Loading SWF's in AIR for iOS

Hi,
I am working on a project in AIR for iOS.  It's great that we as flash developers are now able to compile our actionscript code for iOS.
The project i'm working on is divided in different SWF-files.  There is one master SWF file that loads the others when needed.
Now i can't get loading of a swf file actually working.  The only thing i see is the background of the child being displayed, but then the program freezes and no actionscript code of the child gets exectuted.
The children swf's are loaded with a simple Loader:
var loader:Loader = new Loader();
childLayer.addChild(loader);
var url:URLRequest = new URLRequest("child.swf");
loader.load(url);
When i publish the master swf file i include the children swf files in the package.
Is it actually possible to use multiple swf's in your iOS projects?
And what are the limitations for this?
Thanks.
greeting,
Bert

You can control your external swf from your main.swf in the following method:
loadswf(clips[0]);
function loadswf(tmp:String):void{
    passedString=tmp;
    ldr= new Loader();
    ldr.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, progressListener);
    ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, swfLoaded);
    ldr.load(new URLRequest(animPath+tmp));
    function progressListener (e:ProgressEvent):void{
        ploader.visible=true;
    function swfLoaded(e:Event):void {
        mcExt = e.target.content as MovieClip;
        ldr.contentLoaderInfo.removeEventListener(Event.COMPLETE, swfLoaded);
        mcExt.addEventListener(Event.ENTER_FRAME,onEnterfn);
        ploader.visible=false;
        addChild(mcExt);
function onEnterfn(e:Event):void{
    var num:int=mcExt.currentFrame;
    switch(passedString){
        case clips[0]:
            if (num==1) mcExt.play();
            if (num==9) {
               mcExt.skipmc.addEventListener(MouseEvent.CLICK,skipfn);
                function skipfn(e:MouseEvent):void{
                    mcExt.stop();
                   mcExt.removeEventListener(Event.ENTER_FRAME,onEnterfn);
                    gotoAndStop("help");
            if (num==mcExt.totalFrames){
               mcExt.removeEventListener(Event.ENTER_FRAME,onEnterfn);
                gotoAndStop("help");
            break;

Similar Messages

  • [ISSUE] Load external .swf into an AIR for iOS app

    I want to load an external .swf which is included theme objects of the application. The loader class finishes loading but after this when I try to get objects in the swf I get this error.
    Device is iPad v.2 iOS v5.1.
    ReferenceError: Error #1065: Variable MenuHome is not defined.
        at adaptive.controls.thememanager::ApplyTheme/applyStyle()[D:\ConsumerProductInterface\Consu merProductBusiness\src\adaptive\controls\thememanager\ApplyTheme.as:41]
        at adaptive.controls.thememanager::ApplyTheme/apply()[D:\ConsumerProductInterface\ConsumerPr oductBusiness\src\adaptive\controls\thememanager\ApplyTheme.as:54]
        at adaptive.controls.thememanager::ThemeManagerSystem/checkIfAllLoaded()[D:\ConsumerProductI nterface\ConsumerProductBusiness\src\adaptive\controls\thememanager\ThemeManagerSystem.as: 139]
        at adaptive.controls.thememanager::ThemeManagerSystem/backgroundImageLoadHandler()[D:\Consum erProductInterface\ConsumerProductBusiness\src\adaptive\controls\thememanager\ThemeManager System.as:119]
        at adaptive.controls.thememanager::ThemeManagerSystem/backgroundImageLoadHandler()
        at flash.events::EventDispatcher/dispatchEvent()
        at adaptive.controls.thememanager::ThemeManagerImageLoader/loadImageCompleteHandler()[D:\Con sumerProductInterface\ConsumerProductBusiness\src\adaptive\controls\thememanager\ThemeMana gerImageLoader.as:60]
        at adaptive.controls.thememanager::ThemeManagerImageLoader/loadImageCompleteHandler()
        at flash.events::EventDispatcher/dispatchEvent()
        at adaptive.controls.imageloader::ImageLoader/imageCompleteHandler()[D:\ConsumerProductInter face\ConsumerProductControls\src\adaptive\controls\imageloader\ImageLoader.as:32]
        at adaptive.controls.imageloader::ImageLoader/imageCompleteHandler()
    Steps are:
    1- Create a .fla file and one object in it (like below):
    2- In Flash Builder 4.6
    Load the external swf:
                    var swfLoader:Loader = new Loader();
                    var url:URLRequest = new URLRequest("themes/DefaultTheme/DefaultTheme.swf");
                    var loaderContext:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain, null);
                    swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler);
                    swfLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler);
                    swfLoader.load(url, loaderContext);
            private function completeHandler(event:Event):void
                var evt:LoadThemeSWFEvent = new LoadThemeSWFEvent(LoadThemeSWFEvent.COMPLETE);
                if (AdaptiveHelper.getInstance().platform == PlatformType.DESKTOP)
                    evt.swfLoader = SWFLoader(event.currentTarget);
                else
                    evt.loader = Loader(event.currentTarget.loader)
                dispatchEvent(evt);
              // load is OK
            private function ioErrorHandler(event:IOErrorEvent):void
    After load is complete I tried to get the object from the swf file and use it as a skin class of a button.
    cssSelector.setStyle(property, Class(content.loaderInfo.applicationDomain.getDefinition("MainMenu")));
    I am stuck here. Any ideas what the problem is?
    My Best,
    Suat

