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I've read that a SWF->AIR->iOS app can't import another SWF on the fly, so am I correct to assume that an HTML AIR file cannot include and embedded SWF? It's just one SWF. It won't change at runtime. As there a way to include the SWF in the package so that when the iOS AIR app get's AOT compiled the SWF is somehow available to get embedded in the HTML document?Thanks!
I am developing an AIR desktop application using Flash CS5.5. When the user opens the application, a short 2 second 'Welcome' .flv plays within the .swf before the UI appears.For some reason, this .flv video is not at all visible on some computers, but displays fine on others. For instance, I can see the video when I install and run the application on one PC, but not on another that runs an identical version of Windows 7; there's just a blank space where the .flv should be. (This also happens on computers running XP and Mac OSX.) Each computer that I have tested on has an up to date version of the AIR runtime.Everything else about the application performs as expected and I am at a loss as to why or how to fix it.Has anyone else encountered a problem like this? Is there a known AIR bug concerning .flv videos?Any help would be greatly, greatly appreciated. Thanks.
+ these messages: Installer failed to initialize. Restart system. I have tried restarting system several times and keep getting same messages. Also tried the "regedit" suggestion shown in the Forum. It does not work - it does nothing.I am running Windows 7, service pk 1 on HP Envy Laptop. Attempting to put a Photo Gallery Builder Flash file into a website I built.Extremely frustrated.Thanks
Im able to capture an image.... when I add it to the stage the image is zoomed in and rotated 90 degrees. When I try to use transform.matrix; to rotate the image... I lose the image completely. Even if I set the width and height of the image when I add it to the stage the image vanishes. ? So ... First problem .. doest anyone know why all photos taken are rotated 90 degrees ? Second .. does anyone know why resizing the image doesnt work ? Third .. why is the image zoomed in ?Cheers!
Right so I've setup a provisioning profile for my app, I've added my device, I've got a developers certificate..now what? I've done all that on my Mac, but I'm developing my AIR game on the PC, I've also setup folders for file sharing between both machines on the local network, but how do I test the PC AIR .ipa on my iPhone? do I have to take the P12 file (which I think I create with the keychain access program on the mac?) from the mac and put it somewhere on the PC? and then compile the game on the PC? then copy that created IPA file back over to the Mac to test in itunes connect? is that correct?Thanks for any advice.
There doesn't seem to be much discussion about the lack of mobile form support in a Flex 4.6 mobile apps - does anyone have any suggestions as to where is the best place to get started on a multi-page/view form running?As far as I can tell from the AS3 documentation - <s:Form> can run on a mobile device - IF you develop your own mobile skin.I would have thought there would be a huge outcry over lack of mobile form support - but as far as I can tell through much googling and research offical Adobe Evangalist blogs - no one seems to need or want mobile forms? Am I alone here? Once again, any suggestions on developing multi-view spanning forms??
So I had an app rejected on amazon app store and the reason given was:"The app is unable to handle incoming call interrupt gracefully; app runs in the background even on receiving a call interrupt. Please follow the steps to reproduce: 1. Start the application. 2. Select the difficulty level. 3. Make a call to the device and observe that after call,the game was running in background. "I don't get that? Surely its desirable to have the application still running in the background so that when they finsih the call they can press the app and it will pick off exactly where they left off? There aren't any sounds playing in the app so it's litterally just that it will go back to the same state when it is turned on again.Do amazon prefer the app to end completely when shut down? If so what do I put in the code to stop it resuming by default?
Hello everybody,I am developing an App with Adobe AIR for Samsung Galaxy Tab 10.1.In some part of the application I use a StageWebView to display HTML-Content.Unfortunately within the HTML-Content there is flash-content and its performance is bad.Therefore we disabled rendering of Flash content by adding "<application android:hardwareAccelerated="false"/>" to the AIR-Discriptor file.But this options only prevent rendering/visibility of flash-content and actually does not disable the use of the plugin within the StageWebView.Also if I changed under Android browser settings the usage of plugins the behavior is the same.The native android browser behaves the right way.Is there any posibility to really disable the plugin in StageWebView?Regards,Jan
... Has anyone made an iPhone4 app that the splash screen doesn't jitter during loading ?When I launch my app .. the splash screen shows.. then it shifts down about 5-10 pixels .. then back up .. then back down again.Can someone please tell me the best way to get the splash screen to work properly?My app is for portrait mode only.What could be causing this ?
