AIR 3.0 & rendermode

If I try to run my AIR 2.0 app (which is configured to use gpu mode in the app descriptor and which opens a new NativeWindow) under the AIR 3.0 SDK, I automatically get a
Error: Error #1508: The value specified for argument renderMode is invalid.
          at flash.display::NativeWindow/_init()
          at flash.display::NativeWindow()
          at Main()
which I think is somehow related to http://forums.adobe.com/community/air/development/desktop?view=discussions
Apparently, if i have my app descriptor set to gpu mode I'm required to set NativeWindowInitOptions.renderMode = "gpu" for it to work under the AIR 3.0 runtime. But NativeWindowInitOptions.renderMode does not exist in AIR 2.x
does it mean that any AIR 2.x application that uses gpu rendering and opens a new NativeWindow won't work under AIR 3.0?

yes but if these remote SWF's were compiled for AIR 3.0
so let's say:
Base AIR application compiled against latest SDK with minimum runtime set to 2.0, rendermode set to 'auto'
Remote SWF compiled against latest SDK with minimum runtime set to 3.0, rendermode set to 'gpu'
the user has AIR runtime 3.0
will the remote SWF, loaded and executed by the base AIR application, be able to open native windows in GPU mode?

Similar Messages

  • Facing some runtime problem in new AIR 2.0Beta2 SDK and same application work in OLD AIR 2.0Beta1 SD

    Severity:
    Runtime Error
    Reproducibility:
    Every Time
    Discoverability:
    High
    Found in Version:
    SDK Flex 3 (Released)
    Affected OS(s):
    Windows              - XP
    Steps to Reproduce:
    « Hide
      Steps to reproduce:
    1. Run the Application 
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      Expected Results:
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    The same application is run in Last SDK i.e AIR 2.0Beta1
      Workaround (if any):
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    Can you please help me out...
    Thank you

    My settings with air 3.3:
    <renderMode>gpu</renderMode>
    <aspectRatio>portrait</aspectRatio>
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            <fullScreen>true</fullScreen>
            <visible>true</visible>
            <softKeyboardBehavior>none</softKeyboardBehavior>
        </initialWindow>
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    A scrollbar is visible if you drag the screen and the sound is playing...
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            <renderMode>gpu</renderMode>
              <autoOrients>true</autoOrients>
            <fullScreen>true</fullScreen>
            <visible>true</visible>
            <softKeyboardBehavior>none</softKeyboardBehavior>
        </initialWindow>
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    Edit:
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  • ANE to access Android WebView

    Hello,
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    There is no access to the full Android Marketplace, instead, developers repackage their android apps and submit them to Blackberry's App World. So to the end user, there is no difference between an android app and a true blackberry app.

  • Air app doesn't load with renderMode set Auto

    Adobe Air app is not loading on my customer's Android device with renderMode set to Auto, while it works fine when renderMode set to GPU.
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    I'm using Adobe Air v3.6
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    From the docs that I could find (http://help.adobe.com/en_US/air/build/WSfffb011ac560372f-5d0f4f25128cc9cd0cb-7ffd.html), it appears that "auto" mode = cpu mode.
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  • RenderMode options AIR 2.6

    Hi,
    first of all, thank you for releasing one AIR version for all platforms, it makes things alot easier.
    But then again, I recognize that some things changed fundamentally, and it's hard to get an understanding of what's actually going on.
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    I try to set renderMode to auto and set cacheAsBitmap to true for some of my display objects, but the resulting changes in performance are not as expected.
    Another strange thing is that with renderMode = gpu, some details just disappear, for example a white box with a thin gray border will be shown with no border etc.
    Can you provide some background information or best practice on how to make use of the new capabilities?
    Best regards
    LLD

    So I spent the last days testing and optimizing, and looking into the different forum posts it seems I am not the only one who had to learn coping with the loop of waiting for the adt -package -target ipa-test to finish, install the ipa via USB, just to see that the last step was one in the wrong direction. My current version number tells me that I iterated through this loop for some 60 times. 5 minutes per compile makes around five hours just waiting for compilation...
    From what I found out these days, the following seems to be good design practice when making use of AIR 2.6 and renderMode = gpu while targeting multiple platforms, including iOS:
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    2. I had a dynamic mask that only worked with cABM, and it made the screen flicker (!!!) on Galaxy Tab. Having seen this, I first thought of using renderMode = cpu as a general rule, since I am not able to test my app on any hardware device that is out on the market...
    3. Dynamic text should not be added to the stage as a TextField, but as a Bitmap, with a TextField being drawn to the Bitmap's bitmapData. TextFields, even with selectable and mouseEnabled set to false, drastically decrease performance (frame rate). Also note that scaling of TextFields does not work properly on iOS (at least on my iPad), see my other post. The workaround of drawing text to Bitmaps helps.
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    Best regards
    LLD

