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Hi all,I am experiencing a very strange problem.I wrote a native extenion in C++ .This extension wrapps another C++ class which performs some math operation.THe extension itself gets std vectors of result from that math class and I convert them to AS3 Vector.<Vector<Vector3D>> 2 dimensional vector and return it to flash .THe problem is that on first call the returned vector contains the correct data.But on the next call (just after the first one) when I pass a new data for the extension to return another set of new data what is happening that it return a vector with both the old and new data.Inside the DLL I clean everything including vectors and deallocating all the pointer.Still nothing helps.It is as if the DLL just keeps the old data inside itself.Any help will be greatly appreciated!
I have a MacBook Pro and when I download it, I click where it downloaded to, open it up, and click to install it. But then it comes up saying,"This application requires a version of Adobe AIR which cannot be found.Please download the latest version of the runtime fromhttp://www.adobe.com/go/getair,or contact the application author for an updated version."Which doesn't make sense since I'm attempting to download it...
I am building an air native extension (ANE). It packages successfully on a windows machine using the "adt" command. The same command using the same binary files (.swc, .swf, .a) fails on both a Mac and Linux machine. The command is basically identical for all platforms, apart from the different paths for the path to the adt command. I am using the same binary files for all platforms, checked out of a subversion system. /path/to/adt -package -target ane SMS.ane extension.xml -swc SMSActionScriptLibrary.swc -platform iPhone-ARM -C "SMSExtensioniOS" .The problem appears to be with recognizing the contents of the iOS directory. The error is:no such file /otherpath/to/SMSExtension/SMSExtensioniOS/.The SMSExtensioniOS directory does exist with the same name (including upper/lower case). It also builds fine on windows. Does anyone have ideas? The adt -version returns 3.1.0.4880 on Linux. I will check the windows version later.
Hello,I know you can debug iPhone over Wifi, but can you debug over USB?Thanks
Windows XP SP3Install log[2012-02-20:13:18:49] Bootstrapper begin with version 3.0.0.4080 on Win x86[2012-02-20:13:18:49] Installed runtime (3.1.0.4880) located at c:\Program Files\Common Files\Adobe AIR[2012-02-20:13:18:49] Launching subprocess with commandline "Adobe AIR Application Installer.exe" "C:\Temp\AIR1.tmp\DirectCommander"[2012-02-20:13:18:52] Application Installer begin with version 3.1.0.4880 on Windows XP x86[2012-02-20:13:18:52] Commandline is: C:\Temp\AIR1.tmp\DirectCommander[2012-02-20:13:18:52] Installed runtime (3.1.0.4880) located at c:\Program Files\Common Files\Adobe AIR[2012-02-20:13:18:54] Validating app in folder C:\Temp\AIR1.tmp\DirectCommander[2012-02-20:13:18:55] Application signature verified[2012-02-20:13:18:55] Unpackaging/validation complete[2012-02-20:13:18:55] No app located for appID 'ru.yandex.direct.commander' and pubID 'EB09D3D12E06B1A2575408F5347232008B284B95.1'[2012-02-20:13:18:55] Got an unexpected fatal error while unpackaging: [ErrorEvent type
My project have included 72 files (36 pngs and 36 swfs) + 2 (main swf and main xml)Totally 74 files.Building from Flash CS5.5 return strange error with incorrect text codepage (charset).When I remove 2 files, so I will have 70 my files and 2 default app file - project builded successful.From commandline I can build without any errors any file count. But from Flash CS5.5 not more than 74 included files
Hi guys, I'm creating a custom slide show app for the acer a100, and I set full screen in the application descriptor file. The 'soft buttons' at the bottome turn to ellipses but the space is not used by the app, I can see around 60 pixels are still blocked out at the bottom of the screen. Is there a way to force this ? I need the images to fill the screen.
Hello,it seems that the IPA size increases after upload to the AppStore: i have an 8Mo IPA (where near 80% is Air runtime), when it's uploaded to the AppStore i get a 21Mo file to download.It seems that happens too with other non-Apple packager such as unity3D.any idea of how to reduce/fix this ?
