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Hi,How to receive a link that gets shared from the Android browsers "share page" menu?Here is a video and image that describes what I mean:- Video: http://www.youtube.com/watch?v=jmQ2qqUKWSU- Image: http://www.dummies.com/how-to/content/how-to-share-pictures-and-video-from-your-droid-x.htmlI can't find any example for this.Is a Native extension needed to do that?Thanks!
I am building an app for both Android and iOS... I am testing on an iPad2 and a Nexus tablet (for iOS and android). In my -app.xml, I have <aspectRatio>ANY</aspectRatio> and <autoOrients>true</autoOrients. I allow the app to auto-orient to any position. There is an exception... 1 part of my app I need to be "LANDSCAPE" only, and then when leaving that part I want to resume the "ANY"Depending on the current orientation, telling the app to "stage.setAspectRatio(StageAspectRatio.LANDSCAPE)" yield different results.When my apps orientation is "default" or "upsideDown", it works correctly. (basically its going from portrait to landscape)When my apps orientation is "rotatedRight", it works correctly (even though the "rotateRight" state is already landscape).When my apps orientation is "rotatedLeft", it does NOT work correctly. It does indeed make the app landscape (even though its already landscape), but it forces the app to do a 180 flip, and my content is
I am trying to implement multiple touch points for the first time. I'm testing on a Samsung Galaxy Tab 2 7.0; if I do device debugging over USB, AIR reports that the device supports 2 touch points and touch events are supported. The app I'm working on is in the early stages, so there's not much going on at the moment. I have two SimpleButtons that I'm trying to set up so the user can press both of them at the same time, but I can't get it to work right. If I hold the first button and then press the second button, the first button stays pressed and the second button doesn't recognize a press (the SimpleButton doesn't even change its background to the pressed state). If I hold the second button and then press the first button, the first button does nothing, and the second button is released (both in my code and visually).public function enableButtons():void { Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT; trace("supportsTouch
Flash Builder Problem: Can't export apps to my Android device now that it was upgrade to Android 4.3I just installed Android 4.3 and all the problems started. Everything was working great with 4.2.2.Is this a know issue? I can't even build a simple Hello World mobile app.Also some of my previously installed Flex apps will not run on my 4.3 device. Some old apps dorun and this is very confusing as all where created with Flash Builder 4.7 and Air 3.7.Does Air 3.8 resolve this issue?My system:Mac Flash Builder 4.7 with Air 3.7
hiim trying to release my game for ipad and iphone/ipod but it told me i needed a splash screen for the iphone 5, i added one in but i get this im using flash cs6 to make/code my game how do i fix this?Invalid Launch Image - Your app contains a launch image with a size modifier that is only supported for apps built with the iOS 6.0 SDK or later.i have the pictures for the splash screen in the right sizes named:Default.pngDefault@2x.pngand for iphone 5 Default-568h@2x.pngthen for ipadDefault-landscape.pngim using adobe air 3.4 for ios
Hi,I found a bug in AIR where keyboard events are not fired after a click on a removed buttonThis test app reproduce the bug :- add keyboard listeners to your stage - add a container (a Sprite) to the stage- add a button (for example a Sprite with buttonMode=true) to the container- on click on the button, remove the container from the stagenow if you launch the test app, you're keyboard events are correctly fired until you click on the button.after clicking on the button, keyboard events are not fired because the parent of the button has been removed from stagenote that if you does'nt set buttonMode=true on the button, the bug doesn't appear...this is the code I used to produce the bug :public class test extends Sprite { private var container:Sprite; public function test() { cont
We are testing our app in Z10 with OS 10.1, and the textinput with the property: displayaspassword=true, not works, so, we can see the characters.Some people know why?Thanks.