  • [AIR/Desktop] StageWebView doesnt load remote URLs when rendermode is direct

    Hey there,
    Im porting an CS6-AIR-App from IOS to Desktop, in the IOS-App, i use rendermode GPU, everything works fine.
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    Using: captive/included runtime Air 3.5+3.6, Flash CS6, OSX 10.7.5.
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    I'm also having problems with StageWebView:
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    I've also tried to use the ASC 1.0 version or AIR 3.6 and the problem persists, so it's not a problem with the new compiler, but with AIR 3.6 itself.
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  • AIR 2.6 = no shadows with GPU renderMode? Overall dissapointment

    With previous packager I can use shadows with GPU mode without any problem, only with cacheAsBitmap they are not rendered correctly.
    Now with AIR 2.6, they completely dissapear even I don't set cacheAsBitmap on objects ... so it looks like I will have to convert all objects with shadows to pre-rendered bitmaps to achieve filters effects when want to keep GPU support for transformations = soooo many work = not usable.
    For example I have a scene with 40 pencils objects (buttons), all have shadows applied and the second onClick state graphics inside = this will be 80 png images even I don't need to cache them to GPU!
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    Thanks!
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    There was a really big hype about new packager so I am really dissapointed now.

    Filters are not supported in AIR 2.6, so no shadows...
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    It's a shame, but I think color transforms possibly work now, and some of the blending modes work (reliably), so they make up for the lack of filters for me.
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  • Adobe Air 3.0 iOS streaming H264/Speex over RTMP -- No Video

    Problem:
    H264/Speex RTMP stream from Flash Media Server doesn't display video.  Audio plays fine.
    Conditions:
    Adobe Air 3.0
    iOS device (iPad 2, iOS4.3)
    App settings:
    <renderMode>direct</renderMode>
    Flash Builder 4.5.1 compiler settings:
    -swf-version=13
    -target-player=11.0.0
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    I can also stream a locally stored mp4 (H264/AAC) file over rtmp from the iOS device and play it locally just fine (using a stageVideo object).
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    I've followed all the online instructions and tutorials to get this working for the past week, but have not had any luck.  I'm happy to post more code, but this approach is fairly straight forward and has been described multiple times around these forums and in the adobe blog posts.  It goes like this:
         - instantiate NetConnection (_nc) to FMS and wait for successful connection:
                   _ns = new NetConnection();  
                   _nc.connect(serverAddress);
         - instantiate NetStream (_ns) and connect using NetConnection: 
                   _ns = new NetStream(_nc);
         - setup listener for StageVideoAvailabilityEvent; if stageVideo becomes available, attach _ns: 
                  _stageVideo = stage.stageVideos[0];
                  _stageVideo = _stageVideo.attachNetStream(_ns);
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                   _video.attachNetStream(_ns);
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    I have seen this problem described elsewhere on this forums and on the net. 
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    Other forum posts similar to this problem:
    http://forums.adobe.com/message/3981541#3981541
    http://forums.adobe.com/message/3954578#3954578
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    I do hope someone from Adobe is "hearing" this, guys. The lack of RTMP-based H.264 video on the Air for iOS is a major problem, indeed.
    As Fabio Sonnati mentioned in http://sonnati.wordpress.com/2011/04/26/air-2-6-for-ios-and-video-play back/, AIR for iOS does support HTTP streaming (via HLS) of h.264 videos. However, when streaming via RTMP, AIR for iOS only supports VP6 and Spark – a couple of old, retired codecs.
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    1. HLS has ridiculously high latency for live videos (around 40 seconds), when compared to RTMP. Although this may not be a problem for on-demand videos, it sure is a great problem for anyone doing serious live-communications applications (such as webconferencing, live webcasting with audience interaction or Skype-like video chats), which require near-zero latency.
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    3. Although HLS it is quite compatible with firewalls (since it flows through port 80), RTMP with tunnelling also flows through port 80 or 443, which adds great compatibility, even on very restricted networks. Our experience with very large clients proves that, hands down.
    In other words, HTTP/HLS streaming is Ok. But it simply does *not* fit into every shoe that RTMP does. We do believe that RTMP remains as our best option for live streaming or serious streaming-oriented *apps* (in which things more complex than “mere video playing in a window” actually happen).
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    I’m sure some of you cheered when you heard about Flash Player 11 having h.264 video encoding. This, (plus the echo cancellation feature that came in 10.3) opened great doors for great Unified-Communication applications to be developed for Flash/Air. Now, it’s undeniable that clients want those applications running on tablets, especially the iPad.
    Not being able to use h.264 via RTMP on iOS is certainly a huge step backwards. Anyone shares this same opinion? What do you guys believe to be the best option to let Adobe really know about this need? Is this limitation a simple lack-of-a-feature (which can be fixed by Adobe) or is this some imposed thing by Apple?
    Just one final note: Air for Android does *not* have the same limitation. It does allow RTMP streaming of h.264.
    Thanks for your attention,
    Helder Conde

