Adobe AIR 3.3 Update Framework - actionscript-3

I am building an application in AIR (v3.3) using Flash (NOT Flex), and I am having trouble with the update framework. All the resources I have found are for older versions of AIR and / or refer to a Flex build.
It's the first time I have done this, and would really appreciate some guidance...
I have a simple test app - an image (which changes v1 to v2) and a text field.
This is what I have tried (following http://goo.gl/uvycg):
...
var appUpdater:ApplicationUpdaterUI = new ApplicationUpdaterUI();
...
public function checkForUpdate():void
{
...
appUpdater.updateURL = "http://mysite.com/updates/update-descriptor.xml";
appUpdater.isCheckForUpdateVisible = false;
appUpdater.addEventListener(UpdateEvent.INITIALIZED, onUpdate);
appUpdater.addEventListener(ErrorEvent.ERROR, onError);
appUpdater.initialize();
}
private function onUpdate(event:UpdateEvent):void
{
txt.text = 'onUpdate()';
appUpdater.checkNow();
}
private function onError(event:ErrorEvent):void {
txt.text = 'onError() ' + event.toString();
}
This is my updateDescriptor.2.5.xml:
<?xml version="1.0" encoding="utf-8"?>
<update xmlns="http://ns.adobe.com/air/framework/update/description/2.5">
<versionNumber>2.0</versionNumber>
<versionLabel>Beta 2</versionLabel>
<url>http://mysite.com/updates/UpdateTest.air</url>
<description>
<![CDATA[ update of bees. geometric growth. ]]>
</description>
So, the update descriptor with v2 of the app is on the server, I install and run v1 of the app, and all that happens is I see the onUpdate() message in my text field, and no update happens.
Where am I going wrong? Thanks!

Based on the documentation, it would appear that you need to make sure the current state of the ApplicationUpdaterUI is "ready," otherwise "checkNow()" will do nothing.
The most recent information on Adobe AIR updating can be found HERE. It applies across the board.

