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Local file loading in iOS seems to be broken in 3.6 when testing in adHoc mode.Error says:[Fault] exception, information=Error: Error #3764: Reloading a SWF is not supported on this operating system.I just found a thread that talks about the same issue: http://forums.adobe.com/message/4920638I really hope this is a bug and not a feature...On this blog post http://blogs.adobe.com/airodynamics/2012/11/09/packaging-and-loading-multiple-swfs-in-air-apps-on-ios/ you can read:Loader.unload() & Loader.unloadAndStop()The behavior of Loader.unload() and Loader.unloadAndStop() on iOS is below. When either of these functions is called the following will happen:The contentLoaderInfo property of the Loader object will become nullAny assets that are loaded with the secondary SWF will be unloaded.Any references to AS classes in the loaded SWF remain in memory, and new objects of those AS classes can be created. This is different from the behavior on other platforms.SWF ReloadingIn AIR apps on iOS
With the new IOS loading abilities introduced in 3.6 & 3.7, I find them pretty limited for a couple of reasons:The fact that the complier strips AS code from the external swf files and embeds it in the main swf file means that anytime my assets change, my master swf file must be recompiled and re-submitted to the App Store. Not desirable. The whole point of having remote swf assets is to keep the assets separate from the main application code, so that the application's content can be updated on an as needed basis without having to recompile the main app.Having the restriction to load an external swf file only once is a problem. Picture a view based mobile app that uses external swf assets, like pdfs that have been converted to swf files. Such an app would only allow the user to view the document only once when the view was loaded with this restriction. When the user goes back to the view again the app locks up.My next task during the development of my application is to separate all
hi.i have an air app for ios with everything embedded in the primary swf and using a doc class and some classes. it uses large retina bitmaps and gpu rendering. i didn't think i would need a preloader since there is a splash screen that sort of handles that. i thought the splash screen displayed until the app is fully loaded. i used the addedtostage event for my start up function but I'm still getting inconsistencies for some opening animation tweens which are called after init. (sometimes frames are skipped etc when the app opens on my ipad3.)how can i make sure the entire code is initialized before my animations begin? I'm not loading anything so i assume i can't use loader COMPLETE.or maybe my doc class is setup incorrectly. here is what i did:public function DocClass() { init(); }public function init():void { ...initializing code... addEventListener(Event.ADDED_TO_STAGE, startUpAnimation);}function startUpAnimation(event:Event):void { ...}(btw, i embed
Hello,Thanks so much for the addition of external actionscript in loaded swfs working correctly for IOS, this helps tremendously in our cross platform development efforts. I have two questions:I noticed that the bug listed for swfs with external actionscript not reloading. Is there an estimated timeframe for this to be fixed? I currently have multiple swfs loading into the same loader object that need to be reloaded by the user as necessary. 2. I noticed that whenever I dispatch an event at the end of an interaction it crashes the app.Example: if (currentPage.page[0].interaction.@completeGoForward==true) { trace("go forward from xml check");dispatchEvent(new InteractionCompleteNext("Interaction Complete Next"
Hi all, been bangin my head against a wall all day, thought I'd see if anyone can shed some light on this -I have an iOS air app that imports a remote swf. Once imported, an event listener is added to a button inside the imported swf. Clicking the button causes the app to hang. Here's some code - private function loadRemoteSWF():void{ var urlRequest:URLRequest = new URLRequest("http://www.domain.com/remote.swf"); var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoaded); loader.load(urlRequest);}private function onLoaded(e:Event):void{ var loaderInfo:LoaderInfo = e.currentTarget as LoaderInfo; var adPanel:MovieClip = loaderInfo.content as MovieClip; adPanel.continueButton.addEventListener(TouchEvent.TOUCH_BEGIN, onContinueCl
On the playbook OS 2.1, when I compare what I am seeing between the camera in an app and the native camera app - I see about half as much - so the Air app camera looks zoomed in by a factor of 1.5 or 2.Here, somewhat, is my code. I have tried without a holder and scaling my holder down to make sure there is no video outside the screen and there is not. What is in my camera is just zoomed in! I have also tried it with the desktop webcam and it is mostly comparible in zoom - Flash cuts off a little compared to the Web cam software but not nearly as much as on the Playbook. Any thoughts?cam = new Video(1024, 600); myTimer = new Timer(200, 1);myTimer.addEventListener(TimerEvent.TIMER, init);myTimer.start();holder = new MovieClip();addChildAt(holder,0);// then in the initsignal = Camera.getCamera("1");signal.setMotionLevel(1,10000);signal.setQuality(0, 100);signal.setKeyFrameInterval(30);signal.setMode(cam.width, cam.height, 30, false);cam.attachCamera(si
my project used an android ane to use some native functions ,but my android jar file also use a .so shared library,now i don't how to package the .so file into my apk pacakage's lib folder which is used to put the .so files in apk.thanks very much for any help!
