Orientation Fix in AIR 3.7 for iOS 6?

With the release of iOS 6 the auto orientation call backs in AIR 3.5 were depreciated. Does anyone know of a work around in AIR 3.7?

You might want to take a look at this blog and the comments discussed - http://blogs.adobe.com/airodynamics/2012/09/28/orientation-changes-in-air/
-Pahup

Similar Messages

  • StageScaleMode.EXACT_FIT not supported in air 2.7 for ios?

    stage.scaleMode = StageScaleMode.EXACT_FIT;
    Does not work correctly air 2.7 for ios. It is all messed up.
    This is what my program looks like in air 2.6 for ios:
    http://literacysoft.com/uploads/2.6.PNG
    This is what it looks like when compiled with air 2.7:
    http://literacysoft.com/uploads/2.7.PNG
    Is there anything I can do to fix this?
    -Scott

    I think you are hitting the GPU fullscreen bug in AIR 2.7(http://forums.adobe.com/message/3747867). It suspect it is not related to the scale mode that you are setting. To confirm, you could set the renderMode to cpu in your application xml. You should not be able to reproduce the bug.
    -Sanika

  • SetTimout doesn't work properly in AIR 2.7 for IOS

    Hello,
    I notice the setTimout() method does not work properly in AIR 2.7 for IOS.
    Closure function isn't execute with the proper delay...
    See bellow (Timeout.execute is a workaround -> http://www.displayobject.fr/2011/06/16/a-timeout-class-to-replace-settimeout-in-air-2-7-fo r-ios/)
    Jonas

    Thanks for bringing this issue to light.
    We are looking into it.

  • Flash Pro CS6にて「AIR 3.4 for iOS」で.ランタイム共有ライブラリの警告が出てしまう.

    「Flash CS6」を、Windows 7(32bit)で利用しています。
    現在、iOS用のAIRアプリを作成を試みておりますが、パブリッシュの際に下記の警告が出力ウィンドウに表示されます。
    警告 : ランタイム共有ライブラリ (RSL) としてリンクされているライブラリがありません。原因となるパブリッシュ設定 : AIR 3.4 for iOS
    設定は「AIR for iOS(3.4)」で、3.2としても同様の警告が現れます。
    ipaファイルは正常?に作成されますので、それを登録済みのiPhoneやiPadにインストールし、起動することができます。
    しかし、プログラムに記述したNativeExtension(NetworkInfoなど)の機能が動きません。。。
    CS6上の「制御」→「ムービープレビュー」→「AIR Debug Launcher(モバイル)を使用」で動かすと、上記のNativeExtensionの機能が動いています。
    上記のライブラリがリンクされていないことが原因かと思いますが、Flash CS6上でどのような設定を行えば、警告が出なくなるのでしょうか?
    一応、実機でのインストールや起動も出来ますので、プロビジョニングファイルやp12ファイルは正しく設定できていると思いますが。
    開発環境は以下の通りです。
    ・Flash Professional CS6
    ・Windows 7(32bit)
    ・AIR SDK:3.4 for iOS
    ネット上を探してみましたが、手がかりがなく、困っております。
    どなたかご存知の方がいらっしゃいましたら、よろしくお願いします。

    Native Extensionsに関して参考になりそうなページがあったのでお知らせします。
    こちらの説明をみて設定を確認してみてください。
    ネイティブ拡張(ANE)の使い方 for Flash Professional CS6
    http://www.adobe.com/jp/devnet/flash/articles/flashpro_ios_ane.html
    Using native extensions in Adobe Flash Professional CS6
    http://www.adobe.com/devnet/air/articles/using-ane-in-flash.html

  • Java.lang.NullPointerException is thrown when packaging Adobe AIR 3 application for iOS

