Ok, how do I target Air 2.5 from Flash CS5?

How do I target Air 2.5 from Flash CS5?
I'd kill to have the enhanced css support...
Thanks!
-Ted

You can post this on Flash's forum. You should get a good answer from there.
As I understand, there should be an update in MAX. Not sure how the update will get released.

Similar Messages

  • How do I target Air 2.5 from Flash CS5?

    Ok, how do I target Air 2.5 from Flash CS5?
    I'd kill to have the enhanced css support right now...
    Thanks!
    -Ted

    ok, so i found the answer to my own question, for the moment gor here for the extension to do 2.5 in cs5:
    http://labs.adobe.com/technologies/flashpro_extensionforair/

  • Target FP 10.3 from Flash CS5 mac

    So how can I compile for 10.3 or 10.2 from the Flash CS5 IDE on mac?
    Where do I get the needed files?
    TIA

    Thanks.
    Finally I have been able to install 10.2 and 10.3 following your procedure.
    For 10.3 the steps are the same but the files are different:
    Download globalplayer.swc from here (change the name of the file)
    http://www.bytearray.org/?p=3066
    Download the xml config from here in one of the first comments (if the link fails ask me and I will provide it for you)
    http://www.flashcomguru.com/index.cfm/2011/3/8/flash-advanced-echo-cancellation
    Now 10.3 and 10.2 appear in the target on the flash publish settings but when you test your swf on the IDE or on the Projector it show the version MAC 10,1,52,14, On the browser of course it shows your current player version plugin.
    I haven't been able to test 10.3 on the IDE, but for the projector you have to install the latest stand alone player you get it here
    http://www.adobe.com/support/flashplayer/downloads.html
    When you publish a projector you get MAC 10,3,181,34
    I suppose updating the flash player on the IDE must be some serious matters...

  • Stop(); not working when exporting AIR for iOS from Flash CS5.5

    Hey there I've tried to do a simple 5 frame animation in Flash CS5.5 each with a stop(); action but when viewed on the iPad the aniamtion doesnt stop, it cycle through the 5 frames instead of stopping at frame 1.
    Any reason why that is happening?

    Looks like it was a memory problem with the jvm.ini file.
    Pumped it up to 256 and it works now.
    Hope this helps anyone else in the future if they come across it.
    Thanks.

  • Publishing AIR for iOS in Flash CS5.5 gives Java VM error

    Hi,
    I have been getting the following error when trying to publish AIR for iOS from Flash CS5.5. I'm using AIR 2.7 overlayed, Windows 7 x64.
    Any help would be greatly appreciated.
    Thanks!

    I tried overlaying the latest AIR as sinious suggested, but that only changed my error message by adding the line about ADT as in the original post.
    I was finally able to get the app to compile by calling adt from the command line.  Here is an example .bat file that worked for me:
    @echo=off
    @set java_cmd="C:\Program Files\Java\jre6\bin\java.exe"
    @set java_param=-Xmx128m -jar
    @set adt_cmd="C:\Program Files (x86)\Adobe\Adobe Flash CS5.5\AIR2.6\lib\adt.jar"
    @set target=ipa-test
    @set cert=iOS_dev.p12
    @set cert_pass=password
    @set provisioning=my_iOS_device.mobileprovision
    @set build_file=helloworld.ipa
    @set desc_files=helloworld-app.xml
    @set files=helloworld.swf AppIconsFolder
    %java_cmd% %java_param% %adt_cmd% -package -target %target% -storetype pkcs12 -keystore %cert% -storepass %cert_pass%  -provisioning-profile %provisioning% %build_file% %desc_files% %files%
    pause

