Accessing iOS launch images

Good day! I'm working on AIR mobile application for iOS. This is a great feature on iOS which can show the static image before the AIR is initialized. But my app has a really lot of content. When the AIR is initialized user can see the black screen for a few seconds. So, i've made some kind of a preloader to handle this situation. But now I have all launch images embedded in my preloader. I've made this to show the same image which was shown by iOS so user even doesn't see that something changes in my app. This is the question: maybe there is a way to get a path to the launch image, which was shown by iOS? On example by this.loaderInfo.something (but i can't find there something like this). This feature will be really helpfull, and I will no longer need to embed all of launch images, so the app size will be smaller.

You have a couple of choices, but first, what stage scale mode do you use?
If you’re using no_scale you will have to continue to have every size of splash screen embedded, or, you could have a secondary splash screen. So for example, the external splash screens could be just the company logo, and then the internal splash screen would be something like “Loading...”, and could be a smaller graphic centered against a background texture.
If you are using scale modes such as show_all or no_border, you can have a duplicate of one of the external splash screen images on your stage, and that one image will do for all size screens. You would want to make that embedded version be the one that is used for iPad Retina, it will look exactly right on iPad 3, and will scale well enough for other devices.

Similar Messages

  • IOS Launch image and Flex preloader

    Hi all,
    like many of us I've been reading up on iOS packaging and have come across the iOS concept of a launch image (defined in various sizes and orientations). Does this replace the preloader capability within flash or complement it? In other words, if I don't specify it, will there be a long dark gap before my preloader takes over?
    Thanks, Richard

    Hi Richard,
    the iOS *splash* screen is unique iOS feature (it has no similar counterpart in Android SDK). It is shown by iOS after application is to be shown on screen - before application window and user interface elements are ready to be drawn. So it *deceives* user that application is already ready - but it's up to you to make sure that application itself start as quickly-as-possible:
    http://www.adobe.com/devnet/flash/articles/app_store_guide.html
    Once your application is ready to be shown it is dismissed and your *home* view is shown (e.g. first view  defined in application).
    You had to provide at least single "Default.png" so it is found by ADT (Air development tool) and included in native binary built at export phase). For example if your first view is to contain list of elements that are subject to change (due to server load, database query, etc) - Default.png screen shot should contain empty list - just as it looks when rendering content but without actual data. If your first view contains static content - it's safe to get screenshot of that screen and use it as Default.png:
    http://developer.apple.com/library/ios/#DOCUMENTATION/iPhone/Conceptual/iPhoneOSProgrammin gGuide/BuildTimeConfiguration/BuildTimeConfiguration.html%23//apple_ref/doc/uid/TP40007072 -CH7-SW12
    Topic is sometimes returning on forum, see e.g.:
    http://forums.adobe.com/message/3716055
    hth,
    regards,
    Peter

  • AIR for iOS: Icons & Launch Image question

    Launch Image:
    AIR has been so changed since I used it last time, I can't really figure out anything, documentation is somewhat confusing to me. Could you anyone of you please answer my question? To some, it could be pretty simple.
    My app is exclusively for iPads, works only in Lanscape mode, so I've included 2 launch images, which name: Default.png & [email protected] (I named them after reading this: http://help.adobe.com/en_US/air/build/WS901d38e593cd1bac1e63e3d129907d2886-8000.html)
    When I copied final .ipa file to my iPad 2, well, its launch image appeared in Portrait mode! So, I'm totally confused as how many launch images I need to provide and what should be their name? I use Flash Professional CC to publish, I've included all the launch images in Publishing settings, so is there any order I need to follow or order in Included Files just does not metter? Please keep it in consideration that this app is only for iPads (specified in Publishing dialouge box) and works only in Landscape mode (both, left and right).
    Icons:
    I followed the above mentioned webpage and provided Flash Professional CC these icons: 29x29, 48x48, 50x50, 58x58, 72x72, 100x100, 144x144 & 1024x1024. I know 50x50 icon is created by AIR from 48x48, yet I provided it and 512x512 icon is only for development purpose, we need to manually provide it while uploading it to App Store, so I did not provide it.
    When I copied final .IPA to iTunes, iTunes does not show App Icon as it used to show for development-ipa. So, I just want to confirm is it normal or I missed something?
    Lastly, I copied final .IPA to my iPad 2, when I started it, I noticed that first it show the 'launch image' in Portrait mode (as mentioned above) and after may be 1-2 seconds, the launch image gone and it showed blank (black) screen untill my app started. The blank black screen showed up for 3-4 seconds. Is it normal?
    Thanks.