Seems to work in Chrome, but I need this to work from within firefox...11 is the default for the windows platform we must use.Running window 7 64-bit for development, and the air app is html javascript (J Query) created in dreamweaver 5.5any help...thanks
Hello,asc 2.0 crash with large embedded video filespackage{ import flash.display.Sprite; public class Main extends Sprite{ [Embed(source="video/myVideo.mp4", mimeType="application/octet-stream")] public var video:Class; public function Main(){ } }}on Windows with a small video, it compile fine, with a large video (525 Mo) the compiler crashinternal error : java.lang.NullPointerException at com.adobe.flash.swf.SWF.addFrame(SWF.java:91) at com.adobe.flash.compiler.internal.targets.SWFTarget$FramesInformation.createFrames(SWFTarget.java:876) at com.adobe.flash.compiler.internal.targets.AppSWFTarget$AppFramesInformation.createFrames(AppSWFTarget.java:386) at com.adobe.flash.compiler.internal.targets.SWFTarget.build(SWFTarget.java
Hi guys,So right now I'm working on running a swf file in air whenever I click on a button. The swf is a basic countdown and I want that to pop up. I've been doing a little research and from what I've learned, there's no way to run a swf without opening a new window, but I may be wrong. So what's the best way to handle this? I don't want a new window because I need to see things behind the swf. Thanks guys.
Hi guys,I'm working on AIR mobile application for iOS. I try to open the Open File dialog box withvar imageTypes:FileFilter = new FileFilter("Images (*.jpg, *.jpeg, *.png)", "*.jpg; *.jpeg; *.png"); var file:File = new File();file.browseForOpen("Open", [imageTypes]);but I get this error:Error #2044: Unhandled IOErrorEvent:. text=Error #3230: The browse operation is unsupported. Did i do something wrong? Is there any additional settings to use this feature? I use AIR 3.7 with iPhone 4S iOS 6.1 and iPad 2 iOS 6.1.3
Hi,I'm building a note taking app with Air 3.6 that is only vector based and uses a slider to scroll long list.What framerate is recommended for an Air Android app?Thanks
<s:Scroller right="0" left="0"bottom="0"top="0"><s:horizontalScrollBar><s:HScrollBar id="hbar" change="bottomscoller_hScrollBar_change(event)" /></s:horizontalScrollBar><s:HGroup gap="0" >....stuff here</s:HGroup></s:Scroller>then i have that function but it never gets called.anyone know how to find out when this scroller has been scrolled?
When I create a project of type "Action Script Mobile Project" the Stage3D works on iPad, Android device and in the AIR desktop simulator.But when I create a project of type "Flex Mobile Project" it works in the desktop simulator and on Android device but does not work on iPad.When running on iPad the stage.stage3Ds[] collection is empty.Is it a sort of limitation made by intent? Or a bug? Or maybe I am doing something wrong?What I actually need is an ability to render offscreen bitmaps with GPU in an application that uses Spark UI. This is why I need Flex Mobile project.My configuration is the following:iPad with retina displaySony Xperia Tablet ZAIR SDK 3.7 (and I have also tried AIR SDK 3.8 today)
So.. I have some stageWebView elements that use BitMapData to capture a screenshot of the browser to allow for other elements to animate ontop of the browser ( sharing options, etc ).When I capture this on the new iPad ... and add the bitmap to the stage the bitmap is zoomed in twice the size it should be. Its not capturing the true viewport. its zoomed in.This is what I'm using to capture the bitmap. SocialbitmapData = new BitmapData(socialWebView.viewPort.width, socialWebView.viewPort.height); socialWebView.drawViewPortToBitmapData(SocialbitmapData); socialViewBitmap = new Bitmap(SocialbitmapData); addChild(socialViewBitmap);Any help is appreciated
I have an air that load html with HTMLLoader. In air 3.7 it is ok but after upgrade to 3.8 there is something like div over my page and block UI.
Good day, guys! I have encountered some strange bug with my app. The architecture is simple: I have a wrapper (preloader) that loads main swf and display it. It's work really fine on my device (iPod 5) in ipa-test-interpreter mode. But when I package it for App Store and send on review it have been rejected (many times already) with reason, that app freezes on startup.I've thought about this problem and tried to package app in ipa-test. And.. It's really freeze on startup!I think the problem is in multiple SWF or something like that.Here are some code: private function init():void { swfLoader = new Loader(); swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, mainSwfLoaded); swfLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, IOLoadingError); swfLoader.contentLoaderInfo.addEventListener(SecurityErrorEvent.SECURITY_ERROR, SecurityLoadingError); swfLoader.contentLoaderI
When I try to install Air, it automatically installs to my C drive. I need to put it on my D drive. how do I get the option to change the install path?
