Flex 4.5.1 iOS project with AIR 2.7

Hi,
A few things. This may be a mix of builder and sdk.
I read that 4.5.1 Flex Mobile automatically used AIR 2.7  .  I have not done any overlaying b/c of this but my app on the device is slow.
When I click a list item or Back button, it takes like 2 seconds to respond.  Also, there is a long black screen at the start of the app before it hits the splash image.
Another note, I've been publishing a release using ad hoc.  Not sure if that matters for device performance.
Thanks for any help!

The first or second line of your "app_name.xml" should contains the AIR version number. Is it 2.7?

Similar Messages

  • Soft KeyBoard is not working on ios 7 with Air sdk 3.8

    Hi
    In my app Soft KeyBoard is not working on ios 7 with Air sdk 3.8. Does any one know soluton for this ?

    Hi,
    There's no question that TextFields and TextAreas weren't working in our case, likely because we have a deep displaylist with a variety of object types. Presumably, AIR has changed how it looks through the displaylist for objects that need keyboard, and perhaps we have an object type somewhere in the hierarchy that AIR no longer recurses. It's definitely something that changed, though.
    It's no picnic to put together a sample app, I can't afford that time when I have a solution. But the symptom was very clear, a textbox would open, and the cursor would just blink with no way of interacting with it.
    I'm happy using StageText directly, because it's a more direct way to interact with the OS and gives more control.
    It also solves a bug in AIR that I haven't reported yet, but is as follows. Rarely, when you move the container of a TextField of TextArea after it has been created, AIR will crash and freeze iOS devices. It doesn't happen on Android or desktop, but with a user-base of about 100,000 of our app, we've had it reported maybe 50 times. One of our dialogs sometimes needs to reposition the elements, which is done animated. During this, AIR will crash about 0.01% of the time. We tried only creating the TextArea, but not activating it or even having it visible, but even an invisible TextArea will crash, presumably because AIR moves the internal StageText overlay around as well, and this confuses iOS after a while during the animation.
    By using StageText directly, I finally also have a way to get rid of this bug, because I simply don't activate StageText until the object has already been positioned. Prior to that, it isn't even an editable text field, it's a label like anything else. So I'm happy I did this solution.
    Let's just leave this thread as a record if someone else has the same problem. I'm quite sure it's because of our very complicated display list, and AIR having changed how it scans the displaylist for objects that need keyboard.
    Best,
    Per

  • Error creating files. Compilation failed... when publishing iOS app with AIR 3.1 and Flash 11.5.1

    Hello, I'm running Windows 7. I'm using Flash 11.5.1 (that's CS5.5 updated once) and AIR 3.1 to make an iPhone app.
    I can export the app perfectly fine with either Ctrl+Enter or F12.
    I added all the required things with AIR for iOS settings, such as a p12 certificate and icon files.
    I then hit publish. After I hit publish, I got this error:
    Error creating files.
    Compilation failed...
    I tried dragging the window to see if there was anything hidden behind the elipses. What can I do to fix this problem?

    note sure if I'm much help other than to CONFIRM it is working for me by using the sdk WITHOUT the compiler. Check out adobe's little note: "Note : Flex users will need to download the original AIR SDK without the new compiler."
    I am using FB 4.7 with AIR 3.6 and seems to compile correctly for iOS.
    Maybe try reinstalling flash builder?
    I honestly don't know if the JRE has anything to do with it... I'm using 1.7 ....to see what JRE you're using, open the Java Control Panel (I right click my java orange icon and hit properties), select the Java tab, then hit "View..."

  • Can't install on iOS simulator with AIR 16 beta

    I'm having trouble testing an app on the simulator with AIR 16 beta SDK. It says "Unable to install the application on iOS Simulator." when I try it.
    This is my iOS Simulator SDK path:
    /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SD Ks/iPhoneSimulator.sdk
    Am I missing something?
    Kevin N.
    BTW, It's a total nightmare every time I have to edit this project because of issues like this. I loose hours of time trying to figure it out every time (granted, I only update the app once or twice a year). Why can't Adobe keep their tool chain working?