  • Using Air 2.6 with Flash CS5

    hey there all,
    here is what i am doing so far to use Air 2.6 with Flash CS5. i counts seem to find any help online with this, hope this helps someone...
    Setting Up Flash CS5
    1. replace Program FIles\Adobe\Adobe Flash CS5\Common\Configuration\ActionScript 3.0\AIR2.0\airglobal.swc with the airglobal.swc in the AdobeAIRSDK\frameworks\libs\air folder of the AIR 2.6 SDK zip file (AdobeAIRSDK.zip)
    This lets you compile with the new SDK and use all the new API for camera roll, microphone, etc.
    2. replace Program Files\Adobe\Adobe Flash CS5\AIK2.0 with the AdobeAIRSDK folder in the zip file (AdobeAIRSDK.zip) you downloaded from Adobe.
    now you can do a test movie in Flash CS5 and it will use the new ADL for testing in Flash (finally works with landscape!).
    Publishing
    for publishing, unfortunately you cant use the built-in publish for iOS. i wrote this batch file and use it (also you can write an ant task if you use FDT/Flash Builder). This is for windows 64bit...
    "C:\Program Files (x86)\Java\jre6\bin\java" -jar C:\AdobeAIRSDK\lib\adt.jar -package -target ipa-ad-hoc -storetype pkcs12 -keystore [KEYFILE].p12 -storepass [KEY PASSWORD] -provisioning-profile [MOBILE PROVISION FILE].mobileprovision [IPA NAME].ipa [XML FILE NAME].xml [SWF FILE NAME].swf Icon_29.png Icon_48.png Icon_57.png Icon_72.png Icon_512.png Default-Landscape.png Default-Portrait.png Default-PortraitUpsideDown.png Default-PortraitLandscapeLeft.png Default-PortraitLandscapeRight.png
    i have a 64bit system so i had to specify the 32 bit JRE and use the ADT jar for packaging. now i just double-click the batch file and it compiles for iOS.
    Adjusting the app.xml File
    the yourapp-app.xml file needs some tweaks from the CS5 packager to work in 2.6:
    1. namespace has to change from
    <application xmlns="http://ns.adobe.com/air/application/2.0">
    to
    <application xmlns="http://ns.adobe.com/air/application/2.6">
    2. the version node needs to be renamed versionNumber
    from
    <version>.5.572<</version>
    to
    <versionNumber>0.5.572</versionNumber>
    notice you need to include the leading zero if you arent using a whole number version
    ok, thats what i have so far, hope this helps...

    hey there all, for those on Windows,
    here is a compile script i put together for iOS using AIR 2.6. Copy and past this into a file named "compile ios.wsf". All you have to do is double-click and it will compile and paclage your app.
    the script assumes you have a versionNumber like: 0.4.123 it takes and incrememnts the build number (the last 3 numbers only) by one. i will imrpove this later.
    <?xml version="1.0" ?>
    <job>
    <script language="JScript">
         This file assumes you are using a 3-segment version system.
         It is not very inteligent, it just increments the last set of numbers in the
         versionNumber in the XML file by 1. !!be aware that it is not yet smart enough
         to update the second number!!
         // these properties change depending on your project
         var XML_FILE = "YourApp-app.xml";
         var SWF_FILE = "YourApp.swf";
         var IPA_FILE = "YourApp.ipa";
         var TARGET = "ipa-ad-hoc";
         var KEY_FILE = "dist.p12";
         var KEY_PASSWORD = "PASSWORD";
         var PROVISIONING_PROFILE = "YourApp.mobileprovision";
         var ICONS = "Icon_29.png Icon_48.png Icon_57.png Icon_72.png Icon_512.png";
         var SPLASH_SCREENS = "Default-Landscape.png Default-Portrait.png Default-PortraitUpsideDown.png Default-PortraitLandscapeLeft.png Default-PortraitLandscapeRight.png";
         // the location of your JRE/JDK and Air SDK files
         var JRE_BIN = "C:\\Progra~2\\Java\\jre6\\bin\\java";
         var ADT_JAR = "C:\\AdobeAIRSDK\\lib\\adt.jar";
         // this stuff shouldnt need to change
         var objXML = new ActiveXObject( "Microsoft.XMLDOM" );
         objXML.async = false;
         objXML.load(XML_FILE);
         var root = objXML.documentElement;
         var versionNumberNode = root.selectSingleNode("versionNumber");
         var versionNumberArray = versionNumberNode.text.split(".");
         var buildNumber = parseInt(versionNumberArray[2]) + 1;
         versionNumberNode.text = versionNumberArray[0] + "." + versionNumberArray[1] + "." + buildNumber;
         objXML.save(XML_FILE);
         var cShell = WScript.CreateObject("WScript.Shell");
         var compileCommand = '"' + cShell.CurrentDirectory + '\\compile ios.bat"';
         compileCommand = JRE_BIN + " -jar " + ADT_JAR + " -package -target " + TARGET + " -storetype pkcs12 -keystore " + KEY_FILE + " -storepass " + KEY_PASSWORD + " -provisioning-profile " + PROVISIONING_PROFILE + " " + IPA_FILE + " " + XML_FILE + " " + SWF_FILE + " " + ICONS + " " + SPLASH_SCREENS;
         //WScript.Echo(compileCommand);
         var runVal = cShell.run(compileCommand, 1, true);
    </script>
    </job>
    i will see if there's time to do a shell script of OSX and an ANT script for Eclipse...