    Hi Suat,
    Can you send me a sample application  @[email protected] with which I can reproduce your problem and can look into the issue?
    Thanks,
    Nimisha

  • Uploading AIR for IOS thru Application Loader I get the following error - The package does not contain an Info.plist.

    I'm publishing an .fla in AIR for IOS.
    I'm in CC 2014 so first I need to know which AIR should I publish in?
    newest is AIR 14.0.0.178 for IOS
    IOS deployment type is App Store
    publishes with no error.
    I see the following files included .swf and app.xml
    I convert the .ipa to a zip file
    Upload that thru the Application Loader I get the following error
    The package does not contain an Info.plist.
    Where is the infoplist for this and do I convert the .ipa and the info to a zip file?
    I converted the .ipa to a .zip and the intoplist file is NOT THERE  how do I generate this?
    Any help here?

    Ok this is becoming very very frustrating as I have been at this for hours now. So the only way to explain this is to write what I did step by step as I have to be doing something wrong, just to recap:
    I was publishing from Flash CC 2014 using AIR 14.0 and getting Digital Certificate is not valid message.
    Was instructed to download new AIR 17 , I did this installed into Flash and used to publish.
    I used my previous p12, app ID and distribution certificates all generated properly.
    The file worked ONCE but I got an app ID error ( I understood I used the wrong app ID)
    I changed it to the right app ID and the very next time and after 10 attempts I got the same error  Digital Certificate is not valid
    SO I then downloaded AIR 16.0
    RE DID ALL MY CERTIFICATES AND P12'S
    went to publish and I STILL GET THE SAME MESSAGE   Digital Certificate is not valid

  • How to make external SWFs garbage collected in Air for iOS?

    My app uses lots of external SWFs( well they are actually included in the app with a folder but they aren't embeded ) and they do not contain any bitmapdata, only vector graphics. The problem I'm having is that they seem to be never garbage collected and System.privateMemory keeps increasing as the app loads more SWFs.
    Since those SWFs only contain vector graphics, I simply nullify all the variables that are holding reference to SWF file and call System.gc().. But it doesn't seem to be working. What would I need to do for the garbage collector to clean the SWFs?
    I'm using Air for iOS 3.5.0.1060 and ActionScript3.0.

    Yes I'm calling System.gc() twice. I tried using loader.unloadAndStop(true) and it seems SWFs are being garbage collected but another problem has surfaced. When repeatedly loading and unloading SWF in a short period, the air garbage collector sometimes fails to work.
    I've tested loading and unloading same SWF 50k times and checked trace.  Occasionally, garbage collector misses to collect garbage like below( swf #45119 is not being garbage collected).
    [UnloadSWF] main.swf/[[DYNAMIC]]/45115
    [UnloadSWF] main.swf/[[DYNAMIC]]/45116
    [UnloadSWF] main.swf/[[DYNAMIC]]/45117
    [UnloadSWF] main.swf/[[DYNAMIC]]/45118
    [UnloadSWF] main.swf/[[DYNAMIC]]/45120
    [UnloadSWF] main.swf/[[DYNAMIC]]/45121

  • 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!!!!!!!!!!!!!!!!!

