Swf for android

hi, im zatul.
my exit bttn in swf file using swf player for android doesnt work using fscommand. How?

The above is true and you can also set the option that the app exits on deactivate as well (as in it exits if the user presses a home button).
To explain, fscommand is something that is used primarilly in Projector EXEs and when embedded in websites to talk to the containing host (the browser, or more specifically, JavaScript in a browser). When you make an app for a mobile device you are no longer in a browser nor are you in a projector. You're in AIR-land if you're using CS5.5 or native land if using CS5 (iOS only). Thus you must use the proper code for your environment.

Similar Messages

  • Can you play/view swf files on adobe air for android?

    Hi, yes; I'm new here, as well as to Adobe Air, and I'm still trying to learn the ropes around here, and I apologize in advance if this has already been asked, or I have placed this question in the wrong forum.
    The thing is, I was wondering if it was possible to play my SWF files via adobe air for android; and if so, how? Thanks in advance either way.

    Can you please give directions where can i clear that cash.
    Anyway i don`t think its the case, because this is first time i hooked phone to internet, and first time i launched Android app store.
    Edit:
    I went to https://market.android.com and there is Adobe air app. But when i try to download it says that my device doesn't support it (Samsung Galaxy GT-I5500) By default it comes with android 2.1 and doesn't support Adobe air, but i upgraded firmware to 2.2.
    Maybe that is the reason it doesn't show me Adobe AIR in app store - based on my phone, not my Android version ?

  • How can I use a file in flash cs6 that I made in flash cs5.5 air for android

    I have made an app in in air for android in flash cs5.5 air for android, and I want to edit it in cs6 and play it in cs6.
    But if I put Ctrl+Enter I got an error: createWin process failed with error 2: system couldn't find the file. I think the problem is that I'am using air for android 2.6 version in flash cs5.5 and version 3.2 in flash cs6. I have searched the web and found out that you can add older air versions using the sdk manager and I have tried it but first I get the error that the version of the sdk I am trying to install is not valid and after some files that I added to the sdk folder I get this error:Only SDK higher than version 3.4.2540 may be added.
    I there a possible way to update the air for android for an fla or apk? Or how can I let my originally file work fine in flash cs6??

    system couldn't find the file
    If you can´t get a more specific hint why your project can´t compile then I can think of some reasons theis error might occur
    1.You had files included besides the swf, like videos, audio files, xml files, that are not present in the place air expects them to be
    2.somewhere in your createWin functions there is a class import needed that isn`t present in 3.2 anymore, for example some classes or functions from classes that were valid in 2.6 are not any more in 3.2
    3. to achieve better eror logging, allow for debugging in the publishing options and see what specific lines in your code throw the error
    4.any air app needs a cert file, this needs to be created once, if you migrated to e new system it might be you never created that file which air expects to even begin the compiling process
    once you isolate the problem, report back

  • Splash Screen for Android with Flash CS5.5

    How can I make a SplashScreen with Flash CS5.5 or just with AIR/AS3 codes. I need it while the App/Game is loading...
    I know that it's possible with Flex 4.5 as:
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    <s:ViewNavigatorApplication xmlns:fx="http://ns.adobe.com/mxml/2009"
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    But I want to do it without Flex. So can I ?
    Thank you

    i'm not sure if this is necessary anymore, but i took the advise of another user here
    http://forums.adobe.com/thread/764981
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  • How to divide and load parts of Large Adobe AIR app for Android

    Hi!
    I want to create an app for Android but it will quite large. It will be larger than the 50MB offered by Google Play Store. This means that I need to find a way and break the app and load parts of it when I need them. Imagine it like minigames inside a bigger app.
    It is not clear to me how to achieve this since every time on AIR, I can export and APK file for a mini-game let's say. Can I later download APKs and integrate them into my main app? How would this be possible? Another question that I have is: In order for a SWF to play on my app, it needs to be built by AIR for Android?
    The best case would be to download content from In-App purchases and integrate in my app.
    But these things are not so clear.
    Thanks in advance for your help and support.

    I don't know how your application is structured, but if you can split sections off into separate SWFs(plain AS3 document) then you could host those section SWFs online and require the user to download them on first run.
    You could use the FileReference object to download the SWFs, save them to the File.applicationStorageDirectory, and then display/load them up with the Loader object when needed from the app storage directory. You would possibly need to check to see if the files are present at every boot of the app though as a user could "Clear Data" or "Clear Cache" of the app in the Settings of their device and one or both of those could/would delete the downloaded files.
    FileReference - Adobe ActionScript® 3 (AS3 ) API Reference

  • Here is a tool to easily package a swf for AIR 2.6!

    Hi all,
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    It basically is a replacement for the iPhone settings in CS5.
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    It is not quite ready yet (it works, but I haven't implemented launch screens yet).
    If there is interest from people here I will finish it and make it available for free.
    Android support is on the way too.
    No Mac version unfortunately.
    Anyone interested?

