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The range of icon sizes suppoted by the <icons> attribute of the Main-app.xml seems quite limited.For example, we are getting ready to launch our app in the Amazon app store, which has a wide range of different icon sizes for their devices:https://developer.amazon.com/sdk/fire/cx-guidelines.html#IconSizesBut the majority of them fail when you try to include them in a build:42x42, 62x62, 75x75, 78x78, 80x80, 90x90, 118x118, 121x121, 125x125, 134x134, 155x155, 159x159, 188x188, 210x210, 252x252, 284x284, 322x322, 365x365, 425x425, 675x675Is there a way to add them to the .apk package that will be accesible to the application?
According to the releae notes, updating the SDK in Flash Builder 4.7 has changed or something. In the past we overlayed the AIR SDK over the Flex SDK. If I follow the instructions in the release notes does it mean I would no longer have to overlay the Flex SDK with it? That would be nice.http://labsdownload.adobe.com/pub/labs/flashruntimes/shared/air3-6_flashplayer11-6_releasenotes.pdfthx
How to install the sdk on FB 4.7? Thank's
Release notes:1) The secondary SWF which is to be loaded by root SWF should have the same as the root SWF, otherwise loading will result in Error 3747:Multiple application domains are not supported on the operating system. Following is the correct way to load a secondary SWF:same what? path? publish settings? Also could use a bit more details on making a multi swf project work.Is it only the root swf that needs the air publish settings? Do we simply add the other swfs to the included files? How are the publish settings of the children swf's set? I have project with 10 or more swfs would really like to get this working soon Thanks!
Few weeks ago i submitted a bug https://bugbase.adobe.com/index.cfm?event=bug&id=3347676regarding the Shared Objects in Air.With Air 3.4 and iOS the Shared objects where using the parameter "filename" in the descriptor XMLWith Air 3.5 instead the Shared Objects are stored in the actual name of the SWF.Air 3.4 and 3.5 Interpreter compile use the same logic, although the adHoc is changed, so to test use adHoc.What I am asking here, is it possilbe to store the SharedObjects using a different name instead of the actual name of the SWF in iOS?
I opened a bug a while ago https://bugbase.adobe.com/index.cfm?event=bug&id=3347676 but I am not sure if the bug is being worked on or not, I see Reason "Waiting" and not really suire what that means.The issue is this, I have been storing some infromation about the user in a SharedObject using this syntax _diskCache = SharedObject.getLocal("diskCache");The name of the SWF file is MOBILE.swf, although the parameter <filename> in the Application.xml is <filename>Air App</filename>For months: Android has been storing the SharedObject data using the actual SWF name, so in MOBILE.swf,iOS has been storing the SharedObject data using the <filename> parameter, so in Air App.swf.Since Air 3.5 this has changed (When compiling an ad-Hoc IPA), Air 3.5 now works like Android.This is ok since all devices should behave the same, although now all the players that had data stored in their SharedObjects are going to lose it, and trust me they are going to get mad about it and
Hi,We've recently launched an app on iOS and Google Play that altogether have about 10,000 users so far. We decided to submit to Amazon.The app was rejected by Amazon with the reason below, in summary that the app didn't look right in Portrait. However, we don't support Portrait mode, we only support Landscappe and flipped Landscape. We have about 1,000 users so far on Android (via Google Play) and 9,000 on iOS, using the same code base and the same app manifest.What is curious is that the Amazon reviewer tested it on an HTC Desire, which for reasons I can't explain displayed the app in Portrait mode, despite the fact that it's expressly disabled in the manifest, and we've never seen this behavior on any device. With 10,000 users, we would have heard about it or seen something. I've also contacted some of our Android users who specifically have an HTC Desire, and for them it only runs as it should in Landscape and flipped Landscape. The app runs perfectly literally everywhere, includin
Hi there,I'm glad we finally got the support for native iOS push notifications with AIR 3.4, however Android support is still missing.Is there any chance we'll get this feature with 3.6? I really don't want to use the various native extensions that are available as none of them do work properly and are fully customizable. Cheers!
Hi,Finding the setup for Blackberry on FB4.7 is _WAY_ better and easier than it was on FB4.6, but... I'm getting an "Unable to connect to debugger at address 169.254.0.2" error and... Well, I know Blackberry does its own sweet magic with IP address mapping, proxying and so on, and I know that .0.1 is already proxied to successfully map my Blackberry playbook (otherwise, I'd be seeing nothing on screen at all), but...Anybody any suggestions on how to debug the connection to debugger?Thanks,G
Hello,We've just added intro sound effects to our mobile app near release, and noticed that the sound effects start playing before the visuals are displayed. We've tried putting the sound effects in an added to stage event, a resize event, and in an orientation change event, but in all three cases the sound effects start before the graphics appear. I am out of ideas and can't find any results online.We'd like to avoid using a "tap screen to begin" opening graphic as a workaround if possible. Thanks for any tips!
