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Hi,i've been playing around and trying to see if its possible to create an AIR appliaction on a mobile device that uses xmpp and the xiff library to connect to an xmpp library. I've managed to get it up and going on a desktop AIR program but cannot get it working on a mobile device, physical or simulator.Any help is greatly appreciated.
I'm a bit confused about todays announcement of AIR 3.2 for iOS. It says hardware accelerated 2D, but I thought that's what the GPU mode option was in Flash CS5.5 iOS options anyway?
hello guys~ i have seen some cool videos about Molehill demo on android device ,but when i start to learn stage3d and adobe air , i hear someone say stage3d is not available for mobile at this moment.i read adobe air3.0 realease notes and stage3d documents but no information about whether the stage3d hardware accelerated rendering is avaiable right now on android or not .could any one tell me ? thanks!!
Hi!When I click a textfield at the bottom of the screen, the soft keybord appears and my application is moved upwards in order to keep the textfield visible. That feature is nice, but when I click outside my textfield, the soft keyboard disappears and my application stays on top. When I click the button on the soft keyboard to remove the keyboard, the applications is moved downwards again, but not when the textfield loses focus and the soft keyboard disappears automatically.Is there any way to tell the keyboard explicitly to disappear? Maybe then the applications is moved down again...Thanks for any replyJudith
Is it possible to create a video conferencing application using Adobe Air / Flex for iPhone and iPad ? There is a sample code available on the net on how to do this on Android. Does this works for iOs too ?
Is there anybody make a ios native extension for adwhirl?When we after make the ane, then ipa package, there is many ld: illegal text-relocation error? how to fix this error
HelloI have a mobile AIR app with a simple layout:<s:View ...><s:layout><s:VerticalLayout /></s:layout><s:TextArea width="100%" height="100%" /><HGroup width="100%" > <s:Button label="button" /> <s:Button label="button" /> <s:Button label="button" /></HGroup></s:View>The application is set to resize when the soft keyboard opens by setting resizeForSoftKeyboard="true" in the main app. The textArea uses the default Flex 4.6 skin. My problem is, that if the user opens the keyboard by typing text into my texArea, he will be unable to click the buttons below the TextArea, because as soon as he tries to click a button the soft keyboard lowers (because the focus it out of the TextArea) and immediately opens again (because the mouseDown position is now above the TextArea).I think this is the order of events: 1. textArea loses focus 2. keyboard goes goes down
Hi,If I add an input text box to my ipad app and then compile to ipa and run on the real device then I get strange behaviour.For example my text font (of the input field) is 100% sure fully embedded in the project.But, when you set the focus to the input text (which I do automatically with stage.focus=myInputText then the input field does get focus, but the font used is sooooo extremely large and not the font which I embedded.Now it looks like Ipad (Iphone possibly too) changes these properties when we are actually entering text, so als long as the input text is in editing mode, it is that huge ugly font.Are there known techniques to handle this and to be able to use the originally intended font in its originally intended size ?Kind regards,Bart
I am using Adobe Flash Professional CS5.5 to build an iPhone app with AIR 3.I am implementing the FacebookMobile flash API which uses a StageWebView to display the login form. Everything works fine when I test my app locally (on my computer) but the app always crashes on iPhone as soon as I click on the "Email" text field to type my email and be able to login. The iPhone's keyboard is shown and then my app simply freeze forever (I don't have time to write any character in the text field).Am I doing something wrong with my StageWebView? I can't figure out why this is happening.public var webView:StageWebView;Here is the code where I initialize the StageWebView :webView = new StageWebView();webView.viewPort = new Rectangle( 0, 0, stage.stageWidth, stage.stageHeight );FacebookMobile.login(handleLogin, stage, permissions, webView);Any help would be appreciated.
Hi, I'm facing a problem while rendering text on a mobile app. I'm createing a textfield and when it shows the text seems strange - readabel but strange. Also, when I zoom the text the font seems to be replaced by a bitmap representation of it since it becomes pixelated and blurry. The textfield properties I'm setting advanced antialias and embed fonts to true. I'm embedding the font into the application and this is working, since the text is shown in the correct font.Oh, and the app is being rendered on cpu mode and stage is on HIGH quality.Any clues about that?
I am building an iPad application that is to run in landscape mode.When I launch my app .. the startup screen displays properly... then it quickly squeezes and displays rotated for portrait .. then quickly goes back to landscape.Any idea why this would be happening ?Everything was fine when running AIR 2.7 .. I'm now using AIR 3 and seeing this problem.
Hi AllIm having issues trying to logout and login as a different user. Once logged in you cannot login as another user.To init - FacebookMobile.init(appID, handleLogin);To Login - FacebookMobile.login(handleLogin, this.stage, ["publish_stream"], mystagewebview, "touch" );Im using the following to logout - FacebookMobile.logout(logouthandler);Also, Facebook requires an 'Android Hash Key'. How do you generate this?Thanks in advanceL
I currently have Flash Pro CS5.0. The free Flash Pro CS5.5 trial has ended. I don't feel like spending $120 for the upgrade and then upgrading again to Flash Pro CS6.0. I do need to use the latest AIR. What is the smartest way to handle this? Thanks!
