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is it possible to access the user's iPhone Photos library and select one of the photos?
Hi All.I'm new in this world.I have to generate ipa for iPad automatically with ADT command.The IPA created using Flash Builder 4.5.1 and IPA created with ADT command works differently.The first one is faster then the second.Someone can help Me?thanks.Ivan
Is it possible to open a link from stagewebview in safari? This is regarding AIR for iOS.
As a beginner project I want to make a daily calendar app with pictures.I'm guessing that file size is an issue with a picture for every day.Should I try to compress it all down to fit in one app or have it loading them over the net in advance? Eventually all days can be viewed.If I am going to store it as an external data file what would that format ideally be? I'd like to export to iPhone and Android.thanks
Hi all.. would be grateful for your help.For the last 3 days I have three times already installed Photoshop CS5 extended for which I bought a license.All the times, after installation is "done" the application never starts, and when I click on the shortcut it tries to start installing again!I've uninstalled and run clean up tool already twice.What else please?I have Windows vista.Thanks!
I just recently bought a new MacBook Pro, and am having trouble installing Muse on my computer. I have it installed on my old MacBook Pro, and didn't have any problems downloading/installing. I'm not sure exactly how to show you my "log" from the installation, but I'd really like some help with this. So please get back to me as soon as possible, and let me know what the next step would be.
Hi, using FB Mobile on an IPad - I have a login window opening, by issuing FB init with a full size StageWebView. However there's no cancel in the page that appears? Can that be fixed/changed?
I have created a hello world application that does not use any external resources (it just draws a box to the screen) and I cannot get it to be installed to any of my iDevices (iPod touch 5G, iPhone 3GS, iPhone 4, all run IOS 4 or above) using standard packing in Flash Builder 4.6 .When I try to install the IPA file using the iPhone Configuration Utility it comes up with the error:"Could not install application on device. Error: a signed resource has been added, modified or deleted."If I use the fast packing option within Flash Builder then I do not get any errors and the application installs works on all devices. The problem using this option is that I want to run some performance tests and obviously using fast packing option will not give me real world data.I am using Windows 7 for my development - I do not own a Mac.My certificates and provisions are fine as I have double checked them.Therefore can others get standard packing to work in Flash Builder 4.6 (Air 3.1) on Windows 7
Native Extension iOS UIButton, A way to attach to the screenCrash is on the iPhone.FREObject AddButton (FREContext ctx, void * funcData, uint32_t argc, FREObject argv []) {UIWindow *window = [[UIApplication sharedApplication] keyWindow];button = [UIButton buttonWithType:UIButtonTypeRoundedRect];[button setTitle:@"iOS TestButton" forState:UIControlStateNormal];button.frame = CGRectMake(150, 150, 106, 53); [window addSubview:button];return NULL;}
Hello,I use flex 4.6.I try to include native extension in my AIR/IOS project, but when I compile, i always have a runtime error whatever the native extension i try. Exemple : VerifyError: Error #1014: Class com.custardbelly.air.extensions.battery.ios::Battery could not be found.I link in my project properties the ane file and the associate swc file.in the app xml file I have the right extensions tag : <extensions> <extensionID>com.custardbelly.ibattery</extensionID></extensions>What do I wrong ?Thanks.PS : sorry for my english...
(Flash cs 5.5, iOS, iPhone)New problem So I use: needsSoftKeyboard= true; requestSoftKeyboard(); to show the keyboard on my highscore-screen, where the user write the name in a textinput-field. The problem is that the font is so small. If I skip "needsSoftKeyboard= true; requestSoftKeyboard();", so the user must click on the textinput-field to write (then the keyboard shows), then the font is normal.Any tip?
