Loading external swf in AIR

In AS3 this would load loadme.swf into my holding mc
(contentmc) provided both the holding swf and loadme.swf are in the
same directory
var loaderMC:Loader=new Loader();
loaderMC.load(new URLRequest("loadme.swf"));
contentmc.addChild(loaderMC);
But it does not work in AIR. Any reason why? what am i
missing out or is there a new way to do it?
thanks
Murtaza Topiwalla

What if you don't want the external swf to be packaged in the
air file? I want the air file to pull the swf from the http, as it
does with jpegs:
Yay, this displays the jpeg
loaderMC.load(new URLRequest("
http://mywebsite.com/loadme.jpg"));
Same code but it doesn't display the swf:
loaderMC.load(new URLRequest("
http://mywebsite.com/loadme.swf"));

Similar Messages

  • Loading external swf into Air App

    Hi All,
    I'm building an Adobe Air App for desktop and am having problems loading an external swf. Every time i try to load i get:
    SecurityError: Error #2070: Security sandbox violation........ cannot access Stage owned by app....blah blah
    The file that is being loaded is in a local directory, but as i understand its in a different 'sandbox' which is a security risk.
    Is there any way around this?!
    Any help would be much appreciated
    Many Thanks
    Matt

    that's why i added those comments about the swf's domain.  for locally loaded swfs, use:
    SFMltd wrote:
    Hi Kglad, Thanks for the Example.
    if i run my class with securityDomain = SecurityDomain.currentDomain; then it throws this error: SecurityError: Error #2142: Security sandbox violation: local SWF files cannot use the LoaderContext.securityDomain property.
    The swf file im trying to load is stored locally so i guess this error makes sense. However if i comment out that line i get the same "cannot access Stage owned by app" error?
    See below for class:
    package  {
      import flash.display.MovieClip;
      import flash.filesystem.File;
      import flash.events.Event;
      import flash.net.FileReference;
      import flash.events.MouseEvent;
      import flash.display.Loader;
      import flash.net.URLRequest;
      import flash.system.LoaderContext;
      import flash.system.ApplicationDomain;
      import flash.system.SecurityDomain;
      public class assetPreview extends MovieClip {
      private var loader:Loader;
      private var mainSWF:MovieClip = new MovieClip();
      public function assetPreview() {
      addEventListener(Event.ADDED_TO_STAGE, initialise);
      public function initialise(e:Event):void
      removeEventListener(Event.ADDED_TO_STAGE, initialise);
      var allowSWF:LoaderContext = new LoaderContext(false,ApplicationDomain.currentDomain);
    // allowSWF.securityDomain = SecurityDomain.currentDomain;
      loader = new Loader();
      loader.load( new URLRequest(settingsXML.pathToSWF),allowSWF);
      loader.contentLoaderInfo.addEventListener(Event.COMPLETE, viewPreview);
      public function viewPreview(e:Event):void
      addChild(mainSWF);
      mainSWF.addChild(loader);

  • How to load external swfs in air for android?

    All swfs have actions in thier timeline.

    Do you mean external from local filesystem where is your files? Or from the web?

  • Unable to load external swf which has runtime sharing with another swf.