    Thanks for reporting the issue.
    At our end there is no problem when there are multiple iOS SDKs. We used the following commands:
    Package App :
    adt -package -target ipa-test-interpreter-simulator -storetype <type> -keystore < Certificates > -storepass < password > <.ipa>  <.xml>  <swf> -platformsdk /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/S DKs/iPhoneSimulator8.0.sdk/
    Install App :
    adt -installApp -platform ios -platformsdk /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/S DKs/iPhoneSimulator8.0.sdk -device ios-simulator -package < ipa >
    Launch App :
    adt -launchApp -platform ios -platformsdk /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/S DKs/iPhoneSimulator8.0.sdk -device ios-simulator -appid <APP ID>
    Could you please share the adt packaging, install and launch commands?
    P.S: In case you are using SDK path as: -platformsdk /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/S DKs/iPhoneSimulator.sdk,
    kindly use the SDK path containing the SDK version eg, If you want to use iOS 8.0 simulator use -platformsdk /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/S DKs/iPhoneSimulator8.0.sdk and in case you want to use iOS 7.1 simulator use -platformsdk /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/S DKs/iPhoneSimulator7.1.sdk

  • RH8 - Publishing Merged Projects with AIR Browserbased Help

    Hello,
    i have one master project with 5 subprojects. When i make an Output with Adobe Air "Browserbased Help" is the preview ok, all tables of Content from all projects are included.
    When i publish it to our webserver i first got a grey screen with an loading error.
    I discovered that the link in the start site  to the included file ac_oetags.js is incorrect because of upper and lower case writing. When i change the link, the site appeared correctly - but unfortunately only with the table of content of the main project.
    Is it possible to merge Projects with Browserbased Help?
    Has anybody an idea what went wrong?
    Thanks for your support!
    Steffan

    In the Start Page field you define where you want to generate the help.
    If you click the Server settings you define where you want to publish.
    When you publish the parent it goes to \\servername\myrobohelp and it creates a folder called mergedProjects and subfolders for each child.
    When you publish the children, your Server setting must point to those subfolders.
    Does that clarify? If not, please add some screenshot using the camera icon so that the images are in the post as above.
    See www.grainge.org for RoboHelp and Authoring tips
    Follow me @petergrainge

  • Flex 4.5.1 iOS project very slow

    Hi,
    A few things. I read that 4.5.1 Flex Mobile automatically used AIR 2.7  .  I have not done any overlaying b/c of this but my app on the device is slow.
    When I click a list item or Back button, it takes like 2 seconds to respond.  Also, there is a long black screen at the start of the app before it hits the splash image.
    Another note, I've been publishing a release using ad hoc.  Not sure if that matters for device performance.
    Thanks for any help!

    The first or second line of your "app_name.xml" should contains the AIR version number. Is it 2.7?

  • I can't compile for iOS anymore with Flex and AIR 3.8

    Hi Adobe team and others,
    I'm using Apache 4.10 Flex framework and adobe Air 3.8 for my business projects.
    I always had some problems to compile and publish iOS application (with Air 3.5 before), but with AIR 3.8, that was a miracle, I could compile my projects without any errors on Windows ... until today.
    I'm executing this command in DOS to compile my project:
    "C:\Program Files\Java\jre7\bin\java.exe" -jar "C:\Program Files\Adobe\Adobe Flash Builder 4.7 (64 Bit)\sdks\4.10 - AIR 3.8\lib\adt.jar" -package -target ipa-app-store -hideAneLibSymbols no -provisioning-profile "S:\Directory_to_MobileProvision.mobileprovision" -storetype pkcs12 -keystore "S:\Directory_to_Certificats_ios.p12" -storepass my_private_password Proginov_FVTE_V45.ipa Proginov_FVTE_V45-app.xml assets com config_app.xml [email protected] Proginov_FVTE_V45.swf -extdir "S:/Directory_to_ANE/air_3.8_pnv_3.00"
    And I'm getting this result after 1 hour compiling:
    If you want, I can send you my bin-release-temp folder and ANE to try by yourself, but I need a private mail, because I don't want to publish my private project to everyone.
    Thanks

    Thank you a lot.
    I remember I tried this with AIR 3.5, and that didn't work.
    But with AIR 3.8, it's OK.
    Perfect

  • ANE in Flex Mobile Projects, Overlaying AIR 4.7 SDK and Flex 4.6 Doesn't Work!

