A puzzle game using Flash Builder Burrito

I used the Flash Builder Burrito and AIR 2.5.1 to build a simple puzzle game for the Android market. It is called 'Ramanujam's Magic Square' and is live. Performance on Galaxy S is as good at it can be with a native app. considering that the puzzle is about number crunching.
Here is the pic:

it's ok, I figured it out.
just using Flash builder 4.5 grid containers

Similar Messages

  • Deployed Android project using Flash Builder Burrito not working on mobiles

    Hi,
    I have created a simple "Hello World" Application using Flash Builder Burrito SDK. I have tested the result in the emulator it is working great.
    After that i deployed the application using "Export Release Build Option" and entered valid certificate details and created the .apk file. I copied the .apk file into the device and i run the application. Iam unable to run the app. I have tried these in 3 android supported devices and in each of these i am getting different error messages. I have mentioned the device in which i have tested and the error message i got while i tried to install the app (.apk file)
    HTC Desire - "Error while parsing the package of the application"
    Samsung Galaxy Tab - "Error while parsing the package of the application"
    LG Optimus one (LG P500) - "Application not installed"
    I have created a New Mobile Project in the flash SDK and added simple label "HELLO WORLD" in the view section.
    Before deploying i have installed Adobe AIR 2.5 in the device.
    Whether iam missing any of the steps to deploy correctly in the device. If so, please let me know. Also i need to know whether any restrictions are there for applications developed using Flash Burrito Preview Release. (whether by default all android mobile version more than 2.1 will support it?)
    Also when i try to install "Tour De Mobile Flex" apk in LG Optimus, it is saying "Device not supported" message.
    How do i overcome these problems to run the apk file without any problems.
    If you need any other detail please let me know, i will explain it in detail.
    Thanks in Advance,
    Srinivasan.C

    Ok, this is an old post but i still needed a couple of hours to find a solution, so here we go:
    - Most likely you have TWO executable build targets in your project (two mxml that you can launch). If so, go to the Project settings > Flex Applications and remove the one you don't need so you only have one.
    - My case was a bit complex though - i was using an ANE and Coldfucion server. In this case change the Output folder in the Project Properties > Flex Server > Output folder to something like "temp" instead of "C:..." generated by Flex Builder. The Android device gets confused by a "C:" reference but still can understand a local "temp" folder
    I hope i have saved your day

  • Autocompletion not working in Flash Builder burrito

    Hello!
    What causes could prevent autocompletion from working in Flash Builder burrito? in flash builder 4 it works fine, but not at all in burrito. maybe I changed some settings somehow? If i open Settings->Flash Builder->Editors then "Enable Auto Activation" under "Code Assist" is checked.
    what other reason could there be for that problem?

    Hi,
    Are you using 'Flash Builder Burrito Preview'? You might have faced this known issue https://bugs.adobe.com/jira/browse/FB-28451 . This is fixed in future builds of Flash Builder.
    Workaround is, Click 'Restore defaults' in Preferences->Flash Builder->Editors->ActionScript Code->Content Assist Cycling
    Or Changing workspace.
    Let us know if this workaround solves the issue.
    -Radhakrishna

  • Flash Builder Burrito - Enabled Geolocation in running device?

    Hi, I am developing a simple app that will show user's geolocation in the map.
    I use code like this:
    protected function view1_creationCompleteHandler(event:FlexEvent):void
         if( Geolocation.isSupported )
               g = new Geolocation();
               g.setRequestedUpdateInterval(100);
               if( g.muted )
                   // Don't do anything if device's sensor is muted.
                    return;
               g.addEventListener(GeolocationEvent.UPDATE,geoLocation_UpdateHandler,false,0,true);
    Then I modified application.xml in project like this (following Ryan Strewart's video in Adobe TV):
    <android>
        <manifestAdditions><![CDATA[
        <manifest android:installLocation="auto">
            <!-- See the Adobe AIR documentation for more information about setting Google Android permissions -->
            <uses-permission android:name="android.permission.INTERNET"/>
            <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>
            <uses-permission android:name="android.permission.ACCESS_FINE_LOCATION"/>
            <uses-configuration android:reqFiveWayNav="true"/>
            <supports-screens android:normalScreens="true"/>
            <uses-feature android:required="true" android:name="android.hardware.touchscreen.multitouch"/>
        </manifest>
    ]]></manifestAdditions>
      </android>
    Then I use Flash Builder Burrito to install and run application into device. The Geolocation object is muted. Even I turn on all geolocation setting. An interesting thing is, Geolocation is work in Flex de tour Mobile application.
    I use Samsung Galaxy S with Froyo 2.2

