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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
We recently had a problem where when compiling using FB and debugging on devices works fine. But when we built the app using Ant, it was crashing on Android devices. After debugging that, we found that Number.floor was not a function.I cannot find any documentaiton that says Number.floor was ever a function in ActionScript/Flex/AIR. So why does Flash Builder seem to think it's valid, let us compile it, and even run it on the device?! Is there some 'even more strict' compiler option I need to check?
Hello,I'm developping an AIR application which invokes NFC on android, via AIR native extension (ANE).I would like to enable foreground dispatch system of NFC (see http://developer.android.com/guide/topics/nfc/advanced-nfc.html#foreground-dispatch), but unfortunately it has not been achieved so far.[Problem]For enabling foreground dispatch system of android NFC, we need to listen some android native events e.g.) Activity.onNewIntent(), Activity.onPause() and Activity.onResume(). But I have no idea how to dispatch them to ANE. Could anyone tell me how to get it?I know there is an available ANE for android NFC as follows:http://code.google.com/p/ane-lab/source/browse/#svn%2Ftrunk%2Fmobile%2Fandroid%2Fjava%2Fnfc1But it is not fit for our use case, as it just uses "intent dispatch system" (another way to use android NFC).Maybe AIR must be extended for this case, but any information is welcome.Thanks.
Hi,I am using the below code to load video which is packaged within my app. It works fine on IOS and the desktop, but not on Android. It appears that the nativePath property is null for some reason on Android. Does anyone know the reason for this?thxvar videoFile:File;var videoPath:String;var description:String = contentXml.text;var videoUrl:String = contentXml.media.source.(@type == "large_image");var videoPathStr:String = "data/cmms/images/" + cmmsAssetId + ".mp4";videoFile = File.applicationDirectory.resolvePath(videoPathStr);videoPath = new File(new File(videoFile.url).nativePath).url;
Does the new loading of swfs mean they can now have code as opposed to making swcs?Thanks.
My game compiles and plays amazingly if I publish it using Flash CS5.5 (my work computer) using any SDK. However, when I go home to work where I left off, my flash CS6 (home) kicks out an IPA file, it installs, and when I launch the app, all I get is a white screen. Seriously, what happened to CS6 that kills all my work that runs fine when compiled in CS5.5?
Hi,I'm looking at developing mobile apps using Adobe Air but there's something I'm not quite sure. Sorry if this is a newbie question or has been repeated but I have looked at tutorials, etc but just want to get a general idea on how to prepare the assets. Here are some of my questions:-1) If I want to develop for the iPhone non-retina and retina resolution, do I actually need to only write the code and layout the graphics in retina(960 x 640) stage size and it will automatically scale down for non-retina resolution?2) How do I cater for iPhone 5 resolution? Do I actually need to swap say the background images through code by detecting the resolution size it was in? or do I actually just leave the background image longer it exceeds the stage height so when it's iPhone 5 it will show everything?thanks for the help!
Hi, folks.I've got 6 apps which are sitting nicely on the Apple AppStore. They've been on for a year or so now, and I've not done any development in that time. As technology has advanced quite rapidly, I'm now looking at updating these both content wise and possibly technology wise. The reason being I want them to be as cross-platform as possible!The question I need answering is:Do I just update my apps and recompile with Adobe AIR? Or do I redevelop with HTML5?Note that my apps don't use any device capabilities.I guess I want to know if AIR has a long future in mobile/tablet development, or if I should just switch technologies now?Is Adobe Edge the way forward?Thanks for your opinions and guidance on this. I've been out of the loop for a while and need some guidance.
Hi,is it possible to get the country of the device? does somebody knows any ANE that provides that functionality?thank you!
Hi Forum,I'm working on an application that opens and closes a potentially large number of images (up to 1000 images at a time). The app reads the files from disk, attaches them to the stage, and then later releases them before processing another set of images.When profing the app I can see the objects coming into memory and then being released appropriately. The graph and values of the memory usage shown by profiler suggest the application is behaving properly and releasing the memory as expected (the objects disappear from the list in profiler and the memory usage shown by profiler descreases). But the real memory displayed in the system's activity memory continues to grow to 500+MB (when profiler is showing < 100MB). I have tried several combination of Adobe Runtimes (2.7, 3.3, and 3.5) and Flex SDKs (4.5A and 4.6) and the system memory continues to increaase.The memory stays low and in the expected range when the AIR application is run on Windows XP and 7
Hello, I was wondering if there is a direct way to manage/delte stored textures on the GPU in the current version of AIR for mobile. As of now, if my game runs out of GPU memory, the framerate dives to an unrecoverable 10fps, and the only way to get it back is to restart the app. Are there practices for preventing this? Does AIR manage the video memory itself based on which bitmaps/movieclips are visible and being drawn on the stage at a certain time?Thanks
Hi everyone,I'm trying to give a little back to the develoment community between coding new releases and updates. I've posted some tutorials to my site at http://grimguygameworks.com/category/tutorialUsually each tutorial focuses on a very specific topic and they are based on my own code that I use in my cross platform games. Source code and artwork is available to download with each tutorial. I haven't posted a whole lot of them yet but as I get time I try to put new ones up.Anyway, I hope they are useful to someone.Take care,Ken TylmanGrim Guy Gameworkshttp://grimguygameworks.com
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