    There are some ANE's I want to use but they require me changing my namespace from 3.1 to 3.5+ (I guess now 3.7)
    Apparently, in order to do this I need to overlay Flex 4.6 and the latest Air (4.7).
    However, when I do this I get tons of errors. At first the error was not being able to resolve spark's TabbedViewNavigatorApplication. So what I did was include manually the mobilecomponents.swc from the SDK.
    That just led to hundreds of errors. Errors about inteface not implementing. Based on my knowledge I used spark for everything. Including mx.swc didn't do anything either.
    I'm so confused. I just want to put Admob ads in my freaking Flex app. Can someone help?

    Hi, I had the same problem. Are you on Windows or on Mac?
    You can use Apache Flex (flex 4.7) but it cames with Air 3.4, then download AirSdk 3.6 or 3.7 (not the compiler version).
    On Windows you can simply copy the content of the airsdk folder on the apache flex sdk folder.
    On Mac it's different... look here http://forums.adobe.com/message/4734215

  • Flex 4.5:Convert mxml project into IOS project for ipad and iphone

    Hi All,
    I created a mxml project and now i want  to convert the same project in Flex builder 4.5 IOS project for iphone and ipad but its seems the mobile project doesnot support mxml.
    I am using module and moduleloader and in Flex 4.5, they said the use of this is discourage. I didi not get any alternative of them.
    Please help me to convert this application in IOS.
    Thanks,
    Saurabh Shrotriya

    Modules are not supported on iOS due to Apple's App Store terms of service.

  • Problem/bug with AIR 3.0

    Hi guys,
    I'm here again. I got this error when I tried to publish my project with AIR 3.0.. Actually, I've created an application usign AIR 2.6 (default comes with CS 5.5). It was used to get published and I used to update it on regular basis. Few days back I had to copy AIRSDK3 folder to Adobe's program files' folder, where I renamed AIR2.6 to anything else and AIRSDK3 to AIR2.6... Today, when I tried to publish my same project,  I got this following error. Hope that would help adobe (as it is beta version).
    (By the way, when I renamed the folders to their original names, it worked and published).

    Steve,
    We have seen the same thing and reported it to Forte. We have not yet
    heard back with a bug report number...
    For now, we have removed all comments from our sql code.
    Derk
    >
    We have just switched from version 2.0.H.1 to version 3.0.F.2 in development,
    and have discovered a bug with comments in SQL code.
    Anywhere in a cursor definition, or within SQL code in a method, if we use the
    multi-line comment format "/* ... */" even on a single line, then the code
    compiles fine, but crashes at runtime with a "Invalid SQL Command" error. It
    looks as though Forte is including the comment as part of the SQL!
    Has anyone else seen this problem? We have not found it in the known bugs list
    for 3.0.F.2 or the fixed bugs list for 3.0.G
    This worked fine for us prior to version 2, and if we don't get it fixed in
    Forte, it means a lot of rework to change the existing comments to single-line
    "// ..." format.
    Regards,
    Steve Isaac
    Senior Consultant, Information Services Group
    Hydro Electric Corporation of Tasmania
    4 Elizabeth St, Hobart, Australia, 7000
    Phone : +61 03 6230 5161
    e-mail: [email protected]
    Check out: http://mama.indstate.edu/users/sodana/lucado.html
    *** Derk Norton ***
    *** U S WEST Communications Voice : (303) 965-8772 ***
    *** 1801 California Street FAX : (303) 896-3565 ***
    *** Denver, Colorado 80202 Email : [email protected] ***
    **********************************************************************

