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Creating a huges video wall- 10x6 ft which is actually 1 large screen and will display a variety of video, pictures and text content. I want to break up the screen using 'virtual' tiles. A variety of approaches will be taken to create transitions, 3d rotation effects, ripple effects etc.I know I will make ample use of Bitmapdata, rednering my video(s) and loaded images off stage and probably copyPixel or drawRect methods to render my main canvas.What are some other 'best pratices' I should keep in mind to optimize performance and playback?What are some general guidelines for video encoding if all video content will be prerendered and played back locally?
Hi all, do you know if stage video on Android phones? Or is this feature for tablets only?Regards Robin
Flash CS6 - Air sdk 3.7.1860 for iOSHardware/Software:- Macbook Pro or MacMini i7 8 GB Ram Mac OS 10.8 or 10.6- same hardware with Windows 7 64 bit java 1.6 or 1.7When I try to package a project with about 300 swfs included (a single folder containing them) I obtain thi error alert from the java packager.Exception in thread "Poller SunPKCS11-Darwin" Exception in thread "main" java.lang.OutOfMemoryError: Java heap space at java.util.HashMap.<init>(HashMap.java:209) at java.util.HashSet.<init>(HashSet.java:86) at adobe.abc.Algorithms$ExprWorkQueue.add(Algorithms.java:489) at adobe.abc.Algorithms$ExprWorkQueue.addAll(Algorithms.java:524) at adobe.abc.GlobalOptimizer.sccp_eval(GlobalOptimizer.java:7062) &nbs
Hi all,I'm trying to modyfiy Adobe Gyroscope extension but after packaging ane file when I try to build ipa file I'm gettingUndefined symbols for architecture armv7: "_OBJC_CLASS_$_CMMotionManager", referenced from: objc-class-ref in libcom.adobe.gyroscpe.a(GyroscopeExtension.o)ld: symbol(s) not found for architecture armv7Compilation failed while executing : ld64so I'm guessing that I'm missing CoreMotion.framework in the platformoptions.xml unfortunatelly after many many tries to add this framework I'm still getting this one error... please someone help me I'm desperate... someone save me
Hi Nimisha1,I made an ios app which loaded pure graphics swfs from remote server. I cannot use AOT mode because the new pure graphics swfs increasing every day. AIR 3.5 works very well, but I wonder how to make it work in the same way in AIR 3.7?thanks in advance,Jackie
Requiment for android ARMv7 processor with Vector FPU, Minimum 550MHz, ES2.0, H.264 & AAC H/W DecodersBut I never saw opengl 2es requiments in manifest file (i checked a lot of open source projects)I unpack apk and there are no opengl2es directive like next<uses-feature android:glEsVersion="0x00020000" android:required="true" />
Hi all,I read this interesting blog post: http://blog.newmovieclip.com/2010/11/07/recording-video-with-adobe-air-2-5-on-an-android-device/.Unfortunately this does not work because the 3gp file is encoded in a strange format the air runtime does not understand. My question: is there any way to record and playback video on android? Since I'm developing a prototype I would not even have to save the video to the camera roll. RegardsRobin
An external agency created a flash-application which should be installed to my computer with Adobe Air. By clicking the .Air-file the installation process of Adobe Air started but the installation of the flash-application failed. At least I uninstalled the flash-application by using the windows control panel but uninstalling Adobe Air by the control panel is impossible.How to get Adobe Air fixed to install the urgently needed flash-application? See my log-file below.Thanks in advance for your assistance![2013-05-24:05:46:23] Runtime Installer begin with version 3.7.0.1860 on Windows 7 x86[2013-05-24:05:46:23] Commandline is: [2013-05-24:05:46:23] No installed runtime detected[2013-05-24:05:46:28] Relaunching with elevation[2013-05-24:05:46:28] Launching subprocess with commandline c:\users\rh2708\appdata\local\temp\airbcf8.tmp\adobe air installer.exe -ei[2013-05-24:05:46:39] Elevated install completed[2013-05-24:05:47:02] Launching subprocess with commandline c:\Program Files\Common Fi