    Hey Yusuf,
    "Default.png" is a portrait mode image for iPhone, iPhone 3 and iPhone 3GS.
    For iPad 1, 2 & Mini you will need a 1024x768 image called "Default-Landscape.png".
    For iPad 3 and 4 you will need a 2048x1536 "[email protected]".
    So all you have to do is include these launch images in the publish settings and that's it, there is no special order and you do not require any other "Default" images other than those two. This should also resolve your blank screen problem.
    It's normal for release builds not to show their App icon in iTunes, you'll notice that when you right click and press "Get Info" on an app you should be able to see the icon.
    Hope that helps,
    O.

  • App Rejected: Freezes on launch image, "content not loading"

    I've built and tested a newly finished iOS app on an iPad 1. It works fine.
    On submitting the app to Apple, I receive a rejection and the reason "No content was loaded". They attach a screenshot showing my launch screen and nothing else. The app seems to freeze there without ever starting to execute the code.
    Apparently, something goes haywire when the app is packaged as a distribution app and submitted. I don't use any ANEs in my project, and there are no external SWFs being loaded.
    Does anyone have any experience with this?

    May be they test not on the same device you have? We don't know what is your app and we can't help exactly. May be during launching image your app overloading CPU or trying ping some IP without Network access and waiting for feedback... There is no difference between AdHoc and AppStore market during testing. You can test on your device as adhoc with your UDID also AppStore distribution with same UDID. So problem in device.  PS. Let us know your test device model, app size (open IPA as ZIP folder, go inside and find most biggest file without extensions) and let us know it size in mb, adobe air sdk version that you are using.

  • Invalid Launch Image in Flash Builder 4.6

    I've been making updates and releases to my iPad app for the last several months, but just recently, I started receiving this email back from Apple:
         iPhone 5 Optimization Requirement - Your binary is not optimized for iPhone 5. As of May 1, all new iPhone apps and app updates submitted must support the 4-inch display on iPhone 5. All           apps must include a launch image of the appropriate size. Learn more about iPhone 5 support by reviewing the iOS Human Interface Guidelines.
    I've been googling this for a while, and have tried adding  Default.png (320x480), Default-586h.png (640x960), and [email protected] (640x960) files to the root directory and made sure they were being compiled into the .ipa file.  With the [email protected] file, I received an additional error in the nastygram from Apple:
         Invalid Launch Image - Your app contains a launch image with a size modifier that is only supported for apps built with the iOS 6.0 SDK or later.
    So I took out the @2x file and it still failed.  Now, my app isn't even intended for the iPhone5, it's intended for the iPad.  What can I do to make them happy so I can keep making releases?