  • The three main hurdles to porting existing Flash projects to iOS with AIR

    The purpose of this discussion is to identify significant problems currently preventing AIR for iOS from being a viable solution for porting existing Flash apps.  These issues have been largely ignored by Adobe, so I hope that everyone will add to this discussion if you have also run into these roadblocks in targeting iOS with the AIR SDK.  I hope that Adobe staff will address and provide some much needed information with regard to fixing these problems.
    There are 3 main problems with targeting iOS currently, which are probably affecting anyone who is trying to port a project that is both medium to large in size and makes use of SWF loading.  Pretty much any project that has a MVC architecture is going to load SWF assets that are compiled against a view class, so this is likely affecting many people.
    1. Bug - ADT packager runs out of memory when packaging "large" numbers of SWF assets
    https://bugbase.adobe.com/index.cfm?event=bug&id=3511656
    This is a blocking bug that prevents packaging projects with a large number of SWF assets.  It is preventing me from being able to package all the needed assets for my project.  I provided Adobe with my project to package a couple months ago so this bug can be reproduced in house and fixed.  The Adobe employee who was handling this never tried to reproduce the issue and has stopped responding to email and comments in the bug.  Adobe, please have someone take charge of testing and fixing this bug.  It seems like it would be a straightforward fix once the failure is reproduced within a debugger.
    Has anyone who has encountered this problem determined the number of files or classes where it starts to fail.  I've spent some time trying to reverse engineer what the packager is doing when it runs out of memory, so think I can determine how many classes it's working with, but obviously the size of the classes will be variable and so this number will probably be more of a range where we start to get into the failure state.
    Please let me know if you can reproduce this issue with your project with many SWF assets and upvote the bug if you are already aware of this one.
    2. Bug - SWF reloading when doing a "real" (AOT) compile
    https://bugbase.adobe.com/index.cfm?event=bug&id=3636385 
    There is already a forum post that covers the history of this issue (http://forums.adobe.com/message/4920638) but that also covers some issues in older AIR builds with loading of any SWF asset (previously fixed), where this bug deals specifically with reloading of SWF assets that include compiled bytecode (ABC).
    The expectation here is that all versions of the Flash runtime should handle SWF reloading with ABC in the same way, so that a single codebase can be used to target web and iOS (or any other platform).  This is the only issue of the 3 that has a legitimate work around, in my opinion, because the assets can be cached within the app within a loading manager layer.  All the application code that makes loading calls can stay the same, and a compiler flag can be used to enable this caching for iOS builds, with subsequent requests returning a new instance of the cached asset.  This can potentially lead to a very bloated memory footprint for the running app after a period of time, though, which could make some apps perform poorly, so a bugfix is ultimately needed.
    3. Unimplemented feature (?) - The constraint that a single ApplicationDomain is used when running AIR for iOS 
    I did ask about this in the same forum post as SWF reloading but didn't get an Adobe response.  Why does this constraint exist?  My guess is that the AIR runtime for iOS simply hasn't implemented multiple ApplicationDomain support at this point, and that this was done to focus resources on other high priority features for the iOS runtime.  It's possible that there is some aspect of the iOS operating system that makes it difficult or impossible to implement this feature, which may be why it's been avoided to this point, but obviously this is all conjecture without hearing from Adobe on it.
    This is a major issue that needs to be addressed.  For us, the problem is that our SWFs for multiple instances of the same type of asset use the same name for the AS export.  For example, each item an avatar can equip is a single SWF with multiple sub assets -- the parts which comprise the item.  Each of the parts will have an AS export name based on the avatar facing and where it is equipped, like "fv_head".  This naming is consistent across all items, so we will load a lot of assets containing "fv_head" simultaneously.  This normally works fine because the default behavior for Flash has always been that each SWF is loaded into a new ApplicationDomain instance, but for iOS a single ApplicationDomain must be used, causing these names to collide.  The last SWF loaded containing a given AS export name overwrites the previous ones of that name.
    The work around for this, and I use that term loosely, is to go through and uniquely name every AS export in every asset where sets of assets with the same export name is used. For us that is hundreds of items with multiple exports.  Maintaining unique naming across all these parts is also a very error prone process, not to mention all the code that manipulates the parts needs to be modified to handle the new naming and make sure it's referring to the now uniquely named assets.
    The expectation here is that all versions of the Flash runtime should handle asset loading in the same way and place each loaded asset into its own ApplicationDomain container as the default behavior.  I'd like an Adobe employee to address my assumption that this is an unimplemented feature of AIR for iOS at this point, and let the community know if a solution for this will be implemented.
    Summary
    All three of these issues in combination are a major roadblock to porting existing Flash games to iOS with AIR.  Issues with one can make it hard to test and try to work around others.  All need to be fixed, but If I could only pick one of these to fix, it would have to be issue 3 -- that lack of proper ApplicationDomain support when loading assets.  This issue is completely inconsistent with standard Flash behavior and creates a major roadblock to ports of existing applications with no viable solution for a workaround.
    I look forward to Adobe's feedback on each of these issues and hopefully fixes that will allow those of us working with AIR for iOS to get our products to market.