Related

Phaser HTML5 app cannot play sound after porting by Phonegap Cloud Build

This's a simple Phaser audio example. It works well on my Android web browser. However, it's muted after porting to Android app by Phonegap cloud build.
I know how to play sound (and loop) in Phonegap app (How to loop a audio in phonegap?) but don't know how to apply it into the Phaser JS framework.
Here's the ported app. I can install and run it but without sound. Do I miss something or Phonegap Cloud Build does support the WebAudio in Phaser JS?
https://build.phonegap.com/apps/1783695/
My config.xml is:
<?xml version="1.0" encoding="UTF-8" ?>
<widget id="com.phaser.phasersound" version="1.0.0" xmlns="http://www.w3.org/ns/widgets" xmlns:gap="http://phonegap.com/ns/1.0">
<name>Phaser sound complete</name>
<description>
Phaser sound phonegap
</description>
<gap:plugin name="org.apache.cordova.media" />
<icon src="icon.png" />
<preference name="splash-screen-duration" value="1"/>
<!--
If you do not want any permissions to be added to your app, add the
following tag to your config.xml; you will still have the INTERNET
permission on your app, which PhoneGap requires.
-->
<preference name="permissions" value="none"/>
</widget>
The source code is: (I changed the local audio files from local to github links to run on code snippet)
var game = new Phaser.Game(600, 800, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
function preload() {
game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
//have the game centered horizontally
game.scale.pageAlignHorizontally = true;
game.scale.pageAlignVertically = true;
game.stage.backgroundColor = '#414040';
// I changed the local audio files from local to github links to run on code snippet
/*
game.load.audio('explosion', 'assets/audio/SoundEffects/explosion.mp3');
game.load.audio('sword', 'assets/audio/SoundEffects/sword.mp3');
game.load.audio('blaster', 'assets/audio/SoundEffects/blaster.mp3');
*/
game.load.audio('explosion', 'https://raw.githubusercontent.com/nguoianphu/phaser-sound-complete-phonegap/master/www/assets/audio/SoundEffects/explosion.mp3');
game.load.audio('sword', 'https://raw.githubusercontent.com/nguoianphu/phaser-sound-complete-phonegap/master/www/assets/audio/SoundEffects/sword.mp3');
game.load.audio('blaster', 'https://raw.githubusercontent.com/nguoianphu/phaser-sound-complete-phonegap/master/www/assets/audio/SoundEffects/blaster.mp3');
}
var explosion;
var sword;
var blaster;
var text;
var text1;
var text2;
var text3;
function create() {
var style = { font: "65px Arial", fill: "#52bace", align: "center" };
text = game.add.text(game.world.centerX, 100, "decoding", style);
text.anchor.set(0.5);
explosion = game.add.audio('explosion');
sword = game.add.audio('sword');
blaster = game.add.audio('blaster');
// Being mp3 files these take time to decode, so we can't play them instantly
// Using setDecodedCallback we can be notified when they're ALL ready for use.
// The audio files could decode in ANY order, we can never be sure which it'll be.
game.sound.setDecodedCallback([ explosion, sword, blaster ], start, this);
}
var keys;
function start() {
text.text = 'Press 1, 2 or 3';
var style = { font: "48px Arial", fill: "#cdba52", align: "center" };
text1 = game.add.text(game.world.centerX, 250, "Blaster: Stopped", style);
text1.anchor.set(0.5);
text2 = game.add.text(game.world.centerX, 350, "Explosion: Stopped", style);
text2.anchor.set(0.5);
text3 = game.add.text(game.world.centerX, 450, "Sword: Stopped", style);
text3.anchor.set(0.5);
explosion.onStop.add(soundStopped, this);
sword.onStop.add(soundStopped, this);
blaster.onStop.add(soundStopped, this);
keys = game.input.keyboard.addKeys({ blaster: Phaser.Keyboard.ONE, explosion: Phaser.Keyboard.TWO, sword: Phaser.Keyboard.THREE });
keys.blaster.onDown.add(playFx, this);
keys.explosion.onDown.add(playFx, this);
keys.sword.onDown.add(playFx, this);
// And for touch devices you can also press the top, middle or bottom of the screen
game.input.onDown.add(onTouch, this);
}
function onTouch(pointer) {
var b = game.height / 3;
if (pointer.y < b)
{
playFx(keys.blaster);
}
else if (pointer.y > b * 2)
{
playFx(keys.sword);
}
else
{
playFx(keys.explosion);
}
}
function playFx(key) {
switch (key.keyCode)
{
case Phaser.Keyboard.ONE:
text1.text = "Blaster: Playing";
blaster.play();
break;
case Phaser.Keyboard.TWO:
text2.text = "Explosion: Playing";
explosion.play();
break;
case Phaser.Keyboard.THREE:
text3.text = "Sword: Playing";
sword.play();
break;
}
}
function soundStopped(sound) {
if (sound === blaster)
{
text1.text = "Blaster: Complete";
}
else if (sound === explosion)
{
text2.text = "Explosion: Complete";
}
else if (sound === sword)
{
text3.text = "Sword: Complete";
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.4.4/phaser.js"></script>
UPDATE 2015-12-01
Here is my completed source code. It has both .mp3 and .ogg sound files. You can play them on Android native browser (tested on 4.4.4 Samsung E5).
Source: https://github.com/nguoianphu/phaser-sound-complete-phonegap
Here is the ported app on Phonegap. It can display the screen but can't play sounds.
https://build.phonegap.com/apps/1783695/builds
You are trying to play the audio with the webview library. It is likely using the HTML5 API for audio or webaudio. If it is neither of these, then you need to ask the author.
Next, it is not best practice to use external source (http:). Your assests (javascript, css, audio files, etc) should live on the device. If you load files from the web, then the sound quality could be poor (or the audio may not play at all - see whitelist below). Load from the device.
Android 4.4.4 is Kitkat. The standard webview library was exchanged for the chromium version. This means your audio library might be confused about this or you need to give the library knowledge about this library. This also means your code may not work on devices before 4.4.4. (Mostly, because you cannot test it.)
The link you point to is likely using the core media plugin, even though they dont say so. In addition, the post is over 3 years old. Many thing have changed since them. NOTE: you have installed the media plugin in your config.xml. This is likely why your loop works.
You should start over. You've made many errors. In addition, to all that you have, You will need to implement the whitelist plugin (if you are going to import files, or talk to the network).
FIRST TRY this sample app - example plays on Android and iOS. You can download the Android version and test it. The iOS version requires I have your UUID compiled in.
There are 16 audio plugins you can choose from. I know a few do real time audio playback and have better control than the "core" plugin.
You should read:
Top Mistakes by Developers new to Cordova/Phonegap - read the bold sentences.
HOW TO apply the Cordova/Phonegap the whitelist system
HOWTO Core Plugins Setup
Phonegap--Generic-Boilerplate7 - just wrote this. It works.
Phonegap Demo Apps
Phonegap-Media-Test - source code for the example that plays on Android and iOS. You can download the Android version and test it.
UPDATE: 2015-12-01 - 2am Previously, I had forgotten to add a wild-card (*) to the CSP meta tag. I am now including this. This meta tag should be added to the header of the index.html file that is playing the audio.
NOTE YOUR APP IS NOW INSECURE. IT IS UP TO YOU TO SECURE YOUR APP.
<meta http-equiv="Content-Security-Policy"
content="default-src *;
style-src * 'self' 'unsafe-inline' 'unsafe-eval';
script-src * 'self' 'unsafe-inline' 'unsafe-eval';">
UPDATE: 2015-12-01 - 3pm
#Tuan, I've applied all the fixes as outlined in
HOW TO apply the Cordova/Phonegap the whitelist system
HOWTO Core Plugins Setup
Phonegap--Generic-Boilerplate7 - just wrote this. It works.
The audio is now working on my Android LG Leon/Android 5.1.1
Truthfully, I would never do this on my own, but your code had enough working that after I tested it on my firefox(v34) browser, I was fairly certain it would work.
UPDATE: 2016-04-15
The code has been removed. Ask in the comments, if you need code.
There should be enough code in place for you to work off of.
- Code
- Working Android App
- Phonegap Build Documentation