    These are the errors tackled with this post:
    iPhone 5 Optimization Requirement - Your binary is not optimized for iPhone 5. As of May 1, all new iPhone apps and app updates submitted must support the 4-inch display on iPhone 5. All apps must include a launch image with the -568h size modifier immediately following the <basename> portion of the launch image's filename. Launch images must be PNG files and located at the top-level of your bundle, or provided within each .lproj folder if you localize your launch images. Learn more about iPhone 5 support and app launch images by reviewing the iOS Human Interface Guidelines and iOS App Programming Guide.
    Invalid Launch Image - Your app contains a launch image with a size modifier that is only supported for apps built with the iOS 6.0 SDK or later.
    Non-PIE Binary - The executable 'C-Print Mobile.app' is not a Position Independent Executable. Please ensure that your build settings are configured to create PIE executables. For more information, refer to Technical Q&A QA1788 - Building a Position Independent Executable
    I followed these steps to get my app .ipa to the point where Apple would accept it:
    Download the latest AIR SDK. My Flash Builder was using the AIR SDK 3.6. From within Flash Builder I clicked "Check for updates..." and Flash Builder said it was up-to-date. BUT when checked the AIR SDK website, there in fact was a newer version. So you may need to update, even if Flash Builder says otherwise. To check, go to Windows -> Preferences -> Installed AIR SDKs. If you have AIR SDK 3.6 or less, you need to update.
    The latest SDK can be downloaded here:
    http://www.adobe.com/devnet/air/air-sdk-download.html
    IMPORTANT: If you are building a Flex project (that was my situation), you will need to download the SDK without the compiler. This will be under the "Note: Flex users will need to download the original AIR SDK without the new compiler." section.
    Install the downloaded SDK. The instructions are different for Flex projects and ActionScript projects.
    Flex: http://helpx.adobe.com/x-productkb/multi/how-overlay-air-sdk-flex-sdk.html
    ActionScript: http://helpx.adobe.com/flash-builder/kb/overlay-air-sdk-flash-builder.html
    Reference the correct version in your app.xml file. My app was using AIR SDK 3.1, which is very old. As of this writing, I'm now using:<application xmlns="http://ns.adobe.com/air/application/3.7">
    Include a splash screen image called [email protected] in the top-most level of your source. This file must be 640x1136 (width x height), and is required for iPhone 5 devices.
    Read the following forum thread about the Non-PIE Binary issue. As of this writing, it is being regarded as "not a big deal", but Apple may become more strict about this in the future.http://forums.adobe.com/message/5281575
    Best of luck. If these steps work for you, let me, and others, know here in the forums!

  • Launch image VS SplashScreenImage on iPhone5

    Hi!
    I developed an app for iOS and Android. The app is working fine, but as everyone else, I too have a problem with adjusting the app for iPhone5 :/
    I'm working on FlashBuilder 4.6 with Adobe AIR SDK 3.5.0.600 on Windows.
    First, I have to say that I included the [email protected] (size 640x1136) in my src folder.
    Launch image is appearing OK!
    The problem starts when I want to display my SplashScreenImage...
    Here's what I've done so far :
    1. I'm using populary called DynamicSplashScreenImage.mxml that looks like this :
    <s:SplashScreenImage xmlns:fx="http://ns.adobe.com/mxml/2009"
                                                       xmlns:s="library://ns.adobe.com/flex/spark">
              <!-- Default splashscreen image. -->
              <s:SplashScreenImageSource
                        source="@Embed('assets/splash/splash_160.png')"/>
              <s:SplashScreenImageSource
                        source="@Embed('assets/splash/splash_240.png')"
                        dpi="240"/>
              <s:SplashScreenImageSource
                        source="@Embed('assets/splash/splash_320.png')"
                        dpi="320" />
              <s:SplashScreenImageSource
                        source="@Embed('assets/splash/splash_320_i5.png')"
                        dpi="320" minResolution="1000" />
    </s:SplashScreenImage>
    So, I'm using the "minResolution" property to make the diference between iPhone4 and iPhone5 display.
    This, unfortunately doesn't seam to work as it should... :/
    Could someone please help me on this?
    Thanks!

    Okay, I ended up creating a DynamicSplashScreen Class in ActionScript and it looks like it's working. I changed the splashScreenImage property in my default mxml file to point to the new Actionscript class. While debugging it, I noticed it seems to call getImageClass 2x and the first time through the resolution is always 1000 - even on the iPhone 4. Not sure why this is happening, but I wanted to point it out. The only thing that I noticed is that when viewing on an iPhone 5/iPod Touch 5, I noticed that there is a slight shift with the image after a second. I am assuming that it is moving from the launch image in the src directory to where I have the splash image in the assets folder. Haven't found a way to fix this yet. There might be a better way to do this, but for now this should hopefully work!
    package views
        import flash.display.StageAspectRatio;
        import spark.preloaders.SplashScreenImage;
        import spark.preloaders.SplashScreenImageSource;
        public class DynamicSplashScreenImage extends SplashScreenImage
            protected var s1:SplashScreenImageSource = new SplashScreenImageSource()
            protected var s2:SplashScreenImageSource = new SplashScreenImageSource();
            protected var s3:SplashScreenImageSource = new SplashScreenImageSource();
            [Embed(source='assets/Default.png')]
            protected var s1Source:Class;
            [Embed(source="assets/[email protected]")]
            protected var s2Source:Class;
            [Embed(source='assets/[email protected]')]
            protected var s3Source:Class;
            public function DynamicSplashScreenImage()
                super();
            override public function getImageClass(aspectRatio:String, dpi:Number, resolution:Number):Class
                var splashClass:Class;
                s1.source = s1Source;
                s2.source = s2Source;
                s2.minResolution = 920;
                s2.aspectRatio = flash.display.StageAspectRatio.PORTRAIT
                s3.source = s3Source;
                s3.minResolution = 1096;
                s3.aspectRatio = flash.display.StageAspectRatio.PORTRAIT
                switch(resolution){
                   // iphone 5
                    case 1096:
                        splashClass = s3Source;
                        break;
                   // iPhone 4
                    case 920:
                        splashClass = s2Source;       
                        break;
                   //iPhone 3
                    default:
                        splashClass = s1Source;
                        break;
                return splashClass;
    Hope this helps!