    Hi,
    I am getting issues on loading external swf say "importer.swf" file into another swf file say "loader.swf" for second time like
    ReferenceError: Error #1065: Variable testSymbol is not defined. VerifyError: Error #1014: Class testClass could not be found.
    at global$init()
    In the external swf "importer.swf", i am trying to import the symbol "testSymbol" from another swf file say "exporter.swf", which exports through runtime sharing option for the symbols.
    I am having some buttons in loader.swf file and on each button click i am loading different swf files into the loader.swf after unloading the previous one.
    I am able to load and unload different swf files but unable to load the importer.swf file which is sharing symbols from external swf and that too for the second time i.e., when i click the button twice.
    When trying to debug with flash debugger, all the other swf files are being unloaded before loading of another swf but the swf which is sharing symbols/classes with another swf is not getting unloaded.
    Output when i am trying to load two files example and importer files into loader.swf file on two different button clicks. On first button click example.swf is loaded. On second button click , example.swf is unloaded and importer.swf is loaded which is successful. On first button click again importer.swf is unloaded and example.swf is loaded. On second button click again, example.swf is unloaded and importer.swf is loaded, here i am getting issues shown above.
    Attemping to launch and connect to Player using URL D:\runtime issue\loader.swf
    [SWF] D:\runtime issue\ loader.swf - 8181 bytes after decompression
    [SWF] D:\runtime issue\example.swf - 441708 bytes after decompression
    [UnloadSWF] D:\runtime issue\example.swf
    [SWF] D:\runtime issue\importer.swf - 1920 bytes after decompression
    [SWF] D:\runtime issue\importer.swf - 441708 bytes after decompression
    [SWF] D:\runtime issue\ example.swf - 441708 bytes after decompression
    [UnloadSWF] D:\runtime issue\ example.swf
    [SWF] D:\runtime issue\importer.swf - 1920 bytes after decompression
    ReferenceError: Error #1065: Variable xxxxxx is not defined.
    Debug session terminated.
    Code i am using
    b1.addEventListener(MouseEvent.CLICK, b1Clicked);
    b2.addEventListener(MouseEvent.CLICK, b2Clicked);
    var ldr:Loader;
    function b2Clicked(e:MouseEvent)
        if(ldr != null)
            ldr.unloadAndStop(true);
        ldr = new Loader();
        ldr.load(new URLRequest("importer.swf"));
        addChild(ldr);
    function b1Clicked(e:MouseEvent)
        if(ldr != null)
            ldr.unloadAndStop(true);
        ldr = new Loader();
        ldr.load(new URLRequest("example.swf"));
        addChild(ldr);
    If i try to open the swf using IE, i am not getting any issues at all. But i need to open this loader.swf in a air application. Also when i use loaderContext for the loader instance i am able to get rid of this issue but i cant use it in my application.
    So, please help me in resolving this issue.
    Thanks

    I got my answer. I had to append the photo url to the 'movie' value of the javascript embed method. Like this:
    <script language="JavaScript" type="text/javascript">
       AC_FL_RunContent(
          'codebase', 'http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=10,0,0,0',
          'width', '550',
          'height', '400',
          'src', 'lesson2',
          'quality', 'high',
          'pluginspage', 'http://www.adobe.com/go/getflashplayer',
          'align', 'middle',
          'play', 'true',
          'loop', 'true',
          'scale', 'showall',
          'wmode', 'window',
          'devicefont', 'false',
          'id', 'lesson2',
          'bgcolor', '#ffffff',
          'name', 'lesson2',
          'menu', 'true',
          'allowFullScreen', 'false',
          'allowScriptAccess','always',
          'movie', 'lesson2?photo=http://www.flash-mx.com/images/image1.jpg',
          'salign', ''
          ); //end AC code
    </script>
    Thanks,
    srb.

  • Loading External SWF - Problem

    Hi,
    Using MovieClipLoader I want to load external SWFs - and it
    is working fine
    if external swf doesn't have anything outside it's stage,
    otherwise it shows
    everything - that's the problem.
    For example, external swf's stage dimensions are 100x150, but
    it has some
    timeline animation (some objects scrolling through the stage,
    some bouncing
    text animation that sometimes goes off-stage, etc..).
    So when I load this external movie (banner.swf), I can see
    all these objects
    that were bouncing outside this 100x150 area (the stage of
    banner). Even
    more - the size of loaded movie is larger than 100x150px
    (because of these
    off-stage objects that are now visible). This way I'm getting
    positioning
    problems, too.
    var mcl:MovieClipLoader = new MovieClipLoader();
    mcl.loadClip("banner.swf", holder);
    mcl.addListener(listener);
    holder._x = Stage.width/2 - holder._width/2;
    holder._y = Stage.height/2 - holder._height/2;
    Thanks in advance,
    B.