Hi,I have made some iOS Native extensions that can be useful.You can find it at https://github.com/xperiments?tab=repositoriesANE7z=> Adobe AIR iOS Native Extension to decompres 7z files.ANEZipFile=> Adobe AIR iOS Native Extension to zip/unzip files.ANEFileSyncInterface=> A micro http server with FileManagement capabilities Native ExtensionIOSSystemUtils=> Adobe Air IOS Native Extension to control Brightness / Torch / BadgeANEUnRar=> Adobe Air Native Extension to Obj-C UnRar LibPlease give me your comments
I have downloaded the Gyroscope Native Extension for Air and I'm basically trying to install it so I can use the extensions to develop an iOS AIR app that uses my iPhone's Gyroscope.The Gyroscope Folder has been un-zipped and is placed in a folder alongside the AIR app that I'm developing. I've set the Actionscript settings to point to the gyroscope.ane file and also to the gyroscope.swc file.I don't know if the latter is necessary as I'm all new to this.My Actionscript reads:-import com.adobe.nativeExtensions.Gyroscope;import com.adobe.nativeExtensions.GyroscopeEvent;import com.adobe.nativeExtensions.GyroscopeIntervalValuevar gyro:Gyroscope;if(Gyroscope.isSupported){ gyro = new Gyroscope(); gyro.setRequestedUpdateInterval(1000); gyro.addEventListener(GyroscopeEvent.UPDATE,onChange);} function onChange(e:GyroscopeEvent):void{ trace("From gyro: " + e.x + " " + e.y + " " + " " + e.z);}Which I've basicall
One very interesting feature in AIR 3.7 is the ability to force CPU instead of GPU for a given set of devices. The example code in the read me PDF shows how you would make iPhone1 and iPad1 use CPU.AIR hasn't supported iPhone 1G since AIR 3 was released. Does the fact that the new feature lists lots of ArmV6 devices mean that AIR will support that processor again?
Hi everybody, just we have an error in our app reported from Google Play, was build with air 3.7 and SDK 4.9.1, if any people has a suggestion please let know us (thanks):DALVIK THREADS:(mutexes: tll=0 tsl=0 tscl=0 ghl=0)"main" prio=5 tid=1 NATIVE| group="main" sCount=1 dsCount=0 obj=0x41d0f508 self=0x41cfdba0| sysTid=11493 nice=0 sched=0/0 cgrp=apps handle=1074966320| schedstat=( 108429781135 9093336429 29999 ) utm=10697 stm=145 core=1#00 pc 00000688 <unknown>#01 pc 00000f00 <unknown>at com.adobe.air.customHandler.callTimeoutFunction(Native Method)at com.adobe.air.customHandler.handleMessage(customHandler.java:22)at android.os.Handler.dispatchMessage(Handler.java:99)at android.os.Looper.loop(Looper.java:137)at android.app.ActivityThread.main(ActivityThread.java:4898)at java.lang.reflect.Method.invokeNative(Native Method)at java.lang.reflect.Method.invoke(Method.java:511)at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1006)at com.android.intern
Any ideas ? Please
I'm currently developing an iOS game and would really like to use Game Center, I noticed the new Gaming SDK 1.1 has game center integration for Flash Builder, but Ive never used this before and have no clue where to start. I can't even seem to use the samples.A tutorial on how to set this up would be nice if one could point me in that direction (I've tried google to no avail).Also, are the ANE's for Game Center only usable via Flash Builder and not Flash Proffesional?Thanks, Jordan.
I just discovered a bug in Air 3.8 beta, it is reporting wrong Capabilities info for iOS devices.I am using iPad 4th gen 6.1.3tracing the code below gave me ipad non retina info and wrong screen resolution X & Y. trace(Capabilities.screenResolutionX, Capabilities.screenResolutionY, Capabilities.os ) //[trace] 768 1024 iPhone OS 6.1.3 iPad3,4In my app xml I have requestedDisplayResolution with excludeDevices, it seems that air doesn't work properly with excludeDevices in Capabilities class. <requestedDisplayResolution excludeDevices="iPad3,1 iPad3,2 iPad3,3 iPad3,4 iPad3,5 iPad3,6">high</requestedDisplayResolution>Expected result is that Capabilities.screenResolutionX and Capabilities.screenResolutionY should have nothing to do with requestedDisplayResolution and always return 2048 for Capabilities.screenResolutionX and 1536 for Y
I want to do multithreading in Adobe air desktop app. Adobe air did not implement worker of webkit. Also i am not sure how to use adobe air.worker classes. I see them airaliases class.Any example of how to use it in javascript.This is what i am doing.I have a file need to be read when ever something written.There are like 16 files i want thread for each so my UI do not get affected.Anyone in adobe help?