I can successfully utilize Workers in Flash CS6 when publishing for desktop 3.4worker = WorkerDomain.current.createWorker(Workers.BackWorker);The same code however when published for Android 3.4 or 3.5 or Desktop 3.5 does Not work.The worker is null.I have heard others having issues with 3.5 so will let that go for now.But how about Desktop 3.4 vs Android 3.4 ? Is there any permissions specific to workers that need to be included?I have included the worker swf in the APK and also tried Not including it.Anyone have success at this?
This question was posted in response to the following article: http://help.adobe.com/en_US/as3/iphone/WS144092a96ffef7cc-371badff126abc17b1f-7fff.html
So I've built an app, in Flash Professional using AIR 3.6, for the iPad 3's 2048x1536 resolution. However, I would also like it to be available for iPads 1+2 (if possible). How would I go about doign this? Would the app automatically downscale on those devices or would I need to create seperate packages for them?Will this affect performance and quality?I only own an iPad 3, so I am, at present, only able to test for that model.Thank you to anyone that could help explain this for me.
I noticed one of the features for Android is captive runtime. Isn't that already supported? What's changed? Is it just captive runtime is enabled by default? I read somewhere where you say it's supported by more targets but what does that mean?
Hi! I have similar problem with Andrey. Look it at this link http://forums.adobe.com/message/4296789Why i can change keyboard language in flash project but can't do it in air project? I try change system language in text flow. In my system two languages. EN and RU but i can write onli EN becouse RU is disabled.In text input all is Ok. But in my text area only one language. Can i enable 2 language for my text area? I create 2 test project with simple code. One project is flash and second is air. You can download src from this link http://www.sendspace.com/file/42n9ow MY sys info System: OS X 10.8.1 AIR: Flex: 4.6.0.23201, Player: MAC 11,5,502,136 FLASH: Flex: 4.6.0.23201, Player: MAC 11,2,202,228This bug i see only in Mac, on Windows all is great! Thanks! P.S. Sorry for my bad english.Alex
This is probably karma. I was making a little prank program for April fools for our office and it went horribly wrong. While testing some file operations, I was copying a file from the user directory to the desktop. The file did not already exist on the desktop, but I set the overwrite argument to true. Like sovar userDirectory = File.userDirectory;var desktopDirectory = File.desktopDirectory;var fileToCopy = userDirectory.resolvePath('file.ext');fileToCopy.copyTo(desktopDirectory, true);So I run a Test->Publish so it's running in ADL - I go to look at my desktop and everything is gone. Completely gone. Yikes! Is this a bug? Is there anyway to recover my desktop? I'm on a Macbook Pro running OSX 10.8.3, Flash Pro CS6 with publish target AIR 3.4 for Desktop
My app uses lots of external SWFs( well they are actually included in the app with a folder but they aren't embeded ) and they do not contain any bitmapdata, only vector graphics. The problem I'm having is that they seem to be never garbage collected and System.privateMemory keeps increasing as the app loads more SWFs. Since those SWFs only contain vector graphics, I simply nullify all the variables that are holding reference to SWF file and call System.gc().. But it doesn't seem to be working. What would I need to do for the garbage collector to clean the SWFs?I'm using Air for iOS 3.5.0.1060 and ActionScript3.0.
