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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.
I think I have just ignored this for a while in my app.First)On iOS, the keyboard and curser don't always come up the first time I press an input textfield in my app. Once I press it a second time, it works normally throughout the app.Or, if you do a longer press on it, it will work that first time as well.It's almost like, if you do to quick of a tap the first time you use it, it doesn't recognize it... but it does recognize the quick tap once the keyboard has been initialized at least once within the app. This does not happen on Android or the blackberry playbook.-Input textfield-'AntiAlias for readability'-Size 40pt-Single line-Asset is created in Flash IDE, not by code.Second Issue I have always ignored)When I press into a multiline textfield for the first time, It always drops down a line, it happens on iOS, android, and playbookusing Multiline no wrap. and there is no blank space or returns in the textfield (again, asset was created in the flash IDE)thanks
I have a viewnavigator application where few views are added(to the stack). I need to pop to a particular view from one view. Flex provided only popView, popAll and popToFirst options. How can I pop to a particular view in the view stack?
Did somebody's worked by DisplacementMapFilter? It don't work fine on iPhone, while on flashplayer is correct. In particular, on iPhone, the filter create a image with pseudo-random pixel, without apparent logic, why?Maybe that filter isn't implemented?I would create an app that deforms an image through finger got from a picture done by camera, do exist an alternative method without DisplacementMapFilter?thanks
We have an application which is kind of an e-learning platform. This app has classrooms where we play video and audio files separately for language independence. No streaming of video or audio.We use mx:VideoDisplay component to display video so that we can use custom sliders (progress bar) to seek through the video. This was working fine till AIR 3.1. But with AIR 3.2 this is acting up. When seeked with the progress bar the video gets stuck, and may/may not play after sometime. The same is with maximising the video. When the user opts to maximize the video we pass the playheadtime value to a separate player in another canvas. Then also the video gets stuck and may play after sometime.In both these cases when the video finally plays, it looks like its on steroids! It keeps jumping through frames till it reaches current playheadtime specified when seeked.Anyone else got similar issues?<mx:VideoDisplay id="player" click="maximize()" autoPlay="false"
Is there a way to hide the minimized options bar (the one with the arrow) at the bottom of Kindle Fire? Even though I check "Full Screen" in the Air for Android Settings, the bar is still visible. Thanks.
I have an air app that was just rejected by Amazon for Kindle Fire due to issues around the Quick Settings bar. Specifically it "...closes, crashes, or loses user state when users access Kindle Fire's Quick Settings (e.g., adjust the volume). Please ensure that your app properly handles onPause and onResume activities."The app handles deactivate and activate events and has no issues on othe rAndroid devices or with it's iOS version. Anyone else know anything about this? Are the onPause and onResume activities different than deactivate and activate?
Hi,I am developing a game in AIR for mobile that has certain visual assets that may change with the seasons. Imagine a set of four characters: George, Paul, John, and Ringo. The images, music, movie clips, etc., for these characters are bundled into a SWF which I donwload from my server at runtime. At Chrismastime, I replace the SWF file on my server with a Christmas themed version (John's wearing a Santa hat, and the game's theme music takes on a festive tone).To access the resources in the SWF after I load it from the remote server, I would grab the loader and instantiate classes in ActionScript, with code along these lines (this example is using greensock's LoaderMax):private function getDisplayObject (name:String):DisplayObject{ var ClassRef:Class = _assetsSwfLoader.getClass(name); if (ClassRef) { return new ClassRef() as DisplayObject; &nb
I've never used ADT as it hasn't been needed as I use Flash Pro, but now I wanted to try out some extensions and know that packaging the projects with ADT is now needed.I've read some small guides here and there, like this one:http://help.adobe.com/en_US/air/build/WS597e5dadb9cc1e0253f7d2fc1311b491071-8000.html , but I still don't know how to do it.I wanted to try this Native Alert for iOS extension . So, I've downloaded it, added the swc to the Library path, setting its linkage to external. Added the code from the readme.txt file:import com.wolfknock.air.extensions.ios.NativeDialog;private var dialog:NativeDialog;dialog = new NativeDialog();//dialog.addEventListener(NativeDialog.NATIVE_DIALOG_CLICKED, nativeDialogClickedHandler); // Optional. NE dipatches event after the Alert button has been clicked.dialog.showNativeDialog("Native Alert Title", "Adobe Air Native Extensions", "YES"); // Titel, Message, Button text (optional)....dialog.dispose(); // best after receiving NativeDialog.NA
Hi, after upgrading many Windows client machines from 3.1 to 3.2 (being prompted to do so automatically by Air updater) my air applications are displaying the Video content upside down. the Mac machines are so far ok after the 3.2 air update.My air application has not changed. I even dowloaded the 3.2 sdk and recompiled the app on windows, but the Video is still flipped along the Y axis (flipped upside down).Here is how I am using the Video:video=new Video(uic.width,uic.height);uic.addChild(video);video.attachNetStream(screenNS);screenNS.play(name);Any clues, is this a known bug?