  • How to install windows 7 in bootcamp from flash drive os x 10.9.1

    How to install windows 7 in bootcamp from flash drive os x 10.9.1

    oooHideooo wrote:
    It DOESN'T WORK!!
    I tried tonnes of method already, and the apple guide method absolutely doesn't work for MacBook Air, 10.9.1
    Did you even tried it yourself????!! with Maverick 10.9.1 you will NOT be able to get pass the bootcamp first page:"install window 7". It will give an error msg saying "The installer disc could not be found"
    My usb confirmed bootable! I created it with bootcamp, and tested it on a different macbook and it works. But doesn't work on MacBook Air. (Even startup disk doesn't detect it as bootable in Air)
    anyone else has a real solution to this problem?
    Thousands have successfully tried it themselves and installed Windows on a Macbook Air. Perhaps if you provided some details about what you did and what errors you observed we could help you. The Boot Camp instaructions, if followed, will produce a successful install.

  • Voice recognition support in mobile air application developed using Flash CS5.5

    I want to develop an android application via Flash CS5.5 which takes the command based on voice or convert voice in to text. Voice recognition support is available in android SDK but it is not available in latest Air SDK.
    I tried on Google to find out how to develop Voice recognition mobile application in Flash CS5.5 but did not find anything. There is some example/video which shows hack around native android code but this is for Flex not for the Flash.
    Waiting response?
    Thanks
    RTY

    Hi Rty,
    I think you should use  a native extension.
    Have a look at this link:
    http://extensionsforair.com/extensions/speech-recognition/

  • Any known issues with TLF in AIR 2 from Flash CS5?

    Hi,
    We're creating an AIR 2 application in Flash CS5. Virtually all text is TLF text.
    It's a CPU and RAM hog.
    Saving the file as CS4, opening it in Flash CS5 and then generating an AIR 2 file works great, although, of course, we've lost all the TLF and the text needs some serious re-formatting.
    The development environment is Mac Snow Leopard, with latest OS and Flash updates.
    Any thoughts are greatly appreciated.
    Thanks,
    Kirk

    I've had similar oddities with Booting USB drives off several MBP's and am not sure there's a rational explanation of some of the oddities. (I have a twin cable and if one doesn't power it I stick the other plug in and it works 100% of the time)
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  • How to launch an Air desktop app from a second Air desktop app?

    Hi,
    Is there a way to launch an Air desktop app from a second Air desktop app?
    I'm using Air 4 with Flash CS 6 on Windows.
    Thanks

    According to Adobe documentation, AIR doesn't allow you to launch one application using another on desktop. The best bet that I could find at the moment would be to use the File.openWithDefaultAppilcation() function and open a file(like a .doc or .txt file) that has an AIR app set as the default application to use for X filetype. Unfortunately, launching app(.exe, .app, etc) files directly is not allowed. Probably for safety/security reasons. You might be able to get around that with a Native Extension though. Below is a link to the File.openWithDefaultApplication() method which includes a table of all the filetypes not allowed. Tried messing around with some ways around it, but the best I could do was open a new Finder window(testing on a Mac) and highlight the file. The code below assumes that both AIR apps are installed in the same app directory. Not sure how it would work on Windows but the result might be the same. For Mac, no special characters or anything was needed even though the app I was trying to open had spaces in the filename.
    var filePath:String = "file://" + File.applicationDirectory.nativePath + "/App to highlight.app";
    navigateToURL(new URLRequest(filePath));
    File - Adobe ActionScript® 3 (AS3 ) API Reference

  • Rejected amazon appstore due to air url - published from flash pro with amazon selected

    We were just rejected from the amazon appstore due to the AIR url:
    The link to Adobe AIR in your app needs to be updated so that customers are taken directly to the Adobe AIR app page on the Amazon Appstore. -- The Download URL is http://www.amazon.com/gp/mas/dl/android?p=com.adobe.air
    We published via Flash Pro CS5.5 with Amazon selected, and when you install that APK on the device without AIR installed you get prompted to get AIR.  The 'Install' button gives you the intent menu for Web or Amazon, clicking amazon just takes you to the amazon appstore home page rather than directly to the AIR page..  How do we fix this?

