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black screen (on iPad device) and blank white screen (on iPhone device)

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What is the problem?

I publish app (Air SDK version 20.0.0.233, compiled in Flash CC) in Itunes Connect and I get message:

---------------------------------------------------

We discovered one or more bugs in your app when reviewed on iPad and iPhone running iOS 9.2.1 on both Wi-Fi and cellular networks.

 

Specifically, we were still not able to use the app, blank black screen (on iPad device) and blank white screen (on iPhone device) are shown indefinitely after launching the app.

 

Next Steps

 

Please run your app on a device to identify the issue(s), then revise and resubmit your app for review.

 

If we misunderstood the intended behavior of your app, please reply to this message in the Resolution Center to provide information on how these features were intended to work.

 

For new apps, uninstall all previous versions of your app from a device, then install and follow the steps to reproduce the issue(s). For updates, install the new version as an update to the previous version, then follow the steps to reproduce the issue(s).

 

Resources

 

If you have difficulty reproducing a reported issue, please try testing the workflow described in Technical Q&A QA1764: How to reproduce bugs reported against App Store submissions.

 

If you have code-level questions after utilizing the above resources, you may wish to consult with Apple Developer Technical Support. When the DTS engineer follows up with you, please be ready to provide:

- complete details of your rejection issue(s)

- screenshots

- steps to reproduce the issue(s)

- symbolicated crash logs - if your issue results in a crash log

-------------------------------------------


DrawBitmapWithQuality not working.. Driving me nuts [HELP]

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No matter what I do ..  .draw or .drawBitmapWithQuality  .. the capture looks terrible. It looks like a jpg compressed at least 50% 

 

I'm running in GPU mode on an iPhone6 S Plus if that means anything.

 

Has anyone else run in to this or know a way around it ?

 

This is what I am using

 

myObject.myBitmapData.drawWithQuality(object_mc, new Matrix(1, 0, 0, 1, 0,0), null, null, null, false, StageQuality.BEST);

Notice: AIR 19 - Android SSL Update

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For those using AIR 19 to support devices with Android 4 and below, we will be rereleasing the version 19 SDK with the appropriate OpenSSL library to address current vulnerabilities.  We expect to post this SDK to the AIR Archive page shortly.  This update will allow developers to rebuild their captive Android applications and resubmit them to the Play store.

 

Please note, we plan to delist the AIR 19 shared runtime currently hosted on the Play store (the latest shared runtime version, currently v21, will remain).  Only captive applications will work with the updated AIR 19 SDK going forward.  We don't believe this will impact the vast majority of applications but we'd like to get feedback if you have concerns.

Is there an open source "Pokemon Go" type geolocation gps map?

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I was wonder if anyone has seen an open source project like this. The map is very basic and does not support zooming out very far. I don't want to do all that work if it already exists. It would probably have to use away3d.

 

If you haven't played the game it's basically a GPS navigator like tomtom without the directions. You go where ever.

 

A 2d version would also be acceptable.

 

The map tiles have to be open source and hosted on my server.

Firebase Database REST API and AS3 in pure AS3

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Hi folks,

For those who are interested in using Firebase Database in AS3/AIR project, there is a complete and step by step tutorial to create amazing apps with Firebase Database in pure AS3.

As a bonus, I offer the idea (although it is not new). You have everything to go very quickly a splendid application to geotag Pokemon across the planet.

A little elbow grease and glory is yours.

I hope you will like it. Feel free to leave me a message on GitHub or the medium that suits you to make me a return on this first tutorial.

Happy coding!

Firebase and AS3 : Episode 1 - Init the project - FABRICE MONTFORT

Source code is available on GitHub.

Optimizing Game Performance on Android and iOS

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Greetings fellow flash developers!

 

My name is Ross Przybylski, creator of the Flash multiplayer game Hero Mages (www.heromages.com).  I've been studying optimization techniques for porting Flash games using Adobe AIR to Android, iPhone, and iPad devices and wanted to share my compilation of findings with the community as I believe other developers will find these resources helpful.  They are available on Kirupa forums at the following link: http://www.kirupa.com/forum/showthread.php?t=359867.

 

The post initially covers a series of optimization techniques and then explores some variations optimal for both platforms and different game types.  The initial concerns I had were regarding how to keep RAM usage down to avoid crashing iOS systems, and I believe to have discovered an effective solution which is outlined on page 2 of the above link.