    I was able to test the Geolocation object successfully on a Motorola Droid using the following code:
    GeoTest1.mxml:
    <?xml version="1.0" encoding="utf-8"?>
    <s:MobileApplication xmlns:fx="http://ns.adobe.com/mxml/2009"
                         xmlns:s="library://ns.adobe.com/flex/spark" firstView="views.GeoTest1Home">
        <fx:Declarations>
            <!-- Place non-visual elements (e.g., services, value objects) here -->
        </fx:Declarations>
    </s:MobileApplication>
    GeoTest1Home.mxml:
    <?xml version="1.0" encoding="utf-8"?>
    <s:View xmlns:fx="http://ns.adobe.com/mxml/2009"
            xmlns:s="library://ns.adobe.com/flex/spark" title="Home"
            creationComplete="view1_creationCompleteHandler(event)">
        <fx:Script>
            <![CDATA[
                import flash.sensors.Geolocation;
                import mx.events.FlexEvent;
                private var g:Geolocation;
                protected function view1_creationCompleteHandler(event:FlexEvent):void
                    if( Geolocation.isSupported )
                        g = new Geolocation();
                        g.setRequestedUpdateInterval(100);
                        if( g.muted )
                            // Don't do anything if device's sensor is muted.
                            msg.text = "geo muted";
                            return;
                        msg.text = "geo active";
                        g.addEventListener(GeolocationEvent.UPDATE,geoLocation_UpdateHandler, false,0,true);
                protected function geoLocation_UpdateHandler(event:Event):void
                    msg.text += "\ngeolocation updated";
            ]]>
        </fx:Script>
        <s:Label id="msg" text="foo"/>
    </s:View>
    GeoTest1-app.xml
    <?xml version="1.0" encoding="utf-8" standalone="no"?>
    <application xmlns="http://ns.adobe.com/air/application/2.6">
         <id>GeoTest1</id>
         <filename>GeoTest1</filename>
         <name>GeoTest1</name>
         <versionNumber>1.0.0</versionNumber>
         <initialWindow>
              <content>[This value will be overwritten by Flash Builder in the output app.xml]</content>
         </initialWindow>
         <android>
              <manifestAdditions>
              <![CDATA[
                   <manifest android:installLocation="auto">
                        <uses-permission android:name="android.permission.INTERNET"/>
                        <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>
                        <uses-permission android:name="android.permission.ACCESS_FINE_LOCATION"/>
                        <uses-configuration android:reqFiveWayNav="true"/>
                        <supports-screens android:normalScreens="true"/>
                        <uses-feature android:required="true" android:name="android.hardware.touchscreen.multitouch"/>
                        <application android:enabled="true">
                             <activity android:excludeFromRecents="false">
                                  <intent-filter>
                                       <action android:name="android.intent.action.MAIN"/>
                                       <category android:name="android.intent.category.LAUNCHER"/>
                                  </intent-filter>
                             </activity>
                        </application>
                   </manifest>
              ]]>
              </manifestAdditions>
         </android>
    </application>
    Please try the above and see if it works.
    -- Tom
    Flex SDK engineer

  • Flash Builder Burrito not recognizing E4X syntax

    Hi,
    I have a function in a data proxy that assigns XML from a web API to a value object.
    private function handleDevNewsDataGetComplete(e:Event):void 
              vo.devNewsDataXML = new XML( e.target.data );
              vo.devNewsHeadline = vo.devNewsDataXML..*::Title[0].text();
              vo.devNewsArticle = vo.devNewsDataXML..*::Summary[0].text();
              vo.devNewsSource = vo.devNewsDataXML..*::NewsSource[0].text();
    I had no problems with Flash Builder, but since upgrading to Flash Builder Burrito, I have been getting errors (see below). Please help!
    Description    Resource    Path    Location    Type
    Title cannot be resolved to a type    DeveloperDataProxy.as    Flex Problem
    Description    Resource    Path    Location    Type
    The variable Summary is undefined    DeveloperDataProxy.as    Flex Problem
    Description    Resource    Path    Location    Type
    The variable NewsSource is undefined    DeveloperDataProxy.as    Flex Problem

    Hi,
    Are you using Flash Builder Burrito preview release build?
    Do you reproduce this consistently?
    The same code compiles fine for us.
    Can you please attach your eclipse log file?
    Thanks,
    Balaji

  • How to use Flex SDK 4.0.0 in Flash Builder Burrito?

