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Is it possible to detect the total amount of device memory without a native extension on Adobe AIR Mobile? Hoping to detect low memory devices and turn certain features on/off.I am aware of System.totalMemory and System.freeMemory but that only give you what is already allocated to Flash and I want to know what the device itself has.Thanks!
When I check this box and publish .. at the very end of the compile I get an error saying to check if there is enough free space on the device. There is 20+ GB free space.
I do not know how to reach a forum where I can enter my question - I would be grateful if someone could direct me how to do this, please!My question is:-I keep getting a popup that I require to install Adobe Air. I have researched Adobe Air, and I do not use any of the Programmes or actions which Adobe Air is supposed to emhance. How can I stop this popup appearing, it is quite annoying!Thank you for any asistance.CxZAR
Hello guys, I'm pretty new in developing for Android via Flash and Air. I was used to using Flash on Actionscript 2.0 so now I'm facing some troubles readapting to the new AS3.I created an app for both desktop and Android which uses a form sent via PHP. On the desktop it's working OK, but on Android no data is sent.Here is the code used:submit_btn.addEventListener(MouseEvent.CLICK, sendMessage);function sendMessage(e:MouseEvent):void{ var my_vars:URLVariables = new URLVariables(); my_vars.senderName = name_txt.text; my_vars.senderEmail = email_txt.text; my_vars.senderPhone = phone_txt.text; my_vars.senderAge = age_txt.text; my_vars.senderParent = parent_txt.text; 
Hi,With 3.9, I am suddenly seeing "iPad"+wireless signal, time and battery status displayed across the top of my app in black (see screenshot cutout below).Is there a way to turn this off? Is it a bug?G
Ok this one is weird:I have an app, and at runtime I load a swf (out of possible 2) based on the hardware (iPhone vs iPad). When I run a debug build on the device, both devices work. When I make Final Release It only loads the iPad swf. When run on the iPhone it just stops at ~93% when loading and does nothing; no error event, no throws. This is what my dir structure is like:bin-debug -main.swf -assets -iphone -mySWF.swf -ipad -mySWF.swfNow for the punchline: if I rename the "iphone" directory to "i1phone" so that it is listed above "ipad" folder (because iOS sorts it alphabetically, or whatever) the iphone swf now magically runs! And yes, you guessed it, it stops wor
Whenever I close the target window in flash and open it again it jumps back from my selection "iPad" to "iPhone and iPad" I build it and grab the build command from the console and pass the edited content through terminal. I'm not sure if I just need the valid syntax for the app descriptor xml for iPad only. I'm also not sure if iPad only is baked in to the other files any idea? Finally when submitting to the store the binary fails and I get the email for iPhone 5 Optimization Requirement asking for the 568h size modifier eventhough this is not an iPhone app I have no idea what to do.Thanks,Brian
Hi all!I have a problem that I can't seem to solv. The user copys an image from the camera roll to the applicationStorageDirectory: function browseTexturesClicked(){ textureFile = new CameraRoll() textureFile.browseForImage(); textureFile.addEventListener(MediaEvent.SELECT, onTextureSelected);}function onTextureSelected(evt:MediaEvent):void{ loadPreset = false var promise:MediaPromise = evt.data as MediaPromise; textureFile.removeEventListener(MediaEvent.SELECT, onTextureSelected); mobileTextureLoader = new Loader(); mobileTextureLoader.contentLoaderInfo.addEven
Hello all,we are developing a multi-platform offline business-to-business app in AIR. The 1.0 version is currently in the Apple AppStore: https://itunes.apple.com/nl/app/efashion/id659451223?l=en&mt=8We are working on the 1.1 update, but when we compile with AIR 3.8, we run into some unexpected behaviour that doesn't happen in AIR 3.7. The scenario is like this:- when a user logs in for the first time, the app downloads a large XML database (database.xml). When complete, the file is stored in the local filesystem.- then, a second XML file is loaded, containing a stock update for the database (stock.xml).- in AIR 3.8, when we start loading the second file (_loader.load(request);), the first XML is modified unexpectedly. Whole XML chunks disappear, tags disappear, XML chunks pop up elsewhere in the tree, etcetera, rendering the database.xml file completely unusable. In AIR 3.7, everything is fine.I've tried reproducing this bug in a simpler project, but haven't been able to do so yet
Anyone getting this error message after the iOS 7 is updated to our iDevices?I am unable to push my apps onto devices now to test after the iOS7 patch. =/
I was having issues with installing my app on iOS 7 and after researching for 3 days within the forums, I realized that one of my folder in the project is named 'resources', which caused the issue where the files are unable to package into the ipa.Just sharing here in case anyone has the same problem too!An shoutout to sinious with his further explanation : Just like AS/AIR has reserved keywords, there are reserved file and folder names. One of which is as pointed out, 'resources'. Where megapixel_sg is mentioning this is located is in the files you tick off to 'package' with your app. Make sure you have no folders named 'resources'. A couple other obvious folders are 'META-INF', '_CodeSignature', 'en.lproj' and anything else you'd see auto-generated. Chances are low on the latter named folders or files like 'MainWindow.nib' or 'ResourceRules.plist' but to know all of them, just make a brand new AIR for iOS app and export it directly to IPA (no code, nothing) and see the files/folders
