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Hello,If i use the setVector method on a BitmapData in GPU render mode on a mobile device, it works very slow. This changes if the render mode is CPU. The method is fast enough.The problem lies in the fact that if I use CPU render mode the app i;m developing is getting very slow, while on GPU it works great.setPixel32 is even slower,it even won't work with lock/unlock.Where the problem lies? How can I bipass this since setPixel32 or setVector is a must have when working with bitmaps.UPDATE:I've tested alot, and it seems the problem lies not with setVector method but with copying transparent pixels//You can find the code here since i've asked the question o stackexchange too: http://stackoverflow.com/questions/21827049/gpu-vs-cpu-render-mode-adobe-air
Hello!I'm creating an AIR app for Android and I've run into an issue with the loading time: when the user first clicks on the icon, there's 10 seconds of black screen before the first screen of my app appears. At least this happens on older Android devices. The delay is only a second or two on newer devices. I know this question has been asked before:http://forums.adobe.com/thread/764981http://forums.adobe.com/message/4035208#4035208http://zehfernando.com/2011/a-mobile-air-application-post-mortem/But I haven't been able to find an answer that's worked for me. I've tried a a preloader and I've found that even loading the tiniest app takes around 10 seconds. This is how long it took me to load an app that was just a single frame with a simple rectangle image in it. From what I've read, the issue is that the Android device is loading the AIR runtime, and this takes time - no matter how small the actual app is. I should add that I'm using captive runtime.I'm OK with the performance on new
Hi! I've run into some problems using HTMLLoader on Mac OS X so I've created a simple Actionscript Project to test the basic functionality of this class. The code is as follows:package{ import flash.display.Sprite; import flash.events.Event; import flash.html.HTMLLoader; import flash.net.URLRequest; public class Testhtml extends Sprite { public function Testhtml() { &
I have an application where the XML file could be over 10MB in size. I am using XMLHttpRequest to read the file in. However, on Air 4, it results in null when the file is greater than 10MB in size. This was working until I updated to AIR 4. I can go back to a previous version of AIR and the loading of large file works.xml = new XMLHttpRequest( );xml.onreadystatechange = function( ){ if( xml.readyState == 4 && xml.status == 200){ b[language] = xml.responseXML.documentElement; //Results in NULL when file size is greater than 10MB var tempTxt = "Loaded Database"; }};xml.open( "GET", file.url, false);xml.send( null );Why AIR limited the file size and any work around for this? The Request processes fine and readyState will become 4. However, xml.responseXML.documentElement will respond with a NULL.Thank youBinuwww.verseview.info
I have tried to install Adobe Air on my samsung 10.1 and was unable to do so and now I have just purchased the windows surface rt and I am having the same problem. S o my question is does Adobe Air run on any tablets as I need this program to run a program for work. Please help
When using GameInput by merely referencing GameInput.numDevices, an overhead of about 38ms for internal Timer event execution is added to Flash player once every second.I have a "sandbox" AIR 3.8 Flash project that does nothing other than trace some properties to the console. Execution of this sandbox in Adobe Scout (with a non-debug SWF, using advanced-telemetry, and with all unnecesary options disabled to avoid overhead) looks like this:It's all well and good. However, the mere addition of trace(GameInput.numDevices) once changes the execution radically. The result is this:Every second, there's a ~38ms event overhead. Apparently, after the first reference to numDevices, the player starts checking for device addition/removal once per second, but it takes some time to do so (again, no other code is being executed).To be fair, I'm not sure exactly of the impact of that in actual execution. Apparently, it's only adding 6ms to the time it takes to go from ENTER_FRAME to EXIT_FRAME. But ev
can not use aur sim controller on osget the followingplease help:Path: /Applications/Adobe Flash CS6/*/SimController.app/Contents/MacOS/SimControllerIdentifier: SimControllerVersion: 1.0.1 (???)Code Type: X86 (Native)Parent Process: Adobe Flash CS6 [1131]Responsible: Adobe Flash CS6 [1131]User ID: 501Date/Time: 2014-02-15 15:39:26.341 +0200OS Version: Mac OS X 10.9.1 (13B42)Report Version: 11Anonymous UUID: F43C87E8-2306-EF81-EE07-0951DD33321ECrashed Thread: 0 Dispatch queue: com.apple.main-threadException Type: EXC_BAD_ACCESS (SIGBUS)Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000050VM Regions Near 0x50:--> __PAGEZERO&nbs
For a photo booth, I need to know weither it is possible to use another camera than the internal one on Android/Apple-devices. Is it possible to take pictures with an external DSLR-cam?I found these camera-connection-kits, but they can only be used to transfer image/video-files from camera to device.Thanks!
