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Yes. Dreamweaver CS5 (and later) provides native support for building and packaging JavaScript/HTML applications on Adobe AIR for the desktop. At this time, Dreamweaver does not support creating mobile applications using Adobe AIR.You can find more information, as well as download the extension from the Adobe AIR Tools for AIR and Ajax page.
Is a Mac ultimately required to upload an app to the iOs appstore?App built, all hoops in iOs provisioning and iTunes Connect passed through but one: Uploading the binary!
Hi guys, i need one help that when i updating or replace the existing Air application, it is asking publisher id, i have given in application descriptor file which string copied from META-INF/AIR of existing application. it created sample(application name) folder + publisher id folder in local store. but what i need is it should create as sample(application name)folder alone, because the existing file name saved as sample(application name) folder in DB.. so someone could u help me to fix it if u know... thanks in advance..
especially noticable with unloading/removing mp4 videos.Any fixes greatly appreciated...LW
Hi,Does anyone know where I can get a copy of the ServiceMonitorShim.swc for Flash CS5.5? I am currently running Flash CS5.5 but I don't have the component in my component window.I'm wanting to:import air.net.*;so I can use:var monitor:URLMonitor; Thanks,Mark
Hi everyone,I'm currently working on a game for iOS devices and I've decided to test it on android as well to see the performance difference.My game works at 50-60 fps on iphone 3GS, almost constant 60 fps on iphone 4 and constant 60 fps on iPad2.I own a Nexus 1 and from reading in different forums it seems like it should perform almost the same as iphone 3GS.When I deploy my game to my Nexus using the same code and optimization techniques I used for the iphone (and of course using GPU mode) I get 17 fps at the most. Now I've done some testing and it seems that the game runs on 60 fps when nothing is moving around but when I start to blit one bitmap object it drops to 30fps right away.Is 30fps the max you can get on devices like the Nexus 1 using Air or is it Air's limit for all android devices?Thanks,Oz
I included Default.png in with my files, but when you start up the app, it displays the Default.png image for about 1/2 a second and then the screen goes black for about 10 seconds. With any other app the default.png stays up until the app is done loading, but not with mine - and not with ANY of mine, from the simple to the complex.Obviously I'm either doing something wrong or there is a bug. Other apps have been written in Flash that don't have this problem so I don't know what the deal is.Can someone help me? I've asked this before but couldn't get an answer so I ignored it because it doesn't affect game play, but now people are starting to notice and leave negative notes in their otherwise positive reviews and I really need to get this fixed.tl;dr: Does anyone know why a Default.png file would only display for 1/2 a second before showing a blank screen for several seconds?
1- is it possible to use post method to send data to php file and store the data in database!?? 2- Will Apple approve this kind of code in the application!??
I am trying to create a magazine-like app and wish to emulate ipad's spring board effect. I wonder if anybody has figured out a way to do so. Thanks a lot!
I'm finding a bit of lag with touch events on my droidX. I did not have this lag in earllier builds of Air. Its not too bad for normal use, but if you tap repeatedly you definitely see the frame rate drop quite a bit.Unfortunitly in one area of the game, you may want to punch someone in the face repeatedly... hence the discovery.I just used my friends DroidX2 (powerful phone), I could not cause lag on that.
Hey there!I'm trying to load some local content inside a StageWebView but it looks like it's not working. Here are the docs about this feature.I think I'm doing it the way I should but I may be wrong... Someone knows how?Here's my code:package { import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.ErrorEvent; import flash.events.Event; import flash.events.LocationChangeEvent; import flash.events.StageOrientationEvent; import flash.filesystem.File; import flash.geom.Rectangle; import flash.media.StageWebView; import flash.net.URLRequest; import net.tw.util.air.DownloadHelper;
Hello. I would like to get some feedback from AIR team regarding this bug:We have a custom assembled computer running under WindowsXP. It runs AIR app with 6 windows, 5 of them running in fullscreen mode on 5 touchscreens (3 videocards, I believe ). The problem is that one of the screens (randomly) becomes frozen at some point. I mean the AIR window on that screen. As soon as you leave fullscreen mode it becomes alive again (being re-rendered and continue working normally).I've made two sort of tests to ensure that this is not monitor issue:1. I quit fullscreen mode on another window of that app (on another screen, the one was working properly) and moved (with use of keyboard) it on top of frozen one — the moved window updates(renders) properly (on top of frozen one) — so the monitor is ok.2. Performed a series of touch interactions (full date and coordinates logged into txt file) — it shows that monitor works correctly, e.g. recieving mouse events and, what's most important, AIR app a
I have running android application which is build with Flash CS 5.5 version and uploaded on google android market place.Once of user complatin about Crash Error. error is listed below. any idea where is wrong? Application already donwloaded for more then 300 time and no one report this bug. i just got his bug from dell streak 5 device. Exception classjava.lang.UnsatisfiedLinkErrorSource methodAndroidActivityWrapper.nativeSetVisible() java.lang.UnsatisfiedLinkError: nativeSetVisibleat com.adobe.air.AndroidActivityWrapper.nativeSetVisible(Native Method)at com.adobe.air.AndroidActivityWrapper.SetVisible(AndroidActivityWrapper.java:651)at com.adobe.air.AndroidActivityWrapper.onSurfaceInitialized(AndroidActivityWrapper.java:614)at com.adobe.air.AIRWindowSurfaceView.surfaceChanged(AIRWindowSurfaceView.java:438)at android.view.SurfaceView.updateWindow(SurfaceView.java:538)at android.view.SurfaceView.dispatchDraw(SurfaceView.java:339)at android.view.View.draw(View.java:6743)at android.view.Sur
Hi,As the title says, when I turn cacheAsBitmap on in GPU mode (on an iPad 1), the shapes are rendered without antialiasing. I tried changing the stage.quality to various settings to no effect. It it supposed to be like this or is this a bug? Non-cached shapes are draw with antialiasing in medium and high quality, but the performance is too bad to be usable. Would reverting back to a previous SDK solve the problem, or was it always like this?