    About the 3rd issue being an AoT design limitation, I'm not sure I understand why it's necessary to know during AoT packaging what the domain is that a child will be loaded into to be able to have SWF loading work as on the browser.
    Isn't the ApplicationDomain an internal construct in the AIR runtime that you guys define in order to manage namespaces of loaded SWFs?  To be clear, when I say "runtime" I know that the resulting code isn't being interpreted within the iOS app, but clearly you have a set of AIR libraries that get compiled into the IPA that provides support for all the Flash APIs.  If that's the case, then wouldn't it be possible for the iOS version of the AIR libraries to define a new ApplicationDomain on the fly when code that has been cross-compiled to iOS native code loads a packaged SWF?
    I don't have a clear picture of how ApplicationDomains are managed internal to the runtime of course, but a little more detail would be very helpful.  Thanks.

  • Spark.core.ContentCache with AIR 3.7 on iOS not working

    I've been trying to migrate a large Flex 4.6 mobile project from AIR 3.5 to AIR 3.7 for several days with no luck. The issue that kills me is Error #3747: Multiple application domains are not supported on this operating system.
    This happens only on iOS when I load art only SWF files from web. I changed all my classes to use ApplicationDomain.currentDomain and this fixed it for them but it doesn't work for spark.core.ContentCache
    Error: Error #3747: Multiple application domains are not supported on this operating system.
        at flash.display::Loader/load()
        at spark.core::ContentCache/load()[E:\dev\4.y\frameworks\projects\spark\src\spark\core\Conte ntCache.as:385]
    I looked through the code there and it is as follows:
    // Execute Loader
    var loaderContext:LoaderContext = new LoaderContext();
    loaderContext.checkPolicyFile = true;
    loader.load(urlRequest, loaderContext);
    I can't change (and don't want a custom modified flex sdk) it because this is inside the Flex framework code. I've checked AIR 3.8 Beta and same thing happens there. This is a breaking change from AIR 3.5. It shouldn't throw an error, but just load in ApplicationDomain.currentDomain instead when the OS is iOS.
    Is there any good fix for this thing? All advices are appreciated. Thanks.

    Try "monkey patching" as described here:
    http://forums.adobe.com/message/5267844
    i.e. copy ContentCache.as into a folder spark/core in your own source folder and edit it. Then the edited spark.core.ContentCache will be used instead of the original one.

  • Crash on startup on 32 bit device with air 17 / flex 4.6

    We experienced  crazy crash right on startup on 32 bit device only.
    We tried our app on
    ios 6.1 with ipod touch 5. ( Crash )
    ios 7.1 with ipod touch 5  ( Crash )
    ios 8.2 with ipod touch 5. ( Crash )
    ipad mini 2 with ios8.1 ( Work )
    This project is built with air 17 with flex 4.6.
    In the Xcode setting, our setting is
    Architectures : standard architectures (armv7,arm64) - $(ARCHS_STANDARD).
    Valid Architectures : arm64, armv7,armv7s.
    Our project crashed on 3 different ipod touch 5. Is there any setting wrong that cause the app failed on 32 bit device?
    Hope someone could help! Thanks!

