Embed + compiler define works different with air 3.7+ comparing to 3.5

Hello.
I've noticed that new compiler works differently when using construct Embed with conditional compilation (comoiler define option).
It looks like new compiler always embeds files in output swf even if Embed construct is used in dead code. Here is full example:
package {
  import flash.display.MovieClip;
  public class Main extends MovieClip {
    CONFIG::FOO {
      [Embed(source="foo.mp3")]
      public static var MusicTrack: Class;
    CONFIG::BAR {
      [Embed(source="bar.mp3")]
      public static var MusicTrack: Class;
I have 2 files: foo.mp3 (~2MB) and bar.mp3 (~2.3MB). I want to embed only one of them defining CONFIG::FOO as true and CONFIG::BAR as false.
When I compile it using AIR 3.5 with following command I get (as expected) file with size ~2.0MB:
/opt/adobe_sdks/flex_sdk_4.6_AIR_3.5/bin/mxmlc -compiler.source-path . -swf-version 14 -define=CONFIG::FOO,true -define=CONFIG::BAR,false -o Main.swf -- Main.as
/private/tmp/bug/Main.swf (2030814 bytes)
But when I use newer AIR sdk (I tried with 3.7, 3.8 and 4.0 beta) I'm getting file with size ~4.3MB.
/opt/adobe_sdks/AIR_4.0/bin/mxmlc -compiler.source-path . -swf-version 14 -define=CONFIG::FOO,true -define=CONFIG::BAR,false -o Main.swf -- Main.as
4328386 bytes written to /private/tmp/bug/Main.swf in 9,634 seconds
Is it expected behaviour? Is there any chance that new compiler will work in this case the same as older one?

Another difference I encountered is that using compiler definition directly in Embed construction doesn't work. Here is example:
public class Assets {
  [Embed(source=CONFIG::MUSIC_MP3_PATH)]
  public static var MusicTrack: Class;
Then I pass option to the compiler:
-define=CONFIG::MUSIC_MP3_PATH,"'sfx/music.mp3'"
With AIR 3.5 SDK it works fine. With AIR 3.7, 3.8 and 4.0 beta I'm getting file which is smaller in size (by mp3 file size) and when running I get error: TypeError: Error #1007: Instantiation attempted on a non-constructor. (when it tries to create new instance of MusicTrack).

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    Here is the Canv initiation that I use:
    GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
              GraphicsDevice[] gs = ge.getScreenDevices();
              //Creates a graphics template to pole the monitor for the best configuration
         GraphicsConfigTemplate3D gct3d = new GraphicsConfigTemplate3D();
              //gct3d.setStereo(GraphicsConfigTemplate.PREFERRED);
              gct3d.setSceneAntialiasing(GraphicsConfigTemplate.UNNECESSARY);
              //The best graphic configuration is obtained for device 0 as this device is usually the
              //main monitor
              java.awt.GraphicsConfiguration config = gs[0].getBestConfiguration(gct3d);
         canv = new Canvas3D(config);

    I now have a better idea of what's going wrong. When I run the function
    view.isBehaviorSchedulerRunning()
    I get false before and after I run the function
    view.startBehaviorScheduler();
    What do I do? I need help. I would greatly any suggestions.
    What do I need to do to get the behavior scheduler working right?
    Kitcrew

  • Why reloading pure asset SWF with AIR sdk 3.6+ doesn't work?