I need to determine on which platform (iOS or Android) my application is currently executed. Is there a way to do this? Until now I just found the Capabilities.os property which is I think for exactly this case. The problem with that property is, that it only return the different Windows version, or if the platform is a Mac or Linux or iPhone OS (is that iOS? I don't know...).Are there any ideas how I could solve this?
HiI've read elsewhere that an ipa can be max 2GB in size, but any data downloaded after that is only limited to the amount of storage on the device. Can someone confirm this is the case with AIR for iPad?My app is small but will need to download and play large videos, and preferably keep them on the device.Thanks,rich
When I compile my swf with packager (sdk 3.0) the run break, write me: NotAfter Tue Jan 24.I'm forced to change my computer date and after re-compile.thanks
How do your app sales compare across the three main store?For me, the only success I have is with the apple app store. I started my app development in march 2011 and I have now cleared £10,000 on the apple app store. In the same time on the android marketplace I have barely cleared £150. In fact a few weeks ago, I made more in one day on Apple than I made the entire year on android marketplace. I only just signed up to the amazon store but I don't hold out much hope.how do the stores compare for you?
Hello I am working on an iOS application targeting both iPhone and iPad.The design and interface of my application is different for iPhone and iPad. Because of this I want to set different values for <aspectRatio> and <autoOrients> in the descriptor file.Actually what I want is this:iPhone:<aspectRatio>portrait</aspectRatio><autoOrients>false</autoOrients>iPad:<autoOrients>true</autoOrients>I don't want to specify a value for aspectRatio.The problem is that I don't see a way to specify different values based on the device.Thanks in advance.
In an effort to learn how to create a native extension on my own, I've looked to the examples and help documentation from Adobe. I have actually created the required files for the extension (the native code, extension descriptor, the swc library and library.swf). However, when I run the command to build the .ane file I get this error: /Users/dalston/TeamAGC/sdk/4.6.0/bin/adt -package -target ane ../release/DeviceInfoExtension.ane extension.xml -swc DeviceInfoExtension.swc -platform iPhone-ARM library.swf libDeviceInfo.aoutput file is not writableI also tried a variation of that command that results in the same error (which comes straight from the Adobe help docs):/Users/dalston/TeamAGC/sdk/4.6.0/bin/adt -package -target ane ../release/DeviceInfoExtension.ane extension.xml -swc DeviceInfoExtension.swc -platform iPhone-ARM -C platform/ios . -platform default -C platform/default library.swfoutput file is not writableI'm not sure what I'm doing wrong here. Has anyone had this problem befor
Hi, I have a problem loading a swf which contain a panoramaI needs to load the swf to my AIR Application but there is always an error message like this SecurityError: Error #3207: Application-sandbox content cannot access this feature. at flash.system::Security$/allowDomain() at PanoPlayer()and this is my codevar file:File = File.applicationDirectory.resolvePath("assets/video/1.swf");var loader:Loader = new Loader();loader.load(new URLRequest(file.url));loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadCompleteHandler)private function loadCompleteHandler(e:Event):void{var container:Sprite = new Sprite();container.addChild(loader.content);addChild(container);}I use Flash Builder4.5, AIR 3.1 SDK, Flex 4.5 SDK and AIR 3.1 runtimeI have been stuck in this error for almost a week and try many ways in google, but can't still solve itcould anyone show me how to load the swf
Hi,For a project I'm doing I require a costum version of the JW Player in AIR for Android.We have this player up and running on a webserver, so I thought I might as well load it from there and run it, because that saves me alot of trouble doing updates.Doing this I ran into a huge wall of sandbox problems which I fail to understand. I have read on the subject, but I can't seem to make it work.Next thing I did was trying to compile a unmodified source of the JW Player in AIR, also with problems.I keep getting these errors saying flash/air cant acces an event, which is imported in the classes that return the compiler errors.Question: Loading remote SWF, doable? (The JW Player will load SWF files as plugins), or should I try and find a fix for the compiler errors and maybe compile the plugins into the AIR file in stead of loading them from a remote server.Thanks!