ADT Error: Missing implementation for platform: MacOS-x86

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Hi, I was trying to build ANE of the Hello World native extension example but I am getting this ADT error:

"Missing implementation for platform: MacOS-x86."

What does this mean?

 

I'm using Mac OS X 10.7.4 , flash builder 4.6, and xcode 4.3.1

 

Thank you.

adobe air for android development in linux?

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So, I'm shifting to a linux and I heard that adobe air does not support sdk 2.7 and higher! is that true for mobile app creations also or just .air packages? will I be able to compile android projects required adobe air 3.1 or 3.2 because I am building with Starling and I need newer adobe air runtimes... Please let me know. and will you please be able to tell me what software, IDE, I need to install on my linux to be able to package my .apk files on a linux?

 

Thanks,

Hadi


iPhone 6 simulator - ipa install error - Xcode 6

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Been getting the error below when installing an ipa  on the Xcode 6 GM seed simulator, released yesterday.

I used -target ipa-test-interpreter-simulator on the command line to build  with AIR 15.0 release (iPhoneSimulator8.0.sdk).

 

It seems related to localized descriptions, tried removing descriptions from the descriptor.xml  to no avail.

 

Any ideas chaps ?

 

not getting errors with the build process just the install.....

 

 

2014-09-10 13:33:42.947 isb[383:507] -[__NSCFString localizedDescription]: unrecognized selector sent to instance 0x1002027b0

2014-09-10 13:33:42.948 isb[383:507] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[__NSCFString localizedDescription]: unrecognized selector sent to instance 0x1002027b0'

*** First throw call stack:

(

    0   CoreFoundation                      0x00007fff8532225c __exceptionPreprocess + 172

    1   libobjc.A.dylib                     0x00007fff8e460e75 objc_exception_throw + 43

    2   CoreFoundation                      0x00007fff8532512d -[NSObject(NSObject) doesNotRecognizeSelector:] + 205

    3   CoreFoundation                      0x00007fff85280272 ___forwarding___ + 1010

    4   CoreFoundation                      0x00007fff8527fdf8 _CF_forwarding_prep_0 + 120

    5   isb                                 0x00000001000010a5 -[iPhoneSimulator LoadSimulatorFramework:] + 245

    6   isb                                 0x0000000100002fe4 -[iPhoneSimulator runWithArgc:argv:] + 99

    7   isb                                 0x000000010000332b main + 101

    8   isb                                 0x0000000100000f60 start + 52

)

libc++abi.dylib: terminating with uncaught exception of type NSException

/var/folders/5g/hygcyqw956n3zd2nf916b8680000gn/T/cmd1342093461585519839.tmp: line 1:   383 Abort trap: 6           "/AIR15.0/lib/aot/bin/isb/isb" "-install" "-apppath" "/var/folders/5g/hygcyqw956n3zd2nf916b8680000gn/T/fecbcbca-a2bb-475e-9691-5e44908823d5/Pa yload/my.app" "-sdkpath" "/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator8.0.sdk"

Detecting network connection

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I'm developing an app for IOS which stores data on a web server and thus does not work offline. So I need to detect if connection is available (also required for app approval). I've found some solutions for AIR by googling but they don't seem to be available for IOS.

 

So how can I detect connection on IOS?

 

I've set UIRequiresPersistentWiFi in the app's xml to YES but it doesn't do the job, it only detects if airplane mode is on.

One Size Fits All? (Stage size for best display on iOS and Android)

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I'm beating my head against the wall trying to find the one proper stage size that will accommodate all iOS devices and all Android devices adequately.

 

I've been following Colin Holgate's informative posts and am using the   stage.scaleMode = StageScaleMode.NO_BORDER;  approach.

 

However, I'm not sure what I should be setting the dimensions of my stage to, as the suggestions I found of Colin's seem to be prior to the release of iPhone 5 and the iPad retina display.

 

Can anyone recommend a stage size that would work best in trying to accommodate the wide variety of devices out there?

 

Many thanks in advance!

 

Mike

Has anyone ever successfully played a H264 live stream on iOS?

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Hi fellas,

 

The last couple of weeks were really frustrating for me, I'm trying to play live h264 streams on mobile devices (with AIR, of course).