  • Air for Ios doesn't compile actionscript

    Hi guys,
    I'm having a big problem... I'm developing a game to be published to web, ios, android. If I export the swf for the web or the apk for android everything is ok but when I try to package the swf using air for ios the swf doesn't contains any actionscript, the compilation is very fast and the swf is smaller, also if I try to debug the fla nothing happen because no code is compiled. This is started in the last two month, before I was able to package also to ios and I was able to create an ipa that I sent to apple store but now I need to modify the app and I can no more compile it. I have browsed the forum and read something about the umcompiled actionscript problem but I didn't load any external swf, I just use urlloader to load an xml and some images. I'm using flash cs5.5. Someone have some suggestion?

    If you are using Flash Professional.. I would just create a new FLA .. copy over your library assets, etc.   Make sure to point to your certificates and provisioning files, etc.. and recompile.
    Were you using an old version of AIR previously and have the new AIR SDK installed now ?
    I have found that compiling the IPA with ADT from the command line is much better than compiling from the IDE and allows you to use the iOS5.1 SDK instead of iOS4.

  • How to reduce suttering in Air for iOS GPU mode?

    My game currently runs at 60FPS on iPad 2 and has no problem regarding rendering speed but I'm rather annoyed by constant stuttering which causes the game to stop for 0.1-0.5 sec  once in a while. The stuttering behavior is similar to when garbage collector is ran and I supposed it is casued by GPU memory swapping as my game uses lots of bitmapdata.
    Problem is that my game transits one scene to another scene seamlessly without stopping animations in the game screen by letting old game scene sliding out of the screen and new scene sliding in. So there's no time to preload/precache graphics assets used in the new scene. After transitting different scenes a few times, the game starts stuttering when trying to show new images.
    My game works fine without stuttering on old PCs but on iPad2 it is quite obvious. Could anyone tell me some tips to reduce stuttering when using Air for iOS? In the game, all vector graphics are pre-drawn to bitmapdata(so no vector graphics are shown) and the size of graphic assets each scene has is about 2048*1024 pixels. There are about 10 scenes. On top of that, there are common interface graphic assets which are used in all scenes and the size is about 30x 400*400 pixels.
    I know the game uses quite a lot of graphic resources. Making the game preload the assets before transitting to a new scene will eliminate stutter but I'd still like to see if I can keep the seamless scene transition on iOS.
    I'm currently using Air3.5 + Flash CS6.
    * I mean preloading/precaching by actually displaying( addChild and visible=true)  them on stage and make time for GPU to cache. All the actual graphic data are already loaded.

    Some things that might help:
    I've heard that textures are uploaded as square textures on iOS. I'm not certain that really happens, but if it does then having two 1024x1024 textures would be better than one 2048x1024, because that would end up actually taking 2048x2048.
    Bitmaps are sent to the GPU when they first hit the stage, and it takes a significant amount of time for them to get there. If you are timeline animating a transition to the next scene, stagger the graphics that are going to be appearing next. That is, before you start to move on to the next area have the biggest bitmap of the next are already touching the edge of the stage. It can be invisible, or underneath another graphic, it will still get uploaded. But if you tween in all of the graphics exactly when they are needed, they will take a while to upload.
    Dispose of the bitmaps that are no longer in the scene. I think your stuttering is because you're going into a new area that has a lot of new graphics, and the GPU still has the bitmaps from the current scene and the one before that, and so has to spend time freeing up the memory before taking the new bitmaps. If you had already disposed of them the GPU might not need to clear memory for you.
    There is System.gc(). That will force the system to garbage collect, which you could do at moments that there isn't anything animating.

  • AIR for iOS app works perfectly in emulator, not at all on an actual iPad

    I'm new to mobile development, so I'm hoping I am doing some simple wrong, like a wrong checked box or something.
    I have an app that I have written for iPad. It's fully functioning when I run it through the emulator (I have to change it to Flash 10.1 and use Device Emulator because nothing else will accept touch events) but doesn't really work on the iPad. Some of the features work, and some don't. It's like it's just not quite compiling all the code, and I'm very confused.
    My publish settings:
    Player: AIR for iOS
    Script: Actionscript 3.0
    Included .swf, .xml, and all relevant .as class files
    Published using quick publish for device testing
    Are there some AS 3.0 features that won't work in iOS? If so it would be really great to have a list of those somewhere.
    What am I doing wrong? Why won't my app work on an actual device if it tests perfectly in the emulator?