  • Video playback issues in Air for Android

    Hello everybody
    I am developing an advertisement application which plays multiple videos. I have faced a very strange problem: nor the simple Video nor the StageVideo are not visible when I run the app on target android device. I can hear the audio but the only way to get the video is to press back button and then get back to app but in this case the video goes over the UI. This happens only on a target device which is a chinese sibo android tablet. It has android 4.1 on board. I have seen a lot of people had the similar issues:
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    Bug#3802932 - [iOS] Video stops playing
    Bug#3840986 - [iOS] Simple Video object doesn't work with H.264 (MP4) videos
    Bug#3779843 - StageVideo + NetStream + Starling = R6025 Error
    Bug#3626740 - H.264 playback conflicts with Stage3D (Android)
    Bug#3832327 - [Android] NetStream decodedFrames don't work
    Bug#3832141 - Video is not working if you seek on NetStream.Play.Stop and have a bufferTime
    Bug#3810979 - AIR on iOS: Using StageVideo makes 2D Display objects opaque/black over Stage3D
    Bug#3578045 - new Video() android black screen
    Bug#3703836 - Black screen on Samsung Galaxy S4 and Nexus 7 device
    Bug#3837870 - [iOS] StageVideo + Stage3D = video not displaying but sound playback
    Bug#3840983 - [Android] Returning from Alarm Clock causes black screen when using Video with GPU acceleration
    Bug#3840999 - [iOS] [Android] Turn off screen at NetStream.Buffer.Flush causes video not work or crash with some videos
    Bug#3844059 - [iOS[ Switching between multiple NetStreams not work
    Bug#3773944 - Video view top at android 4.3
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  • AIR app crashes when using FULL_SCREEN_INTERACTIVE on nativeWindow