 

Naturally I tried NetStream over RTMP, which plays fine on Adnroid, but because of the buffering thing on iOS, I can only hear sound, so it's a no-go.

I tried running an HTTP server with m3u8 playlist (HLS streaming) but NetStream.play( URL of the playlist ) just doesn't do anything, although it's mentioned in ActionScript documentation as the correct way to play a stream on iOS.

I tried OSMF and HLS plugins for OSMF and still no luck.

After I pulled out half of my hair, I finally gave up and started to use FLVs with Sorenson Spark / Nellymoser codecs which (aside from the crappy quality at high bitrate) looks to be working fine. However it puts extra load on the encoding servers.

 

My question is:

Has anyone ever successfully managed to play a visible live h264 stream on iOS in AIR? At this point I accept any solutions, really, cos I'm at the edge, and about to start writing a native extension that displays a HLS video.

 

Thanks for your time

Input field not pulling keyboard up (iOS)

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I have set the textfield to classic text and is set as an input field. But when I tap it on iPad no keyboard.

 

Do I need to import anything first? Set focus on the textfield. Set anything in as3? Thanks.

error itms-90122 - invalid executable size

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hey!

 

I just have some problems uploading my app to the appstore.

The problem is the 60MB filesizelimit for armv7! (See Screenshot)

 

There are almost no embedded images or something like that.

the application-file is only 0,5MB to big, but I'm sure it will increase soon due to next updates

 

Are there any possibilities to reduce the application size? Or maybe to change some settings for excluding the armv7 and only build for 64bit?

 

Our App is online since a couple of years and now we got "too big"?  I see no possibility to "reduce" the code.

 

I build with AIR 22 and compiler options "-optimize=true -strict=true"

 

bildschirmfoto2016-08x2jgn.png

Multi-resolution issues with iPad Pro and iPhone 6 plus

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I have successfully set up my project to recognize a device and load the appropriate sized assets. I have four resolutions (4 sizes): (4x) 1920 x 1280, (3x) 1440 x 960, (2x) 960 x 640, (1x) 480 x 320. The project launches the correct assets for each device but I have two issues when I test on an actual device. One is on the iPadPro and the other is on iPhone 6plus.

 

My development environment: Windows10, FlashDevelop, Starling 2.0.1, Air 21.0, iOS 9.3.4

 

  1. Issue #1 - iPad Pro - There are two white bars that stretches the width of the device about 50 pixels high on the top and bottom. See image:

    14095853_10208820614567166_1434240423098932899_n.jpg
  2. Issue #2 - iPhone 6Plus - There are black bars on each side of the project. See image below:

IMG_3676.PNG

 

From my research and suggestions in Facebook groups I thought the issue may have been caused by the wrong launch images. I have the following launch images:

 

Questions:

  1. How can I fix this?
  2. Is there a problem putting some many  launch images?

 

Here is my code:

Main.as

package

{

     import flash.desktop.NativeApplication;

    import flash.display.Sprite;

    import flash.display.StageAlign;

    import flash.display.StageScaleMode;

    import flash.events.Event;

    import flash.geom.Rectangle;

    import starling.core.Starling;

    import starling.utils.RectangleUtil;

    import starling.utils.ScaleMode;

   

    //import com.demonsters.debugger.MonsterDebugger;

   

   

   

    [SWF (frameRate = "60" , backgroundColor = "#ff4434")]

   

       

    public class Main extends Sprite

    {

        private static const STAGE_WIDTH:int = 480;

        private static const STAGE_HEIGHT:int = 320;

       

        private var _starling:Starling;

       

        public function Main()

        {

        // Tell Flash not to scale, that will be done by Starling instead

            stage.scaleMode = StageScaleMode.NO_SCALE;

            stage.align = StageAlign.TOP_LEFT;   

           

            // Trigger an event handler when application looses focus (see note in handler).

            stage.addEventListener(Event.DEACTIVATE, deactivate);

           

            setupStarling();

                       

           

        }

       

         private function setupStarling():void {

            // Get the preferred stage size based on our smallest target resolution

            var stageArea:Rectangle = new Rectangle(0, 0, STAGE_WIDTH, STAGE_HEIGHT);

           