I created a app on the platform Adobe AIR for Android, which requires for AIR. The app is very popular in the Android Market, but many users complain of problems with the installation of Adobe Air runtime.For example these phones users: LGE LG-P698, LG Pecan, HTC Wildfire. But judging by the fact that users have access to the installation of Air, their phones are compatible with it.Tell me how do I solve the problem?In addition, I have a few questions:1. Decides whether the problem of export application with embedded AIR runtime?2. I build my apps with the help of ADT. How in this case to make embeding AIR runtime?3. Is it possible to prompt the user to download and install older versions of AIR? Where to find its? I hope to help, because the problem is global.
Hello,Is it possible to access the androids address book by using a native extension? And if so, would anyone have a link or care to explain how this would be done.I need to be able to pull phone numbers that the user selects out of his address book into the app.Thanks!
I've had a look on here and google for an answer to this but can't seem to find one. What's the best frame rate for a AIR-iOS game? I'm targeting the iPhone 4. I've read that making it 60 fps helps with touch events, but Flash sets the AIR-iOS to 24fps.thoughts?
Hello,I prototyped an app in AS3, and now I want to move it iPhone. When I had came to this forum before a while back (it was called something else; the Flash to iPhone convertor wasn't a part of Adobe AIR), I got scared by the performance issues reported by the users. Therefore, I recently bought a Mac Mini to do iPhone development with the intention of porting it using Cocos2d-X. After going through the APIs and examples, I see that Cocos2d-X is not as good as AS3. My app uses a lot of vector graphics. My apps uses 100+ vector Sprites with different fill effects. I could also apply transformations on them. I've read the performance for the iPhone has improved, but how is the performance for vector graphics?Thanks.
Installing Air 3.1.0 on a Win XP sp3 computer with a partitioned hard drive. How I specify the location for program install so I can put it on D drive?
Set up: Android 3.2, AIR 3.1, Flash Player 11.1Hi I'm trying to set up basic data communications between an AIR app and a browser application running in Flash Player on Android.My plan was to use a SharedObject.Each application uses: SharedObject.getLocal("myData","/") but it seems they place the .sol file in different locations.I have four questions1. When using "/" where is the .sol file for flash player on Android?2. When using "/" where is the .sol file for AIR on Android?3. How to get both using the same .sol file?4. Any other suggestions for passing very basic data from an AIR app to a Flash browser app?Thanks very much !Lorenzo
This question was posted in response to the following article: http://help.adobe.com/en_US/air/html/dev/WS4B441C24-BAE3-4110-91FD-A4E5EEFB2467.html
Flash CS 5.5, Air 3.0 publishing an IPA for testing on my iPhone 3Gs.I'm using StageWebView to watch a few YouTube videos. Everything works great using Test Movie. The native Youtube video shows up with the controls and everything... but when I put the IPA on my device, I just get a blank/white screen where the video should be.It seems very simple yet I'm not finding anything on the web to help me out...webView = new StageWebView();webView.stage = this.stage;webView.viewPort = new Rectangle(0,0,480,300);webView.loadURL(path);Any help would be greatly appreciated. Thanks!
Hello guys, I've been working for a while in a very interesting project which is schedule to be released on March 15th, it is at the moment in its final QA stage. During its development I've faced some crazy situations that made me feel encouraged for writing an article (including a video) which I would like to share with all the Flash Mobile development community. I have added some interesting notes about the whole development process making emphasis on one particular feature, the main algorithm used in the game which is responsible for the whole player experience. I hope you like. here is the link to the article http://www.yoambulante.com/en/labs/trafficwonder_drawing.phpthe game is ready for you to install, as I said it is in its last QA stage but the actual version (0.9.9 prior release) is quite stable and fully funcional, feel free to download it and install it on your tablet, or your desktop PC/MAC. I really would like to hear your comments and feedback, let me know what you thin
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