    Hi kglad,
    Does doing that takes only into account width and height of the stage, or also considers off stage items (as in the initial question)?
    I am also looking at this issue and we can't have all the content providers modify their pre-existing flash applications to be displayed in the appropiate scale. We are looking to any of the following:
    find a way to get adobe air/flash to not consider the off stage elements on the width/height we set to the movie.
    find a way to get the stage size from the external movie and use that to auto calculate the resize needed.
    any other alternative that allows to have the same end result, which is loading up the external content at the size we specify and displaying well. We can actually hide content outside the stage, but we still need to know the appropiate scale / size to apply to the movie so what's visible matches the are where we want to show the content.

  • Loading external swf fonts created with fontswf, loaded with a Loader, compatible with iOS

    Let me immediately start out by saying that I do in fact have a current working solution for using embedded fonts, generated by fontswf and working in an AIR ActionScript mobile application, and also currently working fine with iOS.
    My current app needs CFF fonts, so I currently use the fontswf tool to pre-generate the .swfs using:
    fontswf -4 -a [SomeAlias] -o [SomeFont.swf] [SomeFont.ttf]
    and then I am currently embedding them in my app source code .as for compilation using:
    [Embed(source="/swf/SomeFont.swf", symbol="SomeAlias")]
    public static var SomeFontClass:Class;
    I then have no problem registering them using Font.registerFont(SomeFontClass) and everything works fine.
    However, I would prefer to take the use of these swf fonts one step further and load them dynamically using a Loader so that I do not have to take the hit of having multiple CFF font swfs embedded in the main compiled SWF and so that I could even load an unknown future set of fonts without having to supply them as part of the app build.
    Now I have seen and read many blogs and tutorials where people have exported font swf from Flash Builder where you add an explicit 'Class' name or even made standalone .as static files compiled into standalone swfs only including the two lines:
    [Embed(source="/swf/SomeFont.swf", symbol="SomeAlias")]
    public static var SomeFontClass:Class;
    so that you also have a 'Class' involved. Then people use some form of appropriate applicationDomain.getDefinition("className") as Class
    to pull out the class for the font registration.
    My question is, how does one perform the same font loading and registration of fonts using a Loader only loading the .swfs produced directly from fontswf?
    It seems only a DefineFont4 is tagged in the swf, there doesn't seem to be a 'Class' per se to call on.
    More importantly, iOS apps cannot load external swfs with code in them, so my understanding is any extra wrapped swf that would contain a custom Class technique would fail the iOS requirement of only having one main SWF with any ActionScript compiled code.
    Is there an alternative to the 'Class' technique by grabbing the DefineFont4 tagged resource from the swf and instantiating a proper working Font class from that? One that would still be compatible with the restrictions placed on AIR mobile apps running on iOS?

    Ironically, just after posting this, Adobe released AIR 3.5 beta onto labs, and added multiple SWF support for iOS.
    While this new support makes it easier to manage your content across multiple SWFs and technically allows you to use the class based separate .swfs for each font if desired, the system still requires that all these SWFs be present at compile time when making the final app .ipa for iOS.
    So this still doesn't solve trying to load fonts after the app is already built. For example, as part of a downloaded in-app purchase mechanism.

  • Loading external swf (no code)

    Hello
    i have a strange issue since update of my app for ios 8: my app is loading external swf (doesnt containing code, its just pdf converted to swf using swftools)
    while its working ok when debugging on device, these external swf don't show up since the app have been accepted on itunes. And i dont have any error message
    what i don't understand is why it's working good with the debug version and not the production version. they are supposed to be exactly the same, and i don't see why it would be a crossdomain or applicationdomain issue. Did somebody experienced the same problem ?
    the thing is its a bit hard to debug, as the prod version isnt firing any message, and the debug version is just fine...:/
    thanks !

