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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"?
So I have an application that I want to be full screen and centered.Most of the codebase is done via Flash Pro and then exported as a swc that's imported into a Mobile Actionscript Project in Flash Builder.So far, so good.Here's the constructor for main class of that project: public function myApp() { super(); stage.align = StageAlign.TOP; stage.scaleMode = StageScaleMode.NO_SCALE; var t:MovieClip = new Game(stage) as MovieClip; addChild(t); }Here's the issue:Despite the fact that the original stage size is 1024 x 750, I cannot get that o
I'm trying to get Flash CS5.5 (Windows 7 64-bit) set up to deploy to my iPhone. I have been using Lee Brimelow's video as a reference (http://gotoandlearn.com/play.php?id=133), but I'm having trouble getting it to work. I believe the problem lies in the fact that the Development Certificate was generated on a MAC by a coworker. He has done some development previously for the iPhone.I've been following these steps to get set up:http://help.adobe.com/en_US/as3/iphone/WS144092a96ffef7cc-371badff126abc17b1f-8000.htmlhttp://help.adobe.com/en_US/as3/iphone/WS144092a96ffef7cc-371badff126abc17b1f-8000.htmlI have to stop on step 5, because I can't upload my CSR file to Apple, because my coworker has already uploaded his for his Mac. I'd like to keep the app that I'm developing under the Company's name, and not use a different apple development account. Can I not add my CSR to the account as well? Can I use his? Can someone help me get this solved?Thank you in advance!Dustin
Hi guys, I get a couple of errors, http://i.imgur.com/KQIRX.jpgThe one I'm a bit confused about is the Icon@2x.png image size. If I look in the .app package that Flash Builder produces I see that there is an image file Icon@2x.png and it is 114x114. If I open it with Photoshop then I can scale it down and I should work. But should Flash Builder not package this file in the correct size in the first place? Anybody?
I have created a mobile application using dreamweaver cs5.5 and built it and used the built and emaluate to simulate the mobile with the application installed and it worked great but when I try to upload it to the android market im getting :Market does not accept apks signed with the debug certificate. Create a new certificate that is valid for at least 50 years.Market requires that the certificate used to sign the apk be valid until at least October 22, 2033. Create a new certificateany help about that please ?????
Do the sdk air 3.1 contains packager 3.1 or 3.0?thanks
I ran into a problem which I'm not sure if I'm just using it wrong or if it's an issue with the Flash default classes related to localToGlobal ( and globalToLocal ).Whenever I rescale the container for my objects, the returned localToGlobal point will always be off by whatever the scale is. If I were to divide the returned point by the scale then the positions are fixed.Here's a sample code I quickly wrote up regarding the issue I'm having.package{ import flash.display.MovieClip; import flash.display.NativeWindow; import flash.display.NativeWindowInitOptions; import flash.display.Sprite; import flash.display.Stage; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.MouseEvent; import flash.events.NativeWindowBoundsEvent; import flash.geom.Point; public
Hi, guys. I'm hoping someone has encountered this problem before and knows something about it.I have a site that is mostly bare bones HTML, and it uses JS to fetch an RSS feed and create page elements. The RSS feed is pretty big for a feed -- about 3MB. The site displays a loading animation until it's ready. On the web, it works fine.Recently I've been working to package this site as an Air app. I got it functional with just a few minor changes, like replacing ajax with URLLoader. But my problem is it's incredibly sluggish. Even scrolling takes several seconds. For now, I'm presuming it's a memory issue. Maybe Air has a limit on its working memory, and the feed is too much? That's just an educated guess.If anyone can help shed some light on this issue, I'd be very grateful.
So many people ask the question, "How do I disable the automatic pixel aspect correction" in photoshop only to get repsonses that include the manual step at turning off the correction for the current photo you're working on. Further details are also given from time to time on how this "shouldn't be a problem" or "it's only because you took a video screen grab", or even better, a debate over how it occaisionally helps. Here's the thing, it doesn't help as often as it creates an annoying step in having to go and turn it off when you open pictures that CS5 determines "need fixing" when in fact, the image becomes distorted by this automated fix, especially when this happens so much more now with cell phone pics, and as you turn off the "Auto correct" the image is no longer distorted. It is indeed RARE that this feature does anything good, and way more often that it shows a preview that is way out of whack. Why would Adobe decide that they can't compile Photoshop with this being something y
I have an app in which the primary function is to play relaxing sounds for several minutes at a time. The sounds are activated by buttons on the screen. It all works perfectly until the iphone goes to sleep, at which point the currently playing sound stops. Is there a way to make the sound continue to play even when the iPhone's screen automatically goes black?
