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I am trying to open a mailto link in stagewebview and an email screen pops up but it is upside down. I close my program, flip the ipad 180 degrees and launch it again the email screen is still upside down.Is there anything I can do?
I believe that the following will be needed:- new placeholders in app xml for the new iPad retina icons- a mode that will allow the content done in 'non-retina' iPad to be viewed on new IPad (like the tag that makes iPhone 4 to fill 4 pixels and be used as the iPhone 3)- a simulator for all AIR environments, which allows the visualization of the iPad retina display (I guess it will have to have scrollbars for the first time in a mobile phone simulator, since the height is going to be 2048 pixels 😮 )- anything left on the list?
Hi guys, I really need to know if it is possible to create an app that use the stylus for drawing and have acces to functions like pressure recognition and stylus buttons press. In AIR 3.3 sdk, they said that Stylus support for Android 4.0 is available: http://forums.adobe.com/message/431700, but I don't find anything related to stylus in the language reference docs or any other resource that can guide me to implement these functions...
This question was posted in response to the following article: http://help.adobe.com/en_US/air/build/WSfffb011ac560372f7e64a7f12cd2dd1867-8000.html
I'm working on a native extension that reads in the contents of a file and writes those contents to a ByteArray for my application to use.The data is being read fine, I've proven this by returning a string of what I'm reading, but I want this to handle data other than just text. Here is the native code I'm using to write to the FREByteArray object:FREObject retVal; NSString *errorLevel; NSData *fileData; uint32_t location; FREGetObjectAsUint32(argv[2], &location); if (location > DSLocation_Temp) { errorLevel = [NSString stringWithFormat:@"Unrecognised location %i", location]; &n
You can see the same question on StackOverflow here:http://stackoverflow.com/questions/11547515/cannot-find-lib-when-packaging-for-iosHi,I am developping an Air Native Extension (ANE) in order to be able to use the burstly(1) ads on mobile devices.As for my setup, I am using the FlashDevelop 4.0.4(2) and Adobe Air 3.3 (3). I'm using Flex 4.6.0 SDK. The project is setup on Windows7.In order to work on iOS devices, Burstly requires a number of frameworks and librares (4)I managed to write and compile the .a library for iOS. I also have the interface (actionscript code) that will be shared for Android and iOS compiled into a swc and a librairy.swf. All of this is successfully packaged into a .ane which is included in my project.When compiling a .a library on MacOS, all the framework and library used don't seems to be packaged in the ".a". This is why I had to use Air 3.3, for the -platformsdk option(5).Since I work on Windows, I followed the instruction in this post to get the iOS SDK (6)
Hello,I am developing an IOS app with flash builder. I tested it perfect on my iphone, but I cant test it on Ipad.I installed the provisioning certifecate throught the XCode app, I see it on the provisioning profiles.When I connect the Ipad to my computer I see it on my Itunes and it allow me to drag the app to my Ipad apps. Then upadte it and see it installed in the ipad. (Always in the Itunes window)But in my ipad device I can't see my app.Any clue????Thanks you very much.
My application was rejected by Barnes & Noble for the following reason:Your application overrides the internal suspension mechanism. Our devises are set to suspend after 2 minutes of inactivity yet had not suspended after 5+ minutes. Please make sure your application allows user's devises to suspend according to their settings and resubmit.//*****************************I am using the following code. The code in the red in relavant to the question:NativeApplication.nativeApplication.systemIdleMode = SystemIdleMode.KEEP_AWAKE;stage.addEventListener(Event.DEACTIVATE, onLeave);//gets current frame and current scene when the user leaving the appfunction onLeave(event:Event):void{ stage.addEventListener(Event.ACTIVATE, onComeBack); so.data.currentFrame = this.currentFrame; so.data.currentSceneName = this.currentScene.name; SoundMixer.stopAll(); stop(); NativeApplication.nativeAppl
I am currently working on abode air for making an app for ios.I am trying to add Tapjoy and it requires two framework MediaPlayer.framework and CCTelephoneNetwork.frameworki have added them in my xcode project in build phases -> link binary with librariesalso i have tried platform options with -F full path it creates .ane file but when i use it it gives me this error<platform xmlns="http://ns.adobe.com/air/extension/3.1"> <sdkVersion>5.1</sdkVersion> <linkerOptions> <option>-framework Foundation</option> <option>-framework UIKit</option> <option>-framework QuartzCore</option> <option>-framework CoreGraphics</option> <option>-F /Applications/Xcode.app/Contents/Devel
So to get great performance in my app I have to set stage.quality to low. It works great on both iPad2 and iPad3 I have noticed however... on the iPad2 my startup image quality is very bad. However on the iPad3 the startup image is perfect. Why wouldnt there be a quality loss on the iPad3? Is there any way to have the startup image not be affected by the stage.quality parameter ?
