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Ok so I have successfulyy sent apps to my nook with adb.I know they are there because when i go to settings under apps I can see the app there and delete it. But it is not showing up on the home page, nor the app list, nor when I use the search toolbarif I buy one of my apps from the store, it shows up, then if I delete it and replace it by sideloading, my updated app loads.whats happening?
Hi guys please help again :angel::confused:I am making a android platform game in flash actionscript 3. It is a side scrolling runner game.So what I want is to make my character be on the center of the screen all the time. When it runs the character will always be at the center of the stage/screen. When I press the run button my character runs to the right then the background scrolls to the left.Please help guys, I am still new in this actionscript 3 programming. I can't find any tutorials in the net on actionscript 3 T_T.
hi aima developing a software for both android and Ipadswhen working with android it works like charm i can create the folders that i want using any file brawser on andoid so i use this location to save the database "/mnt/sdcard/MyApp/MyApp.db" and i can access it from the code and everything works like charmbut on Ipads its not working i dont want the database to be near the application i want it in a specifuc place in "MyApp" folder can anyone tell me what to do or how to do it -also i save pictures in that folder so i need a way to have the path thanx in advanced
Hi.i have one question.In the iphone, when I click on the status bar, in application the page automatically scrolls to the top. how to do this in a flex mobile?Regards
I originally made my app to work for iphone only but I am now scaling it to work on Ipad/ Android etc. I am doing all the scaling manually. It is a tabbed application.I am scaling all x and y locations and widths and heights by a scale factor that is created using.. scaleFactorX = stage.width/320; scaleFactorY = stage.height/480;It works perfectly on the x but not quite enough on the y as objects look a little squashed vertically.I can't think why this is. If I were to alter the y scalefactor it would put things out when at the original phone size.The only part I'm not scaling manually is the actionBar and the bottom tabs. They are currently using default skins which use the DPI classification to determined size. I have however overridden this and set the action bar to use a skin with a much greater layoutContentGroupHeight. This hasn't however had any effect on the y scaling of objects in the main display ar
Hi! I have a swf file with interaction (actionscripts i guess) so im trying in flash professional to do an .ipa but I cant. Is there a way to do this? I think that with a loader? Thanks!
Hi,I have a air package called "test_sandBox" -->will be installed under " c:\program files\"this "test_sandBox" will load another swf from c:\test\samp.swf. on test_sandBox i wont write any other function in feature. If i want to add anything i will add the feature on samp.swf and i will udpate that in c:\test\. So at any cost am not in need to reinstall the air package again. i am not able to update the samp.swf on "c:\program files\" due to some security issue on windows 7. So i decide to update the samp.swf on c:\test\the "test_sandBox.fla" have the following codeimport flash.display.Loader;init();var _defaultLoader:Loader;function init(){ _defaultLoader=new Loader(); _defaultLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onGameLoadComplete, false, 0, true); var urlRequest:URLRequest=new URLRequest("C:/digient_casino/samp.swf"); _defaultLoader.load(
So, we load in our language files, and also some config information into our app at startup using resourceManager.loadResourceModule(), loading resource Modules we have precompiled into a language swf. This works fine on the desktop applications, and also works fine when running as a mobile app in the emulator. But when I try to run it on an Android device via usb debugging I get:[SWF] assets/language/Resources_en_US.swf - 92,963 bytes after decompression Error #2046: The loaded file did not have a valid signature.Failed to load RSL http://fpdownload.adobe.com/pub/swz/flex/4.6.0.23201/framework_4.6.0.23201.swzFailing over to RSL framework_4.6.0.23201.swzError #2032: Stream Error. URL: app:/assets/language/framework_4.6.0.23201.swzWhere that initial Resources_en_US.swf is the one I'm trying to load. It seems to be happ initially (as it says how many bytes it is), but then fails. When I try the same app compiled into an IPA on an iPad it doesn't die, but none of the language fields come