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    Path:   /Applications/Adobe Flash Builder 4.7/*/adl
    Identifier: adl
    Version: ???
    Code Type: X86 (Native)
    Parent Process: Adobe Flash Builder 4.7 [72735]
    Responsible: Adobe Flash Builder 4.7 [72735]
    User ID: 501
    Date/Time: 2014-08-29 15:53:57.344 -0400
    OS Version: Mac OS X 10.9.4 (13E28)
    Report Version: 11
    Anonymous UUID: 8F57FABC-FE5A-30AB-3E90-2F97052D4975
    Sleep/Wake UUID: 577E4E3E-84CF-4446-96E4-0D5FF83DB6B5
    Crashed Thread: 0 Dispatch queue: com.apple.main-thread
    Exception Type: EXC_BAD_ACCESS (SIGSEGV)
    Exception Codes: KERN_INVALID_ADDRESS at 0x000000003f800008
    VM Regions Near 0x3f800008:
      CG backing stores 0000000017577000-0000000017e41000 [ 9000K] rw-/rw- SM=SHM 
    -->
      __TEXT 0000000040000000-000000004035c000 [ 3440K] r-x/rwx SM=COW /System/Library/Extensions/AppleIntelHDGraphicsGLDriver.bundle/Contents/MacOS/AppleIntelHDGraphicsGLDriver
    Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
    0 com.adobe.AIR 0x02913e50 0x2800000 + 1130064
    1 com.adobe.AIR 0x02945d81 0x2800000 + 1334657
    2 com.adobe.AIR 0x029389fe 0x2800000 + 1280510
    3 com.adobe.AIR 0x02a0ae85 0x2800000 + 2141829
    4 com.adobe.AIR 0x02a037af 0x2800000 + 2111407
    5 com.adobe.AIR 0x02a03c2f 0x2800000 + 2112559
    6 com.adobe.AIR 0x02a0228d 0x2800000 + 2105997
    7 com.adobe.AIR 0x02a01d8d 0x2800000 + 2104717
    8 com.adobe.AIR 0x02a08be1 0x2800000 + 2132961
    9 com.adobe.AIR 0x02a014e6 0x2800000 + 2102502
    10 com.adobe.AIR 0x02e3287f 0x2800000 + 6498431
    11 com.adobe.AIR 0x02ce2d17 0x2800000 + 5123351
    12 com.apple.Foundation 0x9283727c __NSFireDelayedPerform + 422
    13 com.apple.CoreFoundation 0x90195ea6 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 22
    14 com.apple.CoreFoundation 0x90195863 __CFRunLoopDoTimer + 1395
    15 com.apple.CoreFoundation 0x9021006d __CFRunLoopDoTimers + 349
    16 com.apple.CoreFoundation 0x9014d353 __CFRunLoopRun + 1779
    17 com.apple.CoreFoundation 0x9014c9ea CFRunLoopRunSpecific + 394
    18 com.apple.CoreFoundation 0x9014c84b CFRunLoopRunInMode + 123
    19 com.apple.HIToolbox 0x9a10eb5d RunCurrentEventLoopInMode + 259
    20 com.apple.HIToolbox 0x9a10e777 ReceiveNextEventCommon + 163
    21 com.apple.HIToolbox 0x9a10e6bd _BlockUntilNextEventMatchingListInModeWithFilter + 92
    22 com.apple.AppKit 0x9848e349 _DPSNextEvent + 1602
    23 com.apple.AppKit 0x9848d870 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 119
    24 com.apple.AppKit 0x9848015c -[NSApplication run] + 727
    25 com.adobe.AIR 0x0280228c 0x2800000 + 8844
    26 com.adobe.AIR 0x02802438 0x2800000 + 9272
    27 libobjc.A.dylib 0x96e672af -[NSObject performSelector:withObject:] + 70
    28 adl 0x00002d7e RuntimeMain(char const*, int) + 256
    29 adl 0x00002e0e main + 34
    30 adl 0x000026dd start + 53
    Any help would be much appreciated.

    This is from a tester describing what happens on a Mac:
    No the program does not launch properly on the Mac
    What happens is this.
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    I open the App Folder and see another folder labeled Program V2.1
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    If I now click my mouse anywhere on the screen all of the icons return including the blue Program icon still sitting in by dock, if I click it again same sequence of actions.
    I deleted and reinstalled the latest version of Adobe Air and got the same result
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    The top menu on the mac tells me what application is active, you know "finder" "Open office" "Firefox" what ever is program is running and active shows there
    Program has never show up as being active in the top menu so I'm guessing never fully launched