Seeing some regular enough crashes on 2 Nexus 7 tablets running Android 4.3.The stack trace from the Google Player crash reporting is below.Reproduced by watching a video for a few seconds backing out of it and entering a new one.Not 100% reproducable but have seen it a number of times.java.lang.NullPointerException at android.widget.FrameLayout.onLayout(FrameLayout.java:400) at android.view.View.layout(View.java:14289) at android.view.ViewGroup.layout(ViewGroup.java:4559) at android.widget.FrameLayout.onLayout(FrameLayout.java:448) at android.view.View.layout(View.java:14289) at android.view.ViewGroup.layout(ViewGroup.java:4559) at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1671) at android.widget.LinearLayout.layoutVertical(LinearLayout.java:1525) at android.widget.LinearLayout.onLayout(LinearLayout.java:1434) at android.view.View.layout(View.java:14289) at android.view.ViewGroup.layout(ViewGroup.java:4559) at android.widget.FrameLayout.onLayout(FrameLayout.java:448)
Hi all!I'm having a problem and I hope someone can help me. I would be so grateful.I have a desktop app where the user can upload a texture to a model (using away3d). I'm saving this texture so the user can load it at a later time. My problem is when I try to publish to ios. I have change file to cameraroll, so browsing for the image works. The problem appears when I try to save and apply the texture, I think the problem is when I try to create the ByteArray. Here is the code that works for the desktop (iv'e added some code to the final function so the texture that is uploaded doesn't have to be aspect 1:1):function browseTexturesClicked(){ textureFile = new File(); textureFile.browseForOpen("Open", [new FileFilter("JPG", "*.jpg")]); textureFile.addEventListener(Event.SELECT, onTextureSelected);}function onTextureSelected(evt:Event):void{ loadPreset = false textureFile.addEventListener(Event.COMPLETE, textureLoaded); textureFile.load(); textureFile.removeEventListener(E
I am exporting a game for IOS in Flash CS6.I have isolated classes, except a framework for static utilities that do not clash, but I still get this message when exporting for IOS.AIR for desktop, even with ApplicationDomain.currentDomain works and does not give any error. Same on android.When I export the same exact project for IOS, it triggers that error randomly in different parts.All related with a call to a method on superclass, the instantiation of an internal class, or of a Vector typed to a custom internal class.TypeError: Error #2007: Parameter Possible symbol clash in multiple swfs, abcenv must be non-null.The line that triggers the error:return new RouletteChoserItemDev(num, data); Any help is appreciated.UPDATEI have changed the code into:var item:RouletteChoserItemDev;var MyClass:Class = RouletteChoserItemDev;item = new MyClass(num, data); Now I get this funny error:Error #1034: Type Coercion failed: cannot convert device.plugins.rouletteLobby::RouletteChoserItemDev@6284bc9
Hey Everyone,Each time I do a build of an application which is on both iOS and Android I'm having to comment out the icon blocks in the app descriptor so that each version gets the correct icons - simply because the android version has visually different icons to the iOS ones. Here's my icons block:<icon> <!-- App icons for iOS 6 --> <image29x29>icons/29.png</image29x29> <image48x48>icons/48.png</image48x48> <image57x57>icons/57.png</image57x57> <image58x58>icons/58.png</im
The current issue we are having is that we want to track build revision when we post to Testflight, etc. The format on IOS would ideally be something like 1.0.1 (59) or 1.0.1.59 to indicate that this is rev59 of version 1.0.1.This is calculated by services like TestFlight or Hockeynet as "CFBundleShortVersionString (CFBundleVersion)" for display.The issue we are having is that no matter what we set the <versionLabel> key to in the app.xml the adt packager is *always* using the <versionNumber> key to set both the CFBundleVersion and CFBundleShortVersionString in the generated Info.plist on iOS. The Air docs say that these are both reserved keys in the info.plist.Is there any way to set those values independently or is this a bug in ADT?There is another thread on the Flex forums with the same issue:http://forums.adobe.com/message/4560647Anyone?
I packaged up my iOS application which loads SWFs containing bytecode. I set my swf-version=21 and when I packaged it, the resulting swf (when I look inside the IPA package) was only 511 bytes. (its an 85k swf of almost all code). I guess this means it stripped the code properly???The SWF loads (as in the loader returns something), but when I try to get the content using event.target.content, it fails to make a movieclip out of it.var request:URLRequest = new URLRequest(url);var loaderContext:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain);load(request, loaderContext);Air version is 3.8. Any ideas what I might be doing wrong?PS I am pretty sure the basic app is functional because the Android port works fine.
