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I just had a review of one of my apps from amazon on the kindle fire and the result came back saying:Upon completion of our compatibility test processes, your app was found to be unresponsive when subjected to testing. To be compatible with Kindle Fire, the app’s core features must be responsive to user commands, and its primary functionality accessible and compliant with device specifications. Currently, the background music of the app continues to play even when the app has been exited.to get my background music to loop I use this codeimport flash.media.SoundMixervar musicplayed:int = 0;var MusicPlayer:Sound = new Music();var songChannel:SoundChannel;songChannel = MusicPlayer.play();function loopMusic(event:Event){ songChannel = MusicPlayer.play(); songChannel.addEventListener(Event.SOUND_COMPLETE, loopMusic);}any idea whats wrong? It doesn't have this issue on iOS
Is it possible to get a User's contact list into an air app on an iPhone?Using the list to give the User an option to add people to the app's contact list.
Hi All,Does any one is having idea that how can I get the contact list of my android mobile? I have searched for the native extension for the same purpose but I did't found anything on internet for the same.Thanks in Advance.Shardul
hey all i am using the AIR 3 sdk overlayed Flash Pro 5.5 and i am having 2 sound issues:first of all, my iPhone 3g's physical mute/silent button does not affect my app, and it shouldsecondly, the app records sound from the microphone when the user presses a button, but on playback (with another button) you can hear that the sound is missing half a second or so from the beginningthis does not happen when testing on the desktopany ideas?thanx, Saar
Hi,I find that when I have sprites on the screen, the TOUCH_TAP event sometimes does not fire.In the following program I generate random squares. On each tap event, I place a circle on where the tap occured. When there are little or no squares, the tap event is always triggered and the circle is placed below the tap. However, as I increase the number of squares, the probability of the tap event not firing increases. Here I only have 5 squares, and the tap event is not fired 1 out of 50 taps. As I increase it to 100, the probablity increaes to 1 out of 10.package{ import flash.desktop.NativeApplication; import flash.events.Event; import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.TouchEvent; import flash.ui.Multitouch; import flash.ui.MultitouchInputMode; import flash.display.StageOrientation; /** * ... * @7
Hello,My question is related with ios application sound player icon located in top bar, near to battery icon. it appears when user listens music through some applications like ipod, soundCloud, youtube and etc. With the tests I have made, I have seen that AIR does not make this when you create a sound object and play it. Is it possible to make the air application as default player in ios? icon picture is here (blue arrow at the top bar)thank you.
Here is the scenario:All game data is saved in a Local Shared Object. This includes game un-locks and items that the user has purchased using in-app purchaes. Will the player be able to down load this shared object from the cloud if they play the game on another device? Does Apple require in-app purchased 'items' to be stored in a special way? I've read some people having issues with Shared Objects in the past, so I'm curious on what the current 'best practices' are.Thanks,-dis
Hello there,As far as I know there is no "scietific method" to find out how many megabytes will be added to an application after it was uploaded to the Apple Store.For example, my app in origin was 14.680.351 bytes and just when I've finished to upload it I got this email from the Apple Store:"Dear developer, The app binary listed below was 14 MB when you submitted it, but will be 21 MB once processed for the App Store. This exceeds the cellular network download size limit and would require your app to be downloaded over Wi-Fi".bla bla blaObviously seen that the limit is 20 MB I worked a bit on my app and I managed to lower his size to 11.236.336 bytes.Then I uploaded it again and this time I got no warning.So in details my app, the firt time was 14.680.351 byes and has a lot of assets (external images, about 700 for 9.1MB in size).The main swf was about 900K in size.I have also a database of 1MB in size.The air runtime I think is about 4MBThe second time the app was 11.236.336 bytes a
First, is it just me or is the snippet zoom function pretty poor in terms of being up to date; it seems like I can zoom and simultaneously move on a browser but I'm having problems getting my native app to do the same. I found 1 resource on this :http://www.flashandmath.com/howtos/zoom/So if you have quick tip on MatrixTransformation I'd be much obliged.And, when I add anything like a zoom or pan to the frame, the swipe function (which is mandatory pretty much) seems to disable. Not sure where to go here.
Recently I released my App in the AppStore. The problem is that the file size of the App is about 35 MB. This meens its to large for downloading. You need to download it with a WiFi connection.The uploaded IPA file was about 13 MB. When I opened the IPA file with ZIP I noticed that the binary file inside is about 35 MB.After uploading the IPA Apple will encrypt the binary and rezip it. The result is that compression on encrypted files is very bad.My SWF file is about 5 MB during the release build process.The assets are about 0.5 MB.Why is my binary file so large? Is it Flex AIR overhead?Any chance to reduce the size?Kind regardsBernd
I was creating my game at stage size of 320x480 and everything was fine, but then it's become obvious that I should probably develop it at a stage size of 640x960, the problem is the resulting swf, is longer than my screen (my res was 1280x800) so that's had me messing around with my resolutions, I can get it up to 1680x1050, but I was wondering what's the best monitor resolution for developing for the iphone/ipad?