    I just update my AIR project for iOS from Adobe AIR 2.6 to Adobe AIR 3.1 (that comes with Flash Builder 4.6), than I always got an exception when packaging my application:
    Error occurred while packaging the application:
        Exception in thread "main" java.lang.NullPointerException
            at adobe.abc.Nsset.match(Nsset.java:263)
            at adobe.abc.Name.match(Name.java:555)
            at adobe.abc.Symtab.getEntry(Symtab.java:37)
            at adobe.abc.Symtab.get(Symtab.java:55)
            at adobe.abc.Type.setNeedsArgumentsUpInheritanceHierarchy(Type.java:343)
            at adobe.abc.Type.setNeedsArgumentsUptoRoot(Type.java:269)
            at adobe.abc.GlobalOptimizer$InputAbc.resolveType(GlobalOptimizer.java:558)
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            at com.adobe.air.ipa.BitcodeGenerator.main(BitcodeGenerator.java:82)
        Compilation failed while executing : ADT
    What is the cause of this error, so I can avoid it in my project before AIR team fix this?
    Thank you.

    Hi Everyone,
    I'm getting basically the same error. Are there any rules or guidelines that we are suppose follow when writing an app for iOS? Is there a way to know exactly where it is crashing? My apps are not MXML, only actionscript. Also I made sure I have no errors not even warnings in my SWF file, but still no go! 
    Getting the same error.
    Exception in thread "main" java.lang.NullPointerException
            at adobe.abc.GlobalOptimizer.sccp_eval(GlobalOptimizer.java:6944)
            at adobe.abc.GlobalOptimizer.sccp_analyze(GlobalOptimizer.java:5909)
            at adobe.abc.GlobalOptimizer.sccp(GlobalOptimizer.java:4628)
            at adobe.abc.GlobalOptimizer.optimize(GlobalOptimizer.java:3514)
            at adobe.abc.GlobalOptimizer.optimize(GlobalOptimizer.java:2215)
            at adobe.abc.LLVMEmitter.optimizeABCs(LLVMEmitter.java:526)
            at adobe.abc.LLVMEmitter.generateBitcode(LLVMEmitter.java:336)
            at com.adobe.air.ipa.AOTCompiler.convertAbcToLlvmBitcodeImpl(AOTCompiler
    .java:472)
            at com.adobe.air.ipa.BitcodeGenerator.main(BitcodeGenerator.java:82)
    Compilation failed while executing : ADT
    regards,
    Keith

  • How to get Flash to use AIR 2.7 for iOS?

    How do I force Flash Pro to use AIR 2.7 for an iOS-project?
    When choosing Publish settings you can only choose AIR for iOS without any version numbers. But when you choose only AIR there is a version number. According to an informative video http://tv.adobe.com/watch/flash-platform-in-action/adobe-air-27-faster-app-performance-on- ios/ it seems like 2.7 could be the solution to my problems. Obviously the 2.7 version is for iOS too and not for "AIR only".
    I have installed 2.7 but in the xml-file that follows with the ipa-file that has been created it says AIR 2.6. But when I try to download 2.7 (again) I get the information that I already have AIR installed... I guess "he/she" means 2.7 because I can see it in a dll-file (according to instructions on a web page on www.adobe.com (can't find it right now)).
    So why am I not getting the ipa-file created with AIR 2.7? What can I do to make it happen?
    Best regards,
    Åsa

    Thanks a lot, this is helpful.
    My interpretation of this document is that the version of AIR used comes from what version of Flash Pro you are using. Correct? And you are not supposed to upgrade AIR without upgrading Flash Pro according to Adobe?
    Best regards,
    Åsa

  • 64bit AIR Native Extension for iOS

    Hello,
    I created a native extension to support ARM64 for iOS. The problem is I get the following error when packaging an ad-hoc build:
    "Error: libgameCenter.a are required to have universal iOS libraries. Please contact the ANE developer(s) to get the same."
    As I understand I need both armv7 and arm64 libraries. So I build for both of them using "xcodebuild" and then merge with "lipo -create" command.
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    AIR SDK: 16.0 beta
    Xcode: 6.1.1

    Well the change you need to do is inside your Xcode project, under Build Settings -> Architectures , make sure that you have selected "Standard Architectures (armv7, arm64)". One last thing to ensure that Valid Architectures should also contain arm64 entry along with other armv7 entries.

