AIR 3.7 Problem Loading Multiple Similar SWFs On iOS
I'm running into an issue with loading multiple SWFs using AIR 3.7 on iOS. The exact same code works fine on Android.
The issue is that if I include 2 specific SWFs then neither of them will load correctly. When I include just one of the SWFs it works great. I've also tried including a second SWF which is pretty much empty and that also works. Additionally, I've been able to load a MovieClip out of the first SWF IF addChild() was first used on myswf1 and that works even when the main SWF did not. Lastly if I include 2 of the exact same SWFs (with different filenames) that also works.
So my question is what is it about the two SWFs that causes it not to work? They are effectively the same except each has custom assets and custom class naming.
Both of them subclass off one main class like this:
class myswf1 extends mymain
class mymain extends MovieClip
class myswf2 extends mymain
class mymain extends MovieClip
So both SWFs contain mymain seperately from each other. Could that be the issue? Like when it compiles all the code into the package SWF the
two mymain root classes clash?
In the past it seems like that should still work it just uses the first loaded class and that is it.
The errors that I get seem to happen on lines like this:
selectableHudOptions.bonustime.mouseEnabled = false;
Where selectableHudOptions.bonustime is basically null. However, when I just have 1 SWF this line works fine. If I loop through selectableHudOptions's children it is blank when I am loading the two SWFs but it shows all of the children when just loading the one SWF.
Another theory I have about it is that it seems like addChild() has to be used on the objects and frames have to go by before the children are visible. Like addChild() is being delayed somehow because of the multiple SWFs. Or addChild() is behaving asyncronously and my code is running syncronously.
I think Nimisha from Adobe has worked on these multiple SWF issues before.
Yes, duplicate symbol conflict looks like the cause of your issue.
This is a known issue in AOT mode. For now, could you please try renaming mymain to something else when using it in the second swf?
Or you may place mymain into separate swc, and link one of your swfs with "merged into code" option, while the other one "externally", so that only one of the swfs has mymain defined and there is no clash.
Please do let us know if either of the solutions work for you.
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Lon Hosford
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May many happy bits flow your way!
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===============================
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Help > AS3 Developer’s Guide > Loading an external SWF file
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Tutorial: Loading and unloading SWFs - FlashAndMath.com
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SWF to SWF Communcation via ActionScript 3.0 (by kglad)quote:
Originally posted by:
NedWebs
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native public function z1():*;
I can access objects as instances through root or as objects through getDefinition.
private var aLoader : Loader;
private function init():void
load1();
private function load1():void
aLoader = new Loader();
var url:URLRequest = new URLRequest("levels/expirementlevel1.swf");
var loaderContext:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain, null);
aLoader.load(url, loaderContext); // load the SWF file
aLoader.contentLoaderInfo.addEventListener(flash.events.Event.COMPLETE, handleSWFLoadComplete1, false, 0, true);
private function handleSWFLoadComplete1(e:flash.events.Event):void {
var levelObjectsMC:flash.display.MovieClip = e.target.loader.content;
for (var i:uint = 0; i < levelObjectsMC.numChildren; i++){
trace ('\t|\t ' +i+'.\t name:' + levelObjectsMC.getChildAt(i).name + '\t type:' + typeof (levelObjectsMC.getChildAt(i))+ '\t' + levelObjectsMC.getChildAt(i).x);
var LibraryClass:Class = e.target.applicationDomain.getDefinition("net.games.z1") as Class;
var myLibraryObject:flash.display.MovieClip = new LibraryClass as flash.display.MovieClip;
trace(' load 1 ' + myLibraryObject);
aLoader.unload();
load2();
//addChild(levelObjectsMC);
private function load2():void
aLoader = new Loader();
var url:URLRequest = new URLRequest("levels/expirementlevel1.swf");
var loaderContext:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain, null);
aLoader.load(url, loaderContext); // load the SWF file
aLoader.contentLoaderInfo.addEventListener(flash.events.Event.COMPLETE, handleSWFLoadComplete2, false, 0, true);
private function handleSWFLoadComplete2(e:flash.events.Event):void {
var levelObjectsMC:flash.display.MovieClip = e.target.loader.content;
for (var i:uint = 0; i < levelObjectsMC.numChildren; i++){
trace ('\t|\t ' +i+'.\t name:' + levelObjectsMC.getChildAt(i).name + '\t type:' + typeof (levelObjectsMC.getChildAt(i))+ '\t' + levelObjectsMC.getChildAt(i).x);
var LibraryClass:Class = e.target.applicationDomain.getDefinition("net.games.z1") as Class;
var myLibraryObject:flash.display.MovieClip = new LibraryClass as flash.display.MovieClip;
trace('load 2 x ' + myLibraryObject.x);
aLoader.unload(); -
How Air 3.7 load pure graphic swfs freely without using AOT mode
Hi Nimisha1,
I made an ios app which loaded pure graphics swfs from remote server. I cannot use AOT mode because the new pure graphics swfs increasing every day. AIR 3.5 works very well, but I wonder how to make it work in the same way in AIR 3.7?
thanks in advance,
JackieLoading a swf from remote server in Air 3.7 must be in AOT mode?