  • 1/14/2014 - Release - AIR 4 Runtime and SDK

    Today we're pleased to announce that the next version of AIR is available for immediate download.  This update includes the following new features and improvements:
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    We're very excited about this new feature.  The new packaging engine we're working on can improve iOS packaging time up to 10 times over the current packager!  However this feature is still early in development and we'd like to get your feedback.  To enable this feature, please use "-useLegacyAOT no" in the ADT command, before the signing options.
    Mobile Workers (concurrency) - Android
    Introduced as a beta feature in AIR 3.9, we've continued to improve this feature based on your feedback for its official release in AIR 4.
    Support for native resources access by R* mechanism in native extension - Android
    Currently, to use the native Android resources in the Android Native Extension one has to use getResourceID() API while typically to access the resource IDs developers use the R.* mechanism. AIR 4.0 onwards, apps developers will be able to access the resources by R.* mechanism.  All the dependencies need to be specified in platform.xml as following and all the dependencies and resources to be packaged in the ANE.
    Graphics: Buffer Usage flag for Stage3D
    We've added a new enum Class called Context3DBufferUsage which defines two constants, STATIC_DRAW (default) and DYNAMIC_DRAW.  These constants specify how buffers will be used in Stage3D.  We've also added a new parameter, called "bufferUsage", to the constructors of VertexBuffer and IndexBuffer.  This "bufferUsage" parameter uses one of the constants form Context3DBufferUsage, which will allow you to select the appropriate buffer type according to your needs.
    Stage3D Creation of Context3D with Profile Array
    We've added a new interface to Stage3D.requestContext3DMatchingProfiles(profiles:Vector. ) which will create a Context3D with highest level suitable profile that is in profile array, based on the current hardware.  A developer can check the newly added property 'profile' to obtain the current profile that was chosen by the Flash Runtime.
    Support for Android 4.4 (KitKat)
    We've completed our support testing with AIR against the latest Android 4.4 release.  Please let us know if you encounter any problems.
    For further information please see our release notes.
    Fixed Issues:
    [3559420] [Win8] inconsistent freeze in performance moments after your finger(s) leave the touch screen (touch display only, not mouse)
    [3632481] Flash App created using Flex sdk 3.3 take about 10 seconds longer on Windows 7 thank on the Windows  XP
    [3613482] [Mac]MouseEvent.MOUSE_DOWN/MOUSE_UP does not be fired when is pressed
    [3597533] [Mac] PDF doesn't render when rendermode is set to direct or gpu on Mac OS
    [3635216][Win8] Certain MouseEvents are either not dispatched or dispatched at incorrect times.
    [3635356] compiling in "ipa-debug-interpreter" mode results in PackageExtractionFailed
    [3511656] [Mac]Packaging multiple SWFs fails
    [3667964] Improve error message when app update fails due to certificate issues
    [3682685] when switching video quality, the audio quality changes, but not the video quality
    Download Locations:
    AIR 4 runtime for Windows: 4.0.0.1390 Runtime Download
    AIR 4 runtime for Macintosh: 4.0.0.1390 Runtime Download
    AIR 4 SDK & Compiler for Windows: 4.0.0.1390 SDK & Compiler Download
    AIR 4 SDK & Compiler for Macintosh: 4.0.0.1390 SDK & Compiler Download
    Note: To provide all the all the necessary tools for our developers in one place and avoid having to download multiple components, we are packaging Adobe AIR 3.9 SDK and ActionScript Compiler 2.0 in a single SDK called “Adobe AIR 3.9 SDK & Compiler”.
    AIR SDK 4 (Compatible with Flex) for Windows: 4.0.0.1390 SDK Windows Download
    AIR SDK 4 (Compatible with Flex) for Macintosh: 4.0.0.1390 SDK Macintosh Download
    Previous versions of the AIR runtime and SDK can be found on the Archived AIR SDK and Runtimes page

    Sometimes the release version has a later build number than the last beta we received, which in a way can be even worse than if the build is the same. The thing that has caused some confusion is that a few posts here have been answered with "we've fixed that and it will be in the next build", and the next build turned out to be the same as the previous build.
    So, I think the truth is that those things are fixed in the next build that appears on labs, and the release one doesn't count as a new beta build. I don't know when the next labs build will be.

  • Content not rendering when renderMode is set to CPU on QM734-8G

    I developed a mobile app for Android and iOS.
    Recently, I've come across an android tablet, QM734-8G, that uses Android 4.2.2. When launching the app on this device, I simply get a blank screen and no content is rendered. I know the app is running because when I debug it, I can see all the code executed and traces appearing in the console.
    After a lot of testing, I narrowed down the issue; it has to do with the renderMode. The app uses CPU render mode because I don't use any Stage 3D stuff or perform any graphic intensive operations. When I set the render mode to GPU the content does get renreded but I lose the filters (which is a known limitation of GPU rendering) and scrollRect doesn't work as expected. When I set the render mode to DIRECT I can also see the content and this time with filters and everything but the app starts crashing as it seems the memory usage increases in that render mode.
    I've done a quick test and created and empty text projetc in Flash Builder and I simply specify the background of the SWF and with that simple test I can replicate the issue, so it's not sometihng specific to the content in my app. I've tested using AIR 3.8 and AIR 3.9.
    The tablet has low specs and it's really cheap, but from what I see, the specs are enough to support app deployed usign AIR. Is there something I'm missing?
    Please see a screenshot of the device info page.