    hello
    here is the command generated by flash builder 4.7 (flex 4.13, air 15.0.0.302)
    java.exe -jar D:\SDK\Flex4.13_air15beta\lib\adt.jar -package -target ipa-app-store -provisioning-profile C:\Users\Gabriel\Adobe Flash Builder 4.7\WeesooMobile\libs\certificates\IOS\09102014\iConfDistri_09102014.mobileprovision -storetype pkcs12 -keystore C:\Users\Gabriel\Adobe Flash Builder 4.7\WeesooMobile\libs\certificates\IOS\09102014\CertificatsProd_0910214.p12 -storepass <Value cannot be displayed> WeesooMobile3.ipa WeesooMobile3-app.xml assets [email protected] [email protected] Default-Landscape.png [email protected] [email protected] [email protected] Default-Portrait.png [email protected] Default.png [email protected] WeesooMobile3.swf
    i missed the "proloader" part...is it now mandatory to user proloader if loading external swf assets ? is it a normal behavior that the swf can be loaded with the debug version, and not the shop version ?
    thanks for your help. by the way, i'm making a small video to show you the problem,as i'm not 100% sure you understand it in my case

  • Loading external swf  not complete

    Hi, I'm trying to load external swf (with more than one frame and actionscript 3 on every frame - I used there "timeline" coding) from my main swf.
    code for loading external swf into main swf:
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    function openGame1(evt:Event):void
    loader01 = new Loader();
    var requestSWF01:URLRequest = new URLRequest("game01.swf");
    loader01.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, processHandler);
    loader01.contentLoaderInfo.addEventListener(Event.INIT, initHandler);
    loader01.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, errorHandler);
    loader01.load(requestSWF01);
    addChild(loader01);
    function processHandler(evt:ProgressEvent):void
    var loaded:Number=evt.target.bytesLoaded;
    var total:Number=evt.target.bytesTotal;
    var stav:Number=loaded/total;
    loaded_txt.text=(Math.round(stav*100))+" %";
    function initHandler(evt:Event):void{
    loaded_txt.text="";
    function errorHandler(evt:IOErrorEvent):void
         trace ("Error: " + evt.text);
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    You can see this here http://bvyborcik.xf.cz/  If you click on the blue building on the left with blinking text "Start hry" you will see what happens - preloading is not completed and after clicking on first floor btn, the swf crashes...
    Please is there a solution for this kind of problem?  Any help or pointing is welcome.
    regards Boris

    just curious, is the file you want to load the swf into set up exactly the same way with the same stage size, fps, and layers?

  • Bring loaded external swf to the front

    Hi,
    I am now implementing to create a website using side scrolling platform game approach. Since the player/actor (character that moves according to keyborad events) should always be at the top layer, I am having difficulties to get my loaded swf on top of the player. I am currently using Flash cs6 (as3).
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    Anything that got to do with visual, i have to put it in visual layer.
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    (I am using load/unload snippet code to call the external swf)
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    function fl_ClickToBringToFront_2(event:MouseEvent):void
        this.addChild(event.currentTarget as DisplayObject);
    Any help would greatly appreciated 

    If you want an object to move atop all others you can just use addChild(thatobject), where thatobject is the item you want to move atop anything else.  I don't know what object(s) your loop is attempting to act on, but it appears to be trying to change the index of all child objects rather than just one.

  • Loaded external swfs with transitions

    I need help getting my loaded swf files to play the "out" transition before the next movie loads. I have a main swf with 5 buttons (movie clips) that load external swf onto the stage.
    package
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        import flash.display.SimpleButton;
        import flash.display.Loader;
        import flash.net.URLRequest;
        import flash.events.MouseEvent;
        import flash.events.*;
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            private var nextSection:int;
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            targetID = e.currentTarget.id;
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            MovieClip(loader.content).play();
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            loader.unload();
            removeEventListener("removeMe", removeSWF);
    The loaded swf has a stop() an intro animation and on the last frame have.
    dispatchEvent(new Event("removeMe", true));

    your isse begins here ..
    loadSection()
    you use the same loader to not only load files but you are tyring to use it to target the movieClip you also want to play.
    The issue is loader.  The loader can only reference one load at a time.. otherwise you screw up your listeners and the ability to unload files properly.
    You should load all files in Your current system as its own variable so that while one loads you can still control a movie.
    So what type of end transitions do your files have?
    What exactly with this seems like youre getting an issue.. looking at it looks alright aside from the fact that some methods are not used at all by your class

  • HELP PLEASE - loading external swf scale problem

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    Marcus

  • Load external SWF's help

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  • Loading external .swf files issue...

    Hi,
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