HT4437 why wont mirroring out work anymore with ipad 2 and IOS 7

After updating to IOS 7 my ipad 2 and Iphone 4S will not mirror out to my TV for viewing Netflix!!!  why

After updating to IOS 7 my ipad 2 and Iphone 4S will not mirror out to my TV for viewing Netflix!!!  why

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    Hey guys im making a flash game for a uni project and i had it all working great! I then proceeded to move my code and content onto the second frame to add menus and such to the game and i updated all the code so it should work on the second frame and the game still works great apart from my paddle no long moving and i cant figure out at all what ive done.
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    import flash.events.KeyboardEvent;
    import flash.events.MouseEvent
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    var score : int = 0;//the starting score a player has
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    var maxSpawnTime : int = 3250;//maximum time before next lemming is spawned
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    score_txt.text = "Score: " + score;//text box reads score
    stop();
    stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);//event listener to tell flash to call "key pressed"
    stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);//event listener to tell flash to call "key released"
    stage.addEventListener(Event.ENTER_FRAME, update);//event listener to tell flash to call "update" for new frames
    startGame();//tells flash to call the startGame function
    function startGame():void//a new function called startGame
        spawnTimer.addEventListener(TimerEvent.TIMER, spawnBall);//new event listener to listen for the timer to run out and spawn new lemming
        spawnTimer.start();//starts the clock on the timer
    function keyPressed(event:KeyboardEvent) : void//a new function called keyPressed for when player uses arrow keys
        if(event.keyCode == 39)//if the keyboard event is the right key
            trace("right");//prints right in output window
            keyArray[0] = true;//right key array is true
        if(event.keyCode == 37)//if the keyboard event is the left key
            trace("left");//prints left in output window
            keyArray[1] = true;//left key array is true
    function keyReleased(event:KeyboardEvent) : void//a new function called keyReleased for when arrow keys are released
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            keyArray[0] = false;//right key array false
        if(event.keyCode == 37)//if the keyboard event is the left key
            keyArray[1] = false;//left key array false
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            boat.x += moveSpeed;//move the x position of the boat right with the designated move speed
        if(keyArray[1] == true)//if the keyArray for right is true
            boat.x -= moveSpeed;//move the x position of the boat left with the designated move speed
    function spawnBall(event:TimerEvent): void//a new function called spawnBall
        trace("SPAWN");//prints SPAWN in the output
        var ball : Ball = new Ball();//declares a new "temporary variable called "ball" that stores object of Type:Ball and populates it with a new object Ball
        stage.addChild(ball);//adds this new ball onto the stage
        ball.y = 0;//set the ball's vertical position to fall from
        ball.x = ball.width + (Math.random() * (stage.stageWidth - (2*ball.width)));    //sets the ball to have a random position on the x axsis so they seem to fall randomly
        ball.addEventListener(Event.ENTER_FRAME, moveBall);    //new event listener for the ball to listen for a new frame and to call the "moveBall" function
        spawnTimer.reset(); //resets the spawnTimer so it can be re-started
        spawnTimer.delay = minSpawnTime + (Math.random() * (maxSpawnTime - minSpawnTime) ); //set the delay for the next time to be somewhere between the minSpawnTime (1.5 seconds) and maxSpawnTime (3.25 seconds)
        spawnTimer.start();//tell the spawnTimer to start again
        if((maxSpawnTime - 20) >= minSpawnTime) //if the maximum time between spawn times is too close to the minimum time between spawns
            maxSpawnTime -= 20;//drop the minimum time between spawns by 20
    function moveBall(event:Event):void //new function called "moveBall" takes up 1 argument "event"
        event.currentTarget.y += ballSpeed; //move the object this functions event listener by the speed set.
            if(event.currentTarget.hitTestObject(sea)) //if the lemming falls and hits the sea object
            if(this.currentFrame == 2)//and we are still on frame 2
                lives--;//take 1 life away from player
                if(lives > -1)//if the player still have lifes
                    //set the text box to display the amount of lives remaining
                    lives_txt.text = "Lives Left: " + lives;
            if(lives < 0)//if the player has less than no lives game is over
                stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyPressed);//take away event listeners for key presses and releases
                stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyReleased);
                stage.removeEventListener(Event.ENTER_FRAME, update);//remove the update event listeners
                spawnTimer.stop();//stop the timer
                gotoAndStop(3);//tell flash to go to and stop on the loser screen
            event.currentTarget.parent.removeChild(event.currentTarget);//remove the falling objects from the game
            event.currentTarget.removeEventListener(Event.ENTER_FRAME, moveBall);//remove eventlistener for when game is over updating falling objects
        else
            if(this.currentFrame == 2)//if the player is still in game
                if(event.currentTarget.hitTestObject(boat))//if eventListener is attached to hits the game object called "boat"
                    score++;//add 1 to the players score
                    score_txt.text = "Score: " + score;//update the score text to read the players score
                    event.currentTarget.parent.removeChild(event.currentTarget);//remove remove the lemming after it has hit boat
                    event.currentTarget.removeEventListener(Event.ENTER_FRAME, moveBall);//remove the eventlistener after caught so it doesnt keep updating
                if(score > 24)//if the player has more than 24 points
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                    stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyReleased);
                    stage.removeEventListener(Event.ENTER_FRAME, update);//remove the update event listeners
                    spawnTimer.stop();//stop the timer
                    gotoAndStop(4);//tell flash to go to and stop on the 3rd frame of the time line i.e. the Game Over screen