    We have the same problem. Our project built with Flex 4.7 and Air SDK 16. The application uses a native extension that was compiled with the following XCode settings:
    Architectures : standard architectures (armv7,arm64) - $(ARCHS_STANDARD).
    Base SDK: Latest iOS (iOS 8.2)
    Valid Architectures : arm64, armv7,armv7s.
    Our application worked well on 32-bit iPads with iOS 8.1, but after upgrading to 8.2 it crashes on the native extension object creation generating the following crash log:
    Incident Identifier: C7E2AEEA-89BB-4BF0-9C35-B4BA951DDFB5
    CrashReporter Key:   938c52b810720c30c7709dad0c6fe743df9e9eb8
    Hardware Model:      iPad3,3
    Process:             Necto EE [381]
    Path:                /private/var/mobile/Containers/Bundle/Application/FA8E4A2A-7518-4BEB-BE9C-965A0C186FCF/Ne cto EE.app/Necto EE
    Identifier:          com.panorama.Necto
    Version:             15.1.0 (15.1.0)
    Code Type:           ARM (Native)
    Parent Process:      launchd [1]
    Date/Time:           2015-04-01 11:50:36.982 +0300
    Launch Time:         2015-04-01 11:50:34.627 +0300
    OS Version:          iOS 8.2 (12D508)
    Report Version:      105
    Exception Type:  EXC_BAD_ACCESS (SIGBUS)
    Exception Subtype: KERN_PROTECTION_FAILURE at 0x02d4e348
    Triggered by Thread:  0
    Thread 0 name:  Dispatch queue: com.apple.main-thread
    Thread 0 Crashed.
    Please help!

  • Doki, one of the biggest Adobe Air for iOS projects, released yesterday

    I am proud to present one of the biggest Adobe Air for iOS projects, that was released yesterday. Amazingly, the project completed in less that a year. Doki is a unique modern method of learning the basics of a foreign foreign language without the use of grammar and writing.  Through colourful animated scenarios and characters, Doki brings to life a number of languages through real life situations, humour and interactive exercises. Exclusively designed for the iPad 2, New iPad, and iPhone 4S, Doki teaches five different languages: English, French, German, Iberian Spanish and Latin American Spanish. Each language has two levels: Doki and Doki Further.  Both levels have been designed to teach the basics of these languages so that you can communicate with confidence.  In Doki, a beginner’s level, the learner navigates through 14 chapters or ‘places’ in Doki City, listens and repeats the phrases and then solves simple interactive exercises.  Each chapter is divided into lessons (a total of 51) that present key words and phrases in English and the other languages Doki covers. Doki Further, a more advanced beginner’s level, consists of 9 chapters with 28 lessons that take place in Doki City.
    The development of Doki is based entirely on Adobe Air . The result is spectacular. With a development team that consisted of 5 programmers, 2 designers, 3 language specialists, one assistant programmer, plus a team of 4 testers, the gigantic project of 14 apps was completed in less than a year, resulting in very low development costs!
    Please visit http://www.dokispeak.com for further details.

    Pretty cool.

  • WEB PAGE'S LOADING INTO AN AIR FOR iOS PROJECT

    Hi!
    I have a complicated problem. I try to find a solution everywhere but I didn’t find anything.
    I’m creating a project Air for iOS with Flash CS5 and Flash CS6. I need to find somebody that know how to upload a web page inside an app.
    I try to explain better. There is yet a task for upload an html link, but it just work in a new browser window. In this way, every time I want to see a web page, the app will be close. Is it possible to import all the web page inside the Air for ios project, and not in an external window?
    I'd like the result is like this:
    Thanks a lot.

    hi....
    i used StageWebView class and i wrote this code:
    var webView:StageWebView = new StageWebView();
    webView.viewPort = new Rectangle( 0, 0, this.stage.stageWidth, this .stage.stageHeight);
    webView.stage = this.stage;
    webView.loadURL( "http://www.adobe.com" );
    The web page opens correctly without using the browser but it opens into all project's frames.
    Is it possible to open the web page only in the frame one (for example) ????
    Thanks a lot!!!!!!!!!!!!!!!!!

Maybe you are looking for