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Hi,Is it possible to deploy an AIR aaplication in Windows CE based devices?Thanks,Praveen Kumar P T
In AIR 3, I'm loading a PDF using the mx:HTML component. Here's some sample code:<?xml version="1.0" encoding="utf-8"?><s:WindowedApplication xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark" xmlns:mx="library://ns.adobe.com/flex/mx" showStatusBar="false"> <s:layout> <s:HorizontalLayout paddingBottom="8" paddingLeft="8" paddingRight="8" paddingTop="8"/> </s:layout> <s:VGroup width="100%" height="100%"> <s:Button label="Open PDF" click="html.location = 'http://samplepdf.com/sample.pdf#toolbar=1&navpanes=0&view=FitH,top'"/> <s:DataGrid width="100%" height="100%"/> </s:VGroup> <s:BorderContainer width="100%" height="100%" backgroundColor="#EFEFEF"> <mx:HTML id="html" width="100%" height="100%"/> </s:BorderContainer></s:WindowedApplication>The HTML area has a width of 100% but only takes up half the screen due to another component which is also trying to use 100% of th
HiIt has been a nice run of about 7 or 8 years now that we have developed Flash browser based games for the web exclusively. Of course with the ubiquity of mobile devices, things have changed. Clients are starting to demand, almost assume, that games will work in the browser - on the desktop and on their tablets.Putting aside the whole discussion of using an HTML5/JS solution instead, we're sticking with Flash for the next project and need to figure out the best way to get it to run on the desktop browser and on the iPad, while maximizing code re-use.Given the current state of technologies today, what is the best path? This game will be a 2D side-scroller type game, and development will be done mainly with bitmap graphics (as opposed to vector) and spritesheets :Option 1: Develop the game targeting the 'standard' flash player for web, then port to an iOS AIR 3.2 app, doing appropriate optimizations.Option 2: Use Starling/Stage3D for desktop, and then port to an iPad app. Just wondering
I wonder if there is a way to mix Touch Point input mode with Gesture input modeI have a sprite that serves as a container and works in touch point input mode. This sprite responds to touch start/move/end - that way I have top-down moveable menu container.Inside this sprite I have several other sprites (menu buttons) and I'd like them to respond to swipe gestures (left/right).And here's where I got stuck. When I switch to gesture mode, buttons react to swipe, but container doesn't move. The other way round, container moves, but buttons are useless.Anyone got an idea how so solve this?
I've read that in air 3.3 you can now use -platformsdk on windows. anyone know the exact steps to do this? it says on the pdf that you must replace symbolic links with actual files on windows. what does this mean?
Hello,I am struggling on displaying H264 .mp4 videos through ipad2 and Xoom tablet for a while.Parameters under FDT4: - AIR3 SDK (latest) - Flex SDK (latest) - swf-version = 13 - targetplayer=11Stagevideo is successfuly instanciated, but nothing...I tried several HD formats, through several containers (f4v, h264) and still nothing.I know that some people got result but so many people have trouble with this new feature which should be great.My question is simple:is there any tutorial that clears the usage of the StageVideo on Mobile ?thanx.Arthy
Will the air to iPad retina issue be fix in the flas pro cs6?
Before I go and experiment I need to know the following.If I have an fla with an animation which includes some as 3.0 done in CS5.5 and I re opened , changed the publishing to AIR for IOS and left the as file within the fla will this render correctly?If not can I just cut the AS, remove , set a class and paste the AS inside the class and save then publish to AIR for IOS.Will it work?Reason I ask is I have some projects I want to combine into an app for IOS so rather than go thru the steps it would be easier to ask.???RD
Hi All, I need to create a custom badge / setup file for an application that is going to be distributed on Android phones, I am trying to acheive the following -1. Before the application is installed, the installer has to enter a CD Key which will be validated against the server then only he / she could proceed to install2. Need to copy a JAR file from the Assets folder (packaged in the APK file) to a certain folder on the external SD card and run a java class file (using NativeProcess to launch the java class perhaps)3. Custom dialog / form during installation?Is this possible to get done in Adobe AIR?RegardsBaliga
As there are many people using older version of andriod phone and the new Samsung Galaxy Y is being huge in countries like India, it's time to have Adobe AIR support running on it. I did by own research on friends around me who using Andriod phone and it's interesting to found that more than half of them can't ran Adobe AIR. Therefore, if we as developer choosing Adobe AIR as platform to build mobile apps even as simple as "Hello World" apps, there are a huge percentage of Android user cant run it. Which means our apps is going to losing millions or billions of potential customer because of chosing Adobe AIR. I hope Adobe to bring AIR support on all those lower performance device (ARMv6 or lower) especially those new ARMv6 device. Btw, I have seen Samsung Galaxy Y running great on Unity games because these new ARMv6 device comes with good GPU. So, Adobe should look into it.