    Hello!
    How can I create a project with Flash Builder Burrito that builds against the Flex 4.0 SDK? I tried to copy the 4.0.0 sdk folder over from my Flash Builder 4 installation, but if I create a new project in burrito, it still offers me only choice between 3.5 and 4.5
    what else do I have to do?

    Did you configure it in Window / Preferences / Flash Builder / Installed SDKs?

  • Flash builder burrito

    hello
    I'm are using the flash builder burrito
    to make a few test's for android aplications.
    So my questions are
    When the final release for the burrito whe will be able to buid  aplications without adobe air requeriment?
    I ask that because on samples that i made not just one works because my android phone have a arm6 processor, so i think that
    aplications made on burrito just will work on the smartphones with arm7 processor because the air request, is correct?
    Sorry for my english
    Many thanks

    Hi Chris,
    The Burrito Preview installs to a different directory than your existing FB4 installation, by default, so there should be no conflict there. Also, it accepts the same Serial Number you have for FB4 if you purchased FB4 as an individual product.
    If you purchased FB4 as part of a CS5 Suite, there will be a site available you can use to obtain a Preview SN for Burrito, but you can still use Burrito in Trial mode until that is available.
    -Chris

  • Flash Builder Burrito 'unable to resolve ... for transcoding' error css file

    Hi,
    I am trying to dip my toes into the waters of mobile development with the preview release of flash builder burrito.
    I am doing so by trying to port over an application I have built in Flash Builder 4 for the web, by bringing it into a mobile app piece by piece, using the view stack struture peculiar to mobile apps.
    I am haivng an issue with my untouched css file that I am trying to use in the app. It's a direct copy from the other app in the same directory structure and yet I have declarations of embedded images of the form:
    .topLogo {
        url: Embed(source="assets/images/header-logo.png");
    Which continually cause:
    unable to resolve '/assets/css/assets/images/header-logo.png' for transcoding     Flex Style Problem
    errors.
    It is drving me utterly nuts. The images are there, and if I change the path to an invalid one I get a proper error in the editor, so it IS resolving them, but then these transcoding errors come up and seem to be triggering repeatedly as the problems pane keeps taking the focus away from the editor.
    It's driving me nuts.
    Anyone know if I've missed something?

    Problem solved by turning off Design View (which we never use anyway, useless thing for OO style programming), it's on by default with a new install of Flash builder.
    The mobile app looks promising, just waiting on a developer license to see how it goes on an iPad

  • Building complex flash game in Flash Builder 4 - Workflow/Best Practices

    I'm investigating switching to Flash Builder 4 for building a complex game that currently lives purely inside Flash CS4.  CS4 is a pretty terrible source code editor and debugger.  It's also quite unstable.  Many crashes caused by bad behavior in the SWF will take out the entire IDE so are almost impossible to debug.  And I've heard other horror stories.  To be clear, for this project I'm not interested in the Flex API, just the IDE.
    Surprisingly, it seems Flash Builder 4 isn't really set up for this type of development.  I was hoping for an "Import FLA" option that would import my Document Class, set it as the main entry point, and figure out where other assets live and construct a new project.  What is the best workflow for developing a project like this?
    What I tried:
    -Create a new Actionscript Project in the same directory where my CS4  lives
    -Set the primary source file to match the original project's source file and location
    -Set my main FLA as "export to SWC", and added "SWC PATH" to my flash builder 4 project.
    -Compile and run.. received many errors due to references to stage instance. I changed these to GetChildByName("stagename").  Instead, should I declare them as members of the main class?  (this would mimic what flash CS4 does).
    -My project already streams in several external SWF's.  I set these to "Export SWC" to get compile-time access to classes and varaibles. This works fine in cs4, the loaded SWF's behave as if they were in the native project.  Is the same recommended with FB4?
    -Should I also be setting the primary FLA as "export to swc"?  If not, how do I reference it from flex, and how does flex know which fla it should construct the main stage with?
    Problems:
    -I'm getting a crash inside a class that is compiled in one of the external SWF's (with SWC).  I cannot see source code for the stack inside this class at all.  I CAN see member variables of the class, so symbol information exists.  And I do see the stack with correct function names.  I even see local variables and function parameters in the watch window! But no source.  Is this a known bug, or "by design"? Is there a workaround?  The class is compiled into the main project, but I still cannot see source.  If FLEX doesn't support source level debugging of SWC's, then it's pretty useless to me.   The project cannot live as a single SWF.  It needs to be streaming and modular for performance and also work flow. I can see source just fine when debugging the exact same SWC/SWF through CS4.
    -What is the expected workflow with artists/designers working on the project?  Currently they just have access to all the latest source, and to test changes they run right through flash.  Will they be required to license Flash Builder as well so they can test changes?  Or should I be distributing the main "engine" as a SWF, and having it reference other SWF files that artists can work on?  They they compile their SWF in CS4, and to test the game, they can load the SWF I distribute.
    A whitepaper on this would be awesome, since I think a lot of folks are trying to go this direction.  I spent a long time searching the web and there is quite a bit of confusion on this issue, and various hacks/tricks to make things work.  Most of the information is stale from old releases (AS2!).
    If a clean workflow I would happily adopt Flash Builder 4 as the new development tool for all the programmers.  It's a really impressive IDE with solid performance, functional intellisense, a rich and configurable interface, a responsive debugger..I could go on and on.  One request is shipping with "visual studio keyboard layout" for us C++ nerds.
    Thanks very much for reading this novel!