We are aware of the crashes that can occur with late model Apple computers running 10.7.2 and have worked closely with Apple to address this issue. If you find that AIR is crashing on your system, please update to OS 10.7.3. If you still encounter issues please create a new thread and include your crash log for further examination.If you had previously disabled "Automatic graphics switching" (see screenshot below), you should now be able to safely re-enable this feature without impacting AIR performance.Open System Preferences, select Energy Saver and enable Automatic graphics switchingThank you,Chris
Im trying to work out what works on the ipad 1 and what doesnt. Clearly some apps say ipad 2 only, but why is this. A game like Machinarium doesnt work on the first ipad - why? What is or isnt supported. Im guessing stage 3d requires ipad 2 or higher but what else? thanks for any help you can give
2 months ago my AIR Android app support more than 1100 devices and 706 now. Although this time released a lot of new devices. What is happening? Still a problem. Even if the app built with captive runtime, Google added "air." as a prefix to the app identifier.
The app name and icon name are two different names on the ios. Plants Vs. Zombies shows up as pvz on the icon name. How does one accomplish changing the icon name without changing the application name?
Does anyone knows the best way and audio format to use for playing sounds for ios with AIR.I use the basic method sound.play() but performances during my game are horrible. Playing on sound when my character jumps affects the fps badly.I use nape physics and Starling, my game is running at 60 fps on iphone 3gs, but it is barely unplayable with just on sound.Thanks
I am having problems downloading adobe air to my mac os x 10.5.8. When I try, I get a message stating, "Your operating system does not support the latest version of Adobe AIR. Please refer to the current minimum system requirements and the AIR Archive for older versions of AIR". Please help.
According to information I gleaned off the internet, Flash Builder 4.5 or 4.6 (hereafter refered to as 4.x) does not support iOS BlueTooth at all, nor does it support BlueTooth in Android or Blackberry except indirectly via Java.This is really bad becuase I like Flash Builder 4.xBut it seems if I want to build a data gatherer app (say for BlueTooth enabled remote monitoring station data grabber app) for these platforms I can do it but only in a piecemeal fashion and I can't use FlashBuilder 4.xEG: on IOS: Do not use Flash Builder 4.x : I checked and it seems that as of "Apple's External Accessory API" I have to sign up to the "Made for iPhone" (MfI) program. I can't do this within Flash Builderon Android and blackberry Do not use Flash Builder 4.x because I'd only be able to use the Bluetooth via a 3rd party Java API. Use Android SDK and BlackBerry Java Please tell me I am wrong! The world is a harsh enough place as it is! I'd love to be able to buil
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hi, please help! i am having problem with adobe flash player installation, i have read previous discussions to see if that would help, but it was in vain. i have windows vista 7, (32bit) . when downloading it gets to 52% completion and then say: "Insufficient permissions to write a file in C:\WINDOWS\system32\Macromed\Flash\FlashUtil11g_ActiveX.exe:5,"I am a system admin and I have all the permissions, i even deleted my standard user, and guest accounts.from the discussions that i have read, and tried i have noticed that no one have the problem that i have which is: when i go to C:\Windows\system32\Macromed\Flash, the only thing that is there is Flash11e.ocx, which i can't even read. so please if you can please help.I've had this PC for 2 1/2 years, so its kinda old, and i has gone though alot including being recovered to previous times.i am imploying for help, thank you.
I'm using Flash Builder Pro 4.5 with Flex and Air to create an Android app.I have a basic, start-up swf called main, but I keep my assets all in MainAssets. When I run the game in the Android emulation, it runs fine, but when I go to export it, only main-app.xml and main.swf show up.Now I saw a forum mentioning dragging the assets into the bin-run (I haven't found an automated process for this yet) and the assets show up in Project > Export Release Build. That's all well and good EXCEPT my device says I'm running it in debug? (it has appName - Debug listed as the game name.)If I go to File > Export and select Release Build, It will build a release version of my game HOWEVER only main-app.xml and main.swf show up, meaning no assets, no game.So questions:Is Project > Export Release Build actually building a release or a debug? (I have to manually install apks since my device is belligerent and won't talk to FB)How do I get all my files to show up in File > Export? (I'd like t
I wondered if anyone else experieces this issue? When adding the IPA to my iPad 2 via iTunes on my PC, I see the app loading on the iPad but then when it gets to 100% the icon disappears. If I turn off the iPad and turn it on again the app icon is there and works fine.Anyone have a solution to this? Incidentally the same IPA does not do this on the iPhone 4.
I am creating an app for both iPad and iPhone 4 and it looks terrible on the iPhone 4.I have created the Flash File in Flash CS5.5 IDE with Movie Size 1024 x 768 and I am using the following AIR for IOS settings:Rendering: CPUDevice: iPhone and iPadResolution: HighAll my graphics are vector so I assumed that it would look crisp on both devices. It is not as perfect looking on the iPad as it appears on my PC monitor but I can live with it. I can't however live with the iPhone 4 appearance.I am therefore seeking advice on how to improve the iPhone 4 appearance.As far as I am aware, there is not a way to use 2 sets of graphics, one for each device. Please correct me if this is wrong and it would offer me a solution.Would doing all the graphics as PNG be a solution? Btw I am using AIR 3.2 SDK if that has any relevance and my graphics are static.Thanks in advance.
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