    This means that the SWF is written so that it only works when
    embedded in a web page. When you add the SWF to the stage as a
    stand-alone display object using addChild() it is not being hosted
    in the web page.
    You have 2 options:
    1. Modify the SWF code (if possible) to remove the
    ExternalInterface requirement. You can write code in your AIR
    application javascript to subscribe directly to events from the SWF
    using addListener() and call functions directly on the SWF object
    (Flash/Actionscript is not my primary development environment... so
    if I have gotten the terminology wrong I apologize, but I HAVE
    written a flash application that worked as I describe). My SWF
    actually works embedded in HTML or not using the code "if
    (ExternalInterface.available) {
    ExternalInterface.addCallback("setIsPlaying", setIsPlaying ); }"
    2) Somehow add a HTMLLoader in a new child window (with
    transparent = false) to the stage as a new child. I have not yet
    figured out exactly how to do this, so If anyone can provide
    information on how to do this, I too would be appreciative.

  • AIR 3.0 SDK + ADL + Context3D results in a transparent window

    I downloaded the latest sdk from labs (3.0)
    i merged with the flex sdk (4.5.1)
    i updated flash builder.
    I creaded a new Flex application, AIR for desktop.
    I used this as target arguments
    -static-link-runtime-shared-libraries=true
    -target-player=11.0
    -default-size=550,400
    -swf-version=13
    I finally set GPU mode in the app descriptor
    mxmlc compile fine, but when adl is lunched nothing happened (application is lunched but nothing is shown)
    Is there any one out there that was able to build an .air file with a 3d content (molehill) into ? i start believing this is still not possibile
    (while the FP 11 can run 3d content into the browser )

    Try adding <renderMode>gpu</renderMode> in the application xml descriptor

  • Air 3.0 distorts movieclip on stage

    Since switching to AIR 3.0, has anyone noticed differences in the way their mobile app looks when run in the FB4.5 environment compared to a mobile device like an iPhone 4?
    I have a simple AS3 Mobile project built in Air 2.7 which was working fine.
    I tried to compile using Air 3.0 and now a movieClip on the stage is  distorting. Hard to describe what it's doing. Essentially the y position is about 220 pixels off of the screen, and the bottom is distorted/stretched.
    The weird thing is that it only does it in the Flash Builder environment, it looks fine when the ipa is run on an iphone 4.
    Some background:
    <aspectRatio>portrait</aspectRatio>
    <autoOrients>true</autoOrients>
    <fullScreen>true</fullScreen>
    <renderMode>gpu</renderMode>

    I'm having the same result when running the AIR debug launcher (ADL) from withing Flash CS 5.5.  I downloaded and overlaid AIR 3.0 SDK per the instructions (http://kb2.adobe.com/cps/908/cpsid_90810.html).  I have a graphics-heavy FLA with the following settings:
    Publish Settings
    Player: AIR for iOS
    Script: ActionScript 3.0
    Hardware acceleration: Level 2 - GPU
    AIR for iOS Settings
    Aspect ratio: Landscape
    Full screen
    Auto orientation
    Rendering: GPU
    Device: iPhone and iPad
    Resolution: High
    Things were fine with AIR 2.7 overlaid, but since switching to 3.0 whenever I click Control > Test Movie > In AIR Debug Launcher (Mobile) I get the same display issue as noted above - the display objects are all pushed up so that the bottom edge is about 200 pixels from the top of the frame, with the last row of pixels stretched down to the bottom of the frame (ends up looking like vertical lines of color).  The buttons that are normally along the bottom, are now partially off frame at the top, however, the mouse clicks for them still register as if they were at the bottom where they're supposed to be.
    I cycled through all the different AIR for iOS Settings and it seems that having the Rendering set to GPU is the culprit.  Everything's fine in ADL unless it's set to GPU.
    I recall a similar problem with AIR 2.6/2.7 but it was eventually fixed though I don't think Adobe announced it as a bug fix, they just replaced the AIR SDK downloader quietly in the night.
    Argh!!!