  • "Adobe AIR 15 Beta Sept 18, 2014" doesn't support iphone6 launch images

    I entered [email protected] for iphone 6 , [email protected] for iphone 6+
    I see firstly launch time and immediately thereafter (mean AIR load time)  launch image is disappear (black screen, mean AIR doesn't see).
    Secondly, Air is working only "ios 7.1, iphone 5" simulator. (Although I choose IOS8 sdk)

    Hi Colin, according to documentation here Providing launch images for AIR applications on iOS | Adobe Developer Connection and here http://help.adobe.com/en_US/air/build/WS901d38e593cd1bac1e63e3d129907d2886-8000.html#WS901 d38e593cd1bac58d08f9112e26606ea8-8000
    Please take a look at the below explanation
    "For AIR applications, this means the launch image must remain visible until the AIR runtime is completed initialized. To achieve this, the AIR runtime displays the same launch image as shown by iOS until the app is completely ready to use"
    For the new devices, as sharkhack mentioned, you can trigger the new native high resolutions with the below launch images. As mentioned here: Iphone 6 Question « Starling Forum
    1- [email protected]  -> 750 x 1334 for iphone 6
    2- [email protected] - >1242 × 2208 for iphone6 plus
    However Air does not recognize these naming conventions and tries to display the [email protected] image all the time, creating inconsistencies during the switch from iOS launch to Air Launch.

  • Adobe Air Initiates the wrong launch Image on iPhone 6 - Possible App Rejection by Apple Review Team for all developers

    I've opened a bug for this issue as well. I want to ask if anyone experiencing the same issue and has found a workaround.  Basically Air Runtime is picking up the wrong launch image when launching on iPhone 6. It defaults to [email protected] instead of the [email protected] iOS 8 picks the correct image but Air Runtime does not. Here is the link for the bug. If this is confirmed, this could result in rejection for all the app developers who optimized their apps for iPhone 6 . It is hard to catch this bug in release mode since the Air Runtime loads pretty fast and it occurs when you device is slow or doing something in the background. You can see it easily on iOS simulator or debug mode. We tried everything for a workaround but we failed.
    Bug#3831747 - Adobe Air Initiates the wrong launch Image on iPhone 6 - Possible App Rejection by Apple Review Team for a…

    Apple recommends the storyboard/xib option but you can still use launch images as assets in your root. When you open a new project in xcode you can look at Contents.json and see the naming conventions they use for iOS8. We grabbed the new naming convention from here. Also setting up in the application xml the UILaunchImages key works too. Please see the below example. It would be a better solution if Adobe Air refers to xml/info.plist values that the developer sets instead of hard-coded naming conventions.
    <key>UILaunchImages</key>
      <array>
          <dict>
              <key>UILaunchImageMinimumOSVersion</key>
              <string>8.0</string>
              <key>UILaunchImageName</key>
              <string>Default-667h</string>
              <key>UILaunchImageOrientation</key>
              <string>Portrait</string>
              <key>UILaunchImageSize</key>
              <string>{375, 667}</string>
          </dict>

  • Basic launch image problem iPhone 6+

    I can’t get good launch-image performance on iPhone 6 + , iOS 8.3,  using AIR v 17 and publishing with Flash Pro CS5.5
    I’ve tested what I understand to be correct launch-image dimensions and names: 1242 x 2208 and  ‘[email protected]
    I’ve also tested:
    ‘Default-414w-736h@3x~iphone.png’
    ‘[email protected]
    I create a 1080 x 1920 stage, add the launch image and get:
    Letter-boxing is supplied by iPhone! I've drawn test lines on my stage, which has been shortened lengthwise courtesy of iOS 8.3
    I've read that people were having problems like this many months ago, but that they've been resolved in the lastest AIR releases. So it must be me. What am I doing wrong?
    And, as a follow up question, is it possible to add launch-image info to the application descriptor .xml that will be picked up in the app's info.plist?