I've searched the googles and can't find a straight answer. I have several applications I've developed as Flex 4.0 Projects and now want to convert them to Flex Mobile Projects. Can somebody please point me in the right direction? Thanks!Aaron
Hello,The menu button doesn't appear in the air application on Galaxy Nexus, the menu button is tactile now in Android 4.0 ICS, it appear if necessary but not with Adobe Air.thanks
I just noticed that you silently updated the AIR SDK 3.1 to 3.1.4880.Comparing the files you can see 23 files were updated in January 9th, 2012.The original 3.1 SDK was from November 7th, 2011.Why don't you include a "what's new" file inside the ZIP?I suppose this new build is just a bugfix release, but you could still tell what's been fixed.So, what's the difference between this newer 3.1 SDK (build 4880) and the older 3.1?Regards,OMA
when displayObject.local3DToGlobal(Vector3D) is used, the transform.matrix3D property of this object will be set.This is not really desirable. objects with the transform.matrix3D property set have worse performance,especially on mobile devices. Exactly for this reason it makes often sense to do the 3D math oneselves instead of relying on the transform.matrix3D property. The local3DToglobal function is useful - however, using it shouldn't change anything about the matrices of the objects.how to reproduce the problem:create a new project and in the first frame of the timeline put:import flash.geom.Vector3D;trace(this.transform.matrix3D); //nullthis.local3DToGlobal(new Vector3D);trace(this.transform.matrix3D); //[object Matrix3D]
Hi,I cant get air to run the bbc iplayer has anyone had a similar problem?I also cant paste the log file on here does anyone know how to do that?
I installed AIR on Windows 7 64-bit Enterprise Edition, and it seems to install OK (no error messages). But when I go to install an AIR app (Yammer desktop in this case) it will not install the app and I never see the installer come up. This is a new computer that never had AIR on it. First I went ot the Yammer site to load the app there, as I did on my XP computer. The install started, but hung up. I was at work, so I let it sit for a few hours, but it was still hung. I then rebooted and tried to install using the offline installer. It seemed to install, but won't install any AIR apps. I have uninstalled/reinstalled AIR and Yammer but no change. I also tried uninistalling using the MS FixIt utility, but no difference. AIR seems installed but if I go to the Yammer web site, it tries to install AIR again. Log below.[2012-02-29:10:40:34] Runtime Installer begin with version 3.1.0.4880 on Windows 7 x86[2012-02-29:10:40:34]
Does Adobe AIR for iOS support the Apple Push Notification Service (APNs)?for more information on APNs see:http://developer.apple.com/library/ios/#documentation/NetworkingInternet/Conceptual/RemoteNotificationsPG/ApplePushService/ApplePushService.html
hi, how can I add native extensions to an android project? I 'd like to add an *.ane file. I have the adobe flash cs 5.5 and actionscript 3.0. I have this information, Project properties -> Flex Build Path -> Native Extensions -> Add but I can't find the project properties on menu bar (not windows -> project). what is the flex???
Is flash app performance in anyway influenced by the hardware of the device?the ipad3 is coming out in few days and i was wondering if apps that used to run bad on ipad2/iphone4 are going to run good on the new ipad.Iphone 4S was at least twice as fast as iphone 4 did this mean twice the perfomance?15 fps becomes 30?this is the standard rule of PC'S,if u double the power of your harwarde your fps doubles also,as simple as that.Is it like this in the mobile world also?If so this means in 2,3 years we should be able to run any flash app flawlessly on any device.
Hi we are currently working on an Air for Android App in AS3!This app is running perfectly smooth on an Galaxy S2 with constant 60 fps!Our new test device, a Galaxy Nexus with Android 4.0 has just arrived and the performance is very bad, unstable 40fps!Now my question is: Is this normal? Is this a problem with our code or is this an known issue?
I'm trying to implement a Fortumo payment system as a native extension in the Android project. The system comes as an external jar library.When the application was packaged I saw that packager did not take classes from this library.Solve this problem it was possible only if copy all classes from external library into my native library, and then package native extension and application.But with the resources did not happen.After package, the apk file in the root directory must have directory of resources of the payment system (fortumo_res). But I can put resources only in assets directory. Can someone help me do this? P.S. Maybe need change apk and then resign it? But so far I did not succeed to do it.
Hello,We are developing an mobile AIR application, using the Flex 4.6 SDK, which uploads a file to a server and then relies on getting some information (the upload’s ID) from the server’s response.It all works fine when running through the AIR simulator, but when we run the app on an iPhone or an iPad, the server’s response after the upload has finished seems truncated.We weren’t sure where the response might get truncated, so we tried Wireshark to compare the packets that come back from the server for a “good” and for a truncated response and they seem to be exactly the same in size. This is an example code of what we’re trying to do:public function uploadFileToServer( _filePath : String ) : void{ var file : File = new File( _filePath ); var requestText : String = “...”; var request : URLRequest = new URLRequest( requ
HelloI'm porting a Flashgame to iOS. I already cpu-, render- and memory-optimized it and it runs really smooth on the device, EXCEPT for some very serious lags that always happen at the same time in the first level.Here is a video showing the lags (sorry for bad quality, but the lags are very apparent):I keep track of memory consumption over the runtime of the game, here is a screenshot:(click for higher resolution)color coding:the blue line shows System.totalMemorythe green line shows System.freeMemorythe yellow line shows System.privateMemoryall lines are scaled in respect to their Peak valuethe red lines show lags (black meaning the frame runs at the desired framerate and the red is something like reddishness = (1.0-fps/Stage.frameRate)*red), but only two of those lags are really relevant (marked in the screenshot).at one of the lags, there is a very large drop in System.totalMemory, but only for a very short time (this spike always occurs, but randomly either on the first or on the
Hi, We've ran into an issue with one of our AIR projects: We have two tandalone chat clients that connect using this tutorial: http://www.flashrealtime.com/local-flash-peer-to-peer-communication-over-lan-without-cirrus/Both run and connect perfect on windows XP. When we install both of them on a Windows 7 system nothing works. They don't get connected to one eachother. The only difference is: we connect to 127.0.0.1:30302 instead of the ip mentioned in the tutorial.But since this works fine on XP, we expected it to work on Win7Could anyone help us out on this one?Thanks!RegardsMario
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