Hi~~~Before ask the question, plz understand my bad English..Recently I try to load the Swf file that is maded by Flash CS 6.0.Especially it used shared library..When I try to load this SWF, I used FileStream instead URLRequest. This is because the target SWF File located same device with the Swf Application.. So when I use the URLRequestit give me the warning - Sandbox security violation.But by using FileStream, the warning did not occur.This is the sample code below.. var myFile = new File(path); var myStream = new FileStream(); myStream.open(myFile, FileMode.READ; var myBytes:ByteArray = new ByteArray(); myStream.readBytes( myBytes ); mSwfLoader.loadBytes( fileStream, context ); mSwfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadedComplete);As you can see, I made a event listener to get the content of the Loader, after receving Complete Event(I guess.. after decording?).But I can't receive any event
I wanted to make a link to the full version of my ioS game and found this Apple link to do this.https://linkmaker.itunes.apple.com/us/?urlDesc=Justin
Hi,Currently we are using 3 rendertextures with each one having a different size, 512x512, 1024x1024 and 2048x1024. Only one of them is used to draw on it on every frame. The other ones are just updated when needed. One is a dynamic textureatlas and is just cleared when it needs to be defragmented. So I am adding content to it between several frames.When all rendertextures are in use and one drawcall is done on rendertexture 2 without clear() after present(), the whole content of rendertexure 1 and 3 gets copied to rendertexture 2 for no reason.Using Intel GPA Frame Analyzer shows that right before DrawIndexedPrimitive a StretchRect command is done. The description of StretchRect says that the content of the source gets copied into the destination. That can be very usefull sometimes, but this is not what is wanted, or is this indeed the desired behaviour?Its is also a very huge problem on IOS devices leading the drawcall to take up to 5 seconds making it currently unusable to have seve
Any insight would be greatly appreciated.I'm new to AS3 and AIR for iOS. I'm working on an AIR for iOS puzzle app in Flash. I've included 48 jpg image files in the "Air for iOS Settings" General dialog box. When compiling the ipa, it will only include 36 of the 48 image files. (I've tested each image one by one to find the ones that it won't include.) If I try to include one of the "bad" images in the ipa, Flash will freeze at 5%. Then I have to "force quit" it. Ever heard of this issue? Does anyone know a work-around for this? Thanks!
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Is there any way to adjust the brightness of the screen in Adobe Air for Desktop (running in Windows 8.1)?I have an app that I want to always run at full screen brightness.If not, does anyone know of any ANEs that will work?If also not, does anyone know where to find a tutorial on making ANEs?
Dear developers, I have a Lite version of an app that I would like to create a button that would then open up the app store and allow a user to purchase the Full version. After searching I found code to point to the review section, but I just want the store to open to the introductory page.If someone has the code or link to achieve this, I would greatly appreciate it.Thanks, Justin
Hello, I am very new to Adobe air, installed it for the first time within the last month. Ive installed this on 2 machines and it works fine on them.Ive been trying to get it to work on this laptop for about a week now and I cannot figured it out. ive searched and searched and searched but cant seem to find anything.Installation of Air seems to go fine but when try to open apps (lontail pro or market samurai) it opens an adobe air process that appears to do nothing at all.Please help!! System info and install log:OS NameMicrosoft Windows 7 Home PremiumVersion6.1.7601 Service Pack 1 Build 7601Other OS Description Not AvailableOS ManufacturerMicrosoft CorporationSystem NameSCOTT-PCSystem ManufacturerAcerSystem ModelAspire 5738System Typex64-based PCProcessorPentium(R) Dual-Core CPU T4300 @ 2.10GHz, 2100 Mhz, 2 Core(s), 2 Logical Processor(s)BIOS Version/DatePhoenix Technologies LTD V1.16., 26/08/2009SMBIOS Version2.5Windows DirectoryC:\WindowsSystem DirectoryC:\Windows\
Hi there! I have started this thread first in here:http://forums.adobe.com/message/6095789It appears so far (Air 4.0.0.1240) it is not yet possible for an Air Application to keep playing Audio files in background when iOS device enters STANDBY (pressing power button).As far as I know, what an Air application CAN DO in this case is that:1- you include this code in the Main class/Timeline of your Flash app:import flash.desktop.NativeApplication;NativeApplication.nativeApplication.executeInBackground = true;2- add this code to the XML file:...<iPhone><InfoAdditions> <![CDATA[ <key>UIBackgroundModes</key> <array> <string>audio</string> <
how do i get windows to recognize adobe air as a program to open a .swf file?
Is it possible to login ONLY via webview even if you have the native FB app installed when using Goviral in a game/app? (Android device)Thanks
I am trying to submit an app to the Samsung Apps Store, but they rejected it because:a) if the app is running, and the device's on/off button is pressed, and then pressed again (and screen unlocked if necessary), the app doesn't resume; it just returns to the home screen.b) if the app is running, and the device's home button is pressed, and then the app is launched again, the app doesn't resume from where is was left, but restarts.Is there any way to avoid these issues? I have no ideia what could be causing this, or if it's even possible to fix. Any help is very much appreciated!
Good day guys,I'm having this veeeery bad [system] issue that I'm unable to understand:my AIR application [mac_desktop only at the moment] stops running after semi-long periods of time (from 1h to 1 night) -> till I click on its dock icon on my Mac, which seems to reactive the application core - and my app from its boot[1]).[1] in t0 the app (re)connects to my application server - connection that in the meanwhile was lost because the flash client disappeared to the server - and starts to (re)load a set of external swf modules from my web repository to (re)launch its serviceSince the time needed to fall in the behaviour is very long, this should not be related to:1. NativeApplication.nativeApplication.systemIdleMode=SystemIdleMode.KEEP_AWAKE, which I put as first istruction of the constructor of the first class of the desktop [external component loader] Appand:2. today I don't care of Event.DEACTIVE from my NativeApplication singletone since at this building time my App is expected t
We are trying to deploy an updated version of our app to the IOS app store. So we were told(from another post) to use the latest sdk4 beta, which we are in the process of testing our app with it. This is an existing deployed app simply re-compiled w the latest air4 beta sdk.If we play an mp3 sound file in the foreground, then pause the audio, then place the app in the background for 2-4 minutes, then bring the app back into the foreground and start playing again, there is no audio, although the sound object still updates with progress events real fast, showing the track playing at a rapid pace.Then, If we load a different track, still no audio at first (and no progress events either), but after some time, maybe a minute or two, the audio starts.This happens on IOS7 as well as previous IOS versions on various IOS devices with this SDK.This doesent happen with previous SDK versions.Yes, its a bit screwy.Dear Adobe- we need to get our app into the app store, AFAIK, there is currentl
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