    Flash builder debugging is a go!  Boy, I feel a bit stupid, you nailed the problem Jason - I didn't have "Permit Debugging set".  I didn't catch it because debugging worked fine in CS4 because, well, CS4 doesn't obey this flag, even for externally loaded SWF files (I think as long as it has direct access to the SWC). Ugh.
    I can now run my entire, multi SWF, complex project through FB with minimal changes.  One question I do have:
    In order to instantiate stage instances and call the constructor of the document class, I currently load the SWF file with LoaderContext.  I'm not even exporting an SWC for the main FLA (though I may, to get better intellisense).  Is this the correct way of doing it?  Or should I be using , or some other method to pull it into flex?  They seem to do the same thing.
    The one awful part about this workflow is that since almost all of my code is currently tied to symbols, and lives in the SWF, any change i make to code must first be recompiled in CS4, then I have to switch back to FB.  I'm going to over time restructure the whole code base to remove the dependency of having library symbols derive from my own custom classes.  It's just a terrible work flow for both programmers and artists alike.  CS5 will make this better, but still not great.  Having a clean code base and abstracted away assets that hold no dependencies on the code  seems like the way to go with flash.  Realistically, in a complex project, artists/designers don't know how to correctly set up symbols to drive from classes anyway, it must be done by a programmer.  This will allow for tighter error checking and less guess work.  Any thoughts on this?
    Would love to beta test CS5 FYI seeing as it solves some of these issues.
    Date: Thu, 21 Jan 2010 15:06:07 -0700
    From: [email protected]
    To: [email protected]
    Subject: Building complex flash game in Flash Builder 4 - Workflow/Best Practices
    How are you launching the debug session from Flash Builder? Which SWF are you pointing to?
    Here's what I did:
    1) I imported your project (File > Import > General > Existing project...)
    2) Create a launch configuration (Run > Debug Configuration) as a Web Application pointing to the FlexSwcBug project
    3) In the launch config, under "URL or path to launch" I unchecked "use default" and selected the SWF you built (I assume from Flash Pro C:\Users\labuser\Documents\FLAs\FlexSwcBug\FlexSwcBugCopy\src\AdobeBugExample_M ain.swf)
    4) Running that SWF, I get a warning "SWF Not Compiled for Debugging"
    5) No problem here. I opened Flash Professional to re-publish the SWF with "Permit debugging" on
    6) Back In Flash Builder, I re-ran my launch configuration and I hit the breakpoint just fine
    It's possible that you launched the wrong SWF here. It looks like you setup DocumentClass as a runnable application. This creates a DocumentClass.swf in the bin-debug folder and by default, that's what Flash Builder will create a run config for. That's not the SWF you want.
    In AdobeBugExample_Main.swc, I don't see where classCrashExternal is defined. I see that classCrashMainExample is the class and symbol name for the blue pentagon. Flash Builder reads the SWC fine for me. I'm able to get code hinting for both classes in the SWC.
    Jason San Jose
    Quality Engineer, Flash Builder
    >

  • Flash Builder Burrito serial expired

    Hoi there,
    i have made an app in Flash builder Burrito some time ago. Now i have used Flash builder 4.5 for some time but i can't use it for my app because of the skin changes (or i have too restyle the whole app whick will take to much time for such a small app). So i want to reinstall Flash builder Burrito again and make some bug fixes for my app. But now my Flash builder Burrito licens is expired which is strange because Flash builder 4.0 and 4.5 are running fine. So my question is has Adobe canceld support even for activitating Flash Builder Burrito?