    Ok, answering my own question (sometimes you just have to ask in order to find the answer!):
    Contrary to Adobe's instructions in Guide for Apple App Store submissions | Adobe Developer Connection ("Launch images are included in the root directory of the application package but are not referenced in the publish settings or application descriptor"), the launch image for, at least iOS 8, MUST BE referenced in the application descriptor in order to get into the app bundle's info.plist. 
    Unlike earlier iOS versions the launch image seems to have to be referenced in that info.plist.
    If I'm missing anything here please supply info, corrections. 
    Thanks, c.u.

  • Invalid Launch Image

    Using FlashBuilder 4.6, I have submitted an update to my app for iPhone 5 users to iTunes. It includes the larger splash image [email protected] in the root/src directory. Initially, it was getting rejected as an invalid binary and I received the message below from iTunes. Subsequently, I added the image [email protected] for iPhone 4 to the src/root directory hoping this would resolve the issue. However, I am still receiving the same error. Any help is appreciated.
    Thanks.
    Dear developer,
    Invalid Launch Image - Your app contains a launch image with a size modifier that is only supported for apps built with the iOS 6.0 SDK or later.
    Once these issues have been corrected, go to the Version Details page and click "Ready to Upload Binary." Continue through the submission process until the app status is "Waiting for Upload." You can then deliver the corrected binary.
    Regards,
    The App Store team

    Following blogpost discusses the solution in length. You need to replace the adt.jar with the adt.jar attached in that thread to resolve the issue.
    http://forums.adobe.com/thread/1073656?

  • Launch images for landscape app iOS7 and iOS6

    I am developing an Universal landscape app for iOS 6 and 7 (using Xcode 5).
    I added all launch images in Images.xcassets. When i launch app on device with iOS6, I can see my launch image, but on device with iOS7 I see just black screen.
    Can you help me with this problem?

    Anoying isn't it.
    I cannot get them to display at all, does anyone have an answer to this?
    Thanks
    Andy

  • Memory Leak Issue for Adobe Access iOS API

    Hi,
    We are trying to develop an iOS app (with ARC enabled) using Adobe Acces API 4.0 and we have identified that the function [drmManager createDRMSession] has memory leak.
    DRMSESSION = [drmManager createDRMSession:METADATA playlist:PLAYLIST error:nil complete:^() {}];
    We are using:
    DRMSESSION  -> weak
    METADATA    ->strong  (as need to share within object)
    PLAYLIST       ->strong  (as need to share within object)
    After calling this function, the object is unable to dealloc and most of the leaking object related to networking (such as CFNetwork...)
    Is this a known issue for the Adobe Access iOS API or we are missing some key steps.
    Any suggestions is appreciated. Thanks in advance.

    ans0600, sorry about that, I read Hiroshi's forward too quickly.  I've done a little digging and have come up with two work-arounds:
    Create a file with ARC disabled to translate the returned object to be an autorelease
    declare the returned DRMSession as __unsafe_unretained and use CFRelease, as noted on stackexchange
    In the future we may change this method to return an autoreleased object to avoid this issue.  Let us know if you have any further questions!

  • Size of Launch images for ipad

    Hi All,
    I'm developing an iPad app that run in all device orientation and that don't display the status bar (fullscreen).
    I read that the launch screen images should be landscape: 1024x748 and Portrait: 768x1004. Which let the place for the status Bar.
    But as i hide the statusbar (in my plist), the app start in fuulscreen (including the launch image, which get stretched. it's a pretty ugly solution, so my question is, is it still possible to provide 1024x768 images? I know it work, but as xcode 4 give warning, i don't want to see my app rejected because of that..
    Any experience?
    Tanks for your comments,
    Alain

    While no one here can promise what will/won't be accepted/rejected, I've been submitting apps using 768 × 1024 ~ 1024 × 768 up until recently with no issues.