Starting in iOS 5.0.1, Apple has introduced a new "do not back up" extended file attribute that will allow an app to store downloaded data into the application folder. Is there any planned support for setting this attribute within an AIR application or is there currently a way to set this attribute using the existing AIR SDK.
Hi,I am trying to customize the LabelItemRenderer so that I can use htmlText property. I used this CustomRenderer on my List component.When the List loads, I can't see the effect of the bold and font colors tag but when I tried to scroll it I was able to see the effect of bold and font color tag.How would I be able to see the effect of the bold and font colors without a need to scroll it before it take effect.Here is the codes of the customize LabelItemRenderer :package components{ import spark.components.HGroup; import spark.components.Label; import spark.components.LabelItemRenderer; import spark.components.supportClasses.StyleableTextField; public class CustomRenderer extends LabelItemRenderer
I would love to use Flare3D on a mobile app. Im struggling to get FB to get set up for this.I have overlayed AIR3.2 and added a flash player 11.2 debugger exe in the players folder as well as playerglobal.swcs for 11.2RC. When I go to make a new actionscript for mobile project the air namespace is already properly 3.2 from the overlay. I set wmode to direct and the same even again in the actionscript [SWF(wmode="direct")].When I make a mobile config and test on desktop from an emulated android the debug reports my version properly as 11,2 so I know the FlashPlayerDebugger.exe is working.I make sure my compiler settings target -swf-version 15.Yet I always have an 'unknown internal problem' using this type of project. If I do a standard MXML mobile project it works just fine. I can export to a flash web app using stage3d and it works great. I have the 11.2RC debuggers installed in my browsers. But as soon as I try the same as-only for mobile project it wont work with that useless error.
I have spent the better part of two days trying to figure out how the dickens to do this. Basically, I am using BlazeDS (using AMF as the protocol) to communicate with a Java backend (using tomcat with a self-signed cert).This works great in the browser version of the application (you usually get a little prompt saying that the site is untrusted when you try to access the website, you install the certificate and Bob's your uncle.)However, adapting the code over to iOS I am discovering a couple of problems. The primary one being that the BlazeDS communication fails miserably when we are using SecureAMF with the self-signed certs. It appears that it is similar to this issue: http://forums.adobe.com/message/3940214#3940214How do I get my iOS Air app to communicate with a self-signed certificate running on tomcat? Here are the things I've tried:1) Installing the cert using iPhone Configuration Utility2) Browsing to the site in Safari, and installing the certificate manual
Has anyone done testing with the various 3d frameworks on mobile devices? I know starling runs pretty well. I've tried Away3D, Flare3D and Alternativa3D so far and I find the beginner tutorials to be very approachable, although all the engines are scrambling to get Stage3D support in now. Away3D Beta 4 has almost no tutorials online. Flare3D has some good tutorials. Alternativa3D looks great as well as good samples and documentation.What I'm struggling with is finding a complete solution. I have 3dsmax 2009 which is too old for the plugins (like Flare3D) and downloading the 2012 trial refuses to install a 32bit version in my 64bit OS, so I can't even use their exporter. Alternativa3D also has max plugins but don't work very well for me. Even exporting basic OBJ files has proved to have significant limitations, like no UVWMap useful info being imported (such as tiling materials).So I'm wondering overall what a good mobile strategy is. Which framework looks most promising with Stage3D an
my app http://softeoscar.altervista.org/2012/03/conta-le-pecore-per-iphone/?preview=true&preview_id=2092&preview_nonce=4f2fe4061d with the videoif you want same promo code ask to me from this discussion.I remember that this app is more smooth on 3gs than 4, also whether the imgages are the same, that is they have done for 320x480 screen display. I'm doing the 4 version, with images to 640x960 screen display but it isn't into applestore now. do you know how can I to do for improve the smooth on 4? I will try with the "direct" (changing it from cpu) into the manifest, but I don't use Stage3D, I use stage.The strange is that every 4-5 levels the game slows, independently on sprite are on the screen, while on 3gs when the sprite up a number then the game slows, so these is a constant, that is the number sprite on the screen... In the 4 I don't understand why every 4-5 levels I look this situation...