            // Get the fullscreen size available

            var fullscreenArea:Rectangle = new Rectangle(0, 0, stage.fullScreenWidth, stage.fullScreenHeight);

           

            // Fit the stage to the full screen. ScaleMode.SHOW_ALL ensures that everything will be visible (not croping will occur).

            var viewport:Rectangle = RectangleUtil.fit(stageArea, fullscreenArea, ScaleMode.SHOW_ALL);

           

            // Create a new instance and pass our class, the stage and the wished viewport

            _starling = new Starling(Test, stage, viewport);

           

            // Show debug stats

            _starling.showStats = true;

           

            // Define level of antialiasing,

            _starling.antiAliasing = 1;

           

            // Set to our preferred stage size

            _starling.stage.stageWidth = STAGE_WIDTH;

            _starling.stage.stageHeight = STAGE_HEIGHT;

           

            _starling.start();

        }

       

       

        private function deactivate(e:Event):void {

            // Auto-close the application when it looses focus. This is what you want

            // to do if you don't want that your application continues to run in the

            // background if the user switch program, answer a call or anything else

            // that would cause your application to lose focus.

            //

            // If you want to keep it running you should at least pause it until the

            // user returns. That's achieved by calling _starling.stop(). You should

            // also add an event listener for the Event.ACTIVATE event that will

            // trigger _starling.start() once the application get's focus again.

            //

            NativeApplication.nativeApplication.exit();

        }

    //************************ END OF CLASS *****************************       

    }   

   

//************************ END OF PACKAGE *****************************           

}

 

Test.as

package

{

    //Use this to test

   

    import flash.filesystem.File;

    import starling.core.Starling;

    import starling.display.Image;

    import starling.display.Sprite;

    import starling.events.Event;

    import starling.textures.Texture;

    import starling.utils.AssetManager;

    import starling.utils.StringUtil;

   

   

    //This is the splash screen   

    public class Test extends Sprite

    {

       

       

        private var scaleFactor:int = Math.round(Starling.contentScaleFactor);

       

        private var appDir:File = File.applicationDirectory;

        private var assets:AssetManager = new AssetManager(scaleFactor);

        private var purpleBackground:Image;

        private var bubble:Image;

       

        //Contructor

        public function Test()

        {

           

            this.addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);

       

        }

       

        private function onAddedToStage(e:Event):void

        {

            removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);

            trace("Test screen Initialized");

           

           

        trace ("--------------------------------------");

        trace ("(int)scaleFactor is: " + scaleFactor);

        trace ("Starling Stage Width is: " + Starling.current.stage.stageWidth);

        trace ("Starling Stage Height is: " + Starling.current.stage.stageHeight);

        trace (" ");

        trace ("Starling Content Scale Factor is: " + Starling.contentScaleFactor);

        trace ("Starling Native Stage Width is: " + Starling.current.nativeStage.stageWidth);

        trace ("Starling Native Stage Height is: " + Starling.current.nativeStage.stageHeight);

        trace ("--------------------------------------");

           

       

            assets.enqueue(

            //appDir.resolvePath("audio"),

            appDir.resolvePath(StringUtil.format("assets/{0}x",    scaleFactor))

            );

           

           

           

           

            assets.loadQueue(function(ratio:Number):void

            {

                trace("Loading assets, progress:", ratio);

                // -> When the ratio equals '1', we are finished.

                if (ratio == 1.0)

                    drawSplashScreen();

            });

           

       

        }

       

        //Creates the first splash scene with Starling movie clips coming from the sprite sheet.

        private function drawSplashScreen():void

        {

            //Purple background

            var texture:Texture = assets.getTexture("backgroundPurple");

            purpleBackground = new Image(texture);

            this.addChild(purpleBackground);

           

            var textureBubble:Texture = assets.getTexture("bubble");

            bubble = new Image(textureBubble);

            bubble.pivotX = bubble.width / 2;

            bubble.pivotY = bubble.height;

            bubble.x = stage.stageWidth / 2;

            bubble.y = stage.stageHeight +10;

            this.addChild(bubble);           

        }           

   

        //************************ END OF CLASS *****************************

    }

 

    //************************ END OF PACKAGE *****************************

}

 