  • Access all my images on iphone

    How can I access all my images in my iPhone? For reasons beyond explaining I don't have all the images on my desktop and Aperture only let's me import the last 29 images, but I need to access all 400+.
    Little help?

    You cannot access the photo library, just like you can't access the music library.
    Don't know why, that just is.
    You could use a transfer app to pull the photos out of the albums into the app and remove them through the app.
    Or you could get an app like "wifi photo transfer"
    which lets you download images at full res', and can also zip them.
    There are other ways that Google can help with, but we can't.
    Against TOS to tell you how to access them direct.

  • Launch image for iPhone 5 with Flash CS6

    How do I add the required iPhone 5, 4 inch screen launch images to my build using Flash CS6. I have targeted Air 3.8 beta and there is no support for bundling the necessary images. Do I need to edit the plist or app descriptor xml file or something? Do Adobe plan to accommodate these new Apple requirments in a future version of CS6 or AIR SDK?
    Up until now I have had no problems submitting binaries to the Appstore, but as of May 1st Apple reject any binaries that are not optimized for the 4 inch screen of the iPhone 5.
    Thanks.

    Hi,
    Thanks for your effort!!!Did exactly the same, but no result.I changed the version number in Flash in the airsettings to 2.1, and also tried (1.1, 2.1. 1.0.1)After that, put another version ready to upload. Select this version in the apploader.And than it tells me: This bundle is invalid. The value for key cfkbunleversion in the info.plist file must contain a higher version than that of the previously uploaded version.
    I do not want to update my app, but only the screens you see when buying the app in de store.And also the name of the developer. I changed my apple id from [email protected] into [email protected] thought if I run an update, the apple-id of the app will change.
    (I am not sure).
    Hope to hear from you.
    Newspaper want a interview because it's a creative app from the city, now I hope it will work in time...App name is: jabenjibbe
    Kind regards,Christa.
    Date: Sun, 4 Aug 2013 20:56:45 -0700
    From: [email protected]
    To: [email protected]
    Subject: Launch image for iPhone 5 with Flash CS6
        Re: Launch image for iPhone 5 with Flash CS6
        created by gdfsdrghdhdfhrthfghgfhgth in Flash Pro CC - General - View the full discussion
    Hey Christa,
    I'm not entirely sure what process you've gone through, but as far as uploading an update goes, it's much like uploading your original app.  You need to go to iTunes Connect first and log in, go to "Manage Your Apps" and then click on the app you want to upload an update for.  There'll be an option on the next page that says "Add a version".  You then enter the information that you need to for the updated app and click on "Save".  You'll then have the button you need to click on that says something like "Ready to Upload Binary" or something similar.
    Once you click on that, you need to open up Application Loader and then upload your updated app through that.  If you've entered the correct information in the steps above, you should be able to choose the new version number for your app from a list.  You then just submit it like you did originally.
    After that, you simply have to wait.  It's not instantaneous.  Submitting an update is much the same as when you submit an app for the first time.  It has to go through the whole review and approval process all over again.  So when you go back to iTunes Connect, you'll see for the app you've updated, there'll be a green light for the older version that's approved and currently on the App Store and an orange light for the update that's waiting approval.  Once the update has been successful, it will automatically replace the older version (if you chose that option earlier) and then you will only have the one green light, for the most recent version, on iTunes Connect and then people who have downloaded the app previously will get the Update alert in the App Store on their phone/device letting them know that there are updates available. 
    For me, the update process was reasonably quick.  It took anywhere between 3 and 5 days before the update became active on the App Store.  Hope this helps.
    Cheers,
    Hally
         Please note that the Adobe Forums do not accept email attachments. If you want to embed a screen image in your message please visit the thread in the forum to embed the image at http://forums.adobe.com/message/5566190#5566190
         Replies to this message go to everyone subscribed to this thread, not directly to the person who posted the message. To post a reply, either reply to this email or visit the message page: http://forums.adobe.com/message/5566190#5566190
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