AIR Application not updating using ApplicationUpdaterUI

I am working in Flex 4.6 AIR application. There is a button when i click on it, It downloads the new version of the application from the server and installed it automatically when AdobeAIRInstaller version 3.8 already installed in my system (both windows and MAC).
When i update the Adobe AIR version from 3.8 to 3.9. the installation process working fine in windows pc but in mac when i click to update, it downloads the application from the server but not installed it automatically.
My Code of XML file is
<?xml version="1.0" encoding="utf-8"?>
<update xmlns="http://ns.adobe.com/air/framework/update/description/2.5">
<versionNumber>1.2.9</versionNumber>
<url>File Path URL</url>
<description><![CDATA[
1. Test swf file secure.
]]></description>
</update>
And the code for update is following
protected function btnUpdate_clickHandler(event:MouseEvent):void
{
NativeApplication.nativeApplication.addEventListener( Event.EXITING,
function(e:Event):void
{
var opened:Array = NativeApplication.nativeApplication.openedWindows;
for (var i:int = 0; i < opened.length; i ++)
{
opened[i].close();
}
});
appUpdater = new ApplicationUpdaterUI();
// Configuration stuff - see update framework docs for more details
appUpdater.updateURL = modellocator.appUpdateURL; // Server-side XML file describing update
appUpdater.isCheckForUpdateVisible = false; // We won't ask permission to check for an update
appUpdater.addEventListener(UpdateEvent.INITIALIZED, onUpdate); // Once initialized, run onUpdate
appUpdater.addEventListener(StatusUpdateErrorEvent.UPDATE_ERROR, onStatusUpdateError);
appUpdater.addEventListener(StatusUpdateEvent.UPDATE_STATUS, onStatusUpdate);
appUpdater.addEventListener(ErrorEvent.ERROR, onError); // If something goes wrong, run onError
appUpdater.initialize(); // Initialize the update framework
}
private function onStatusUpdate(event:StatusUpdateEvent):void
{
trace("Update Status");
}
private function onUpdate(event:UpdateEvent):void
{
appUpdater.checkNow(); // Go check for an update now
}
private function onStatusUpdateError(evt:StatusUpdateErrorEvent):void
{
showAlertMessage(resourceManager.getString('languages','msgInternetNotConnected'), "", "", 286, 142);
modellocator.timerClosePop = new Timer(5000);
modellocator.timerClosePop.addEventListener(TimerEvent.TIMER, removeErrorMessage);
modellocator.timerClosePop.start();
}
private function removeErrorMessage(event:TimerEvent):void
{
PopUpManager.removePopUp(messageAlertPopup);
modellocator.timerClosePop.stop();
}
private function onError(event:ErrorEvent):void
{
trace(event.toString());
}
Please anyone tell me why this is behaving just like that.
Just proceeding with an update to the latest version of Adobe Air (>= 3.9.0.1210) is fixing the ApplicationUpdaterUI() problem in Mac OS X.