  • Loading multiple swfs using air 3.6 for ios

    Adobe, can you please provide us with the code to load multiple swf files for ios. Please provide examples. The code below loads multiple swfs, but the swfs stall, so this does not seem to be a solution.
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    Frame 1:
    var myLoader:Loader;
    var loaderContext:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain, null);
    if(myLoader == null){myLoader = new Loader(); addChild(myLoader); }
    else {myLoader.unload();}
    Frame 2:
    myLoader.unload();
    myLoader.load(new URLRequest("file1.swf"),loaderContext);
    Frame 3:
    myLoader.unload();
    myLoader.load(new URLRequest("file2.swf"),loaderContext);
    Frame 4:
    myLoader.unload();
    myLoader.load(new URLRequest("file3.swf"),loaderContext);

    I've just tried loading, unloading and then loading again same SWF with 2 library objects linked for AS3 export. It worked both on simulator and on device in debug mode. When I look inside swf it does contain AS3 code.
    So is my swf a pure asset SWF? Or Intellij Idea 12 that I'm using does stripping automatically?
    And then I've read your comment at http://forums.adobe.com/message/5217325#5217325 and run 'swfdump' utility on my .swf file. Looks like there's no ABC2 code, that's why app was able to load, unload and load again the same swf.
    public dynamic class net.games.bg extends flash.display.MovieClip
      native public function bg():*;
      native public var one:flash.display.MovieClip;
      native public var three:flash.display.MovieClip;
      native public var two:flash.display.MovieClip;
    public dynamic class net.games.z1 extends flash.display.MovieClip
      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);
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                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();

  • AIR 3.0 for iOS. My app doesn't go to sleep/iddle mode. Please help

    Hello everyone
    I have created application in Flash Professional CS5.5 for iOS(iPad) and using AIR3.0, and currently I am at stage of finish and submit to Apple app store.
    I noticed that my application is not going to sleep/iddle mode when I run it, then I added:
    NativeApplication.nativeApplication.systemIdleMode = SystemIdleMode.NORMAL;
    but it doesn't work and  it is still not going to sleep mode even I set Settings > Auto-Lock > 2 Minutes from iPad.
    I have created another testing application with SystemIdleMode.NORMAL and it is working Ok and device is going to sleep/iddle mode.
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    No, I inluded
    import flash.desktop.NativeApplication;
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    only after I've seen it is not going to iddle mode.

  • AIR 3 Extensions for iOS

    Well not so much to go on for iOS part...
    I got now a .ane file and everything should work well but Flash Builder notifies me that the .ane file is not signed....
    So i googled  how to sign the extension but there is absolutely nothing...
    Anyone have any kind of idea or know where to point me ?

    One more thing tho,
    i dont get any errors but it complains about something, im running following commands:
    /Applications/Adobe\ Flash\ Builder\ 4.5/sdks/4.5.2/bin/adt -sign -storetype pkcs12 -keystore /Users/danne/Dropbox/Mobiles/iOS/FlashCert.p12 -storepass #pass# -target ane PopoverExtension.ane PopoverExtension_s.ane
    And the result is:
    Unable to build a valid certificate chain for the signer.
    Any idea why adt gives me that ?

  • Adobe AIR 3.4 for iOS - Compiler stalls/hangs & never creates ipa

         So, I've run into a bit of a roadblock. I'm currently trying to package an iOS app that contains an ANE (iAd), SWC (tweener), and external AS file using Flash CS6. I've successfully packaged this app for Android as well as Blackberry, but iOS seems to be giving me a run for my money.
         I've linked to the necessary external files as I did with Android. Same exact process that I've done at least 20 times with existing apps (with the exception of the SWC and External AS file). When I preview the swf, the swf compiles and plays perfectly fine. As it should. When I go to publish any type of ipa file, it initializes, creates the temp files/folders and then hangs. It never completely compiles the ipa file. I let it attempt to compile through several attempts, the longest being 30mins, before cancelling. I was wondering if anybody else is coming across this issue. Google searches didnt help much.
    I've tried this with AIR 3.2, 3.3 and 3.4, none worked.
    The compiled file size on Android is 1.6mb, so the external files aren't ridiculously huge.
    I tried moving all external files into the root of the flash file, didnt help.
    I attempted a command line package - same thing. Started compiling and then seemed to freeze
         My last successful ipa compiled was 8/22. I'm not sure what the heck happened between now and then, or what the issue could be. No errors or warnings appear at any point throughout every test/attempt I've done. Running out of options. I appreciate any guidance/help that could be provided.