    tried commenting them out doesnt effect it either...
    this is what the code now looks like with everything that should remove the key presses commented out
    import flash.utils.Timer;
    import flash.events.KeyboardEvent;
    import flash.events.MouseEvent
    var keyArray : Array = new Array(false,false);//An array to check if keys are pressed
    var ballSpeed : int = 5;//the speed of falling lemmings
    var moveSpeed : int = 7;//the speed the player can move their boat at
    boat.x = stage.stageWidth/2;//move the boat to the centre of the stage at the start of the game
    var lives : int = 5;//the amount of lives the player will have
    var score : int = 0;//the starting score a player has
    var minSpawnTime : int = 1500;//the time it takes the lemmings to spawn
    var maxSpawnTime : int = 3250;//maximum time before next lemming is spawned
    var spawnTimer:Timer = new Timer(2000,1); //2 seconds and loops
    lives_txt.text = "Lives Left: " + lives;//text box reads lives left
    score_txt.text = "Score: " + score;//text box reads score
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    stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);//event listener to tell flash to call "key released"
    trace(this);  // if you fail to see this trace the playhead is not entering this frame and is executing none of this code.
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    startGame();//tells flash to call the startGame function
    function startGame():void//a new function called startGame
        spawnTimer.addEventListener(TimerEvent.TIMER, spawnBall);//new event listener to listen for the timer to run out and spawn new lemming
        spawnTimer.start();//starts the clock on the timer
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            keyArray[0] = true;//right key array is true
        if(event.keyCode == 37)//if the keyboard event is the left key
            trace("left");//prints left in output window
            keyArray[1] = true;//left key array is true
    function keyReleased(event:KeyboardEvent) : void//a new function called keyReleased for when arrow keys are released
        if(event.keyCode == 39 )//if the keyboard event is the right key
            keyArray[0] = false;//right key array false
        if(event.keyCode == 37)//if the keyboard event is the left key
            keyArray[1] = false;//left key array false
    function update(event:Event) : void//a new function called update for updating the x position of the boat
    trace(keyArray[0],keyArray[1]);
        if(keyArray[0] == true)//if the keyArray for left is true
            boat.x += moveSpeed;//move the x position of the boat right with the designated move speed
        if(keyArray[1] == true)//if the keyArray for right is true
            boat.x -= moveSpeed;//move the x position of the boat left with the designated move speed
    function spawnBall(event:TimerEvent): void//a new function called spawnBall
        trace("SPAWN");//prints SPAWN in the output
        var ball : Ball = new Ball();//declares a new "temporary variable called "ball" that stores object of Type:Ball and populates it with a new object Ball
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        ball.addEventListener(Event.ENTER_FRAME, moveBall);    //new event listener for the ball to listen for a new frame and to call the "moveBall" function
        spawnTimer.reset(); //resets the spawnTimer so it can be re-started
        spawnTimer.delay = minSpawnTime + (Math.random() * (maxSpawnTime - minSpawnTime) ); //set the delay for the next time to be somewhere between the minSpawnTime (1.5 seconds) and maxSpawnTime (3.25 seconds)
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        if((maxSpawnTime - 20) >= minSpawnTime) //if the maximum time between spawn times is too close to the minimum time between spawns
            maxSpawnTime -= 20;//drop the minimum time between spawns by 20
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            event.currentTarget.removeEventListener(Event.ENTER_FRAME, moveBall);//remove eventlistener for when game is over updating falling objects
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