Hi!We're currently (still) working at a NativeExtension to show a GoogleMap in Android. What works so far is showing the map as a newActivity. But that doesn't suffice, as only the map or the underlying air-app can accept touch-events this way (If I'm wrong, please DO correct me). So I'm currently trying to add the view containing the map via addContentView to the air-app itself, but so far, no success. I'm assuming, that the whole air-app is only one activity. I'm trying this in the extension's onCreate-method: View extensionview = LayoutInflater.from(context.getActivity().getBaseContext()).inflate( context.getResourceId("layout.activity_map")
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I am building a game for android devices using Air 3.5 and Flash Builder 4.6Some of my game sections have quite a bit of loading to do, so broke them up on a time to only load a little bit at a time, thus allowing enter frames and timers to fire between each chunk... and I put a spinning tumbler on the screen as a wait indicator.however, some of the chunks still take a bit of time to execute (usually when processing large images and such) and can take several hundered milliseconds to execute.Now, this is not the problem.The problem is that on these frames that take longer than 33 milliseconds (fps is set to 30) the spinner on screen seems to "jump" backwards for a partial frame.It's almost like the when the current enterframe runs, there are 2 screen updates occuring... the first update shows the screen contents as they were before the screen started to redraw, and the second updates the screen to what it should be now.... the result is that for that partial frame update, the spinner s
I have the stupidest AIR bug here on iOS. HTML set as string to StageWebView now open in the device browser with URL like this http://adobe.13323422.apollo.air/It only happens on the device (iPhone's or iPad's), not in the simulator. Anyone?
Using the command line tools I can view devices and install builds, but I can't get Flash Builder to see the device.I'm testing on a Nexus One running 2.2.
I have an iPhone (version 6.0.1) but when I go to the AIR download page, it says:We're Sorry Adobe AIR is not supported by your device. This content can be viewed on a desktop computer or on mobile devices that support Adobe AIR.Same question with installing iOS apps created in Flash. I have yet to be able to do so and am not sure if the problem is my device, the certificate or the provisioning profile.
Is there (or will there be) any way to compile an actionscript mobile project, using AIR for iOS, as a library project so that other objective c applications could integrate the AIR library project within them ?
This question was posted in response to the following article: http://help.adobe.com/en_US/air/build/WS901d38e593cd1bac35eb7b4e12cddc5fbbb-8000.html
Hi, i'm trying to make this code work with a application that got 99% of code driving by external actionscript.as files;In another app without any external call i mean no actionscript.as files, the code work very fine.My goal is to shutdown any activity of the app when the user receive a call or something like that;Many thanks in advance and sorry my english Scene 1, Layer 'Layer 1', Frame 1, Line 141046: Type was not found or was not a compile-time constant: KeyboardEvent.function handleActivate(event:Event):void{ NativeApplication.nativeApplication.systemIdleMode = SystemIdleMode.KEEP_AWAKE;}function handleDeactivate(event:Event):void{ NativeApplication.nativeApplication.exit();}function handleKeys(event:KeyboardEvent):void ----- Line 14 -----{ if (event.keyCode == Keyboard.BACK) { NativeApplication.nativeApplication.exit();
I know that I can exclude the ipad or iphone if I delete one of these rows:<key>UIDeviceFamily</key> <array> <string>1</string> <string>2</string> &n
I have an Air for iOS mobile application that utilizes StageVideo to play locally cached h.264 mp4 files.My video playback code is very bare-bones and relies on using NetStream directly - I'm not using OSMF.In general I have no problem playing the video files, but there are two problems I'm facing that seem peculiar because they only occur for H.264 content - if I run the same code with vp6 content, these problems do not occur.1) all calls to NetStream.play(videoUrl, startTime, duration) always play the full duration of the video file, even if I specify '1' for the duration. This is a problem because I would prefer to load up the first frame and wait for user interaction to begin further playback. This problem occurs with both vp6 .flv files as well as for H.264 .mp4 files.2) when I invoke NetStream.play() the first time, the StageVideo renders some strange "zoom in" effect, where the video appears to be initially rendered at a size of (1,1), then within about 250 milliseconds it grows
Good morning,My company is looking at slmming down our desktop loads and one product that was mentioned was Adobe AIR. I'm trying to find a definitive list of Adobe products that are depending on AIR to run or function, but I can't seem to find one (AIR FAQs, forums, etc). Can anyone help with this? Thanks!
This question was posted in response to the following article: http://help.adobe.com/en_US/air/build/WSfffb011ac560372f7e64a7f12cd2dd1867-8000.html
Hi! I'm testing my game on both iphone and android, and I can observ that the battery drains horribly fast!!My game is a simple pixel game that uses Adobe Air 3.5, Axel Framework (for rendering with gpu) and one extension for ads.Some data of my game consuming battery:iPhone 4: 5 minutes = 2% less batteryiPhone 4s: 5 minutes = 5% less batterySamsung Galaxy II: 5 minutes = 3% less batteryAs I say the graphics are very simple and the game is only 4 mb.Is it a general problem with adobe air apps?? somebody else has the same problem??
Today I realized that files in the application directory are actually in zip format which is why it takes so long for the sound class to load mp3 files. By copying files to the applicationStorageDirectory the sound class can load mp3 files stored there as fast as on iOS. I have to do that anyway because I have more than 50 megs of files. I made an obb file and used fzip to unzip the files. Evidently iOS doesn't have this problem because it unzips the files during the installation process (which is probably why it takes so long to get an app installed).The delays I was getting was sometimes more than a second and it made my app useless. Unzipping the files made all the difference in the world.I hope this helps someone else.
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