    Thanks for letting us know about the this problem with the Burrito trial and the FB/CFB serial numbers.
    If you send me your amt logs, I'll follow up with the CF Builder team to figure out what's the matter. More info here on where to find the logs:
    http://kb2.adobe.com/cps/834/cpsid_83481.html
    In addition to the amt3.log, you might find others in that same location, so if you could send them all, that would help track this down faster.
    You could send them as an attachment to cagruss [at adobe dot com].
    Thanks,
    -Chris

  • Flash builder burrito to FB 4.5 issue

    Have seen all the threads on updating flash builder burrito to fb 4.5 and understand that fb burrito needs to be uninstalled.  I have a mobile application almost complete and do not want to lose this work.  How can I save those files and other necessary file and still delete fb burrito.  I am upgrading to fb 4.5 standard.  Thanks

    The workspace folder is usually not affected by a re-install at all. But if you want to make absolutely sure - and since it is always prudent to make regular backups of your work - the really simple way of doing it is to make a manual copy of the entire folder. The preferable way of doing it is to use a revision control system such as SVN, but in lack of that, a manual copy will do fine.
    /Michael

  • Flash builder  burrito + fp11 standalone debugger

    how do i install  fp11 standalone debugger on  flash builder  burrito???

    Just Got The Solution for Error 16811 &  16816
    Note Following things to avoide update error
    No 1.>
    You xml schema for update descriptor.xml in  server should look similar to this
    <?xml version="1.0" encoding="utf-8"?>
    <update xmlns="http://ns.adobe.com/air/framework/update/description/2.5">
      <versionNumber>2.0</versionNumber>
      <url>http://localhost/SerialHunter/SerialHunter.air</url>
      <description><![CDATA[
    SerialHunter Version 2.0 by Rajendra Khope
    This new version includes:
        * AutoUpdate
        * Enhaced UI functions
        * Ability to add providers       
      ]]></description>
    </update>
    Note xmlns="http://ns.adobe.com/air/framework/update/description/2.5"
    and versionNumber instead of version
    Also make similar changes in appxml version field (in Burrito its by default versionNumber )
    No 2>
    if u are using code to display veesion number make sure it should look like:
    var appXML:XML = NativeApplication.nativeApplication.applicationDescriptor;
    var ns:Namespace = appXML.namespace();
    pnlMain.title=appXML.ns::name+" v "+appXML.ns::versionNumber
    Thats it...!
    Rajendra Khope
    bkrajendra at gmail dot com

  • How does one access MX components -- e.g. DataGrid -- in Design View in Flash Builder Burrito

    Hi,
    Is there a way to access the mx version of components in Design View (Flash Builder Burrito), for those components that have both a Spark and a Halo/MX version, e.g. DataGrid?
    Thanks

    ... I know I can go to Source View and type in part of it, and switch to design view, however I'm doing a bunch of tutorials where the mx components are used, where one is simply dropping data services onto the components, apparently not supported yet on the newer Spark components?

  • Flash Builder Burrito with Hero RUN disappears

    In trying to complete the Flex-In-A-Week tutorial series, I found it necessary to install Flash Builder Burrito with Hero for the "professional" features of the network monitor. The install went fine and on first opening the interface looks fine including the |> RUN button being visible.
    When I define a new workspace using Switch workspace to where the FIAW files are and open the lesson I am working on the |> RUN button disappears and there is no way to run the code. I can't find any way to get the run button back. I may have to abandon the trail and return to the Flash Builder standard that came with CS5 Web and give up on the network monitor. someone please help.

    does anyone know of a replacement for the network monitor? so i can run the standard version.
    http://www.riaspace.com Piotr Walczyszyns' Toaster Lite says it does but I can't figure out how to integrate it into the Flash Builder work flow to use as easilly as network monitor appears to work.
    Any suggestions would be appreciated.

  • How to create Theme SWC using Flash Builder 4

    I have created a library project in flex which contains spark skin classes for certain controls and a style sheet class. The problem is when I use the SWC generated by thsi project  and import this SWC as Theme and apply it to another test project. the stylings chasnges are not reflected.
    IF I use comand line to generate Theme SWC the changes are reflected.
    Can any one help me use FLash Builder to create and apply theme SWC.

    Connect to PHP in FB4 is used when you have a PHP Class and you want to use that in FB, for example Employee.php and it has a Employee class and various methods in that like create, update, get, delete.
    However, if you have exposed your functionality in PHP as a HTTP URL (i.e. it is not a class), then you should be using HTTPService from the data menu.
    So if your file is login.php and is accessible as a URL, then using the HTTPService and enter the URL.
    Does this help?
    -Sunil

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