    Could you please check the URL for AIR in: "C:\Program Files\Adobe\Adobe Flash CS5.5\en_US\Configuration\Android\Markets.xml" and confirm that it is set to the following:
    <market name="Amazon Appstore" url="http://www.amazon.com/gp/mas/dl/android?p=com.adobe.air"/>
    Or, if you're willing to generate the .apk by hand, you can use the "adt" command line mentioned at: http://forums.adobe.com/thread/903573

  • How to diagnose flickering exported JS animations from Flash CC?

    Quick stats on my system:
    Macbook Pro Retina 2012 running OSX 10.9.3
    Flash CC 13.1.0.226
    I'm not experiencing an error so much as a lack of understanding about how to diagnose Flash CC JS export issues. Here's the backstory:
    In 2012, my company started working with an contract sprite artist. I was using the CS5.5 Creative Suite, and we were exporting normal png sequences from Flash for use in the game. After about 8 months, my cofounders and I realized that we could both reduce the load time for the game and also allow our artwork to be dynamically scalable by switching to JS exports of our art rather than the raster sprite sheets. Here's the blog post we wrote about it: http://blog.codecombat.com/hacking-our-way-to-vector-artwork-in-html5
    At the time, I didn't have Flash CC, and was reliant upon the CreateJS plugin to export the required JS files: CreateJS Developer Center | Adobe Developer Connection After another month or so, our contractor upgraded their version of Flash and we started having compatibility issues reading FLA files, so I upgraded as well. After doing some reading, I concluded that the CreateJS plugin was now incorporated into Flash CC as the HTML5 doc type, which was confirmed when I checked out the publish settings and resulting files.
    This is all a rather long winded way of saying that we have legacy artwork created with an older version of Flash but are now importing all of our artwork from JS files.
    Fast forward to today and we have two big issues:
    1) We can't figure out how to reduce the filesize of JS exports. As discussed in our blog post, vector artwork has upsides and downsides. One of the downsides we've found is that complex art that uses a lot of shapes ends up being substantially larger (in terms of filesize) than the appearance might otherwise suggest. Raster exports skirt this because a pixel is a pixel, but vector exports scale with the complexity of the source FLA. I'm not a Flash expert, and when we get files that are particularly complex, Flash either runs out of memory exporting them to JS files or we get files that are far too large to reasonably use. To be clear, the "out of memory" error isn't a problem because even if Flash finished the export, the resulting files would be too large for us to use (plus, I've done some digging and found a tutorial for correcting the out of memory error). Our artist is not familiar with the intricacies of the JS Flash exporter, so when we get a file that's too big or breaks the export, neither of us can really figure out a way to correct the problem. We have three questions in particular:
         a) Where can you view shape data that Flash is going to write to the JS files?
         b) Is there any way to edit said shape data inside the Flash CC interface?
         c) Is there any way to optimize shape data in Flash? For instance, in Photoshop, you can flatten images and export a psd with 500 layers as a single JPEG, is there any way to do something similar to shape data in Flash?
    2) Exports frequently break in weird ways. Many of the sprites that we created a year ago haven't needed to be re-imported into our game engine for some time. But every once in a while, I need to go back and fix, improve, or tweak an existing sprite, and then I run smack into the issue of reconciling files that were created without thought to JS exports with our current system. Just last week I was running into this issue in a big way and I made a screencast for our artist (since we work remotely) that I hoped might give him a better idea of the problem: Flash Errors - Treasure Chest, Flippable Tile - YouTube
    The two files mentioned in that screencast are both old (treasure chest) and new (flippable land tile). We have a few questions:
         a) Why are the treasure chest frames "flickering" in the html5 preview? The problem doesn't appear inside Flash and is inconsistent between files. There are two FLA files: one in which the treasure chest is empty, and one in which it's full. The empty animation doesn't throw any errors, either when converting to the HTML5 doc type or on export, but the resulting animation flickers. The full treasure, on the other hand gives me 21 lines of these errors when I do the conversion (not when I export): "Blend Modes(Layer) is not supported in HTML5 Canvas document, and has been converted to Normal in an instance of Movieclip <Path>." The result in both cases is the same: the animations flicker, and neither our artist nor us can figure out why, or for that matter, even begin to troubleshoot it. This SO issue seems to describe the problem, but was never resolved, and I can't find anything else that seems to address it: CreateJS Publish of Flash Project Flickers - Stack Overflow
    I've uploaded the files involved to a public dropbox folder which I think you'll be able to access (Dropbox seems to be having some problems at the moment): Dropbox - flash_debugging
    Since my questions are fairly involved, and my goal is to gain a better understanding of the UI, not simply resolve an error, I'd be happy to pay for someone's expertise/time in getting me up to speed. You can get in touch with me at george [at] codecombat.com