XML file

<?xml version="1.0" encoding="utf-8"?>

<application xmlns="http://ns.adobe.com/air/application/21.0">

  <id>com.test.testproject</id>

  <versionNumber>1.0</versionNumber>

  <supportedProfiles>mobileDevice</supportedProfiles>

  <filename>TestProject</filename>

  <name>

   <text xml:lang="en">TestProject</text>

  </name>

  <copyright>Me</copyright>

  <android>

   <manifestAdditions><![CDATA[<manifest android:installLocation="auto">

<uses-sdk android:minSdkVersion="8"/>

<uses-permission android:name="android.permission.INTERNET"/>

<uses-feature android:required="true" android:name="android.hardware.touchscreen.multitouch"/>

</manifest>]]></manifestAdditions>

  </android>

  <iPhone>

   <InfoAdditions><![CDATA[<key>UIStatusBarStyle</key>

<string>UIStatusBarStyleBlackOpaque</string>

<key>UIRequiresPersistentWiFi</key>

<string>NO</string>

<key>UIApplicationExitsOnSuspend</key>

<true />

<key>UIDeviceFamily</key>

<array>

<string>1</string>

<string>2</string>

</array>]]></InfoAdditions>

   <requestedDisplayResolution>high</requestedDisplayResolution>

  </iPhone>

  <initialWindow>

   <title>TestProject</title>

   <content>TestProject.swf</content>

   <visible>true</visible>

   <fullScreen>true</fullScreen>

   <autoOrients>true</autoOrients>

   <aspectRatio>landscape</aspectRatio>

   <renderMode>direct</renderMode>

   <!--<depthAndStencil>true</depthAndStencil>-->

   <!-- required for 3D -->

   <systemChrome>standard</systemChrome>

   <requestedDisplayResolution>high</requestedDisplayResolution>

  </initialWindow>

  <icon>

   <image29x29>icons/29.png</image29x29>

   <image57x57>icons/57.png</image57x57>

   <image114x114>icons/114.png</image114x114>

   <image512x512>icons/512.png</image512x512>

   <image48x48>icons/48.png</image48x48>

   <image72x72>icons/72.png</image72x72>

   <image50x50>icons/50.png</image50x50>

   <image58x58>icons/58.png</image58x58>

   <image100x100>icons/100.png</image100x100>

   <image144x144>icons/144.png</image144x144>

   <image1024x1024>icons/1024.png</image1024x1024>

   <image76x76>icons/76.png</image76x76>

   <image80x80>icons/80.png</image80x80>

   <image120x120>icons/120.png</image120x120>

   <image152x152>icons/152.png</image152x152>

   <image40x40>icons/40.png</image40x40>

   <image180x180>icons/180.png</image180x180>

   <image60x60>icons/60.png</image60x60>

   <image75x75>icons/75.png</image75x75>

   <image87x87>icons/87.png</image87x87>

   <image167x167>icons/167.png</image167x167>

  </icon>

  <!--

AIR options:

<a href="http://livedocs.adobe.com/flex/3/html/File_formats_1.html#1043413" rel="nofollow">http://livedocs.adobe.com/flex/3/html/File_formats_1.html#1043413</a>

 

AIR mobile options:

<a href="http://help.adobe.com/en_US/air/build/WSfffb011ac560372f-5d0f4f25128cc9cd0cb-7ffe.html" rel="nofollow">http://help.adobe.com/en_US/air/build/WSfffb011ac560372f-5d0f4f25128cc9cd0cb-7ffe.html</a>

 

iOS icons guidelines:

<a href="http://developer.apple.com/library/ios/#documentation/userexperience/conceptual/mobilehig/ IconsImages/IconsImages.html" rel="nofollow">http://developer.apple.com/library/ios/#documentation/userexperience/conceptual/mobilehig/Icons Images/IconsImages.html</a>

 

Android manifest documentation:

<a href="http://developer.android.com/guide/topics/manifest/manifest-intro.html" rel="nofollow">http://developer.android.com/guide/topics/manifest/manifest-intro.html</a>

-->

  <supportedLanguages>en</supportedLanguages>

  <description>

   <text xml:lang="en">

   </text>

  </description>

</application>


App is a Blank Screen on iOS devices (AIR 22.0.0.153). What is going on?