    My original question has not been answered, but I am running across the same problem in a different way.
    I have added to my code, continuing to build the app, (hoping the problem can be solved eventually), and once again, the app works perfectly in Device Central but not on the iPad.
    I have buttons to select different levels of the puzzle. Each time you press a button, the level automatically updates itself on the board. So if you are playing the shape level, the shape of the puzzle piece is on the board. If you are playing the name level, the name of the puzzle piece is on the board. Etc.
    This works perfectly on my computer. However - again - when I transfer it to an iPad, choosing the "shape" level will cause the names to pop up.
    I have double and triple checked the variable names to make sure they match up and are correctly spelled and capitalized. It just doesn't function in iOS.
    Here is the code to switch levels and automatically generate a new random puzzle piece:
    function changeLevel (e:TouchEvent): void {
        trackUSAPiece = ["pieceAL", "pieceAK", "pieceAZ", "pieceAR", "pieceCA", "pieceCO", "pieceCT", "pieceDE", "pieceFL", "pieceGA", "pieceHI", "pieceID", "pieceIL", "pieceIN", "pieceIA", "pieceKS", "pieceKY", "pieceLA", "pieceME", "pieceMD", "pieceMA", "pieceMI", "pieceMN", "pieceMS", "pieceMO", "pieceMT", "pieceNE", "pieceNV", "pieceNH", "pieceNJ", "pieceNM", "pieceNY", "pieceNC", "pieceND", "pieceOH", "pieceOK", "pieceOR", "piecePA", "pieceRI", "pieceSC", "pieceSD", "pieceTN", "pieceTX", "pieceUT", "pieceVT", "pieceVA", "pieceWA", "pieceWV", "pieceWI", "pieceWY"]
        if (e.target == nameLevel) {
            PuzzleGlobals.currentLevel = "Name";
            nameLevel.gotoAndStop("Active");
            abbrevLevel.gotoAndStop("Inactive");
            shapeLevel.gotoAndStop("Inactive");
            for (var j=0; j<(PuzzleGlobals.TOTAL_NUMBER_USA); j++) {
                this[trackUSAPiece[j]].gotoAndStop("wholeName");
        else if (e.target == abbrevLevel) {
            PuzzleGlobals.currentLevel = "Abbrev";
            abbrevLevel.gotoAndStop("Active");
            nameLevel.gotoAndStop("Inactive");
            shapeLevel.gotoAndStop("Inactive");
            for (var k=0; k<(PuzzleGlobals.TOTAL_NUMBER_USA); k++) {
                this[trackUSAPiece[k]].gotoAndStop("abbrev");
        else if (e.target == shapeLevel) {
            PuzzleGlobals.currentLevel = "Shape";
            shapeLevel.gotoAndStop("Active");
            nameLevel.gotoAndStop("Inactive");
            abbrevLevel.gotoAndStop("Inactive");
            for (var l=0; l<(PuzzleGlobals.TOTAL_NUMBER_USA); l++) {
                this[trackUSAPiece[l]].gotoAndStop("shape");
    function addNewPiece (e:TouchEvent): void {
        ri = Math.floor(Math.random()*(1+PuzzleGlobals.TOTAL_NUMBER_USA));
        if (PuzzleGlobals.statesOnBoardUSA == PuzzleGlobals.TOTAL_NUMBER_USA) {
            //play BOOP sound indicating no new pieces left
        else {
            if (usaPiece[ri] != null) {
                bmc.addChild(this[usaPiece[ri]]);
                if (PuzzleGlobals.currentLevel == "Shape") {
                    this[usaPiece[ri]].height = this[usaPuzzle[ri]].height;
                    this[usaPiece[ri]].width = this[usaPuzzle[ri]].width;
                this[usaPiece[ri]].x = e.stageX;
                this[usaPiece[ri]].y = e.stageY;
                usaPiece[ri] = null;
                PuzzleGlobals.statesOnBoardUSA++;
            else {
                addNewPiece(e);
    Here is the code that creates the piece:
            public function GeoPiece(): void {
                if (PuzzleGlobals.currentLevel == "Name") {
                    this.gotoAndStop("wholeName");
                else if (PuzzleGlobals.currentLevel == "Abbrev") {
                    this.gotoAndStop("abbrev");
                else if (PuzzleGlobals.currentLevel == "Shape") {
                    this.gotoAndStop("shape");
                this.addEventListener(TouchEvent.TOUCH_BEGIN, geoPieceBegin);
    Is it possible I have a bad compiler or something? Do I need to reinstall the entire program? I just can't figure out why it would work in one operating system and not in another.
    Thanks
    Amber

  • AIR for iOS, Getting HTML5 Video to Autoplay in a StageWebView?

