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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
I created .key file using openSSL.I created CSR file using openSSL (windows platform of course) (as described on adobe website).I purcahsed developer certificate from apple (99$ yearly).I installed WWDR intermediate certificate (as shown on apple's website).Uploaded CSR file and finally received developer certificate.Converted it into .p12 file (as described on adobe website).Created new provision profile.Finally, used .p12 file and .provision profile to build an ipa file for testing.... which worked on my ipad.I wanted to install the same thing on another ipad, so I took UDID of that ipad.. on apple's website, i added that device.created distribution certificate (using the exisiting .csr file, did not create it again).created ad-hoc provision profile using for both ipads.downloaded and used this new adhoc provision profile and .p12 (existing) to build .ipa file...it is over 1 hour and still it shows it is building..(i use AIR SDK 3.0, command line, temporary files are showing in
I wanna write an article about developing iOS game in Adobe Air based on our latest game. Different performance issues, hints, tricks, etc.I think it will be interesting for many of developers.Where can I publish it?
Hi all,I'm trying to figure out CS5.5 having used the PFI for so long, and not sure what I am missing.How can you get an iPhone app to have -renderingdiagnostics on using the ADT?I presume you dont install the PFI like before as its functionailty is now in ADT? So how can I see the rendering diagnostics....?James.
I write an ios library and named libDemo.a. When I linked libDemo.a with ANE (Adobe Native Extension) and pacakge the .ane file to .ipa file, the linker fails with some error:Undefined symbols: "_objc_terminate", referenced from:The error raised from an objective-c source file(named it Demo.m),and the failed function has some code like this:@try{...}@finally{...}When I comment the @11868606 and @13868228 line,the linker returned with success code.So,maybe can't use @11868606 @9295854 syntax when the library will be used at ANE enviroments?Thanks.
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Everything in my game, e.g. button-effect/ sound-effect runs very smooth the second time they are activated, the first time there's always a bit of lagging. Is it possible to cache or load the hole app into the memory at once (if it's not done automaticly), or is there anything else to do? The game runs at 50 fps, stable.
Just signed up to the amazon app store. How often do they update their reports?
hi people!I'm stuck on a finel step: uploading the app via Application loader.Yes , I have already searched this forum and it seams that all my certificates are right.any ideas?please, I'm running out of time.
If so, how well will it run
I'm having significant trouble trying to get the Adobe AIR Installer to run on my 11-inch MacBook Air, running OS X Lion 10.7.2. I've tried the standard installation which said it completed properly but did not, and also tried installing from the command line.The Files.zip file at http://cl.ly/1f0C2k3x1R3f1B1j1q0V are the fitlered log file and the crash logs associated with this issue.Thanks in advance for any help.—Chris
HiNo matter what I set in my app's xml file it will always resize to the device width/height. At this stage we are only supporting iPhone 4 resolution (480x320), so if the app is installed on iPad it should be presented at 480x320 (we are landscape only). I'm not how and where to set this? The initial splash screen displays correctly but once the app has loaded it then reverts to fullscreen. Setting fullscreen to false enables the info bar at the top but the app is still presented at the native iPad resolution.Thanks for any input.Ben
Hi, I am a little lost at the moment as to how I can play video from my app in the devices local media player, and if it is at all possible to have it launch the media player, play the media and then re-focus/return to my mobile app when media has finished.In other words:1. I run my mobile app2. A button within my app when pressed will play media (e.g, video) in the Mobile Devices media player. So it will open Media player and launch my video. I am not worried about formatting/ encoding anything. Assume we are only playing a compatible format3. When media has finished, the player will close and return focus to my appDeveloping in FB4.5/ flex mobile project/ AS3/ SDK4.5Any help with steps 1 & 2 above will be very welcome, as for step 3 well if anyone can assist that would be magical :). Any info will be greatly recieved and any solution I come up with will be postedThanks
So, problem is pretty simple (and limited to the iPhone 3GS, the 4+ seems to handle it ok). I've got a game that uses sprite blitting. So the rendering methods looks something like this:background.copyPixels(background,rect,point);then for each sprite :sprite.copyPixels(spriteSheet,rect,point);Pretty standard blitting stuff. The problem is when I blit the background image (which is one large 960x640 image) the iPhone justs chokes. Cuts my FPS in half. For an experiment I tried using fillRect to just clear the bitmap between each frame instead of recopying the BG image, and fillRect took just as long (13FPS!).Obviously the iPhone 3GS is choking on blitting such a large image. Anyone got anythoughts on how to optimize this? I'd much rather fix it then have to drop all those devices. thanks guys
I'm trying to use the example for a Local Notiificaiton on iOS/Android (http://www.adobe.com/devnet/air/native-extensions-for-air/extensions/notification.html) but there are gaping holes in its implementation and I have no idea how or where to get my questions anwsered. In iOS, there is an option for defining a fireDate, which allows you to defined when you want the notification to occur. This is completely ignored in the article and since no source code is provided for the native enxtension, I can't even easily piece something together on my own. Can anyoneshed some light on how I could get this to work? Defining a time for a notificaiton seems fundamental to me and the fact that it was omitted without any mention is puzzling. And just as a comment to Adobe, the documentation is severly lacking for Native Extensions in general. And the fact that this example was showcased on the 'Welcome' screen in Flex 4.6 provides a false sense of completeness. Has anyone been able
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