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When I install my app (for testing) on my iOS device I get a blank, white screen. This happens on the following devices:

 

1) iPhone 6 plus S - iOS 9.3.3

2) iPad Pro - iOS 9.3.3

3) iPhone 4 - iOS 7.1.2

 

Here is my app profile

  • I'm using Adobe Air 22.0.0.153
  • I'm using Animate to compile my app
  • Flash Develop for my code.
  • I'm also using Starling 2.0.1.
  • Windows 10

 

Has anyone had this problem or know how to fix it?

 

Here is the xml:

Here is the xml file:
<?xml version="1.0" encoding="utf-8" standalone="no" ?>
<!--
Usage:

To localize the description, use the following format for the description element.
<description>
<text xml:lang="en">English App description goes here</text>
<text xml:lang="fr">French App description goes here</text>
<text xml:lang="ja">Japanese App description goes here</text>
</description>

To localize the name, use the following format for the name element.
<name>
<text xml:lang="en">English App name goes here</text>
<text xml:lang="fr">French App name goes here</text>
<text xml:lang="ja">Japanese App name goes here</text>
</name>
-->
<application xmlns="http://ns.adobe.com/air/application/22.0">
  <id>com.btb.test</id>
  <versionNumber>1.0</versionNumber>
  <filename>bTbTest</filename>
  <description/>
  <name>bTbTest</name>
  <copyright/>
  <initialWindow>
  <content>btb.swf</content>
  <systemChrome>standard</systemChrome>
  <transparent>false</transparent>
  <visible>true</visible>
  <fullScreen>true</fullScreen>
  <aspectRatio>landscape</aspectRatio>
  <renderMode>direct</renderMode>
  <autoOrients>true</autoOrients></initialWindow>
  <icon>
  <image29x29>icons/29.png</image29x29>
  <image57x57>icons/57.png</image57x57>
  <image114x114>icons/114.png</image114x114>
  <image512x512>icons/512.png</image512x512>
  <image48x48>icons/48.png</image48x48>
  <image72x72>icons/72.png</image72x72>
  <image50x50>icons/50.png</image50x50>
  <image58x58>icons/58.png</image58x58>
  <image100x100>icons/100.png</image100x100>
  <image144x144>icons/144.png</image144x144>
  <image1024x1024>icons/1024.png</image1024x1024>
  <image76x76>icons/76.png</image76x76>
  <image80x80>icons/80.png</image80x80>
  <image120x120>icons/120.png</image120x120>
  <image152x152>icons/152.png</image152x152>
  <image40x40>icons/40.png</image40x40>
  <image180x180>icons/180.png</image180x180>
  <image60x60>icons/60.png</image60x60>
  <image75x75>icons/75.png</image75x75>
  <image87x87>icons/87.png</image87x87>
  <image167x167>icons/167.png</image167x167>
  </icon>
  <customUpdateUI>false</customUpdateUI>
  <allowBrowserInvocation>false</allowBrowserInvocation>
  <supportedLanguages>en</supportedLanguages>
  <iPhone>
  <InfoAdditions><![CDATA[
  <key>UIDeviceFamily</key>
  <array>
  <string>1</string>
  <string>2</string>
  </array>
]]></InfoAdditions>
  <requestedDisplayResolution>high</requestedDisplayResolution>
  </iPhone>
</application>

 

Here is the start-up code:

 

package

 

 

{

 

 

import flash.display.Sprite;

 

 

import flash.display.StageAlign;

 

 

import flash.display.StageScaleMode;

 

 

import flash.events.Event;

 

 

import flash.geom.Rectangle;

 

 


 

 

import starling.core.Starling;

 

 

//import com.demonsters.debugger.MonsterDebugger;

 

 


 

 


 

 

[SWF (frameRate = "60" , backgroundColor = "#FFFFFF")]

 

 


 

 


 

 

public class Start extends Sprite

 

 

{

 

 

private var starling:Starling;

 

 


 

 

public function Start()

 

 

{

 

 


 

 

//Set up Monster Debugger *** take this out for testing and final versions.

 

 

//MonsterDebugger.initialize(this);

 

 


 

 


 

 

//Setting up the stage so there is no scale and alignment is on top left.

 

 

stage.scaleMode = StageScaleMode.NO_SCALE;

 

 

stage.align = StageAlign.TOP_LEFT;

 

 


 

 

loaderInfo.addEventListener(Event.COMPLETE, onLoadComplete);

 

 


 

 

}

 

 


 

 

protected function onLoadComplete(event:Event):void

 

 

{

 

 


 

 

//Setting up Starling

 

 

//What to do with lost context?