  • 11/12/2013 - Release - AIR 3.9 Runtime and SDK

    Today we're pleased to announce that the next version of AIR is available for immediate download.  This update includes the following new features and improvements:
    New Features:
    Mobile Workers (concurrency) BETA - Android
    Our hugely popular desktop feature, AIR Workers, is now making its debut on mobile! We have added support on Android devices so that you will be able to execute code in the background without interrupting your application’s main code. Your UI will remain responsive, enhancing the user experience. We haven’t forgotten about iOS! Look for news on iOS workers in an upcoming release (NOTE: this feature will undergo an extended beta period.)
    AIR Mobile Support for Background Execution in “Direct” Render Mode
    AIR now supports background execution on iOS and Android when render mode is set to “direct”. This will allow your applications to perform tasks such as audio playback even when invisible to the user. Due to power and CPU considerations, we recommend reviewing our release notes for additional details and guidance.
    In the past AIR on iOS and Android did not support background execution when render mode direct was set.  Due to this restriction, Stage3D based apps were not able to execute background tasks like audio playback, location updates, network upload/download etc.  iOS does not allow OpenGLES/rendering calls in the background.  Applications which attempt to make OpenGL calls in the background are terminated by the iOS.  Android does not restrict applications from either making OpenGLES in the background or other background task(like audio playback).
    With this feature, we will now allow AIR mobile apps to execute in background when renderMode direct is set.  AIR iOS runtime will throw an error if OpenGLES calls are made in background.  However no error will be thrown on Android, as Android native apps are allowed to make OpenGLES calls in the background.  It's recommended to not make rendering calls while your app is executing in the background as its important to utilize the mobile resources judicially.  The following is a list of Stage APIs which may throw the error 3768 - The Stage3D API may not be used during background execution.  The swf version should be 22 and above.
    Context3D.clear
    Context3D.present
    Context3D.createVertexBuffer
    Context3D.createIndexBuffer
    Context3D.drawToBitmapData
    IndexBuffer3D.uploadFromVector
    IndexBuffer3D.uploadFromByteArray
    VertexBuffer3D.uploadFromFloat
    VectorVertexBuffer3D.uploadFromFloat4
    VectorVertexBuffer3D.uploadFromByteArray
    Program3D.upload
    Texture.uploadCompressedTextureFromByteArray
    Texture.uploadFromBitmapData
    Texture.uploadFromByteArray
    CubeTexture.uploadFromBitmapData
    CubeTexture.uploadFromByteArray
    CubeTexture.uploadCompressedTextureFromByteArray
    RectangleTexture.uploadFromBitmapData
    RectangleTexture.uploadFromByteArray
    AIR Support for iOS7
    iOS7 has launched and we are making sure that AIR is compatible and performs as expected.
    AIR Mac OS 10.9 Support
    We have tested against the latest developer releases of OS X 10.9 and are making sure that your applications support the latest technologies such as “App Nap”.
    AIR XXHDPI (144 x 144) Icon Support for Android
    With this feature we have added support for beautiful, high resolution icons on devices such as the Nexus 10.
    Notable bug fixes:
    [3650590] [OSX] - App Updater Crashes on MacOS with Air 3.9
    [3648442] [iOS7] - Leftmost part of the text in spark TextArea and stageText get clipped when mulitline property is true.
    [3640207] [Android] [Captive Application] - orientationChange event handler fetches wrong stage.orientation values.
    Known Issues:
    [3616981] [iOS] - Sound gets stop on clicking Power button even when UIBackground tag value set to Audio in application.xml
    For further information please see our release notes.
    Download Locations:
    AIR 3.9.0.1210 runtime for Windows: 3.9 Runtime Download
    AIR 3.9.0.1210 runtime for Macintosh: 3.9 Runtime Download
    AIR 3.9.0.1210 SDK & Compiler for Windows: 3.9 SDK & Compiler Download
    AIR 3.9.0.1210 SDK & Compiler for Macintosh: 3.9 SDK & Compiler Download
    Note: To provide all the all the necessary tools for our developers in one place and avoid having to download multiple components, we are packaging Adobe AIR 3.9 SDK and ActionScript Compiler 2.0 in a single SDK called “Adobe AIR 3.9 SDK & Compiler”.
    AIR SDK 3.9.0.1210 (Compatible with Flex) for Windows: 3.9 SDK Windows Download
    AIR SDK 3.9.0.1210 (Compatible with Flex) for Macintosh: 3.9 SDK Macintosh Download
    Previous versions of the AIR runtime and SDK can be found on the Archived AIR SDK and Runtimes page

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