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I'm can't install AIR app on Android 2.3.6, I tried AIR 3.2 and 3.6 both won't install there. I tried simple App for test, nothing complex.Question is how do you know for which Android version this is then ?
Hi, at my company we are developing a number of commercial games for mobile devices. I can't give many details about the project due to agreements with potential publishers but I would like to emphasize that this is a large, serious project, with a lot of 2D art.According to what we saw in many documents from Adobe, we are embedding everything in the project. At the beginning everything went fine, but as the game grows, we are facing multiple serious problems:"Java heap space" error - It seems the compiler is somehow not ready to manage the amount of embedded resources we have. We have a lot of art and resources but it is not THAT much. If Adobe wants developers to use their tools for real games, it should accept this amount of resources and many more...Memory footprint - The memory used by the game, even in the main menu, increases as we add new levels. This is a serious concern in older devices like the first version of the iPad, iPhone 3GS or similar Android devices.So, we would lik
hello I have created an ANE to control the ios device volume. When I exclude the following code, my ANE functions well, but when I include the code the and reproduce the ANE, I cannot compile the IPA.UIWindow *win = [UIApplication sharedApplication].keyWindow;MPVolumeView *volumeView = [[MPVolumeView alloc] initWithFrame: CGRectZero];[win addSubview: volumeView];volumeView.showsRouteButton = NO;How could I make this code work with my ANE? Thanks
I am using Flash Builder 4.5 and I manually downloaded the Flex 4.6 SDK and overlayed AIR SDK 3.5 on top of that and configured Flash Builder 4.5 to use that. However, whenever I launch directly to my Nexus 10 I get the following message:"Your device has an older version of Adobe AIR installed. Would you like to upgrade it to Adobe AIR 3.5.0.1060?"The device already has Adobe AIR 3.5.0.1060 installed. Selecting Yes or No produces the same results. I have even attempted to uninstall Adobe AIR on the device and then run the application however any subsequent launches still produce the same update message.Anyone know how to fix this?
I want my Android app to restart every time rather than resume. I have found a couple of variations of code and wanted to check which is the recommended code?Basically the difference is where the listener is addedi.e stage.addEventListener(Event.DEACTIVATE, onDeactivateApp);ORNativeApplication.nativeApplication.addEventListener(Event.DEACTIVATE, onDeactivateApp); function onDeactivateApp(event:Event):void { NativeApplication.nativeApplication.exit();}I have tested NativeApplication.nativeApplication.addEventListener(Event.DEACTIVATE, onDeactivateApp); on my Nexus 7 and it appears to do what I require but just want to be sure this is a catch all solution and that nothing else is required.
Hi, I've built a nice video app for Android, but...If I start a video, switch out to browser, then return to my app then AIR / Flex depth sorting gets broken and the video that was behind my controls moves in front of it. This seems irrevocable so that evrn taking the video player off the stage and putting it back doesn't restore things. Has anybody else come across this or have any workarounds?Cheers,G
Hi all, I am familiar with Adobe air and actionscript 3.0 programming. Now i want to move to android/iOs game development. I found that most of them using the Starling framework. I am new to starling framework. What i am worried about starling framework is it should use starling's sprite , starling movie clip,starling Tween etc..I want all the As3 feature to finish my game... can you advice me where i should start ? with Starling framework i can do all functions? or you have any other better choice than Starling framework? Thanks, Siva
Hello,I'm trying to found some extension or library to horizontally scroll a movieclip in a iOS aplication made with AIR 3.5.I tried some, but the perfomance are not so good, even in iPhone 5 or iPhone 3Gs, so if anyone knows a good way to do it, i'll be thankful.
hi people/adobe, i've been working on some new cool android native extensios for air mobile apps. (i'm not giving the link here because i don't want it to look like a self promotion) anyway, my questipn is that if adobe is going to support developers like us on promoting what we have developed? like a forum or something that we can submit what we have created? maybe there is some forum or somewhere to submit what i have done to adobe that i'm not aware of? Regards, Hadi
Hi,I have developed an application for a client and it seems that it doesn't works on a few devices where it should:Samsung Galaxy GT-P 5100 (Samsung Galaxy Tab 2)Android OS 4.0.4Sansumg Galaxy GTI 9001 (Samsung Galaxy S)Android OS 2.3.5I think that those devices are both ARMv7 so it should work without any problem.I don't know if I'm using a too old version of Android SDK but I'm compiling with Flash CS6, so I should not have problems I think.Anyone haves any ideas?Best,Raul
Hello,.Friends I nees example for maskedit in development FlexMobileAny idea ?Thank's.
For those who like the smart phones then. It is clearly a battle between Android and iOS. But signs are emerging that Apple might be loosing grip in the two Asian markets. iPhone–fell from a peak of 72 percent in January 2012 to 50 percent this month. As for Android devices, they now account for 43 percent of the market, up from 20 percent in the same month last year.
Right now iOs is ahead of Android. A battle between Android and iOSMost of the well-off smartphone users in Singapore and Hong Kong are turning to Android handsets, mostly Samsung, rather than iOS of Apple. The trouble that iPhone is their desire to be different that causing them as weakness and in turn an advantage to competing device.But which brand is better for smartphones?
I've got this, currently, but it doesn't seem to work: NativeApplication.nativeApplication.addEventListener(Event.DEACTIVATE, onDeactivateApp); ... protected function onDeactivateApp(event:Event):void { NativeApplication.nativeApplication.exit(); }Help?