Hello fellow members, I have an app that heavily uses internets and while it perfectly works when i have wifi enabled it fails to connect to my server when i'm using mobile data network.Preconditions:1. Other apps I have on my phone work just fine over mobile data networks.2. I have <uses-permission android:name="android.permission.INTERNET"/> in my descriptor3. After first call fails i run URLMonitor service it returns avalable = false < which means i don't have a connection of course (or so my air app thinks)4. when running NetworkInfo.networkInfo i get the following (note there is no address or hardware address on mobile though its enabled!):[trace] name: mobile[trace] display name: mobile[trace] mtu: -1[trace] active?: true[trace] parent interface: null[trace] hardware address:[trace] # addresses: 0[trace] name: WIFI[trace] display name: WIFI[trace] mtu: -1[trace] active?: false[trace] parent interface: null[trace] hardware address: 78:D6:F0:30:39:52[trace] # addresses: 0W
We have an AIR application for Android written w Flash Builder 4.6 that receives network notifications for Alerts in a senior assisted living environment. This uses RTFMP to receive the alert.This worked fine in AIR 3.1.0.488If the application was inactive, the app received the alerts and would play a sound and vibrate the tablet using a native extension.Upgrading to AIR 3.2.0.208 has broken this behavior. This is a critical issue for our clients! They depend on this application to receive alerts in situations where a quick response is required.It appears that in the upgraded version, the application receives the notifications and queues them. So the alert is not received until the user manually activates the application. This is not acceptable.Please help!
Hi, I had problems installing a program update and so followed the suggestion and uninstalled and reinstalled AIR but could still not install the program. tried several times with no successHave just tried to install another with the same problem. Have followed all the instructions in the troubleshooting guide. Windows 7, AIR 3.2.0.2070, log below from todayHelp gratefully received
Hi everbody,I've an air application used to display slides (like power-point) on a screen. Basicaly the administrator uses a web version to create slides (add text, images, video, etc... ) and the air application displays the slides. Everything works fine, excepted that application is crashing sometime... I've spend a lot of time to discover where was the problem because the application can run during a day without a problem but if we are changing slides and images really often during a short time, the application crash. I've run the profiler of FB to look if there were memory leaks or stuff like that... and nothing... But almost nothing... I've run some external debuging tools to have a dump of the memory and any other crash informations and I've discovered in the event log that the exception code was 0xc0000005. After a quick look on internet the error code means that program has performed a memory access violation. I've analyse the dump of the application with a microsoft tool and I
I am not een sure how it was installed in the first place.Do I need it? Is it necessary for me to be able to use Flash?I don't have Acrobat on my system.I am getting a pop up every few hours on my computer.It says: "this application requires a version of Adobe AIR which cannot be found. Please download the lastest version of the runtime from http://www.adobe.com/go/getair, or contact the application author for an updated version."Microsoft Fixit would not work either.
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