Hi,I am developing an sample mobile application to target all mobile devices (IPhone/IPad/IPod and Android).I am facing an Issue that i am using default text size for the TextInput, TextArea and label but text size look so small for some devices, i discuss this with some(unkown) person(he is an IPhone developer).He told me that in Iphone development for different devices they use different text size. So how would I do the same at our Flex Mobile application ?Please provide me help regarding thisThere is one more problem in the application. I have tabbed view application, and i assign the firstview of the tab after 10 or more seconds of interval so that data will load in the application properly.But issue is that my first tab is not show anything at first go. When we switch the tab then it loads the screen and application work fine.Please provide me any help so that i can see the first Tab Screen.Thanks
In my iPad app, I want to load in a PDF and then get control of the Acrobat API to allow the user to interact with the PDF as they see fit.Is this possible?I am making the assumption that there is currently objectiveC code available to use the Acrobat API on the iOS. Can anyone verify?I am also making the assumption that through Native Extension I can bridge to this objevtiveC code from AS3 on the iOS. Can anyone please verify?Thanks...
i want to get Screen's width,height .how can i write the code?
Hi,I'm looking for a component or a way to create a scrollview with paging mode enabled.Same component than the scroller on IOS photogalerie (swipe to go to the next image and move with finger position).I find a FLEX example here http://www.adobe.com/devnet/flex/samples/fig_pagedlist.htmlBut the code is not optimised for mobile (it works with some tweak but very slow).In IOS native dev, I used uiScrollView with pagedEnabled parameter. There is something like this in the Air SDK ?Thank for your help
I'm creating a simple drawing app. I have a mouseEventListener attached to a sprite and when the user drags a finger over the screen it draws a line - simple enough. I have then added in a listener for the Zoom and Pan transformGestureEvents which in turn scales and pans the canvas as you would expect.The issue I am having is when you perform zoom or pan gestures there seems to be a slight delay in registering the event which means whenever you pan or zoom you also get a little unwanted line drawn.I've tried adding a check for event.phase.begin and then disabling the mouseEvent when that fires but the delay is still there and I get the unwanted line. My next plan is start with Multitouch.input type as TouchEvents rather than GestureEvents and then as soon as I detect more than one touch point I will switch to Gesture events disable the drawing and enable the zoom and pan.This seems a little over complicated has anyone got any better ideas?Thanks!
hi everyone i have some problem with HTMLLoaderi have this code: var htmlLoader:HTMLLoader = new HTMLLoader(); htmlLoader.loadString("<html><div id='test'>dsf</div></html>"); htmlLoader.addEventListener(Event.COMPLETE,function htmlDOMInitialize(evt:Event):void{ trace(htmlLoader.window.document.getElementById("test")); }); htmlLoader.addEventListener(Event.HTML_DOM_INITIALIZE,function htmlDOMInitialize(evt:Event):void{ trace(htmlLoader.window.document.getElementById("test")); });but in this example COMPLETE and HTML_DOM_INITIALIZE not activate .. why ?? Regards
I downloaded the Newest version of Adobe Air. It said the Installation was Successful but everytime I try to open up a file with it, it tells me to run Adobe air again as if Im trying to download it again. Please Help!
All I need to display the camera is:var deviceCameraApp:CameraUI = new CameraUI();var imageLoader:Loader;deviceCameraApp.launch( MediaType.VIDEO );But can the HUD (the grey area with buttons) be disabled/hidden?I couldn't find anything like that in the Adobe docs about CameraUI, so I'm asking here in case it's possible anyway.
Hi,I'm trying to test my game on my nexus 1. I understand that to be able to do that I first need to download and install Adobe Air for Android from the Android market.When I go go to the Air page on the market it says that the app is incompatible with my phone. I'm running OS 2.2 that should support the app and from what I saw nexus 1 should be able to run AIR.Did someone else had this problem and managed to solve it?Thanks,Oz
Hi guys,I finally came around building a captive runtime version of my project using adt The final apk resulted in a filesize of 8.5mb (the .swf itself is only 200kb!), and I don't think thats bad at all. But on the device it took up 24mb of internal memory! After some research I found out that setting the installLocation property to "preferExternal" in the android manifest will reduce the allocation by the size of the original apk (8.5mb), and this helped a little.But the app still takes up 15mb of internal memory, and on a lot of android devices this could still be a serious dealbreaker!Is there anybody that have a solution to this? or do we have to address Adobe to solve/reduce this issue?Brian
I just reinstalled my FlashBuilder 4.5.1 and built a new HelloWorld Appin order to test the SDK 2.6 with the Air ApplicationUpdaterUI.I get no errors but it won't update using the 2.6 namespace in both the -app.mxml and update.xml on server.A trace in the StatusUpdateEvent never shows up in debug mode. The only window that pops up is the one asking to Check for Update?Pulling my hair out - must be something obvious I'm doing wrong here - can a new set of eyes spot something?Main xml file:<?xml version="1.0" encoding="utf-8"?><s:WindowedApplication xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark" xmlns:mx="library://ns.adobe.com/flex/mx" &nb
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