I think i should first make some terms clear to you:
AOT mode here applies to the target ipa-app-store which is supposed to published at Apple App Store.(And offcourse for testing purposes there are ipa-ad-hoc, ipa-test and ipa-debug and these all create IPA in AOT mode).
Till AIR 3.5 on iOS - It was not possible to load child SWFs(containing ABC code) neither locally or remotely. But yes pure assets SWFs can be loaded remotely and locally as well.
In AIR 3.6 on iOS- Loading of child SWFs(containing ABC code) locally was made possible. More info@ http://blogs.adobe.com/airodynamics/2012/11/09/packaging-and-loading-multiple-swfs-in-air- apps-on-ios/
And behavior for loading pure asset SWFs remain unchanged.
In AIR 3.7 on iOS-
Loading of child SWFs(containing ABC code) remotely was made possible. More info @ http://blogs.adobe.com/airodynamics/2013/03/08/external-hosting-of-secondary-swfs-for-air- apps-on-ios/
And behavior for loading pure asset SWFs remain unchanged.
But in the following screenshot I can see that publishing in AIR 3.7 is getting failed and this must be happening because some of your child SWFs must be containing ABC code and that is not getting compiled properly.
Can you please narrow down which SWF(s) is creating this problem? -
Need to load multiple skins with only a single .swf and config.xml
Hello
These are part of some instructions that were of a AS3 Mp3 Store I purcased
Well guys the new AS3 flash cart system can have skins hot swapped in and out with out having to recompile the actionscript code.
You can even have multiple skins on the same cart and use different ones in different places of your website.
This is all because the flash cart system itself runs seperate from the graphical user interface that the customer visits.
When you purchase a new cart skin, or if you edit your own custom skin, you can place the swf file for it in the "skins" directory of your flash cart installation directory. Then in the config file where you "embed" the cart on your website you include the name of the skin you'd like to use (the skin MUST be available in your skins directory).
The other plus to using the skin system is you can keep the cart application seperate from your site. No longer do you have to have all that ugly php code and cramped swf files floating along side your website html files. No instead you create an install directory then simply embed the cart from where ever it is. The only litigation is that the cart must exist on the same server as the website you are showing it publicly on.
So right now I have a website with the store set up and working, allowing the buyer to listen to the tracks, add to cart and checkout after which they are given an instant download link to the purcased files.
What I want to do now though is break up the songs into differents carts/skins within a dropdown list in my website as quoted in the instructions above, according to genre.
So I have published 4 different skins as
MusicSkin 1.fla
MusicSkin 2.fla
MusicSkin 3.fla
MusicSkin 4.fla
and have placed these on my server
The cart works by Index.html > loads the Main.swf >loads MusicSkin.fla which is called by via config.xml
(<?xml version="1.0"?>
-<config><skin src="MusicSkin"/><db src="/" sandbox="false" type="sql"/></config>
I am having trouble configuring how to call on 4 different Skins into different pages on my site if I only have ONE index.html, Main.swc and config.xml files which according to the instructions is possible!
Hope this makes sense, I get how it works on one skin but not how it works/or to make it work with multple ones on a website.Is this possible...anyone!!!!!!!!!!!!!!!!
Really hoping to getting this working soon.
I am wondering if i have to copy the instances of the different skins into the config file above and each swf and html file loads the corresponding on in the list, or does each instance require it's own config file, which would then be a problem I think, because I could not have 4 config.xml files in the same directory which is what the Action Script is calling on. -
Using Dreamweaver to create AIR app from HTML site, FLV loaded by placed SWF not loading
Hello.
I'm using Dreamweaver to create an HTML-based site that has pages with FLV-based videos that are loaded using a SWF file. The SWF file is just the player / skin. When I preview or publish to AIR, the videos do not show up. I'm sure others have asked how to accomplish this but I'm having difficulty finding the solution to this issue. Can someone share with them their solution please?
Thank you!
RobertSteveejay, I was having the same problem. It turns out that
mine didn't like the fact that I was using the "POST" method in my
loadMovie() call. I changed them to "GET", and it works fine in the
web page now. Just doesn't work when previewing in Flash.
Maybe you are looking for
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