    Hi George,
    I have taken a look at the files full_treasure_chest.fla and flippable_land.fla that you have shared via drop box and found that they both uses blank keyframe(s) followed by Keyframe(s). This was an issue and has been addressed in the latest release Flash CC 2014 (released on 18 June, 2014). Can you please install the latest build 14.0.0.110 and try this out?
    Thanks!
    Mohan

  • Is there a way to publish a high-res .ipa from Flash CS5.5 with AIR for iOS?

    Hello,
    I've developed an app for iOS in Flash specifically for iPad 3's. My client uses SOTI MobiControl as it's mobile device management solution. If I publish out of Flash using AIR SDK 3.1 or newer the app is created and looks high-res on the iPad3. When they try to add the app to SOTI for in-house distribution it errors with the error claiming that "CFBundleDisplayName" has been left blank.
    After having looked into it I've been able to find out that when publishing with versions of the AIR SDK older than 3.0, the info.plist file within the app package includes a CFBundleDisplayName. In versions newer than 3.0 there is no CFBundleDisplayName in the info.plist.
    Is there a way to publish for iOS from Flash utilizing an older version of the AIR SDK and having true high-res graphics that will look proper on an iPad3?
    Thanks in advance for any help.
    Phil

    It's not AIR that's lacking the key in the plist, it must be Flash Pro, although it's just running adt itself. I use AIR 3.4 and I compile via adt command line (because Flash Builder 4.6 still has not been updated to handle warnings from ANEs during compile, grr). I have CFBundleDisplayName in my plist file. Have you tried compiling on the command line?
    Here's an Adobe page with a bunch of examples compiling with ADT on the command line:
    http://help.adobe.com/en_US/air/build/WS901d38e593cd1bac1e63e3d128cdca935b-8000.html
    Being unaware of what in-house distribution system that actually is, I have noted that some people had previous issues submitting apps Flash compiles. Their solution was to rename the AppName.ipa to AppName.zip, extract the Payload folder, copy the AppName.app inside there out, then rename that AppName.app to AppName.ipa. Then it was accepted. Not sure if that old issue still exists.

  • How do I create dynamic scrolling text in Flash CS5?

    Hi everyone,
    I am a complete newbie to Flash. I'm tyring to build a scrolling text box that automatically scrolls. On mouse over, I want the scrolling to stop so users can click on an item in the text box. All of the items will be tied to external hyperlinks. I want to populate the text box with an external file. I've done some searches on Adobe, but haven't found anything that takes me through the whole process.
    I have the complete Adobe Master Collection. So if this is easier in Flash Catalyst, let me know. I know how to buid a manual scroll box in Flash Catalyst. Could I export this to and add the auto-scrolling?
    Remember, I'm a complete newbie.
    Any help will be greatly appreciated.
    Thanks!

    Thanks again Kglad,
    I really have no preference of Action Script since I don't have any significant experience with either one.
    I'll keep doing searches to see if I can get the information I need.
    Have a great holiday.

  • Air for Android template missing from Flash CS5 Professional

    I am trying to get started with developing android apps in flash.  Most tutorials begin with my selecting the Air for Android template in Flash CS5 Pro.  This option is not available to me.  When I try to install the extension I get this: http://labs.adobe.com/technologies/flashpro_extensionforair/
    I am running the latest update for CS5.
    Any suggestions?
    Thanks!
    John

    Hey James,
    Thanks for the reply.  I clicked the updates button but all I can find is the trial version of CS5.5.  Is that correct?
    http://www.adobe.com/cfusion/tdrc/index.cfm?product=flash&promoid=EBYEX
    Cheers,
    John

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