 

 


 

 

starling = new Starling(Splash, stage);

 

 

starling.start();

 

 

starling.showStats = true; //take this out for final product.

 

 

starling.showStatsAt("left", "top", 2);

 

 


 

 

stage.addEventListener(Event.RESIZE, onStageResize);

 

 

stage.addEventListener(Event.DEACTIVATE, onStageDeactivate);

 

 


 

 

}

 

 


 

 

//Sets the Flash stage equal to the Starling view port.

 

 

private function onStageResize(e:Event):void

 

 

{

 

 

starling.stage.stageWidth = stage.stageWidth;

 

 

starling.stage.stageHeight = stage.stageHeight;

 

 


 

 

const viewPort:Rectangle = starling.viewPort;

 

 

viewPort.width = stage.stageWidth;

 

 

viewPort.height = stage.stageHeight;

 

 


 

 

starling.viewPort = viewPort;

 

 


 

 

}

 

 


 

 

// When deactivated starling stops.

 

 

private function onStageDeactivate(e:Event):void

 

 

{

 

 


 

 

starling.stop();

 

 

stage.addEventListener(Event.ACTIVATE, onStageActivate)

 

 


 

 

}

 

 


 

 

// When reactivated starling starts up again and removes the event listener.

 

 

private function onStageActivate(e:Event):void

 

 

{

 

 

stage.removeEventListener(Event.ACTIVATE, onStageActivate);

 

 

starling.start();

 

 

}

 

//************************ END OF CLASS *****************************

 

 

}

 

 

//************************ END OF PACKAGE *****************************

 

 

}

ADT packaging issue

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Hi,

I am trying to package an app for iOS with AIR SDK 22. The app uses native extensions. My packaging command is:

 

adt -package -target ipa-app-store -storetype pkcs12 -hideAneLibSymbols yes -useLegacyAOT no -provisioning-profile freelancerApp/vodanet_distribution.mobileprovision -keystore freelancerApp/free_ios.p12 M_001.ipa freelancerApp/application.xml -extdir ANEs -C freelancerApp mobileapp.swf icons

 

And the error returned was:

 

Undefined symbols for architecture arm64

 

Undefined symbols for architecture armv7

 

 

 

Kindly help me to resolve this issue.

 

Thank you.

Air Android - Share menu

Google Play: "vulnerable version of OpenSSL"

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Hi, Google Play just sent me a warning that my Android apps compiled in AIR 4.0 are "running an outdated version of OpenSSL, which has multiple security vulnerabilities."

 

I don't recall using OpenSSL for anything other than my Apple certificates. Is this something AIR itself would be responsible for, or possibly a native extension? I'm using several ad-based ones such as AdMob and Vungle, as well as in-app purchases.

 

Doesn't make any sense to me, so I don't know how to react to it. But apparently my apps "may be considered dangerous products and subject to removal from Google Play."

The Future of Flash Builder 4.7 and on

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Simply put.... is there any? Flash Builder 4.7 came out in 2012... 3 years ago.

 

I see adobe rolling out new versions of AIR but why no concern over the existing Flash Builder bugs or creating new features?

 

Imagine a Flash Builder where when you add assets to your source folder, you don't have to clean project > close FB > open FB > clean project > pray > compile.

Imagine a Flash Builder where when you replace your swcs, you don't have to clean project > close FB > open FB > clean project > pray > compile.

Imagine a Flash Builder where you could select your Native Android or iOS library files and click "compile ANE".

 

I'm sure there are many many other wishes for AIR developers but these are a few of mine. I'm also sure the people over at Apache Flex would love an update... seeing as how they've had to have Adobe manually release .jar files to fix known issues (Flex New Project Issue - Flash Builder 4.7).... As far as I know, this is the only ever update from Adobe for Flash Builder 4.7 since release. An update for Adobe Flash Builder would do SOOOO much for inspiring the community about Adobe's faith in it's own superior cross-platform development suite.

 

I think I would do a backflip if I could get some insight from someone at Adobe about the future of Flash Builder. Chris Campbell or Joseph Labrecque maybe?

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