"Deploy an AIR application on iOS devices without having to use iTunes or the iPhone configuration utility."Can someone explain how this is done ?
The project I'm working on is an Adobe Air port of a Flash game. The ADT generates working builds for the targets: ipa-debug, ipa-test, ipa-debug-interpreter, and ipa-test-interpreterHowever the build target ipa-ad-hoc creates a build that crashes during a game event. The bug is 100% reproducible in Air 3.2, Air3.3b2, and Air3.3b3.If I use undocumented ADT flag -Xdebug the crash does not happen. If I instrument the function with trace statements, the crash does not happen, if the trace stacement is in just the right spot. This feels like a bug in the optimizer, but it's very costly in my time to track down issues that only happen in the ad-hoc build. It would be much faster to isolate this type of issue if I could debug an optimized build. It would also be helpful if I could disable the optimizer on the functions I observe it's getting wrong, rather than having to turn off optimizations globally. I've worked around the present issue; which I was finally able to narrow down to breaking
Loading transparent images from the CameraRoll works in Android fine, but in iOS, the BitmapData recieved from loading from the camera roll comes in with the transparency stripped out, leaving me with ugly square edges that just won't do. The images show transparent in my photos, but are the transparency is all whited out when I get them in my app.I have searched and searched for a fix for this bug, but haven't found anything. Is there some way to specify to the CameraRoll or MediaPromise to check for transparency? What have I overlooked?
Hi ,I try to create ipa to my simple swfon my mac the adt command run ok but the same adt command and the same files bring me errorthis is the error# Generating executable...E:\AdobeAIRSDK31\lib\aot/bin/ld64/i686-apple-darwin9-ld64.exe -ObjC -dead_strip-Z -arch arm -L"E:\\AdobeAIRSDK31\\lib\\aot/stub" -L"E:\\AdobeAIRSDK31\\lib\\aot/lib/gcc" -lgcc -F"E:\\AdobeAIRSDK31\\lib\\aot/stub" -L"E:\\AdobeAIRSDK31\\lib\\aot/lib" -o "../aot5150261266549223089.tmp" -L"C:\\Users\\admin\\AppData\\Local\\Temp\\fea19946-86ea-4809-9a67-dc418a528151" -exported_symbol _main -exported_symbol _ExtInitializer -exported_symbol _ExtFinalizer -exported_symbol _ExtInitializer -exported_symbol _ExtFinalizer "extensionglue.o" "AOTBuildOutput-0.o" "AOTBuildOutput-1.o" "AOTBuildOutput-2.o" -sectcreate __TEXT __ic "AOTBuildOutput-stripped.swf" "E:\\AdobeAIRSDK31\\lib\\aot/lib/libNoDebugger1.arm-air.a" "E:\\AdobeAIRSDK31\\lib\\aot/lib/libNoDebugger2.arm-air.a" "E:\\AdobeAIRSDK31\\lib\\aot/lib/libRuntimeAOT.arm-a
Hi,I have a reasonably large AIR application developed in CS6 using AIR 3.3 (I tried 3.2 as well). Works fine on my computer but when I upload it to an iPhone the application tries to start but then dies and returns to the apple home screen.The application contains about 12 screens each of which contain many (50+) variables / movie clips etc. Tried to debug it using the external debugger but no errors appear in CS6. When I limit the number of screens I create to e.g. 9 screens only it starts to work again. Which 3 I disable is totally irrelevant (first or last 3 screens) - when I get down to 9 screens all is well.I don't really know where to start looking for a solution to this. Anyone has any suggestions?ThanksLeon
Just want to know if we will get that functionality anytime soon on the SDK