Could this be a bug within adt.jar?When running the adt.jar java app as an ant task within Flash Builder 4 I get the following error:Filename contains restricted character '\': C:\libraries\the\path\to\the\file\directory\FMODAirNEvery single property expanded within the <java> ant task with the exception of ane.target.platform includes ${basedir} which evaluates to C:\libraries\the\path\to\the\file\, yet only the last parameter in the argument list for adt.jar complains regarding a restricted character:ane.extension.descriptor=${basedir}/directory/extension.xmlane.keystore=${basedir}/directory/test.p12ane.src.library=${basedir}/directory/library.swfane.target.platform=Windows-x86ane.project.name=${basedir}/directory/air.fmod.ane.aneane.swc.name=${basedir}/directory/air.fmod.ane.swcnative.library=${basedir}/directory/FMODAirNativeExtension.dll<target name="default" depends="clean, init"> <java jar="${FLEX_HOME}/lib/adt
Our application will be mainly installed on a windows 7 tablet. The main problem our client faced during a demo was the lack of a soft keyboard. Hence, I begun my process of adding a soft keyboard and made a POC with the following code in it.private var p:NativeProcess;private var npInfo:NativeProcessStartupInfo;private var f:File;private function invokeKB():void{ p = new NativeProcess(); npInfo = new NativeProcessStartupInfo(); f = new File("C:\Windows\System32\osk.exe"); npInfo.executable = f; p.start(npInfo);}I invoked the above, as soon as a textinput received focus. To my disappointment, this did not work. I even made the installer a native installer, as per the ADT guidelines, but nothing worked.So, the next move was to open up a simple QWERTY keyboard in a nativewindow. Got a 3rd party qwerty, loaded it in a new nativewindow as below :private var popupWindow:ExtendedNativeWindow;protected function showWindowButton_clickHandler(e:FocusEvent):vo
I have been trying desperately to figure this out and cannot. I'm testing a simple two button app created using Flash CS5.5 publishing to AIR for IOS, I get no errors, the adl playback is fine, my trace statements work yet when I drag the .ipa into Itunes I see it in my app section, soon as I go to sync I get the msgI Tunes Syncappname failed to install.Very very frustrating as I checked every possible thing I could think of, errors in the actionscript etc.anybody ????????RD
I am building a mobile application for both Android and iOS devices. I am using images in 3 different resolutions sets.The images have been made in such a way that the complete all screens were first designed for 640x960 resolution with 320 dpi. Then I created 3 different sets of images where the images were reduced to 75% and 50% of the 640x960 image size. The images I have now work fine for iPhone 3GS and iPhone 4 and 4S devices. But the 75% one's don't work correctly. This is because the size of say background of view at 75% would be 720 pixels while the size of the Android device's screen is 854px or 800px.How can I address this issue?
Hi,I can't unserstand - how I can upload BitmapData.getPixels if uploadFromByteArray use BGRA colorspace and BitmapData.getPixels returns ARGBWhat I should to do ?
I have been trying to get my Starling/Stage3d based app developed using AIR 3.2 SDK to run on an OEM android tablet without success. It fails at startup when trying to get context3d "Error #3702:Context3D not available". I am at a loss as where to look. Are there any specific requirements or restrictions for Stage 3D to run on android devices?Even worse, I cannot get the app to run on the android emulator also. I have checked the wmode(set to direct) in air app xml as well as swf-version compiler directive(set to 15) in FlashDevelop but it just does not work. Switching to native display list instead of Starling/Stage3D seems to work fine on both device and emulator.You'll be my hero if you can help me with this 🙂
Hello everyone!I have practical question about NE performance. What will be faster - comparing loop with 100 000 items on AS3 side or pull this to iOS Native Extension? I'm asking because I developing 3D game with stage3D and I found that animation of vertices to sloowly because it's computing on CPU in AS3. I want pull this to Native Extension. Could I get performance increasing?