I've been using the publish feature for a while with the new AIR3.1 SDK (winxp)Everything worked just fine, both command-line and the Flash CS5.5 publish process did their job.But since today for no particular reason I cannot publish a IPA file anymore. If I try to create one using Flash CS5.5 the "Publishing..." dialog indicator just sits there and even after 1 hour no results what so ever. If I run the adt.bat with the parameters:adt -package -target ipa-app-store -storetype pkcs12 -keystore "C"\location\of\cert.p12" -storepass pass -provisioning-profile "C:\location\of\prov.mobileprovision" "C:\output\file.ipa" main-app.xml main.swf AppIconsForPublish Default-Landscape.png(which always worked)But now it's just being idle, if I turn on verbose logging I get the following:...[Loaded java.util.ArrayList$ListItr from C:\Program Files\Java\jre7\lib\rt.jar][Loaded java.lang.ProcessImpl$2 from C:\Program Files\Java\jre7\lib\rt.jar][Loaded com.adobe.ucf.Utils$OutputEater from file:
I was under the impression I could just create a flash professional project in flash builder, load my original FlashIDE project and export to mobile, but that looks to be incorrect.I wrote a bit much so:SHORT VERSION:I use FlashIDE to create and compile, I now want to switch gears and compile with flash builder instead.To compile an existing flash pro app with flash builder (for android and/or playbook) would I do the following:1) compile the original game.swf normal as a Flash project.2) create a new actionscript mobile project in flash builder, embed or load that original game.swf 3) publish release build for playbook and/or android.(so basically my project is just a shell to load the already created .swf and take advantage of flash builder packaging)OR ALTERNATE OPTION: ?Would the correct way of doing this be to export my library items as a swc.'convert' to flash builder project by building a straight up 'actionscript mobile project' and load game assets from the s
Here's the install log:Feb 8 17:41:20 Daniels-MacBook-Pro Install Adobe Download Assistant[389]: Begin runtime download from http://airdownload.adobe.com/air/3/nai/macos10.7/x86/installerFeb 8 17:41:42 Daniels-MacBook-Pro Install Adobe Download Assistant[389]: Begin signature download from http://airdownload.adobe.com/air/3/nai/macos10.7/x86/installer.p7Feb 8 17:41:43 Daniels-MacBook-Pro Install Adobe Download Assistant[389]: Launching subprocess with commandline "AIR Runtime Installer" -x1 /Volumes/Install Adobe Download Assistant/Install Adobe Download Assistant.app/Contents/Resources/Adobe Download Assistant Feb 8 17:41:47 Daniels-MacBook-Pro Adobe AIR Installer[396]: Runtime Installer begin with version 3.1.0.4880 on Mac OS 10.7.2 x86Feb 8 17:41:47 Daniels-MacBook-Pro Adobe AIR Installer[396]: Commandline is: -x1 "/Volumes/Install Adobe Download Assistant/Install Adobe Download Assistant.app/Contents/Resources/Adobe Download Assistant"Feb 8 17:41
I downloaded the Adobe Air installer and seemed to have successfully installed an air application. (I have done this on my own laptop, but was doing it on another machine, which runs Server 2003). The app seems to install fine. I start it up and it places an icon in the tray, highlighted as running, but the app does not appear anywhere. Right-click and I can click "close", as if it is indeed running. The task and process appear as runniing in the Task Manager. What gives? Why can't I see my app?
I just realized that when I get the height and width of my main view after a screen rotation, the height is always smaller than the screen resolution because of the soft menu.My problem is that I need to scale some text labels and to do so I need to get the ratio. If I hard code the ratio as (1280 / 800) it displays correct. However when I get the height programaticlly I end up getting (1280 / 752). The height 752 is accurate but not what I need. The soft menu on the Xoom must be about 48 px. What I need is (1280 / (752 + 48)).I can't use Capabilities.screenResolutionX because we want to port the app to desktop and the screen resolution is often way bigger than the AIR window.Does anyone know how I can get the full height including the soft menu? Or is there a way to get the portrait width some other way?Thanks!
Here is one for all the flash dooms-dayers:I just published my app Gig Ink to Amazon App store. My app is now on iTunes for iPad/iPhone/iPod, Android Market for over 460 phones and tablets, and soon for Blackberry and desktop for mac/pc/linux with no runtime needed as I use captive runtime to package. And soon I will have access to Stage3D using the GPU to render full 3D content AND with Native Extensions I can do In-App billing, native notifications etc..Every one of them is the same 1 project in Flash Builder, same code, works landscape/portrait/phone/tablet etc. etc. etc.If I tried to do that with native code I would have to employ 5 separate developers and pay them heaps and anytime a change or update occurs... no way.Honestly are people thick? Doesn't anyone get how awesome this is, considering the massive and constant changes to web development recently?I hope Adobe know how important Flash Builder/AIR/AS3 is to a lot of developers now focusing on apps and keep making it better.