    Ok, after much testing... I've pinpointed a potential problem. My external AS file is a dictonary word list of about 172k words written into an array. I had no problem compiling for Android or Blackberry, but the iOS packager doesn't seem to like it.
    I originally had it loading from an external text file and creating the array at runtime, but I didn't like the way it functioned/processed. Much faster with a pre-made & sorted external AS file --
    Once I removed the as file and created a very small array in place of it, Flash compiled the ipa fine.
    With that said... is there any type of work around that doesnt involve loading and processing an external text file at runtime?
    Or any other ideas I can attempt to make this thing work?

  • Import file to flash Pano2VR air 3.2 for iOS ?

    Good evening.
    Actionscript 3.0
    import flash.display.*;
    import flash.net.URLRequest;
    import flash.events.Event;
    var loader:Loader = new Loader();
    var url:String = "panorama.swf";
    var urlReq:URLRequest = new URLRequest(url);
    var vr:MovieClip; // panorama movieclip
    // This is done after the swf is loaded.
    function finished_loading (e:Event) {
    function initHandler(event:Event):void {
    trace("initHandler: " + event);
    vr = MovieClip(loader.content); // cast 'DisplayObject' to 'MovieClip'
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    function initPanorama(e:Event) {
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    if ((vr!=null) && (vr.pano!=null)) {
    removeEventListener( Event.ENTER_FRAME , initPanorama);
    vr.x=50;
    vr.y=50;
    vr.pano.setWindowSize(400,300);
    // call initPanorama every frame
    addEventListener( Event.ENTER_FRAME , initPanorama);
    // Tell the loader to call 'finished_loading' after the swf is loaded.
    loader.contentLoaderInfo.addEventListener(flash.events.Event.COMPLETE, finished_loading);
    // Tell the loader to call 'initHandler' after the swf is initialized.
    loader.contentLoaderInfo.addEventListener(Event.INIT, initHandler);
    loader.load(urlReq);
    addChild(loader); // add your swf directly to the stage
    Flash Player works perfectly, but unfortunately for air IOS version, generates this error:
    Error #3226: Cannot import a SWF file when LoaderContext.allowCodeImport is false.
                       at flash.display::Loader/_loadBytes()
                       at flash.display::Loader/loadBytes()
                       at PanoPlayer/initPanoCube()
    Which solution to power mport file Pano2VR?
    I appreciate all the help possible.
    Thankful.

    Nevermind. Unchecked Omit Trace Comments.

  • Looking for an AIR Native Extension for iOS that will allow / disable access to certain apps

    I am looking to find and or create an ANE that will allow access and or disable access to certain apps such as internet, text, games, vine etc.  This url represents the closest app to what I am trying to achieve:  https://itunes.apple.com/us/app/parentkit/id600618138?ls=1&mt=8
    Is this possible with iOS7 new features / AIR / older iOS?
    As always any and all direction and help is greatly appreciated,
    Thanks!

    Is this the wrong forum, or posting area?  Is this possible?
    Access to the followinf would work:
    http://support.apple.com/kb/HT4213
    Is this open for development / access to, api?
    Message was edited by: studiobrain

  • Where do I find iPad Air backup extractor for iOS 7.0

    Where do I find the backup extractor to download for my iPad Air iOS 7 to recover deleted photos?

    google.

  • Are macbook air computers sufficient for ios app development?

    Looking into learning how to build ios apps and would like to know from those experienced how much computing power is necessary for building apps.

    Just to reinforce what shldr2thewheel says - be very sure what size memory you want if you get a Macbook Air. There is *no* way to change after purchase. My advice is to go for the 4GB option - especially if you want to do app development.
    The internal storage (solid state drive) of the Air can be upgraded if required but it will probably be an expensive option. If you don't think the storage will be enough then maybe using a USB connected drive to hold non-essential files is an option.
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