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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
Hi,I am working on a project in AIR for iOS. It's great that we as flash developers are now able to compile our actionscript code for iOS. The project i'm working on is divided in different SWF-files. There is one master SWF file that loads the others when needed.Now i can't get loading of a swf file actually working. The only thing i see is the background of the child being displayed, but then the program freezes and no actionscript code of the child gets exectuted.The children swf's are loaded with a simple Loader:var loader:Loader = new Loader(); childLayer.addChild(loader); var url:URLRequest = new URLRequest("child.swf"); loader.load(url);When i publish the master swf file i include the children swf files in the package.Is it actually possible to use multiple swf's in your iOS projects?And what are the limitations for this?Thanks.greeting,Bert
I've got an ANT build file that uses ADT to package a debug ipa file, which used to work fine. But now everytime I run it, it says the following: Compilation failed while executing : ld64 ld: library not found for -lgcc_s.1 Result: 12I was just wondering if anyone else has encountered this problem, or something similar?
Hi All.During developing own TRW framework for GPU rendering I meet some success. All tests developed for iPhone with retina 960x640. on iPads retina was disabled (Used Air 3.6)Starling version: http://tinyurl.com/bcdw77pTRW version: http://tinyurl.com/bxevsnwJust press add unit and compare performance. If you want - post it here. Will check with pleasure )Question:TRW show on the same scene comparing to Starling ~ 1 to 1 FPS < 500 units on the screen. And next - each 100 units Stagling show better FPS than my TRW. Ofcoarse Starling with Stage3D best solution than my GPU. But! But Starling make images some blurred. TRW render they with pixel snapping (better image quality)Stage3D games for web much harder to sell becasue game portals don't like wmode = direct, they use default window. So developing Stage3D game for web it's some timespending if you want to make a money right now. Instead they love games without Stage3d.Looking on Stage3D - interests of Adobe growing I think what wil
each time i try to update the adobe help i cget an error 16800 what can i do to resolve this ?Thanks
When will large icons be supported from both iOS and Android ?iOS has 512px and 1024px, AIR3.6 has 512px but not for iPad...Android already has 96px on Nexus, so why Adobe isn't following industry ? you should be having these options even before they put those products out and not after, like 6 months after...Thanks
Hi All,I want a favour from all of you so that one of the known issue can be resolved from adobe.This issue is reported by me six month back and as it is treated as a lower priority item so this is not being resolved.But it is a high prority item from the end user perspective.The issue is related to implementation of behaviour of softkeyboard,when we are using mobile skin in the Textinput,it is not working properly.For resolving this you will be require to vote for that issue.Hopefully I will get full support of all of you.Please just click on the linke below of the same,and vote to resolve this.https://bugbase.adobe.com/index.cfm?event=bug&id=3292370Thanks in advance,with Regards,Shardul
My app settings are as follows:Aspect ratio: LandscapeFull Screen: CheckedMy flash movie is 1024 x768The app now looks and plays well on all devices. Problem is when I was creating my screenshots for submitting my app to the Apple, I noticed there are black bars on the LHS and RHS of the iPhone 4 and iPhone 5 screenshots.I was thinking surely I can just add a couple of extra graphics outside the stage area of my Flash movie that extend horizontally in either direction. However when doing a quick test of this, it doesn't appear to display it all. Before adding the extra graphics, my grab from the iPhone 5 has an area 853 x 640 that displayed my contentAfter adding the extra graphics to the left and right the area displaying images is 960 x 640 but there is still black bars.I am confused as I added extra imagery outside the stage that was 1024 x 768 in each direction.Any idea what the solution is to get this extra background graphics displaying to fill the entire black spaces at the side
Hi folks!I am having some trouble with my launch images not showing. When I look at Properties > iOS Packager my Launch images are never included into the application. Even when I click the "customise launch" button on the packager and manually add "Default.png" for example. It still is not recognised in the included filesWhere abouts do you put the launch images? I am using the latest AIR SDK from labs.Thanks!
Friend's, I type from Brazil and need help.I need reader Code Bar from Android CamAny idea ?one example ?contact skype marciofermino.Thank's.
Hello, I just testing the new AIR SDK with Away3D 4.1. The project is based from Globe Material Tutorial (Listing 1 ) http://away3d.com/tutorials/Globe_Materials_TutorialI juste change the jpeg earth texture by an ATF earth texture; If I compile with SDK 3.5 to an iPad 1 (iOS 5.1.1), render was good; but with AIR3.6 I have just a white screen. No error messageI check iPad Console, I have juste a shouldAutorotateToInterfaceOrientation warning. With Scout, the logs seem to identical for the 2 versions. Have you an idea? I export the project with Scout logs on Google Drive : https://docs.google.com/open?id=0B4Tpf-tGBXXeSEJoNXpDOVAtOUk
Below is a post from Google developer on icon for the Nexus 10. Currently there is no option in Flash pro for this icon size but is there any way to include it? My icon looks a bit blurred due to upscale of the 72px iconon Nexus 10 launcher.The gorgeous screen on the Nexus 10 falls into the XHDPI density bucket. On tablets, Launcher uses icons from one density bucket up [0] to render them slightly larger. To ensure that your launcher icon (arguably your apps most important asset) is crisp you need to add a 144*144px icon in the drawable-xxhdpi or drawable-480dpi folder.
when trying to install adobe air version 3.5.0.106 on Motorola razr I running android 4.0.4 , i get the following message: "your device is not compatible with this version"
I have development an oauth lib with AIR for mobile device.When I set a http header (Authorization) with https.The application crash.this follow is my code fragment:var req:URLRequest = new URLRequest(strURL); req.method = "GET"; var token:Token = new Token(); token.token = conf.appKey; token.tokenSecret = conf.appKeySecret; trace(req.url); var sign:String = calcSignature(req, parameters, token); if (sign != null) { var sp:KeyValuePair = new KeyValuePair("oauth_signature", sign); KeyValuePair.sortA2Z(authParameters); &nbs
Hi,This error com.google.common.collect.ComputationException: java.lang.NullPointerException constantlly appears in my Flex 4.7 AIR SDK 3.5 and it prevents me from making an IOS mobile realease build. When developing I can make it disappear with a Clean. But it always reappears when I attempt to do a release build.Thank you
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