    Hi, I posted this in the AIR beta channel, but I think it suits better here... I'm sorry for double posting.
    Hi,
    I have a game targeting iOS using AIR sdk that needs to load many swf assets from the disk (packaged with the game). When using AIR sdk 3.5, everything runs just fine. When upgrading the sdk to 3.6 or later (-swf-version=19, 20, 21), we ran into the following problems:
    1) The packaging time (making the ipa file for iOS) passes from 15 minutes to 40+ minutes.
    2) The game can't load any swf twice (ie. reload a swf).
    The first problem is not a big deal. We only have to wait a little bit more. Our guess is that is has to do with new feature introduced by the sdk 3.6, which will go through all packaged secondary swfs and remove the code from it, and since we have lot of swf assets, it takes more time.
    The second problem is way more serious, as I have to be able to reload assets according to player's action. Since we have a ton of assets, I can't keep them all in the memory as we could quickly run out of memory.
    I know that there's a documented limitation of sdk 3.6 which states:
    In AIR apps on iOS running in AOT mode there is a problem when a SWF is reloaded. Therefore reloading a SWF will not be allowed for AIR apps for iOS in AOT mode and attempting to do so will result in following error:
    Error 3764: Reloading a SWF is not supported on this operating system
    It also says that "Reloading of pure asset SWFs will work with AIR 3.7". However, that's not true, since all my assets are pure asset SWF without any code inside. It won't work, even with AIR 3.8.
    While searching on the internet, I came across a forum post that says that the only way to know if a swf is a pure asset swf, is by using swfdump.exe, and searching for the DoABC2 tag. I did it, and effectively, DoABC2 tag was there, but empty.
    So my first observation is that:
    - Pure asset SWF file containing empty DoABC2 tag can be reloaded using AIR SDK 3.5
    - Pure asset SWF file containing empty DoABC2 tag can't be reloaded using AIR SDK 3.6+
    It seems to me that AIR SDK 3.6+ doesn't care if the tag is empty or not. If it is there, then it's not ok.
    Then I wanted to know why my SWFs have this empty tag. After lot of tests, it turns out that it is because I am using jsfl to automate the export of assets from a FLA file. And there comes my second observation:
    - When exporting a swf without code from Flash IDE (Ctrl+Alt+Shift+S), there's no empty DoABC2 tag.
    - When exporting a swf from the Flash IDE's library (right click on the library Movieclip -> Export Flash movie...), empty DoABC2 tag is automatically inserted.
    Unfortunately, my jsfl script uses thee same Library export functionality, and it produces the same "contaminated" swf. Why doesn't it produce the same SWF from both ways of export? I have no idea.
    In the perfect world, the AIR SDK would not only look for the DoABC2 tag, but it should check whether if there's code inside. Also, Flash should use the same export process disregarding if it is being called from the IDE or the Library, and not inserting empty DoABC2 tag when there's no code.
    As for now, I can't find any workaround to solve my problem. That means that I'm stuck with swf-version=18, and I can't benefit from all the cool features such as rectangle textures, new Context3DTextureFormat etc.
    If anyone has a solution, or simply pointing out what I'm doing wrong here, please share it.
    Thanks for reading.
    Iojeirg

    Hi makc3d,
    Thanks for the response. After all that time I started losing hope.
    I would not say that the abvious solution is to remove the tag. I think it should not be put there in the first place if there's no code at all. Moreover, this only happens when exporting a MC from the Library, and it works just fine when exporting normally (publish). It seems more like a bug than an expected behaviour.
    Also, AIR should check for actual code in this tag instead of relying only on the tag itself.
    Your solution is a nice workaround, and I will certainly try that out. But as I said, it will not fix the original bug, it will only patch it later on in the process.

  • Very strange bug with AIR and native process (Windows 7, EXE)

    Hello to everyone!
    The situation is:
    I've made an AIR Application, inside of that is running a native process - EXE file.
    I'm using Flash CC as IDE and tried to use compile that as EXE with AIR 2.6 and 3.6 - results are same.
    So I've insert inside a checking if Native Process is supported or not and the Native process is supported all the time.
    When I've just installed the application and run it - the very first attempt is good - everything is working as a must: internal EXE is called by my Application with necessary parameters as many time as I'm need.
    However if I'll close the App and then will run it again - internal EXE is not starting at all, doesn't depends on number of attempts to re-start of the App.
    So only way is to uninstall, install it back and then you'll be one more session of successful internal EXE-requests, till the next re-start of the App.
    That's it.
    I've tried to "google it" but unsuccessful. Probably the bug is very rare.
    Help me please?
    Update: at compilation with Flash CC IDE it's working all the time with no any issues.
    Update-2: when I'm running installator-EXE, there is going a notification "Same version is installed, etc." and then selected "Run Now" - there is also working with no problems.