Hello, I'm using Adobe flash cs5.5 and AS3.0. This is my code:var image:Array= new Array();image[0]="image1.jpg";image[1]="image2.jpg";image[2]="image3.jpg";image[3]="image4.jpg";image[4]="image5.jpg";var loaders : Array; loaders = new Array();function load_images(load_image:Array,number_of_images:Number):void { for (var i:Number=0;i<number_of_images;i++) { loaders = new Loader(); loaders.load(new URLRequest(load_image)); stage.addChild(loaders); }}load_images(image,5);loaders[0].x=0;loaders[1].x=100;loaders[2].x=200;loaders[3].x=300;loaders[4].x=400; This code works great on PC, but when I publish it to my Android phone, it doesn't show picture. Looks like it don't export them to my phone. How can
I'm trying to create some kind of soundboard... every touch_begin would suppose to start some sound, modulate it on touch_move, and stop it on touch_end... well so far, i haven't include sound properties because I can't get ridd of all touches i begin...Doe's anybody have any advice?import flash.display.MovieClip;import flash.events.TouchEvent;import flash.ui.Multitouch;import flash.ui.MultitouchInputMode;import flash.media.Sound;var i:int = -1;Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;var touchMoveID:int = 0; var touchPoints : Object = {};board.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchBegin); function onTouchBegin(event:TouchEvent) { touchMoveID = event.touchPointID; var fingerPrint:tapC = new tapC(); fingerPrint.x = event.stageX-stage.width/2; fingerPrint.y = event.stageY-stage.height/2; var tLevel=touchMoveID-event.touchPointID+1; this.board.addChildAt(fin
I'm trying to get ADT to link with libicucore.dylib and I've read http://blogs.adobe.com/rajorshi/2011/11/16/ios5-support-for-airusing-external-sdks-to-package-apps/ multiple times.I've created a file called platformoptions.xml that looks like:<platform xmlns=”http://ns.adobe.com/air/extension/3.1″> <sdkVersion>5.0</sdkVersion> <linkerOptions> <option>-licucore</option> </linkerOptions></platform>And I've added -platformoptions platformoptions.xml to my ane build script, so it looks like:../../../AdobeAIRSDK/bin/adt -package -target ane myNativeExtension.ane extension.xml -swc myNativeExtension.swc -platform iPhone-ARM library.swf myNativeExtension.a -platformoptions platformoptions.xmlI've also added the following to the command line when packaging the application using ADT -platformsdk /Developer/Platforms/iPhone
Hello my dear oppo I made Adobe AIR app for iOS, that is work prefect. But i meet really strange issue.During project configuration for Air for IOS in section "Included files" i selece whole folder without selecting each separated files. This is right.Than i do my rest things and press publish. Publishing ok, start loading IPA to device.Run my app and see that air don't find any from my files. I think this was some mistake in As3 but I found issue. iOS packager produce IPA file with included folders and files. It's ok.But during installation - it's not install that folder with files. I searched in iPhone file system. Just my app runtime files and no onther included files.Than tryied add each files not to folder but in root of my project:-was "app:/ assets/caches/pagecaches/ *.jpg" and all files was not installed- manually upload all files as " app:/ *.jpg" and see this works.Question: why ?! I used thes files in new project (from zero) and folder was included. Use previous files - fold
I've been building a large multiscreen app in Air for boating that's quite involved - it's been about 2 years in development. I realized that I had no experience getting apps into the varous app stores so I made a small app and released it to the Apple app store and Android Market. It was accepted in both places within two days.When you drop an anchor on a boat for an overnight stay, it's very useful to know that the anchor isn't dragging along the sea floor. If it is, it's a bad thing. It needs immediate attention before you end up grounded, tipped over ashore, or worse. Many navigation systems have an anchor alarm but they are often at the helm and away from the sleeping areas. As with most things, your anchor is most apt to drag in the middle of the night when you're asleep since that is the worst possible time it could happen.DragQueen is an anchor alarm that detects if your anchor is dragging. Running on your phone or tab, it can be seated
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