    Hi all,
    The video performance I get from the built in FLV video is pretty poor. I'm considering using a StageWebView to display a HTML5 page with a standard <video> in it.
    The video shows up and (if I enable controls) can be played and it looks great (much better than FLV). The only issue is I cannot find a way to have the video autoplay once the StageWebView is loaded.
    I've set the <video .... autoplay> parameter. I've also tried using JavaScript to send a video.play() (after the window load event is complete and the DOM is ready).
    Has anyone figured this out?
    I can't wait for AIR3.0 so we can just use StageVideo.. But for now I'm using AIR2.7 via Flash CS5.5 publishing for an iPad2 via AIR for iOS.
    Thanks for any tips!

    This was a pretty old post. In the advent of StageVideo it doesn't really matter anymore. StageVideo is GPU and you can autoplay all you like.
    BTW there was an old project I'm unsure if it still exists but it was called StageWebViewBridge (SWVB) that reconnected AS3 and JS. You could call methods in JavaScript right from ActionScript the same way fscommand/externalInterface works. So you could force the video to start playing using that.

  • Does Adobe AIR for iOS support APNs?

    Does Adobe AIR for iOS support the Apple Push Notification Service (APNs)?
    for more information on APNs see:
    http://developer.apple.com/library/ios/#documentation/NetworkingInternet/Conceptual/Remote NotificationsPG/ApplePushService/ApplePushService.html

    It is exactly the same.
    Do I need to add the mobileprovision in any step of the resigning process?
    Inside the unpacjed ipa, i've fund a Info.plist.
    This seems to be the plist file generated from adt.
    Do I need to integrate my entitlement with the original one?
    <?xml version="1.0" encoding="UTF-8" standalone="no"?>
    <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
    <plist version="1.0">
        <dict>
            <key>CFBundleAllowMixedLocalizations</key>
            <true/>
            <key>CFBundleVersion</key>
            <string>0.0.0</string>
            <key>CFBundleShortVersionString</key>
            <string>0.0.0</string>
            <key>CFBundleIdentifier</key>
            <string>XXXXXXXX</string>
            <key>CFBundleInfoDictionaryVersion</key>
            <string>6.0</string>
            <key>CFBundleExecutable</key>
            <string>iBatteryExample</string>
            <key>CFBundleDisplayName</key>
            <string>iBatteryExample</string>
            <key>CFBundlePackageType</key>
            <string>APPL</string>
            <key>DTCompiler</key>
            <string>4.2</string>
            <key>DTPlatformBuild</key>
            <string>8C134</string>
            <key>DTPlatformName</key>
            <string>iphoneos</string>
            <key>DTPlatformVersion</key>
            <string>4.2 Seed 2</string>
            <key>DTSDKName</key>
            <string>iphoneos4.2</string>
            <key>DTXcode</key>
            <string>0325</string>
            <key>DTXcodeBuild</key>
            <string>10M2423</string>
            <key>LSRequiresIPhoneOS</key>
            <true/>
            <key>MinimumOSVersion</key>
            <string>4.0</string>
            <key>NSMainNibFile</key>
            <string>MainWindow</string>
            <key>NSMainNibFile~ipad</key>
            <string>MainWindow-iPad</string>
            <key>CFBundleResourceSpecification</key>
            <string>ResourceRules.plist</string>
            <key>UIStatusBarHidden</key>
            <false/>
            <key>renderMode</key>
            <string>auto</string>
            <key>CTRequestedDisplayResolution</key>
            <string>high</string>
            <key>DebugMode</key>
            <false/>
            <key>CTSoftKeyboardBehavior</key>
            <string>none</string>
            <key>CTNamespaceURI</key>
            <string>http://ns.adobe.com/air/application/3.0</string>
            <key>CTAutoOrients</key>
            <true/>
            <key>CTInitialWindowTitle</key>
            <string>iBatteryExample</string>
            <key>CTInitialWindowContent</key>
            <string>xxxxx.app/xxxxxxxx.swf</string>
            <key>CTMaxSWFMajorVersion</key>
            <string>13</string>
            <key>CFBundleSupportedPlatforms</key>
            <array>
                <string>iPhoneOS</string>
            </array>
            <key>UIDeviceFamily</key>
            <array>
                <string>1</string>
                <string>2</string>
            </array>
            <key>aps-environment</key>
            <string>development</string>
            <key>com.apple.developer.aps-environment</key>
            <string>development</string>
            <key>get-task-allow</key>
            <true/>
            <key>UIRequiredDeviceCapabilities</key>
            <array>
                <string>armv7</string>
                <string>opengles-2</string>
            </array>
            <key>UISupportedInterfaceOrientations</key>
            <array>
                <string>UIInterfaceOrientationPortrait</string>
                <string>UIInterfaceOrientationPortraitUpsideDown</string>
                <string>UIInterfaceOrientationLandscapeRight</string>
                <string>UIInterfaceOrientationLandscapeLeft</string>
            </array>
            <key>Extensions</key>
            <array>
                <string>myExtension</string>
            </array>
        </dict>
    </plist>
    as you can see it already contains the aps-environment value because I've added it in my appdescriptor file.
    Any idea?
    Thanks