I released a few apps onto itunes over a year ago. All was great, they run happily on ipads, ipods, various iphones etc. I recently updated my ipad2 and ipad2 mini to ios7 and found none of my apps (already installed) now work. They worked fine until after the update. Some dont launch. Some work but only show a black screen, music etc can be heard in the background. Does anyone have any ideas what this could be? All apps developed with flashbuilder 4.5 with air 2.6.
Does anyone know of a way to change the order in which your apps appear in the App Store?We've got a series of eight apps, (four brand new and four that have been in the store for several months). The apps are educational and follow a course from elementary to more advanced, (Unit 1 app most basic, Unit 4 app most advanced). Is there a way to force the Unit 1 app to be displayed first and foremost ahead of the others?Thanks for any suggestions!
Hi I'm working on my first game for IiPad developed in Flash pro. CS6 (Air 3.7). It seems like Air is handling when the game is moved to the background and I just use Event.DEACTIVATE and Event.ACTIVATE to pause timers and animations etc. But when the App is closed by IOS (or by the user) the application state should saved so the user can continue when he reopens the app - or so I've read. Or saw one example of this listening to Event.SUSPEND and saving the data in SharedObject. Is it necessary to save every state of any bullet flying around or is it OK the just continue from the last level played ? Would an app that doesn't save the application state get rejected from App store? Any help appreciatedThanks! Rolf
My apps is currently in the android store and i had a big push yesterday.I had a lot of comment about how it didnt work in nexus 4. As i understand ( i don't have a nexus4 to test) nobody is able to load an image ... either from the camera or the their gallery so it's look like a problem with the media promise.Anybody with a nexus 4 can confirm me that or help me find a fix ? It woudl be awesome.Thanks a lot,Paul-André iFunFace Team
Hi,we have an app for iOs and Android using flex and graniteDS and Air 3.7. Many of our users which have updated to iOs 7 get an "Server.Security.AccessDenied" after the update...Has anyone else this problem / any idea what causes the problem?Best regards,Christian
I am building an ioS/Android app in Flash Builder 4.7.I am using the TLF classes to do some advanced text handling. so import : import flashx.textLayout.elements.TextFlow; import flashx.textLayout.formats.TextLayoutFormat;however it says "Definition... could not be found" on those two lines, so my program won't compile.I am including in my library path "tlfRuntime.swc", but that doesn't seem to fix it.i realize that the TLF classes are not part of Flash, so i gotta include and specify to merge into the code the class, but i swear this code used to work before I updated to SDK 3.9 beta, which I have to do because IOS7 broke all my air apps, so I am rebuilding them now, and can't remember how I got this compile before.i downloaded the Flex SDK, but this is an AIR app, so not sure what to do with the flex stuff anyway.I am trying to build a standalone app, so is flex even par
On doing some googling, I saw a few stackoverflow messages that indicated back in 2011 that it was not possible to build and AIR app straight to an AVD. Is that still true?I wrote a native android app that sends an intent with some text data, that will be picked up by an ANE that I'm writing, then deliver it to my AIR app. I don't see any clear examples anywhere of that being done before. If anyone can offer links or suggestions, I'd appreciate it. Here is a link to my project in progress on GitHub. I will be leaving this project up for others to learn from on the chance I might eventually have success: https://github.com/interactivenyc/ANESampleProjectPS: Getting the AIR app to run in an AVD is simply a convenience I'm trying to work out – I've been able to build these projects to my Nexus 7 with no problem. The ANE is the Big Picture project that I thought I'd throw in for context, and to ask for a little help. Thanks in advance,-steve warren
How to keep the soft keyboard opened? I have a simple text form (1 text field as StageText, 1 button and a scrolling area, similar to sms chat application). Click on the button or on the scrolling area causes a focus lost in StageText instance and the soft keybord closing (it causes app resize and other problems).I tried various variants with assignFocus() function, using events SOFT_KEYBOARD_DEACTIVATE, FOCUS_OUT, MOUSE_DOWN.Also, I tried to call assignFocus() with pause and several times during some period, I tried to move focus to other field and so on...It was working partially if I created enterFrame event with assignFocus(), but it makes soft keyboard buttons to work very slow and soft keyboard closes when I remove enterFrame event.This problem is for Android only, iOS version works just fine with MOUSE_DOWN -> assignFocus().I'm using Flash CS 5.5 and CS 6, AIR 3.2 and AIR 3.3 beta and HTC Sensation with Android 2.3.5 for tests.Also, I found that SoftKeyboardType.PUNCTUATION i
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