Rendering an email throws a TemplateCompilationException using RazorEngine 3 in a non-MVC project

I am trying to render emails in a windows service host.
I use RazorEngine 3 forked by coxp which has support for Razor 2.
https://github.com/coxp/RazorEngine/tree/release-3.0/src
This works fine for a couple of emailtemplates but there is one causing me problems.
#model string
Click here to enter a new password for your account.
This throws a CompilationException: The name 'WriteAttribute' does not exist in the current context. So passing in a string as model and putting it in the href-attribute causes problems.
I can make it work by changing this line by:
#Raw(string.Format("Klik hier.", #Model))
but this makes the template very unreadable and harder to pass along to a marketing department for further styling.
I like to add that referencing the RazorEngine by using a Nuget package is not a solution since it is based on Razor 1 and somewhere along the process the DLL for system.web.razor gets replaced by version 2 which breaks any code using RazorEngine. It seems more interesting to use Razor 2 to benefit from the new features and to be up to date.
Any suggestions on how to fix this would be great. Sharing your experiences is also very welcome.
UPDATE 1
It seems like calling SetTemplateBaseType might help, but this method does not exist anymore, so I wonder how to be able to bind the templatebasetype?
//Missing method in the new RazorEngine build from coxp.
Razor.SetTemplateBaseType(typeof(HtmlTemplateBase<>));
I use Windsor to inject the template service rather than using the Razor object. Here is a simplified part of the code that shows how to set the base template type.
private static ITemplateService CreateTemplateService()
{
var config = new TemplateServiceConfiguration
{
BaseTemplateType = typeof (HtmlTemplateBase<>),
};
return new TemplateService(config);
}
RazorEngine 3.1.0
Little bit modified example based on coxp answer without the injection:
private static bool _razorInitialized;
private static void InitializeRazor()
{
if (_razorInitialized) return;
_razorInitialized = true;
Razor.SetTemplateService(CreateTemplateService());
}
private static ITemplateService CreateTemplateService()
{
var config = new TemplateServiceConfiguration
{
BaseTemplateType = typeof (HtmlTemplateBase<>),
};
return new TemplateService(config);
}
public static string ParseTemplate(string name, object model)
{
InitializeRazor();
var appFileName = "~/EmailTemplates/" + name + ".cshtml";
var template = File.ReadAllText(HttpContext.Current.Server.MapPath(appFileName));
return RazorEngine.Razor.Parse(template, model);
}

Is there a way generate a shortcut file with adobe air?