Hi guysJust reading the iOS guidelines before I get too deep into making the native version of a web app.I was wondering what:Apps that use non-public APIs will be rejectedmeans when submitting an app made in AIR - does it mean you can't use your own custom classes?Cheers
Can i convert air file to Linux .rpm format...? Please help me. Thank you...
Hey guys,So with the recent announcement of Google Play services, it was pretty exciting to see if we could integrate it into Adobe AIR. So far, everything seems to be going OK, until I got to the point where I needed to provide the fingerprint to my signing certificate.The example certificate fingerprint is:21:45:BD:F6:98:B8:71:50:39:BD:0E:83:F2:06:9B:ED:43:5A:C2:1CMine is in the format of:XX:XX:XX:XX:XX:XX:XX:XX:XX:XX:XX:XX:XX:XX:XX:XXIt is substantially shorter, which is probably reconciled by the differences in the certificate generation procedure of the adt tool vs. the native Android tool (which I'm assuming uses the keytool utility from Java).I don't want to go through the trouble of creating an Android certificate using their native procedure unless I know for sure that it can be used to sign an Adobe AIR app (assuming that the current certificate we have can't somehow be made to work). Anyone know if this is possible, or otherwise any workarounds for this issue?
We just learned about the certificate problem in pre-April versions of AIR 3.7 the hard way, when a user couldn't install our app after we successfully published it. The app world is pretty fickle and small apps can't afford installation problems that can permanently drive users away. I'd like to keep on top of the latest subversion releases but Adobe doesn't bother to list the subversion in the download page and the release notes are similarly useless: http://helpx.adobe.com/en/flash-player/release-note/fp_117_air_37_release_notes.htmlIs there somewhere else where the subversions and their bug fixes are listed?
Hi,I have problem with BLOB in SQLite using Adobe Flash Builder 4.6I am able to read BLOB data using cast to ByteArray:protected function getBlob_clickHandler(event:MouseEvent):void{ var file:File = File.documentsDirectory.resolvePath(myPath); var sqlConnection:SQLConnection = new SQLConnection(); try { sqlConnection.open(file); var stt:SQLStatement = new SQLStatement(); stt.sqlConnection = sqlConnection; &nbs
From what I understand, the amount of memory available to your AIR game on a device will vary depending on how many other apps the user is running, the type of device, etc. So with this in mind, how does one define a safe max memory limit for a given device? What percentage of a device's total RAM can we assume we have access to? Here are the iOS RAM Specs iPod (4th Gen): 128Mb. iPad 1: 256 MB iPad 2, iPod Touch (5th Gen): 512 MB iPad3: 1 GB I already have highly optimized texture atlases using PVRTC ATF for best use of memory, but if you've ever worked with a passionate creative department, you'll know they always want more. I need to be able to tell them exactly how many spritesheets they have to work with for a given device - how would I do this? NOTE: iPhones/iPod Touches/iPads all have a Unified Memory Architecture which mean that both the CPU and GPU share system memory, which means there is no dedicated GPU GRAM on these devices. So the RAM listed above,
Can I use 3.8 beta to publish my app to apple store?
Hello! I play an MMORPG called Dofus, which runs on Adobe Air. I've been having this problem with Dofus since I started playing again a few weeks ago. My Dofus client and/or Adobe Air will crash, causing the error popup "DofusMod.exe has stopped responding". This happens many times a day, but it is not predictable. Sometimes I will go hours without a crash. Other times it crashes and re-load and re-login, and it immediately crashes again. I've tried everything that I can think of or find online, but there isn't much to go on. When you try to search for this problem all you find is stuff for MAC.Systems Specs: Windows 7 Home Premium SP1 64-bit 12GB of RAM Intel Core i5 CPU NVidia GeForce GTS 450 Graphics card Dual Monitors Adobe Air 3.7 Not sure what else you all might want to know about system specs. Here is the data that gets logged into Event Viewer when this crash happens: Faulting application name: DofusMod.exe, version: 0.0.0.0, time
I have recently bought Asus FonePad ME371MG, but Adobe AIR is not getting install in this fonrpad. It come out "PACKAGE FILE INVALID" error.Please let me know how do i install Adobe AIR in my fonepadThanks Saurabh Koiri
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