Hi,ADL version: 1.5.3Flex SDK version: 3.5Flash Builder version: 4.5OS: Vista 64bitI have a project that uses various external Flex modules at runtime.With Flash Builder 4, the Debug Launcher runs fine when compiling on a Windows XP box. The app behaves correctly, no crash.When debugging the same project on a Vista 64bit using Flash Builder 4.5, all seems fine until I load an external module. At that point, the adl.exe process crashes with the following report:Problem signature: Problem Event Name: BEX Application Name: adl.exe Application Version: 1.5.3.9120 Application Timestamp: 4b06f734 Fault Module Name: Adobe AIR.dll Fault Module Version: 2.6.0.19120 Fault Module Timestamp: 4d7a8030 Exception Offset: 005ef27a Exception Code: c0000417 Exception Data: 00000000 OS Version: 6.0.6002.2.2.0.768.3 Locale ID: 4105 Additional Information 1: 6495 Additional Information 2: 5d54e5c02589ce8bdd8a34774c75928b&nb
Hello all,I work with Flex 4.5 and Adobe Air 3.1 in the development of mobile apps, and currrently I´m facing a performance issue with itemRenderer List Objects. We developed an itemRenderer object as a specialization of the iconItemRenderer class. We are already using the childrenCreated -> commitProperties -> updateDisplayList cycle and also taking care about function calls and others performance hints.The issue is that the ItemRenderer list object does not slide smoothly in Android (but it goes well in Iphone). Basically our lists contain one label, a couple of graphics.drawRect calls and three or four images.Do you believe that our problem is related to the amount of objects? Would anyone has any optimization tip for IconItemRenderer class?Thanks in advance
I mean really, isn't it just a poor placement!?When I see people play any hand held style game (mine or somneone elses) people slip up and minimize to the homescreen not knowing what just happened to them, then they complain their ipad is better.
This question was posted in response to the following article: http://help.adobe.com/en_US/air/build/WS901d38e593cd1bac25d3d8c712b2d86751e-8000.html
Another user asked if a Mac was required. This is a sufficiently important topic, and I'm repeating my answer here for that reason.-----------------------------------------My equipment in this world: a Windows 7 PC and an iPod Touch 4. So, I asked myself the same question.I read iOS Development With Flash, by Dolce (Visual Blueprint publishing). The book is about a year old, so some screenshots are out-of-date, because Apple changed things since the publishing. The book is excellent, though. It walks you through the entire process of creating an iOS app, especially for Windows users.Here's the bottom line:- Using Windows, you can do the development using Flash CS5.5.- Using Windows,you can generate the certificates, provisioning files, etc. (it's not simple, but it's not hard).- You have to have an iPhone, iPod Touch, or iPad to test your app on.- Using Windows, you can use iTunes to transfer your app file from your PC to your device for testing.- Using Windows, you can use iTune
Hi, Amazon are giving me a hard time about how my Android apps are minimized. It was originally the common problem of sound running in the background, but nor are they happy now that the app shuts down entirely on exit. What is the latest wisdom on getting an Android app to minimize as effortlessly as an iOS app? Must I manually pause the game and silence the sound on deactivate?P.S. Is the Amazon app store worth jumping through hoops for? Where else should I be posting to widen my audience?
I've read varying things on this, and I just want to be sure as I'm starting out on iphone development with AIR, whether or not I need a Mac? I think it's possible to create the entire game on a PC, but when it comes to uploading it to the iTunes store I need a Mac?
In my game, on the highscore-screen, the user touch the textinput and then the keyboard shows, if I write something and press "done", the keyboard goes away. But if I press "Ok" (addChild-image) before I click "done" on the keyboard, the function is the same, saves the highscore list and then goes to another frame on the timeline, but the keyboard still shows, and you can type something, like there's a textinput, it all goes away when I press "done" on the keyboard.Is it possible to hide the keyboard, e.g. something like "removeSoftKeyboard"?
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