  • Publishing AIR for iOS in Flash CS5.5 gives Java VM error

    Hi,
    I have been getting the following error when trying to publish AIR for iOS from Flash CS5.5. I'm using AIR 2.7 overlayed, Windows 7 x64.
    Any help would be greatly appreciated.
    Thanks!

    I tried overlaying the latest AIR as sinious suggested, but that only changed my error message by adding the line about ADT as in the original post.
    I was finally able to get the app to compile by calling adt from the command line.  Here is an example .bat file that worked for me:
    @echo=off
    @set java_cmd="C:\Program Files\Java\jre6\bin\java.exe"
    @set java_param=-Xmx128m -jar
    @set adt_cmd="C:\Program Files (x86)\Adobe\Adobe Flash CS5.5\AIR2.6\lib\adt.jar"
    @set target=ipa-test
    @set cert=iOS_dev.p12
    @set cert_pass=password
    @set provisioning=my_iOS_device.mobileprovision
    @set build_file=helloworld.ipa
    @set desc_files=helloworld-app.xml
    @set files=helloworld.swf AppIconsFolder
    %java_cmd% %java_param% %adt_cmd% -package -target %target% -storetype pkcs12 -keystore %cert% -storepass %cert_pass%  -provisioning-profile %provisioning% %build_file% %desc_files% %files%
    pause

  • AIR for iOS 3.1 - App name no longer working?

    I have named my app "Someapp 123" and mysteriously the app continuously drops the "123" portion of the name. It used to appear just fine.
    Yesterday I noticed AIR3.1 was released and I overlayed that. Has anyone else overlayed AIR3.1? Notice your app name not completely working?
    FWIW it is an iPad-only app. The provision clearly states the name of the app is "Someapp 123". In AIR for IOS settings I have the "App Name" parameter set properly as well.