Hi,I have a strange problem. In my app I am loading SWF files... nothing new with that. It's a Flex based app, and when I debug it on the device using Flash Builder it works fine. However when I export a release build of the app and install it on the ipad, the SWF files do not load. Since I have no debugging info, I can't say why this is happenning. Is there anything in particular I should be looking for?In addition, the SWF files in question are pdf files converted into swf files. The app loads other swf files in other parts of the app just fine. However, the Android version of this app loads the SWF files fine, so whatever the problem is, it's ipad specific.I'm using AIR 3.5. Could it be that I need to move to 3.6? (I thought ios could load swf files in 3.5)thx
Hi,I have a Flex app that runs on the desktop and IOS near perfectly, however when I install it on a Samsung Galaxy Note, it barely runs. Everything about the app is very sluggish, and after a few clicks it just locks up. I'm not getting any errors in the Flash Builder debugger, and so I am at a loss as to what could be the problem. I am using AIR 3.5; also saw the same behavior in 3.4. Does anyone have any ideas as to what might be causing this?thx
I tried to run a air app in Galaxy Tab 10.1 and i realise that I can only listen to touch events from stage but not from the movieclips.i.e. stage.addeventlistener(TouchEvent...) -> will give response but abcSprite.addeventlistener(TouchEvent...) -> will NOT give responseAny one know why?
This question was posted in response to the following article: http://help.adobe.com/en_US/air/html/dev/WS5b3ccc516d4fbf351e63e3d118666ade46-7fb1.html
ANyone???
Hi there,i encounter a very strange behaviour of my developed app (using Starling): After installing the final release of Flash Builder 4.7 this weekrelease builds (using Standard packing method) freeze after startup on my iPhone 4 (iOS 5.01 and 6.01).With Flash Builder 4.7 beta2 everything worked fine.The funny thing is that the app works fine on Android devices and even when debugging the release build or using the fast packagingmethod on iOS.For me it seems that the ENTER_FRAME Event doesn't work correctly anymore in that situation. I don't think this is a Starling problembecause i didn't update anything.I'm using the latest AIR 3.5 SDK.Does anyone also have that problem or know what i need to change in Flash Builder or my source code that a release build alsoruns fine on iOS ?Thanks for your help.Regardsvalley
hiHow to add some file in the "documents and setting / all user / start menu / programs / myApp" folder When install an Adobe AIR application for Windows(xp, vista, win7) or Mac.could you show me example code, plz,thanks..
Hey there In an effort to use an AIR application (CurationSoft) I installed AIR. BUT then when I go to launch the application the following message pops up and nothing happens:I've tried a multitude of combinations: uninstalling both, allowing the application to install Adobe AIR (which it says it will do), then reinstalling both and installing AIR again with Curation soft separately, etc. I've disabled a random Logitech driver (because it was mentioned somewhere in troubleshooting) and I even dropped my firewall in an attempt to make this work. I tried to give firewall permissions directly to Adobe AIR but I couldn't find it on the program menu. Which is confusing because if I try to install it again I see - And from my understanding CurationSoft installs AIR as part of the installation process. I see Adobe AIR as a program in my Control Panel and it let's me uninstall there... but otherwise I can't tell it is around. I don't see it on my list of programs or on my desktop or anything
Hi, I am trying to port an air for android app to iOS and my main problem has to do with downloaded content.I have a number of assets ( images and mp3's) that i download and place in the ../Library/Caches folder accordingto the apple guidelines.My Code relies heavily on Greensock LoaderMax to load the assets into the application.This works very well on android but i cant get LoaderMax fo find the files on iOS.i get the following error when debugging on OSX:i add a number of files with: var queue:LoaderMax = new LoaderMax({name:"soundQueue", onComplete:loopSoundsCompleteHandler, onError:errorHandler}); &
Had a quick question, when I did my final build using my distribution profile and certificate, the app wouldn't install on my iPad using the Deployment option to install to connected device. Is this expected behaviour?
Hi,I'm having a fairly fundamental issue with iOS debug at the moment on FB 4.7.If I either a) compile for ad hoc release or b) compile for fast mode debug, it works fine.If I compile for standard mode debug, it launches the app and then crashes out and dies horribly.Any ideas where to start looking?Thanks,G
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