Hi,I create an Activity that I start with an Intent from my main FREContext, so my new Activity can't access to the FREContext instance to use the getResourceId.In my MainExtensionContext.Java:public void playVideo ( ) { Intent playIntent = new Intent(getActivity(), VideoPlayer.class); playIntent.putExtra("playlayout", R.layout.player); playIntent.putExtra("vurl", vUrl); getActivity().startActivity( playIntent );}In my res\layout\player.xml, I have:<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" > <SurfaceView android:id="@+id/mySurface" &nbs
Hi All,I'm building a game and I have a persistance manager class that manages loading/saving my players game state to the File.applicationStorageDirectory.I am able to save my player's game to the applicationStorageDirectory, but when I try to load the game state, File.exists always returns false when I run the game on an iOS device. This issue only occurs on iOS - running on a PC is fine.I've tried compiling with AIR3.4, 3.5 and 3.6 and all of them seem to have the same issue with iOS.I've inspected the file system of the iOS device, and I can see that saving data to the applicationStorageDirectory is working fine. Here's a summary of my code: private var _gameSaveFilePath:String = "gamesave.dat"; //THIS PART WORKS// public function save(serializableObject:ISerializable):void { var nativePath:String = File.applicationStorageDirectory.nativePath.toString(); var file:File = new File(nativePath + "/" + _gameSaveFilePath); if (file.exists) file.deleteFile(); var
In my App I need to check my location every 15 minutes.I create a timer for 15 minutes but it seems the complete event is not dispatched when the app runs in the background.Does the app terminate the timer or release it after a while? Can I control it?Thanks.* I'm using SDK 4.6 and currently test it on Android.On iPhone i'm not sure if it even possible solving it with timer..?
Greetings,I have created an AIR native extension which I am using in an AIR for Android app. My native extension needs to use an Android Service from a 3rd party library. However, seemingly no matter what I do to hook up this Android Service in the native code, the app reports "Unable to start....service not found" at runtime.Now I have used this service in normal, native Android apps and it works fine - I have tried duplicating the same startup process from my previous apps, that process still results in a "service not found" error in this AIR for Android app. Does anyone know whats going on here, or had similar issues?My only thought at this point is that the intense mangling that happens when AIR compiles an APK might be screwing up the path to the Service, therefore the class loader on the Android device is unable to find the service at runtime. However, I do not know how to prove this hypothesis.I have gone as far as to write my own Service class which wrap
I am planning to develop a mobile game app using Adobe Air and Captive runtime feature. Do I need to apply for distribution agreement to Adobe for distributing the runtime?
Just did a quick updating to AIR 3.5.After the load screen nothing appears. The stage is visible, but that is all. Anyone else having similar problems? I'm using render mode direct.
I'm trying to create a very simple app. It's made up mostly of videos. When you click it plays and then requires you to click somewhere on the screen to play the next video - for this I've been using videos embedded in the timeline and simple buttons (Play/gotoAndPlay) to advance between videos. This has worked seemlessly on the computer but as soon as it's put into iOS the FLV videos only play at about 10fps (rather than 24) and without sound for some reason.(I also tried loading an external video through the playback component and then including that in the files bundled in the app but I got nothing but a white screen in iOS.)The videos are On2 VP6 so they can be embedded in the timeline but after extensive googling people reccomended using h.264 instead and StageVideo or StageWebView (not sure of the difference). I've searched the forums a bit and StageWebView seems to require putting code in somewhere, is there some simple code I can add in with my videos for StageVideo so that I c
Hi guys,Not sure if this is an AIR 3.6 issue or a Flash CS6 issue, but having issues testing an app on an iPad1. It says there's not enough space on the device even though there's about 15Gb available. I'm able to successfully test the app on an iPad mini and an iPad3 though.Any tips on what I might be able to do to bypass or resolve the issue?Thanks for any help!Jon
Been submitting apks to nook for a year now but all of a sudden my updates are now failing with a message that says:Your app cannot be signed with a debug certificate or mismatched certificate. Please submit a properly signed binary for submission.what is the problem here?
Hello there,Some time ago I've read on this forum that the correct directory to use on iOS for storing data is Library/Cache and since then I've fixed my app to use that directory.Here it is the link to an article written by "our" Saumitra:http://www.saumitrabhave.com/2011/11/air-ios-solving-apps-must-follow-ios.htmlMy app has 2 db files (and some xml files).The struct looks like this:[root] my main app├──data│ └──dbtemplates (this dir contains my two db files)└──xml ├──en (this dir contains english localization) └──it (this dir contains italian localization)When my app starts, it copies these 2 db files in Library/Cache directory and then the app fills them with data generated on the fly: from that moment my app will use these two new databases for reading and saving datas.My questions are:1) With this struct, is it true that my app won't be rejected by Apple? (I mean with data/dbtemplates, xml/it and xml/en subdirectories)2) Is the Library/Cache th
Hi, I'm currently developing a mobile app in Adobe AIR.I need to display a full screen video and I saw that the perfect way is to link the user to an .mp4 file into vimeo using this very basicly code:myButton.addEventListener(MouseEvent.MOUSE_DOWN,fn_video);function fn_video(e:MouseEvent):void{ navigateToURL(new URLRequest("myVideoOnVimeoURL.mp4"));}It works perfectly... but now my question is if there's a way to obtain the direct URL of a video into Vimeo.From the web site it is possibile... but I need to obtain that path automatically.AS3, PHP, JavaScript...doesn't matter the language, I only need a code to study on.CheersBran
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