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Hi all,I'm trying to get file support into my ADT helper tool before I release an update. I am still having problems.According to the Adobe docs on the subject, the following commands can be used:-C "path/to/new/working/directory" [files and folders to include]-e [files and folders to include] [package directory to add these to]The following example works fine for me:// This changes the working directory to my audio resources folder, and then packages the file 'track.mp3' into the root folder of my application package.-C "C:\\resources\audio" "track.mp3" Hoiwever using -e option in any way generates an error:// This copies the file 'sfx.mp3' from the current working directory to the application package subdirectory 'lib'-e sfx.mp3 libThis also causes an error:// Change the working directory to resources/audio and then copy the file called 'sfx.mp3' to the 'lib' subfolder of the application package. Error.-C "C:\\resources\audio" -e sfx.mp3 libThe error in both cases is:File does
as not to show the virtual keyboard after click on a textinput? needsSoftKeyboard="false" property is not taken into account in this component.
I am encountering a mystifying (and quite dramatic bug) in AIR on iOS (I am building from Flash CS 5.5 patched to AIR 3.2, app is running on an iPad). I have several textfields on stage (these are dynamic classic textfields). I am seeing characters in seemingly random positions change in a regular pattern. It looks as though characters are being overlaid for an instant (like several big captial T's will appear over the lowercase t's in an area). The mystery overlay is sometimes offset and cropped. Several different areas will change briefly over several seconds, and then the pattern repeats. The bug can be seen in this video from February of this year:http://www.youtube.com/watch?v=J4NPi4Ie6soThis is not my project, but the bug is identical. I am working on isolating this bug now, but I wanted to know if anyone had any more information as it is difficult to search for this bug since I don't really know what to call it or how to describe it succinctly.Does anyone know what is going on h
I have an iPad app being sold in the iOS App Store. I use File.applicationStorageDirectory.resolvePath to save some XML files locally to the user's iPad (stuff like user's high scores when playing in offline mode).What will happen to these files for my users if I upload a new app update to App Store? Will they get deleted because the update is a fresh install of the app, or will they be left alone?
Hi guysI'm currently working on a universal ios game for iphone and ipad.I have one set of graphics set at 1024x768 and another set of graphics at 960x640. I use device capabilities to detect what kind of device I am on and then dynamically load the appropriate graphics at runtime. My problem is that the stage is always set at 1024x768 so the application will automatically downscale the entire stage when it is running on the iphone. This means that it will scale down the appropriated sized 960x640 graphics and leave the extra blank space. I've tried turning on no_scale and align left and all the different stage.scale settings with no luck.I really wish I could just decide how big the stage is at runtime in a single file. Is this possible? I don't understand how someone would create a universal ios game with this setup. Am I missing something?I've heard some people mention adding extra content that extends past the edges for one device and would be viewable on the other. This approach w
Hey,I'm working on a port of a large application to iOS. One view state is a world map view that loads multiple (100+) assets.This worked fine in AIR 3.1, but as soon as the view state is changed in AIR 3.3 the iPad (not just the app) freezes, crashes, and then restarts.Any help you can give would be greatly appreciated.Cheers,IndigoThe crash log follows:Incident Identifier: 038218EC-E00F-4635-89AE-90C281F3DBC2CrashReporter Key: a73d1c3ebd61bd6084c36cc2dc2f84c6739f6848Hardware Model: iPad2,1Process: FOO_tablet_ipad [303]Path: /var/mobile/Applications/3487E7D3-E986-474F-9AA5-02C89E6CE040/FOO_tablet_ipad.app/FOO_tablet_ipadIdentifier: FOO_tablet_ipadVersion: ??? (???)Code Type: ARM (Native)Parent Process: launchd [1]
Hi there,The app writes some data to an SQLite database synchronously.It works fine on iOS but on Android it crashes and I get this error:SQLError: 'Error #3128: Disk I/O error occurred.', details:'', operation:'execute'any Ideas ?Thankyou,Luke
I used to build my tablet air applications with flex sdk 4.5.I test it mainly on Galaxy Tab .When i upgraded to 4.6 sdk, I noticed that the system bar didn't displayed buttons anymore. it is completly empty.and viewMenuItems didn't work anymore, too.is someone noticed the same problem?Could it be a air runtime bug?I'd like to keep on working with sdk 4.6 for softkeyboard capabilities; please help me. Is there a solution?
The senerio is that .AIR SDK: 2.0I orginally built an AIR versioned 1.05 from a mac 10.0.6 with FlashBuilder 4.6 and now I used the same code based and same application.xml to build a newer version 1.06 from a windows 7 x64 FlashBuilder 4.5 then i got the following errorThe application could not be installed because an application with that name already exists at the selected installation location. Try installing to a different location.I have put publisherID into the descriptor xml.Could somebody please help
I have a problem navigating to a Url in the default browser in an Adobe Air project.air.navigateToUrl(request, windowName) launches the browser and displays the page, but it displays a new tab for every request.Here is a very simple example that shows the problem:Flex:<?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"> <fx:Script> <![CDATA[ import flash.display.Sprite; import flash.net.navigateToURL; import flash.net.URLRequest; protected function button1_clickHandler(event:MouseEvent):void { NavigateToURLExample(); } public function NavigateToURLExample():void { var url:String = "http://www.adobe.com"; var request:URLRequest = new URLRequest(url); try { navigateToURL(request, "testWindow"); } catch (e:Error) { // handle error here } }
Hi,Is it possible to deploy an AIR application in Windows CE based devices???Thanks,Praveen
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?
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