In Flash Professional Help / Publishing AIR for Android applications (http://helpx.adobe.com/flash/using/publishing-air-android-applications.html) I found the following:===========Render mode Allows you to specify which method the AIR runtime uses to render graphic content. The options include: Auto - automatically detect and use the fastest rendering method available on the host device. CPU - Use the CPU. GPU - Use the GPU. If no GPU is available, the CPU is used. Direct - Render using Stage3D. This is the fastest available rendering method.==========If the Auto mode automatically selects the fastest rendering method, what is the point of the 3 other options?My application has some minor 2D animations, but very smooth drag-and-drop performance is important. What rendering mode would you recommend?Thank you.
After some test this night... finally...http://www.youtube.com/watch?v=AmDrzQX43ZA
Hello guys!I am so glad to be here sharing this with you, first of all I would like to say a big THANKS to those who helped me on testing the app on previous months.Traffic Wonder was officially released on March 15th and so far we got in average one thousand downloads per day (in all platforms combined), 11K downloads, note there is not a free/lite version of the game available yet. There are lots of people talking about the game out there, around 1300 pages tracked in google worldwide. Apple has featured the game during the first week on the section NEW & NOTEWORTHY.Today we got really surprised with Blackberry, we got lots of new activity in the leaderboard from Playbook players and we found out that the game was featured, the game is at the moment on position #6 on top paid apps (I don't know for how long). http://appworld.blackberry.com/webstore/toppaid/category/1/?lang=enGuys, many of you (including myself) know how difficult is to build apps and publish them out there... my
Hi, I'm facing a most curious problem on text rendering only when the content is played from a mobile app made on air. If a char has an accent it is placed right from the correct position. The problem can be checked out easily.From web, access here: http://www.managana.org/editor/ and check the word "grão" on the right. The ~ accent of it is correctly placed.From a mobile, install and open the Managana app (https://play.google.com/store/apps/details?id=air.art.ciclope.managana). It opens on the very same screen and we can see that the ~ is placed right from where it should be.The problem is consisted and not dependent of the font face or accent used, it happens all the time. All fonts in these cases are embed and the code used is the very same one... Does anyone have a clue about it?
Hey There,I been attempting to create a native extension for my current project and tried a simple hello world ANE first which I managed to get working fine so I'm now aware of the process to get everything done correctly.The problem I'm facing now is that I'm using a ".a" static library in my XCode project to build my own ".a" static library. When I compile my ANE Project in ADT I receive the following error (sorry for the formatting).Undefined symbols for architecture armv7:"OBJC_CLASS$_EAAccessoryManager", referenced from: objc-class-ref in libcom.edgington.HelloWorld.a(TGAccessoryManager.o) "OBJC_CLASS$_EASession", referenced from: objc-class-ref in libcom.edgington.HelloWorld.a(TGAccessoryManager.o) "_EAAccessoryDidConnectNotification", referenced from: -[TGAccessoryManager setupManagerWithInterval:forAccessoryType:] in libcom.edgington.HelloWorld.a(TGAccessoryManager.o) "OBJC_METACLASS$_EAAccessory", referenced from: _OBJC_METACLASS_$_TGAccessory in libcom
My app tested fine on a DROID ii but when I had a friend download the app on his DROID x the app showed an error when run. It did not prompt the user to download the runtime. Once we did download the runtime, the app worked fine.I went through much agony renaming my package name to remove the "air." prefix for reasons that are not important here. Could this cause a phone not to recognize that the air runtime is needed? I cannot find any documents that say that the prefix does more than help adobe keep track of air apps. Here is my app in case it helps:https://play.google.com/store/apps/details?id=com.dktimertrial&feature=more_from_developer#?t=W251bGwsMSwyLDEwMiwiY29tLmRrdGltZXJ0cmlhbCJdThanks.
I would like to return a ByteArray from my ANE. The bytes will be allocated from the native side (in C). Is this possible? If so, does the AS side become responsible for deallocating the memory, using the normal garbage collector, or should the native side?
Hi - I released an App on iTunes (http://bit.ly/J4oanL) - it's a (hopefully) addictive arcade shooter with tower defence elements.Using the Starling Framework (http://gamua.com/starling/), the foxhole mobile UI components (https://github.com/joshtynjala/foxhole-starling), my own XML web service for leaderboards (http://www.johnnytravelonline.com/JTO/FR_leaderboard.aspx), and the Milkman Games Native Extension for integration with iAd (http://www.milkmangames.com/blog/tools/).It was developed and released 100% from Windows 7.Thanks to anyone taking a look.
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