Adobe Flash Air application publishing error - actionscript-3

When i'm trying to publish my app for Air from Adobe Flash CC , i'm getting this error all the time:
Error creating files. aapt tool
failed:C:\Users....\AndroidManifest.xml: error: Unable to open file
for read. No such file or directory
How can i get rid of this?

In my case while developing AIR applications for Android via IntelliJ Idea
The message appears while trying to compile a project.
I found it to be caused by a setting in "Run/Debug Configurations" -> "Options" -> Debug device over: Network | USB Port.
Switching to Network rather then USB Port (even if device is actually connected via USB) for me fixes the issue.
If you are using the flash IDE, whether CC or Flash Pro 6,
you might want to try change settings in:
"Publish Settings" -> "Player Settings" (for the AIR SDK) ->
which opens up a dialog name "AIR for Android Settings".
Select the "Deployment" (tab) -> "Android Deployment" -> "Wireless Network Connection" (and not the "Default" option)
The default option causes the same error you've mentioned while selecting:
"Wireless Network connection" Should Work, as i tested in both cases.

Related

0x80070005 E_ACCESSDENIED when debugging WinRT Windows.Net.Http on a Low Integrity Level process

Please see sample projects at https://github.com/jurocha-ms/LowILAccessDenied.
An E_ACCESSDENIED error is thrown when attaching a debugger (Visual Studio) to a Windows process with Low Integrity Level.
This is a snippet of the failing code:
using namespace winrt::Windows::Foundation;
using namespace winrt::Windows::Web::Http;
...
auto client = HttpClient{};
auto response = co_await client.GetAsync(
Uri{L"https://raw.githubusercontent.com/microsoft/react-native-windows/main/.yarnrc.yml"});
auto body = co_await response.Content().ReadAsStringAsync();
Follow the repo's README for building instructions.
Open with Visual Studio.
Start project SandboxLauncher.
This will launch process SandboxTest with Lower Integrity Level.
When prompted, attach the Visual Studio Debugger to SandboxTest.exe, then press ENTER.
The program will fail with the following message:
[0x80070005] A network capability is required to access this network resource
Remarks:
If SandboxLauncher is started without attaching the debugger when SandboxTest prompts for it, the program will succeed.
If the SandboxTest project is launched directly, it will have a Medium Integrity Level (or High, if running Visual Studio as an Administrator) and attaching the debugger won't cause the failure. The program will succeed.
The problem doesn't show if the HTTP call is made via plain WinInet APIs. There may be some interaction issues between Visual Studio's debugger and WinRT/COM.
This is not the issue with Universal (UWP) apps that lack the "private network client" capabilities. Normal Win32 (Desktop) apps do not have a manifest that grants such capabilities.
Is there a specific set up needed for Low IL processes and debuggers?

not able to debug play framework 2.6.x application in Scala IDE

I am new to Play, I have installed SBT 1.0.2, Scala IDE 4.6.1, from play documentation downloaded play-scala-starter-example project, i want to debug the project, i did following things.
set environment variables SBT_OPTS to -Xdebug -Xrunjdwp:transport=dt_socket,server=y,suspend=n,address=9999
tried to run the project with "sbt -jvm-debug 9999 run" but it gives "Not a valid command: jvm-debug"
ran it with "sbt run" and in Scala IDE, i created following configuration,
and added breakpoints in HomeController of sample project, but when i refresh the page running on port 9000 doesnt stop, and when i use "Scala Debugger (Socket Attach) it gives error "Failed to connect to remote VM. Connection timed out." Scala IDE Configuration
I was having trouble setting the enviroment on windows 10 play 2.6, the way I found for play to start listen to the debug port was adding in projectfolder\sbt-dist\conf\sbtconfig , after #Set the extra SBT options:
-Xdebug
-Xrunjdwp:transport=dt_socket,server=y,suspend=n,address=9999
though it will open socket every time you run sbt
1) Add sbt eclipse plugin in you project.sbt
addSbtPlugin("com.typesafe.sbteclipse" % "sbteclipse-plugin" % "5.2.2")
2) Set the environment as for debugging follow
set SBT_OPTS=-Xdebug -Xrunjdwp:transport=dt_socket,server=y,suspend=n,address=5555
sbt run
3) Attache debugger to remote application in eclipse as
i) In Eclipse, right-click your project, then choose Debug As -> Debug Configurations...
ii) Right-click Remote Java Application, then click New.
The host should already be set to localhost. Set the port to 5555 (the default port used by the play debug run command).
iii)Click Apply to save, then Debug to connect to your running Play instance

Windows 10 Mobile Direct3D

I have a C++ project targeted for Windows Phone 8.1 that uses Direct3D11,
I tried using that project with Windows 10 Mobile device but at fails in the following line:
hr = D3D11CreateDevice(NULL,
D3D_DRIVER_TYPE_HARDWARE,NULL,
D3D11_CREATE_DEVICE_DEBUG,
featureLevels,
sizeof(featureLevels) / sizeof(*featureLevels),
D3D11_SDK_VERSION,
&m_d3dDevice,
&featureLevel,
NULL);
returning error code 0x887A002D -> DXGI_ERROR_SDK_COMPONENT_MISSING,
Any idea how i can make this work on a Windows 10 Mobile device (Preferably without migrating the project to a universal application project)?
I have found the solution,
This is caused because graphics tools feature is not enabled on the device,
To enable the feature on the mobile device:
1) Open Visual Studio 2015
2) Click Debug -> Graphics -> Start Diagnostics
3) On the mobile device go to Settings -> Updates and install the update

LIBGDX ios simulator crash. LibGDX / Robovm compiles for 64bit instead of 32bit. What should I do?