Good afternoon,
I would like create a application that can can create folders and short cuts to folders in the file system. The user will click a button and it will put a folder on there desktop that has short cuts to files like //server/folder1/folder2 Can you create a desktop shortcut with code in adobe air? How would you do that? How do you create a folder? I keep thinking this should be easy but i keep missing it.
Thank you for your help sorry for the trouble,
Justin
If your deployment profile is Extended Desktop, you may be able to use NativeProcess and some simple scripts that you could package with your app. This approach would entail handling the functionality on a per OS basis, which would take some work and extensive testing. However, I wanted to at least share a scenario that I verified does work. Below is a test case that I threw together:
Test Case: Windows 7
Even though the Adobe documentation says that it prevents execution of .bat files, apparently it doesn't prevent one from executing the Windows Scripting Host: wscript.exe. This means you can execute any JScript or VBScript files. And this is what you would use to write a command to create a shortcut in Windows (since Windows doesn't have a commandline command to create shortcuts otherwise).
Here's a simple script to create a shortcut command, which I found on giannistsakiris.com, (converted to JScript):
// File: mkshortcut.js
var WshShell = new ActiveXObject("WScript.Shell");
var oShellLink = WshShell.CreateShortcut(WScript.Arguments.Named("shortcut") + ".lnk");
oShellLink.TargetPath = WScript.Arguments.Named("target");
oShellLink.WindowStyle = 1;
oShellLink.Save();
If you package this in your application in a folder named utils, you could write a function to create a shortcut like so:
public function createShortcut(target:File, shortcut:File):void {
if (NativeProcess.isSupported) { // Note: this is only true under extendedDesktop profile
var shortcutInfo:NativeProcessStartupInfo = new NativeProcessStartupInfo();
// Location of the Windows Scripting Host executable
shortcutInfo.executable = new File("C:/Windows/System32/wscript.exe");
// Argument 1: script to execute
shortcutInfo.arguments.push( File.applicationDirectory.resolvePath("utils/mkshortcut.js").nativePath);
// Argument 2: target
shortcutInfo.arguments.push("/target:" + target.nativePath);
// Argument 3: shortcut
shortcutInfo.arguments.push("/shortcut:" + shortcut.nativePath);
var mkShortcutProcess = new NativeProcess();
mkShortcutProcess.start(shortcutInfo);
}
}
If one wanted to create a shortcut to the Application Storage Directory on the Desktop, the following would suffice:
var targetLocation:File = File.applicationStorageDirectory;
var shortcutLocation:File = File.desktopDirectory.resolvePath("Shortcut to My AIR App Storage");
createShortcut(targetLocation, shortcutLocation);
Obviously there's a lot of work to be done to handle different OS environments, but this is at least a step.
As far as I know, File class does not allow the creation of symbolic links. But you can create directories with createDirectory(): http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/filesystem/File.html#createDirectory%28%29
Check if this can be useful: http://www.mikechambers.com/blog/2008/01/17/commandproxy-net-air-integration-proof-of-concept/
Air doesnt let you create shortcuts natively. Here's a workaround that works with Windows [may work on Mac but I don't have a machine to test].
Using Air, create a file that contains the following plain text
[InternetShortcut]
URL=C:\path-to-folder-or-file
Replace path-to-folder-or-file with your folder/file name
Save the file as test.url
Windows recognizes this file as a shortcut.
It is possible to coerce Adobe Air into creating symbolic links, other useful things, on a Mac. Here's how I did it:
You will need AIRAliases.js - Revision: 2.5
In the application.xml add:
<!-- Enables NativeProcess -->
<supportedProfiles>extendedDesktop desktop</supportedProfiles>
In the Air app JavaScript:
// A familiar console logger
var console = {
'log' : function(msg){air.Introspector.Console.log(msg)}
};
if (air.NativeProcess.isSupported) {
var cmdFile = air.File.documentsDirectory.resolvePath("/bin/ln");
if (cmdFile.exists) {
var nativeProcessStartupInfo = new air.NativeProcessStartupInfo();
var processArgs = new air.Vector["<String>"]();
nativeProcessStartupInfo.executable = cmdFile;
processArgs.push("-s");
processArgs.push("< source file path >");
processArgs.push("< link file path >");
nativeProcessStartupInfo.arguments = processArgs;
nativeProcess = new air.NativeProcess();
nativeProcess.addEventListener(air.NativeProcessExitEvent.EXIT, onProcessExit);
nativeProcess.addEventListener(air.ProgressEvent.STANDARD_OUTPUT_DATA, onProcessOutput);
nativeProcess.addEventListener(air.ProgressEvent.STANDARD_ERROR_DATA, onProcessError);
nativeProcess.start(nativeProcessStartupInfo);
} else {
console.log("Can't find cmdFile");
}
} else {
console.log("Not Supported");
}
function onProcessExit(event) {
var result = event.exitCode;
console.log("Exit Code: "+result);
};
function onProcessOutput() {
console.log("Output: "+nativeProcess.standardOutput.readUTFBytes(nativeProcess.standardOutput.bytesAvailable));
};
function onProcessError() {
console.log("Error: "+nativeProcess.standardError.readUTFBytes(nativeProcess.standardError.bytesAvailable));
};
Altering the syntax of the command and parameters passed to NativeProcess you should be able to get real shortcuts on Windows too.