Hi Guys,Just wondering if there are any ANEs out there that allow two or more devices to connect. We are currently using the Bump API from Distriqt but it difficult to use for the end users and it has horrible Android support plus it is limited to two devices talking back and forth.Is there something out there that can use Wi-Fi proximity or Bluetooth to connect Android to Android and iOS to iOS and possibly iOS to Android. I am looking for instant data transfer not turn by turn game style.Any help is appreciated.
It appears that hours have gone by since the bug has been reported with very good descriptions of what each person that posted has been experiencing. I have a fairy simple question. When can we expect the issue to be resolved since I have clients that are asking me that same question?
We've used AIR successfully to build an app and deploy it on the iPad, but we're having a lot of difficulty going to other mobile platforms. Briefly, our app is texture-heavy so we can't use uncompressed textures. That also means we have to be smart about which textures are loaded, frequently loading and unloading textures as they come in and out of use. However, whenever the app is run on devices that use ETC textures (so far we've tried Kindle HD and Nexus) rather than PVRTC, enough loads and unloads will cause it to crash. Those same devices won't crash when loading and unloading uncompressed textures. This is not a viable solution in general because sometimes many textures will be on the screen at once.To eliminate complicating factors, I've reduced the test down to this code, which will crash when using ETC textures, but not with any others. Objects that don't come from Flash libraries can be found in Starling. &nbs
Hi Iam trying to develop a application. The main functionality of the app is copying clipbaord data to AIR app.Ex: Let assume a user open a file (pdf or word etc....) he liked a word, so he copyied thar word (mouse copy). Once he copyied the file, one event should fire on adobe AIR app and the same word shuold be copyied to the app. If he open another file and copyied another word, then this word also append to previous word. Please help me....
Hi,I'm building a small Video-Chat-App and playing around with publishing video and audio.Everything is fine on Desktop, but if i port the code to mobile I'm facing a kind of permformance issue.So I build a small app just using Camera, Video and NetConnection/NetStream for testing.If I attach the Camera to Video and switching between different resolutions (320x240, 480x360, 640x480 at 30fps, camquality at 75) the video is running smoothly.But the framerate drops when I start publishing via NetStream, depending on the selected Camera-resolution.Render mode is set to "direct", but I also tested the others without any good results. Building is done with AIR 3.5, tested on iPad2 with iOS 6.2.1 and Samsung S3 with Android 4.1.2Using 320x240 is fine on both devices. but at 480x360 framerate on iPad 2 drops to 15fps, S3 still has 28fps. On 640x480 iPad drops to 10fps, S3 at 14fps.Does anyone facing the same problems or has a tweak/solution or is this just depoending on the hardware/cpu becaus
Good day! I'm working on AIR mobile application for iOS. This is a great feature on iOS which can show the static image before the AIR is initialized. But my app has a really lot of content. When the AIR is initialized user can see the black screen for a few seconds. So, i've made some kind of a preloader to handle this situation. But now I have all launch images embedded in my preloader. I've made this to show the same image which was shown by iOS so user even doesn't see that something changes in my app. This is the question: maybe there is a way to get a path to the launch image, which was shown by iOS? On example by this.loaderInfo.something (but i can't find there something like this). This feature will be really helpfull, and I will no longer need to embed all of launch images, so the app size will be smaller.
in flash CC with air3.7 and air3.8, everytime i open the general tab in the air for ios settings, the device is marked as iphone and ipad. i change it to iphone only, close the settings, save the file. when i open the settings again, i have to click on the general tab and the device is set back to iphone and ipad.i consider this a bug. this has never happened in any other version of air. i had to reject an apple binary when i noticed it was set to be a universal app, which it isn't, and had i not caught the error, i would've been waiting only to be rejected by apple...how can this be fixed? thanks
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