My libgdx app starts up on ios simulator and shows ios intro libgdx pic, then crashes.
I get:
[ERROR] Session could not be started: Error Domain=NSPOSIXErrorDomain Code=3 "Unable to run app in Simulator" UserInfo=0x7f853960ff60 {NSUnderlyingError=0x7f8539464ff0 "Failed to lookup the process ID of se.myapp.IOSLauncher after successful launch. Perhaps it crashed after launch.", NSLocalizedFailureReason=An error was encountered while running (Domain = NSPOSIXErrorDomain, Code = 3), NSLocalizedDescription=Unable to run app in Simulator}
Seems to be related to trying to run 64bit on iPhone 4s, where it is not supported. Does anyone know how to turn off 64bit for robovm in libgdx?
If I change the ios-sim command:
/Users/macuser/Documents/workspace/.metadata/.plugins/org.robovm.eclipse.ui/robovm-1.4.0/bin/ios-sim launch /Users/macuser/Documents/workspace/.metadata/.plugins/org.robovm.eclipse.ui/build/myapp-ios/myapp-ios/ios/x86_64/IOSLauncher.app --timeout 90 --unbuffered --devicetypeid "com.apple.CoreSimulator.SimDeviceType.iPhone-4s, 8.0" --stdout /var/folders/ml/zdhkbw3x0g9550pq9mgfrcsw0000gn/T/robovm-stdout-6250612031367207111.fifo --stderr /var/folders/ml/zdhkbw3x0g9550pq9mgfrcsw0000gn/T/robovm-stderr-5592986297298678222.fifo --setenv ROBOVM_LAUNCH_MODE=release --args -rvm:log=warn
To:
/Users/macuser/Documents/workspace/.metadata/.plugins/org.robovm.eclipse.ui/robovm-1.4.0/bin/ios-sim launch /Users/macuser/Documents/workspace/.metadata/.plugins/org.robovm.eclipse.ui/build/myapp-ios/myapp-ios/ios/x86/IOSLauncher.app --timeout 90 --unbuffered --devicetypeid "com.apple.CoreSimulator.SimDeviceType.iPhone-4s, 8.0" --stdout /var/folders/ml/zdhkbw3x0g9550pq9mgfrcsw0000gn/T/robovm-stdout-6250612031367207111.fifo --stderr /var/folders/ml/zdhkbw3x0g9550pq9mgfrcsw0000gn/T/robovm-stderr-5592986297298678222.fifo --setenv ROBOVM_LAUNCH_MODE=release --args -rvm:log=warn
It works with the old robovm. But for the new version it seems those directories aren't even built at all, so it fails.
Where should I specify the architecture? There is:
<arch>thumbv7</arch>
in robovm.xml but it doesn't seem to do anything?
Has this anything to do with the eclipse integration plugin (I am running from eclipse)?
OK I found out (after about 12 hours of digging)!
I looked in the wrong place all the time. The solution is (in eclipse) to go to Run Configurations / iOS Simulator App / Choose a device and select 32-bit (x86).

AIR debug compile error ANE

I am trying to debug my air app but get the error:
Process terminated without establishing connection to debugger.
invalid profile specified 'Application does not support current profile'
Launch command details: "/Applications/Adobe Flash Builder 4.6/sdks/4.6.0 AIR 3.5/bin/adl" -runtime "/Applications/Adobe Flash Builder 4.6/sdks/4.6.0 AIR 3.5/runtimes/air/mac" -profile extendedMobileDevice -screensize 768x1004:768x1024 -XscreenDPI 132 -XversionPlatform IOS -extdir "/Users/kerepuki/Documents/Adobe Flash Builder 4.6/.metadata/.plugins/com.adobe.flexbuilder.project.ui/ANEFiles/AppName/macosx/" "/Volumes/Mobile Apps/AppName/Application/Final/bin-debug/AppName-app.xml" "/Volumes/Mobile Apps/AppName/Application/Final/bin-debug"
I don't think it is related to an ANE I am trying to add as I have tested the ANE in a blank project and it works fine.
If I package the app and install on iPad it works fine. I am using AIR 3.5 in Flash Builder and not sure how to debug this error message.
My application file starts with:
<application xmlns="http://ns.adobe.com/air/application/3.5">
Had to remove the supported profile node from the application description file.