Hello, I am developing a mobile app which loads thumbnail images from a remote server. During testing on the Android platform, however, I have discovered that images are very slow to load. By monitoring server logs I have determined that the poor performance is caused by the lack of connection pooling, meaning that each request builds a new connection. Running the sample code below on a mobile device produces 20 requests and 20 connection attempts. By comparison, the same web or desktop app creates 2 connections and reuses those connections for subsequent requests. The substantial overhead and latency associated with generating new connections has a substantial affect on performance, with 20 thumbnails taking approximately 4-5 seconds to load on mobile versus 0.5 - 1 second on a desktop. I have included a sample app below to emphasis the performance issue. The image itself is very small (290 bytes) to focus the issue on connection latency. I have confirmed this behavior on
Hi, I have a problem with liquidity orientation by 90 degrees, biznes app, device iPad3 - retina, renderMode is set to gpu. The problem does not occur on the iPad 4 and normal resolution. The problem does not occur when I turn 180 degrees and when I set the CPU renderMode. Unfortunately renderMode set to CPU, causing a significant slowdown navigation views transitions. Tested for AIR 3.5 and AIR 3.6 beta. My settings app.xml:<renderMode>gpu</renderMode><autoOrients>true</autoOrients><fullScreen>true</fullScreen> <visible>true</visible> <softKeyboardBehavior>none</softKeyboardBehavior></initialWindow><iPhone> <InfoAdditions><![CDATA[ <key>UIDeviceFamily</key> <array> <string>2</st
just got a nook, how do i install my apps on it to test them?
Hi friends, I have developed AIR application using Flash Builder 4.6. Its working fine with emulator. When i tried to install it into my iPad, it shows the error "App failed to install". I have recreated the Provisioning file many times, but no luck. my iPad version is 6.0.1. Any one know about this issue? how to slove this? please help me.Thanks
Hello, I have an AIR app that I am trying to run using a c# webservice under Win 2003. I am starting the application process (air .exe file) as the "Network Service" user which has full-rights on the app-folder and app-working folder. The problem is that once with the applications the "Adobe AIR Updater.exe" process is starting to (using the same user N.S.) and both of the processes stop responding. I have tried to start the process as "Local Service" with "Desktop Interaction" too but unfortunately with no result. I must tell you that under XP and Vista it runs perfect... Is there any security issue related to win 2003 or any way i can start an air app from command line. Also i am interested why "Adobe Air Updater.exe" is starting ?
Are there any plans for AIR on mobile to support OpenSL ES? I'm working on an audio-intensive app, and it would be great to be able to use AIR. The reason for needing OpenSL is that I'd like to be able to use 3D positional audio.Steve
Hi guys! Please help me T_TI am making a android game that has a left and right movement.. I made two buttons for the left and right movements. What i want is to make my character move when I press the left/right button, i don't need to use keyboard movements.. So how can i make my character move using the left/right button.These are my codes actionscript 3.0:import flash.events.Event;hero.gotoAndStop('still');stage.addEventListener(Event.ENTER_FRAME,onenter)function onenter(e:Event):void{ if(Key.isDown(Key.RIGHT)){ hero.x+=5; hero.scaleX=-1; hero.gotoAndStop('walking'); &nb
I've just posted a look back at the performance of my AIR apps across the various App Stores, thought my fellow AIR dev's might be interested!http://esdot.ca/site/2013/2012-sales-breakdown-comparison-of-app-stores
I am creating an Android Native Extension for my game. I need to be able to access a 3rd party sdk (for which I have the source files) that was written in java.The sdk uses Flurry Analytics for recording events and it is integrated into the sdk source code.I have managed to get a working ane that can communicate back and forth between my game and the java sdk, however, when the sdk tries to initialize it's reporting class, the app "initialization" method that is executing terminates prematurely. It doesn't crash the app, and no exceptions are reported in the code, but since the method terminates prematurely, all the initialization code that follows doesn't get run, thus blowing up the entire sdk.In the Android Debug Monitor LogCat I get the following output when the reporting class is created:12-28 15:05:26.488: I/dalvikvm(1776): Could not find method com.flurry.android.FlurryAgent.onEndSession, referenced from method com.bigfishgames.bfglib.bfgReporting.destroy12-28 15:05:26.488: W/da