Can we use static initializers in a Flex Library?

We are using as3Crypto library in my project. We have downloaded the code, modified a bit and started using it. Initially we have included the complete code as the part of the project. Now we are trying to compile it as Separate Library file(.swc). When we compile the code, we didn't get any errors, but we got one warning saying
Severity and Description Path Resource Location Creation Time Id
flex2.compiler.as3.SignatureExtension.SignatureGenerationFailed[level='warning', column='23', node='ForStatement', line='214', cause='flex2.compiler.as3.SignatureAssertionRuntimeException: Unreachable Codepath
at flex2.compiler.as3.SignatureEvaluator.ASSERT(SignatureEvaluator.java:369)
at flex2.compiler.as3.SignatureEvaluator.UNREACHABLE_CODEPATH(SignatureEvaluator.java:357)
at flex2.compiler.as3.SignatureEvaluator.evaluate(SignatureEvaluator.java:1560)
at macromedia.asc.parser.ForStatementNode.evaluate(ForStatementNode.java:50)
at flash.swf.tools.as3.EvaluatorAdapter.evaluate(EvaluatorAdapter.java:338)
at flex2.compiler.as3.SignatureEvaluator.evaluate(SignatureEvaluator.java:1795)
at macromedia.asc.parser.StatementListNode.evaluate(StatementListNode.java:60)
at flex2.compiler.as3.SignatureEvaluator.evaluate(SignatureEvaluator.java:530)
at macromedia.asc.parser.ClassDefinitionNode.evaluate(ClassDefinitionNode.java:106)
at flash.swf.tools.as3.EvaluatorAdapter.evaluate(EvaluatorAdapter.java:338)
at flex2.compiler.as3.SignatureEvaluator.evaluate(SignatureEvaluator.java:1795)
at macromedia.asc.parser.StatementListNode.evaluate(StatementListNode.java:60)
at flex2.compiler.as3.SignatureEvaluator.evaluate(SignatureEvaluator.java:454)
at macromedia.asc.parser.ProgramNode.evaluate(ProgramNode.java:80)
at flex2.compiler.as3.SignatureExtension.generateSignature(SignatureExtension.java:270)
at flex2.compiler.as3.SignatureExtension.doSignatureGeneration(SignatureExtension.java:174)
at flex2.compiler.as3.SignatureExtension.parse1(SignatureExtension.java:137)
at flex2.compiler.as3.Compiler.parse1(Compiler.java:369)
', path='C:\MyData\Flex WorkSpaces\Separate\HurlantCryptoLib\src\com\hurlant\crypto\symmetric\AESKey.as'] HurlantCryptoLib/src/com/hurlant/crypto/symmetric AESKey.as line 214 1312947481229 27
When we check the code, we traced it to a code file AESKey.as, especially from a Static initializers code block. I can't simply ignore the warning as it is the critical part of my applications security.
If Anybody come across this problem, please help me to fix this issue.
To answer the question in the title, it looks like, yes, you can use static initializers in a Flex library project. Here is a class in a library project:
package test
{
public class StaticInitializerTest
{
public static var VALUE:String = "fail";
{
VALUE = "pass";
}
}
}
And here is a Flex application that uses it:
<?xml version="1.0" encoding="utf-8"?>
<mx:WindowedApplication xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute"
creationComplete="onCreationComplete()">
<mx:Script>
<![CDATA[
import test.StaticInitializerTest;
private function onCreationComplete ():void
{
trace("Static initializers in a Flex library project: " + StaticInitializerTest.VALUE);
}
]]>
</mx:Script>
</mx:WindowedApplication>
This produces the following output:
Static initializers in a Flex library project: pass