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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
Will it be possible to encode H.264 video on mobile devices (Android and iOS) with Air? Is that on the roadmap for one of the next Air releases?
I am evaluating Adobe AIR's HTML component and trying to figure out what is supported.I built the AIR app and had it point to www.google.comI notice that the requests to fetch JS,CSS from Adobe AIR do not include Accept-Encoding: gzip header.Does Adobe AIR's HTML Component support Accept-Encoding : gzip header ? I also noticed that even though the content served with far futures expiry, i.e. has Cache-Control: maxage={value} subsequent requests are being made and content is not served from the browser's cache. I observed this accross the app restarts. Can someone please clarify support of the two above Http headers ?Thank you.-Prashant
Hi I was hoping I could get help with those error messagesConfiguration to package for an iOS deviceHere is the adt commandc:\program files (x86)\jetbrains\intellij idea 12.0\jre\jre\bin\java.exe -Dapplication.home=D:\flex_sdk_4.6 -Xmx384m -Dsun.io.useCanonCaches=false -Dfile.encoding=UTF-8 -Djava.awt.headless=true -Duser.language=en -Duser.region=en -Xmx512m -jar D:\flex_sdk_4.6\lib\adt.jar -package -target ipa-test-interpreter -storetype PKCS12 -keystore D:\Headr\trunk\headr-app\headr-mobile\app\ios_profiles\certificate.p12 -storepass xxxxx -provisioning-profile D:\Headr\trunk\headr-app\headr-mobile\app\ios_profiles\development.mobileprovision D:\Headr\trunk\headr-app\headr-mobile\app\bin-debug\iOS_device.ipa D:\Headr\trunk\headr-app\headr-mobile\app\bin-debug\HeadrApplication-app.xml -extdir D:\Headr\trunk\headr-app\headr-mobile\app\ane -C D:\Headr\trunk\headr-app\headr-mobile\app\bin-debug iOS_device.swf -C D:\Headr\trunk\headr-app\headr-mobile\app\src data -C D:\Headr\trunk\headr-
How to identify if AIR applicaion goes background in air ios application.Do we have any events to notify when app goes background?
Hi,I want to see trace statement when i run my air .exe files. How to do that? Few of them ask to use the ADL,But I am not much aware of that.On my client place some time my air application get crash. Can i able to log the trace files ? Thanks,Siva
I am having a circular wheel which I need to spin when the user swipes over it. I also need to make the speed of the spinnig wheel dependent on the amount of swipe and speed with which it was done, just like we have it for the regular list component. How can I do this? Is there any similar component or tutorial available?
I am considering building a video player app, with the UI based on a Stage3D UI framework and the video based on StageVideo (OSMF).Is this possible now in AIR/Flash? I remember some restrictions where the Stage3D layer would obscure StageVideo. Is this till the case with the newer versions?Thanks,-superabe
Here's a bug with fullscreen AIR apps not dealing with iOS fullscreen video resize. Easy repro:1. Create an mc with a background graphic aligned with the top and bottom of the stage. (This is so you can easily see the bug.)2. Add a stageWebView and load an html page with embedded video. (or just load a video directly) 3. Play video and enable fullscreen mode.4. Rotate device 90 degrees while in fullscreen mode and then hit "Done" button to return to stage (exit fullscreen).5. BUG: Stage is now "pushed down" and off-screen. (even though the mc still traces x = 0) Conclusion: the display bug occurs when the user exits the iOS native player fullscreen mode from a different orientation then they started with (common if the original aspect ratio was portrait)Can someone else please confirm this? (The amount of stage "push" appears to corrolate with the height of the iOS status bar.) Thanks.PS. You don't necessarily need to load an html page. You can just have stageWebView load a video direc
First: In my FlashCS6 I'm exporting for AIR 3.2 and I'm testing on my Samsung Galaxy S3.Now about the bug. In Flash, AIR settings under General we have Landscape and fullscreen, I have chosen both of these, now when you open App on mobile and turn off screen and you rotate mobile phone, screen turns into Portrait view.So Landscape "push" option doesn't work.Any solution for this ?
I am close to completion of a new game to be published for iPad and iPhone (all models) and could really do with some advice on my publishing settings to ensure it works on all iPad and iPhone models and looks as good as it can for each based on the assets I have available.My flash movie is 1024 x 768 and uses a combination of some png images such as the main background image and some vector images such as an animated character.The game is an educational game so nothing too performance hungry in theory.I have an iPad 2 and an iPhone 5 for testing. It looks great on the iPad 2 but some of the vector graphics such as the character are looking a bit distorted on the iPhone 5.My publish settings are as follows:Aspect ratio: LandscapeFull Screen [Checked]Autio orientation [Checked]Render mode [Auto]Device [iPhone and iPad]Resolution [Standard]I am using Flash CS6 and AIR 3.5My previous app I created was for iPad only and I had the following actions in the timeline on frame 1. I don't have a
Hi All, Is there any way to access Info.plist from the .IPA generated(I created IPA file from .SWF using ADT command). I am trying var prefsFile:File = File.applicationStorageDirectory;prefsFile = prefsFile.resolvePath("/Applications/Info.plist");textId.text += prefsFile.exists + " ";I am getting result as false. Actually I need to get all the values of Info.plist information in string format from the generated .IPA.
hi guys,I work for a mobile application development company Tenacious Techies, and we have created mobile app for education in Adobe flash Professionals cs6, app is static and it will publish on Google Play Store and Apple Store, so I want to know they will accept my app?Because I heard from somewhere if app is develop in Native Platform, it will be create some problems. Is it true?please reply ASAPThank youRavi DesaiWeb/Mobile App DesignerTenacious Techies http://tenacioustechies.com
Hello,I've a problem testing my Air for Android app in AVD. I'm using Adobe Flash CS6 for development and I've tried all the options in deployment and the app won't start on AVD.I get this message on AVD: "Unfortunately, test has stopped".Btw I've also tried with new air for android file.Please help,ukw
I am making a game for iOS with a resolutuion of 1136x640 for the iPhone 5.I used AIR 3.4 to publish the .ipa. I submitted the binary to apple with application loader and after it finshed I got this message:Invalid Launch Image - Your app contains a launch image with a size modifier that is only supported for apps built with the iOS 6.0 SDK or later. I read I could use AIR 3.5 or change the adt.jar file for 3.4 but doing both of these things causes a problem with the way my app runs.If I do either of these things, this is what happens:when I come to test the ipa on my iPhone the app just loops through the main timeline like crazy. If I switch back to AIR 3.4, it's all fine and the game works normally.What is causing this problem? Also if my stage is set to 1136x640, how do I get it to only display appropriately for the 960x640 devices?I am doing the following to achieve this:this.stage.scaleMode = StageScaleMode.NO_SCALE; this.stage.align = StageAlign.TOP_LEFT;and just having my conten
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