extensions are being used in the project but are not supported by the CAPTIVE_RUNTIME_BUNDLE package type. Runtime issues can occur." and I can't continue.
    I've been able to compile it using the command-line, but I'm worried about the "runtime issues" that can occur.

    Hi,
    Sorry, just verified that export release build, with Native Extensions and Captive Runtime bundled for Desktop projects has been fixed and is available in the final release of Flash Builder 4.7.
    Thanks,
    Hari

  • Running a Captive Runtime debug build through flash builder

    Is there a way to launch a debug configuration through Flash Builder that has the captive run time built in?
    I am developing and testing an app for android devices that do not have the newest version of the Air Runtime, some of the devices require captive runtime because they cannot upgrade.  I need to be able to launch the app on these devices AND get debug/console information from flash builder for identifying defects.
    any ideas?

    Hey Wright,
    Captive Runtime can only be used at export release build time.
    Hence you cannot debug the application with captive runtime bundled.
    Thanks,
    Hari

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