    My app name is a small word with a number after it, e.g. "Some 123". No ampersands or anything fancy.
    I did not know that it republished the XML if I published from the iOS panel but I even see hitting "OK" in that panel re-writes the XML file (because you need to put a password in for the p12 every time before publishing) and that overwrites it.
    I edited the re-created XML file, removed junk whitespace and changed my app name to a single word "Testapp". I publish with alt+shift+f12 typically which is the same as the file menu. I hit file->Publish anyhow and I can verify yes indeed it did not overwrite my XML file. Unfortunately the app was not named "Testapp", it was still named what I had named the SWF file. I verified the XML was not overwritten and it was not.
    I noticed there's a <name> and also a <filename>. The <filename> does not have SWF applied to it and there is also an attribute <content> which actually points to the SWF. I'm not sure why both <filename> and <content> exists but I went and changed the <filename> to the app title I wanted. So both <name> and <filename> are now "Testapp". I published with file->publish and low and behold, the name of the app is now "Testapp".
    Why would flash choose to use <filename> over <name>?
    Here is a full example of my XML file:
    <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
    <application xmlns="http://ns.adobe.com/air/application/3.1">
      <id>com.mycompany.AppID</id>
      <versionNumber>1.4</versionNumber>
      <filename>Testapp</filename>
      <description/>
      <name>Testapp</name>
      <copyright/>
      <initialWindow>
        <content>MyFile.swf</content>
        <systemChrome>standard</systemChrome>
        <transparent>false</transparent>
        <visible>true</visible>
        <fullScreen>true</fullScreen>
        <aspectRatio>landscape</aspectRatio>
        <renderMode>gpu</renderMode>
        <autoOrients>true</autoOrients>
      </initialWindow>
      <icon>
        <image29x29>AppIconsForPublish/29.png</image29x29>
        <image57x57>AppIconsForPublish/57.png</image57x57>
        <image114x114>AppIconsForPublish/114.png</image114x114>
        <image48x48>AppIconsForPublish/48.png</image48x48>
        <image72x72>AppIconsForPublish/72.png</image72x72>
        <image512x512>AppIconsForPublish/t512.png</image512x512></icon>
      <customUpdateUI>false</customUpdateUI>
      <allowBrowserInvocation>false</allowBrowserInvocation>
      <iPhone>
        <InfoAdditions>
          <![CDATA[<key>UIDeviceFamily</key><array><string>2</string></array>]]>
        </InfoAdditions>
        <requestedDisplayResolution>standard</requestedDisplayResolution>
      </iPhone>
    </application>
    Anything in there seem odd? Again I'm using the AIR 3.1 SDK so I'm using that namespace. Anything I put in <filename> is now the app name, however in iTunes it continues to say "Unknown Ge..." which is pretty unprofessional. Although the icon works fine. When syncing I see the value in the <filename> field, as it will say "Syncing Testapp...".

  • Sound preloading doesn't work in Air for iOS?

    I have a set of  sounds preloaded using load() method in Sound class in my game and it works fine when testing on my pc(windows 7). But when I deployed the game to iPad2, it seems like Air is only loading the sound files when play() method is actually called and not when load() method was called. There's a small lag when first playing a sound on my iPad2.
    Is this default behavior of Air for iOS? Is there anyway to preload sounds?
    I'm using Air 3.4 and Flash CS6 professional and the sound files are not embded but in an included folder.

    It seems to me as if pages that partially fill in autofillable fields cause the problem.
    Previously on IOS7 and before this was not a problem.
    Autofill seems to work for me if no values are filled in by the (initially loading) webpage.
    Resetting the ipad did not help on this issue.
    Neither did removing the stored pw-information help. IOS asked me to re-save the id and pw but that did not change the situation and the problem still remains unresolved.

  • HitTestObject problem in AIR for iOS

    I've been creating a game in Flash for a while now, and I never ran into a problem with the hitTestObject function I use for simple collision detection while making the swf version of the game. I recently started compiling it with AIR for iOS, and now hitTestObject returns true once in a while when it should clearly be false. I've traced the x, y, width, and height properties of the hit boxes that are being compared and and they aren't even close sometimes when hitTestObject returns true.
    Could this be a bug with AIR for iOS or do I need to change something else when switching from Flash Player to AIR?

    Hi,
    I tried hitTestObject inside the handler for MOUSE_UP event and it works consistently for me. Where are you testing for hitTestObject in your example? Could you please file a bug at http://bugbase.adobe.com with your sources?
    Thanks,
    Sanika

  • How to enable sampler in telemetry options at AIR for iOS Settings?

    Hi,
    I'm just trying the new Flash CC, and a very good feature is to monitor an iOS app using adobe scout.
    But when I export an app, in the AIR for iOS Settings, I always see "Enable sampler" option disabled. How can I enable the option?
    Thanks.

    Hi ,
    To enable the sampler option you need to set it in the Publish Settings dialog. Open the Publish Settings Dialog and select the "Enable detailed telemetry" option under the advanced section for the Flash(.swf) option.Now you will find the Telemetry option for enable sampler enabled in the AIR for iOS dialog.
    Thanks and Regards,
    Sudeshna Sarkar
    Adobe Flash Professional Team

Maybe you are looking for