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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
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
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