Adobe has received reports that desktop AIR 3.5 users of BBC iPlayer and Digital Theatre Desktop Player are no longer able to play or download video after upgrading from AIR 3.4 or earlier. Specifically, the user will attempt to play the video and will get a black video window or will fail to successfully download videos. Adobe is working on a permanent resolution for the issue in AIR 3.5. In parallel, Adobe is working closely with the BBC and Digital Theatre to offer support and investigate interim resolutions. We will publish an update as soon as we have released the fix.In the meantime, the work-around for affected users is to migrate back to AIR 3.4. The following link provides instructions for determining the version of AIR currently installed on your machine. If you believe you may be experiencing a video playback problem caused by migrating to AIR 3.5, your video service should be able to tell you whether they believe going back to AIR 3.4 or
Hello guys,I am developing a game that is using mainly Starling to render the game content as well as some classic DisplayList UI overlays (I know its not optimal).Performance wise the Android app runs at ~10 FPS Release mode on my Samsung Galaxy S1 while the iOS app runs at ~50 FPS on my iPhone 3GS in compile and ~15 FPS in interpreter mode.The code is the same on both versions, so I was wondering why the performance on the Samsung is so bad. Did anyone experience something similar?
Hi folks, was wondering if an app (Android) generated with captive runtime, still ask the user to install AIR plugin. If somebody knows ( and maybe have an example actually on market ) , i'll be glad to pay him/her a beer !Thanks in advance
Is there an existing code example for an ANE that includes a default platform? All of the examples I can find simply implement one or more platforms. I have managed to build a native extension to read phone number from an Android phone, but I want to be able to run a version on other platforms where the isSupported function simply returns false. When running from Flash Builder, an error message tells me it cannot find my PhoneNumber class.
Hello,I noticed there is a bug with the lastest build of Air 3.5 beta with the method "drawViewPortToBitmapData".It resizes the viewport that we want to draw smaller that the original size.Can you correct this bug before the release ?Thanks,Loïc L.
I have a Flex Mobile app that uses an iOS native extension to allow it to run in the background using the "voip" background mode. When I recieve a certain message via a native socket, I push a view onto the stack using ViewNavigatorApplication.pushView. All is well when the app is in the foreground. However, when it is in the background the call to ViewNavigatorApplication.pushView does not result in the new view being created immediately, i.e. its creationComplete event is not fired. When I bring the app to the foreground by clicking on its icon, the creationComplete event is immediately fired. It acts as though the creation of the view is put on a queue until the app comes to the foreground. What is up with that? Is the Adobe AIR gui event processor in a sleep state when the app is in the background? Other events are fired and processed as per normal, so I know that AIR is "alive". I've only seen this behavior with ViewNavigatorApplication.pushView. Note also that I don't see this be
I built my first-ever app using Flash Pro CS5.5 on Windows, tested on an iPod Touch 4.Sometimes the app runs properly all the way through. Other times, it doesn't: the app runs, goes through a few screens, and crashes and/or fails to load external audio. It seems random, with no consistency. On my iPod Touch, I've removed all other apps from running in the background, so that can't be causing memory problems.The app is a simple image scroller:- uses swipe actions to scroll the next image onto the screen- image bitmaps are 480x320-pixel JPGs (there are 10)- audio narration plays when the next image appears- all JPGs and MP3s are external, loaded as-needed- event listeners are used, to only allow the swipe action when the external JPG and MP3 for the next screen are loaded- all event listeners are removed after use, to free memorySo, I've tried to keep this simple, manage memory properly, and ensure that my JPGs and MP3s are not large, loading them only as-needed.
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