I have noticed in my adobe air app that I get intermitent crashes while trying to close my Netconnection. The app stops responding and eventually if you keep trying to do something it crashes. It is happening around 7 out of 10 times which is weird!Has anyone encountered this or knows whats going on?Here is a link to the full ANR Trace: http://pastebin.com/ut0eZRrUThanks, any help would be appreciated. This bug is preventing me from releasing my app!I have seen a few discussions where people are saying they are experiencing similar issues however, they also say that it has been sorted in air 3.3. I havent seen any improvement.... Here is a summary of what im getting in logcat:D/dalvikvm( 2019): GC_CONCURRENT freed 1943K, 21% free 24500K/30855K, paused 2ms+21msD/dalvikvm( 2019): GC_EXPLICIT freed 769K, 20% free 24737K/30855K, paused 2ms+20msE/ActivityManager( 2019): ANR in air.com.test.mobile.rbttest.debug (air.com.test.mobile.rbttest.debug/.AppEntry)E/ActivityManager( 2019): Reas
Hi,Randomly (not always), when I close NetStream, the entire app just freezes. Even performing a NetConnection.close() causes freezes. I do not see any errors (even in the debug mode) so I cannot tell more.Sometimes even simply renewing the current NetStream to "new NetStream()" or disposing it causes a freeze.I am sure all this attributes to releasing resources and message passing between the client and FMS which probably ends up in a deadlock somewhere.I'm not ruling out the possibility that this could also be a problem because of a slow internet connection.What's the work around for that?Instead of close() (if it's buggy i.e.) are there other alternatives to stop listening or sending media over netstreams?If this is indeed a bug, I know Adobe won't let us know of it but I hope this is solved in the next AIR Release for Android.I'm testing this on an Android 4.0 (Galaxy Nexus).I've yet to try this on 2.3 or 3.x. Will update as soon as I try them.Any leads?Thank you very much.Savio.
Hey there,I'm developing a game for iOS and implemented an option to turn music on and off. But is there a way to register if the mute switch on an iPhone is active? Sounds keep playing, even if it is active.
Hi,The title says it all!I have a custom URL scheme for my iOS app built in Flashbuilder - the urlScheme works and launches correctly when the page calling it is http:// however, when I am in https:// the urlScheme is not recognise - first I get a message about submitting to a non-secure url and then I get the "safari cannot open the page because the address is invalid" message.Obviously, SSL is not the same as my urlScheme, and I can see any number of reasons for flagging that to the user, but surely it should still recognise the URL?Any pointers would be greatly appreciated!Thanks,G
Hi,I just wondered whether there are any plans to change this at all in the near future? as it limits the native libraries that Air can connect to.regards,Nalin
Hi,Can anyone send me an example of how to working with native extension for Adobe AIR on iOS that will use Push notificationsThanks,Eyal.
Is there any way to write a AIR mobile app (Android and iOS)and push notyfications from external source to aplication when the application is not running?Is it only possible with native extensions for AIR? Can native extension been add in FlashBuilder?
Im finallising an app for the new iPad. Is there anything I need to do to ensure that it utalises the retina display? Do I have to change anything in the XML?I have created hi res images for it (2048 x 1536) and these are loaded in if the device is the new ipad.Also, I understand I need a 144px icon, I have specified this is the xml icon list.Is this all I need to do to ensure compatibility?Thanks
I am having 2 apps 1st one is developed in Air for IOS and 2nd one developed in xCode, now i need to open my 2nd app from my 1st app, So i tried custom URL schema. i create URL Schema for my 2nd app and using navigate to URL i call myApp from my 1st app. Unfortunately myApp is not getting launch! These are the codes i triedvar $gameAppReq:URLRequest = new URLRequest("app:/myApp");navigateToURL($gameAppReq, "_self"); orvar $gameAppReq:URLRequest = new URLRequest("myApp:/");navigateToURL($gameAppReq, "_self");But none of these got worked and its not throwing any errors, Somebody out there to help me Thanks.
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