    Well, I've found the solution and answer by myself and here is it please:
    In case with same situation as above you need to add just one line in your AS3-code
    nativeProcessStartupInfo.workingDirectory = File.applicationDirectory;
    And you will be happy so much

  • Project no longer works after downloading AIR 3.4

    My AIR project built using sdk 3.5.0.12683 was all working fine with AIR 3.3, but now I've downloaded 3.4 it won't load. The background AIR window opens and that's it.
    Is there a way to reinstall AIR 3.3, while we try to find out what change in 3.4 is affecting our code.
    Doug

    Wrong, maybe everybody else is not just downloading and instaling AS IS, but rather downloading and saving these AIR Updates so if things do not go like planed they will be able to rectefy the problem! On the other hand if you would use Flex 4.0 onwards and still use the mx as I do then you would have maybe more likely not the problem you encounter right now with Flex 3.5, and as I do use Flex 4,0 with mx only and all my web or AIR Apps (96% with modules) are all working very well with AIR 3.4! regrds aktell2007

  • Sounds stop playing when user locks screen on iOS with AIR 3.9 Beta

    We built a simple application that should play sounds when in background and when the screen is locked.
    Since we updated to the latest AIR 3.9 Beta SDK, all sounds stop playing when the user locks the screen on iOS.
    The sounds resume when the screen is unlocked.
    - it works on Android
    - we use renderMode : cpu
    - we use UIBackgroundModes : audio
    - we use NativeApplication.nativeApplication.systemIdleMode=SystemIdleMode.KEEP_AWAKE;
    - sounds play when the app is in background
    - was working great with AIR 3.8 SDK
    Any help would be greatly appreciated.
    Thanks!

    Thanks for reproting the issue, we have an internal already logged bug for this, which is under investigation at the moment.
    -Nimit

  • Do Flash Player runtime and AIR runtime work differently?

    This question is asked as a follow up from a recent discussion, http://forums.adobe.com/message/6260447#6260447, regarding how getObjectsUnderPoint() works. The discussion was marked as correct as the answer provided by kglad was correct for the question asked.
    But, the problem that led to that thread was not solved, as from the tests done, the issue was not from the method but from the runtimes. With the sample code given by kglad, the compiled swf file was working as intended by kglad. But the same code was not if compiled and packaged to AIR runtime.
    Thus the question, do Flash Player runtime and AIR runtime work differently? Or again, that I simply missed out something?
    *Edit: Anyone with similiar experience?

    I'm also using Safari 6.0.1 and I don't have this problem, so I doubt Safari's causing the problem.
    Have you tried uninstalling flash completely and then reinstall? If you haven't, here's Adobe's instructions on how to do so: http://helpx.adobe.com/flash-player/kb/uninstall-flash-player-mac-os.html
    Once you've uninstalled it, try redownloading and reinstalling again: http://get.adobe.com/flashplayer/
    Morgan

  • I can't compile for iOS anymore with Flex and AIR 3.8

    Hi Adobe team and others,
    I'm using Apache 4.10 Flex framework and adobe Air 3.8 for my business projects.
    I always had some problems to compile and publish iOS application (with Air 3.5 before), but with AIR 3.8, that was a miracle, I could compile my projects without any errors on Windows ... until today.
    I'm executing this command in DOS to compile my project:
    "C:\Program Files\Java\jre7\bin\java.exe" -jar "C:\Program Files\Adobe\Adobe Flash Builder 4.7 (64 Bit)\sdks\4.10 - AIR 3.8\lib\adt.jar" -package -target ipa-app-store -hideAneLibSymbols no -provisioning-profile "S:\Directory_to_MobileProvision.mobileprovision" -storetype pkcs12 -keystore "S:\Directory_to_Certificats_ios.p12" -storepass my_private_password Proginov_FVTE_V45.ipa Proginov_FVTE_V45-app.xml assets com config_app.xml [email protected] Proginov_FVTE_V45.swf -extdir "S:/Directory_to_ANE/air_3.8_pnv_3.00"
    And I'm getting this result after 1 hour compiling:
    If you want, I can send you my bin-release-temp folder and ANE to try by yourself, but I need a private mail, because I don't want to publish my private project to everyone.
    Thanks

    Thank you a lot.
    I remember I tried this with AIR 3.5, and that didn't work.
    But with AIR 3.8, it's OK.
    Perfect

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