HiIs it possible start an Android Air App at Boot time.This article appears to outline how to do it in Java:http://stackoverflow.com/questions/6391902/how-to-start-an-application-on-startupJust wondered whether it is possible to do the same in Air/AS3?James
Hey everyone,is there a way to change the phone's wallpaper from an AIR for Android app?Thanks!
I have an application where I wish to have some secondary utility windows. For various reasons, I wanted to create these windows during the application initialization, but not "use" them immediately. To do so, I created a function to create each window and store it in a variable for later use. Because I don't want to display these windows, I simply didn't call activate() on them during creation. The goal is to keep the subwindows hidden until needed. If I activate them, they appear. If I activate them and set visible to false, they appear and disappear. I'd like to not have the windows flash on-screen.At a later point, if the user requests, I open the appropriate subwindow by calling activate(). This is where the problem arose.It seems that if all the windows don't get activated, when the user clicks the SystemChrome exit button (X), the NativeWindow.nativeApplication's EXITING and CLOSING events don't fire.What I'm seeing may be a featur
I'm looking to update my AIR app and I have that working. But what is the syntax for the description in the update descriptor file? How can I add a description that has multiple lines??Kyle
Hi there,I am developing a native extension for iOS based CityGrid framework. I compiled .a file and packaged it to ANE file. However when I am trying to compile the app, compiler shows me the error:Error occurred while packaging the application:Undefined symbols: "_OBJC_CLASS_$_CityGrid", referenced from: __objc_classrefs__DATA@0 in libcom.example.SomeAPI.a(SomeAPI.o)ld: symbol(s) not foundCompilation failed while executing : ld64I tried few options in XCode. However I still have the error.Is anybody tried to do a native extension with external frameworks?
Hi, have anyone tryied to use openid or facebook login to identify users on mobile air applications? Is there some reference for it?
So here's my issue... I've got an app which requires vertical swipes (gestures) which is being interfered with by the notification center pull down tab.Is there any way around this? :S
Hi,I’m working on an app with an iOS native extension that uses Accelerate.framework, and I'm stuck at the packaging phase, after successfully creating an .ane fileWhen I run the final packaging command (-target ipa-test), I get the following errors:ld warning: unexpected srelocation type 9ld warning: unexpected srelocation type 9... (repeating several times)Undefined symbols: "_vDSP_vsdiv", referenced from: ... "_vDSP_vsmul", referenced from: ... "_vDSP_sve", referenced from: ... "_vDSP_vflt16", referenced from: ... "_vDSP_create_fftsetup", referenced from: ... "_vDSP_ctoz", referenced from: ... "_vDSP_fft_zrip", referenced from: ... "_vDSP_vmul", referenced from: ... "_vDSP_zvmags", referenced from: ...ld: symbol(s) not foundCompilation failed while executing : ld64I guess this is because when I created the .a file in xcode, it couldn’t really link it statically to the Accelerate.framework.I suppose I need to tell adt to link it s
Hi,I'm trying to create my own Native Extension for iOs that will use another static library. My problem occurs when I try to package my app with ADT: after a lot of "ld warning: unexpected srelocation type 9" , I get a final error : "ld: thumb bl/blx out of range (-4468380 max is +/-4M)"This may be caused by the fact that the static library I am using needs the gcc setting "compile for thumb" turned off. I've done that in XCode to get my .a file to generate my .ane, but how could I tell ADT to take it into account ?Thank you for your help !
If you know of any andoid/IOS apps which have been deployed to app stores, please add them to this thread. I'm keen to see how well AIR3 performs in comparison to Sencha Touch 2.
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