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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
Hi,which hardware acceleration mode is recommended for an Air Android app?I'm building a note taking app with Air 3.6 that is only vector based.Thanks
This Adobe documentation indicates you can use File.userDirectory to save files to the SD card on Android. The documentation doesn't point out that File.userDirectory will simply map to local storage if no SD card is inserted, making it useless for determining if an SD card is present. We are trying to give users of our app the option to save downloaded content to local storage or the SD card but we'd like to be able to verify an SD card exists first; is there any way for AIR to check this?
I have been using compiler conditionals for a while,before I could simply do something liek this:if(CONFIG::myConditional){ //compile this}else{ //Compile this instead}currently this is broken with Air 3.8 and ASC2, I can only do something like thisCONFIG::myConditional{ //compile this}But what about the "else"?
OK, this is not really an AIR issue, but maybe some of you have encountered this.Compiling from command line with ADT used to work, but lately I'm getting this error:Error occurred during initialization of VMCould not reserve enough space for object heapError: Could not create the Java Virtual Machine.My machine is Windows 8 x64, 8 GB RAM, there's plenty of memory available.I tried editing adt.bat and adding -Xmx512m but I still get this error. Tried different values to no avail.Interestingly, it happens only when I compile for iOS.I don't know why is this happening. Any ideas?
See subject!I am trying to read the current country from both iPad and Android tablet.I know that in iOS, it can be obtained here:- (NSString*)getCurrentCountryFromUserLocale{ NSLocale *userLocale = [NSLocale currentLocale]; NSString *countryCode = [userLocale objectForKey:NSLocaleCountryCode]; return countryCode;}But that, surely, will require me to build an ANE? There must be a way to do that without needing custom code?For Android, I'm even more clueless!Any clues greatly appreciated, thanks.GUPDATE:Android may be readable via this:http://stackoverflow.com/questions/11293642/how-can-i-get-my-android-device-country-code-without-using-gpsBut still think there should be something in the Flex / AIR SDK?
I need some guidance in tracking my adwords install for my Adobe Air ios app. From what I've read, the native code looks something like below- (BOOL)application: (UIApplication *)application didFinishLaunchingWithOptions: (NSDictionary *)launchOptions { [GoogleConversionPing pingWithConversionId:@"0123456789" label:@"abCDEFG12hIJk3Lm4nO" value:@"0.99" isRepeatable:NO]; return YES;}I already have a few ANE from Freshplanet in my project. Source code from github here https://github.com/freshplanet/ANE-Facebookand have added a few of my own extensions but in the case to track the AdWords, I'm a bit at a lost as to how/where to include the natice code.If anybody has done it or could provide an example or some guidance, would be most grateful Thanks!
I have a project intended for both deskotp and mobile, and so I began it as a Flex Mobile project. I then imported the source into a Flex Air project and everything has been working great--until I added cut and paste functionality using the NativeApplication/NativeWindow model. On a Mac, because there is a default set of menus, this works just fine, but on a pc, the menu is not present unless you define it. My top level class is a ViewNavigatorApplication, and I can't for the life of me figure out how to get my NativeWindow NativeMenu built. I have tried plugging code into creationComplete, initialize, preinitialize, but nothing works. I also tried putting a WindowedApplication around the ViewNavigatorApplication, but that too failed.So is there a way to make this work? While menu support would be nice, I would settle for just shortcut key support.Thanks in advance,Adrian
Hi AllIs it possible to detect incoming calls without my app deactivate? Is there a way of detecting whether a user answered call or not while app running?ThanksRegardsBala.S
I've got a rather complex video project with lots of submenus (that works as a DVD - so it is "debugged") that I need to be able to export from Encore into an app to upload on the iTunes store and Android Market. So far, I've managed to export the project via Encore's Flash output and test the results using a web browser (it works). Everything got saved in a new folder structure with an index.html file pointing to the flashdvd.swf file pointing to the AuthoredContent.xml file that actually holds all the information on the file structure (there are 99 files in the Sources subfolder) and uses the default generated Theme.xml file. What I need to do is to somehow import all this into Flash Builder as a project so it can become the source for the various "app" platforms. My questions are:1. I've got Flash Builder 4.5 - do I need to upgrade to 4.7 in order to import the project or can this be done in 4.5?2. Is there some intermediate step that I'm missing? 3. Will Flash Builder be able to re
Hi.When I published a update to my quiz app, most of the devices of users stopped saving their score.Some people even report that every time they open the app, they have to start all over again.The reports are from people contacting me on e-mail and twitter.It seems very random, some iPhone 5´s, some iPhone 4s´, and some iPad´s.I am using iPhone 4s and iPad 4 to test my applications, and everything works fine on my devices.It started to happen once I updated my app from v1.5 to v1.6, changing AIR version from 3.4 to 3.6 because of the required iPhone 5 support as of May 1.Any ideas as to how I can debug this error?Regards,Skogemann
Dear developers, I am running into a garbage collection issue only in testing on IPAD 4 retina display (IPAD mini, along with Samsung Tab 10.1......no issues at all). The issue is that when garbage collection triggers, it is causing a lag in gameplay for sometimes up to 4 to 5 seconds. I am trying to avoid GC collection during game play altogether.I know I can fix this but do not know where to begin. Fundamentally, I believe the way I start a level is incorrect. I have gone through all the adobe material and other websites too, but am not sure what I can do to decrease the lag. This is the typical strategy I use when starting a level:1. Declare all arrays using "new" (they typically hold a lot of numbers).....I have a lot of arrays as I have a lot of moving elements that rotate.2. Load up all my bitmaps and mcs, again using the term "new".3. During the level, I do not remove any child.4. My game involves asteroids, but even though I
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