    That is fantastic work, BarakHarel
    My tool can be found here: http://www.pixelthismobile.com/blog/3/04/2011/adt-helper-tool
    Unfortunately I am unable to edit the original post with the updated details. 
    ADTHelper works very similar to BarakHarels tool, but is perhaps a little more polished (sorry BarakHarel, no offence intended).  For example:
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    - Auto-incrementing build number
    - Advanced options (Status bar style, Display res, etc)
    Instructions:
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    - Run the exe (no need to install)
    - Browse for your AIR directory
    - Like the tool in CS5, browse for all your other required files and select your options
    - Hit [Compile for iOS]
    - A new folder is created next to your swf
    - All icons, images, swf and otehr files are copies here
    - Once the ADT finishes, the IPA is also here
    There are still some problems I am working on.  Here is a list of unsupported features that are coming soon!
    - Launch screens aren't working 100% yet
    - URL schemes not implemented yet
    - Debug IP not supported yet
    - Capabiliy limiting (WiFi, GPS, Front-facing camera etc) not yet implemented
    - Android support coming soon
    Feedback welcome

  • AIR 3.9 for android, how to load file in primordial worker

    when i use AIR 3.9 for android version of my game, i can not load file in primordial worker swf.
    I use the code below:
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    loader.dataFormat = URLLoaderDataFormat.BINARY;
    loader.addEventListener(IOErrorEvent.IO_ERROR,
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    loader.addEventListener(Event.COMPLETE,
         function (evt : Event) : void
              trace("load file completed: " + evt);
    loader.load(new URLRequest("./music/bgm/bgm_title.mp3"));
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    this code can work on desktop AIR, but failed in android AIR, it tells a IOErrorEvent, and report "Stream Error".
    So, is it a bug of AIR 3.9 for android, or is there somthing i missed?
    Thank you very much for any help.

    Hi,
    The bug 3643406 is fixed now and fix is avaialable in AIR 4.0 beta build. You can download the build from http://labs.adobe.com/downloads/air.html .
    Please share your feedback with us.
    Thanks,
    Nimisha

  • External library inside Air native extension for android

    Hello everyone,
    First, I've been looking throught this topics
    - http://stackoverflow.com/questions/7732742/air-3-native-extensions-for-android-can-i-how-t o-include-3rd-party-libraries
    - http://stackoverflow.com/questions/24626380/how-to-include-additional-jar-in-android-nativ e-extension-for-adobe-air-mobile
    I got a similar problem. But not exactly the same. And the solution didn't worked for me :(.
    First of all, I don't have any visible error.
    -I can easily talk between java and action script.
    -The gateway is set without problems.
    My problem comes when, from my java-side-part of the extension, I try to call a 3rd party library. This library is (and I think this is where I do something  wrong) linked to my project as an external lib, in .jar format.
    So when I make a call to 3rd party library, it just doesn't print anything. Neither on the adobe part or on the java part. The logs that are before my call are printed but not the ones after.
    I tried different solutions that are:
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    same result (no errors)
    -including the 3rd party jar inside the ANE by adding a dependence file that require the .jar [link2]
    with this method i got this error that I don't get
    > aapt tool failed:ERROR: input directory '--auto-add-overlay' does not exist
    My third party library also include's itself some external .jars so do I need to include every jars inside the same packaged jar?
    I can see that a lot of people are dealing with issues like that so my question would be:
    What is the best way to include 3rd party library inside android AIR Native Extension ?.
    For information, here is what I do to create the ANE
    >adt -package -target ane AirInfinitGameANE\AirInfinitGame.ane AirInfinitGameASLib\src\extension.xml -swc AirInfinitGameANE\AirInfinitGameASLib.swc -platform Android-ARM -C AirInfinitGameLib .
    - AirInfinitGameASLib: just the folder with the actionScript part and the config xml file
    - AirInfinitGameANE: folder in the one that will be the native extension
    - AirInfinitGameLib: the eclipse java project. I need to put in that folder the airInfinitgamelib.jar(extension jar) and the library.swf (from the swc file) in order to beeing able to compile the ANE.
    Here it is ! Thanks a lot for thoses who'll read me.

    I had the same problem recently and fixed it as follows;
    - Extract the 3rd party jar file and copy the class folder (usually named "com" in the root of the jar) to my project.
    - Under Project Properties -> Java Build Path -> Libraries click "Add class folder" and add the "com" folder you just extracted from your .jar.
    Hope this helps

  • Flash cs5.5 FLVplayback Encoding Problems with Air for Android

    Dear All,
    I'm trying to play flv in my air application by using FLV playback in flash cs5.5.
    I can play flv in the pc but not on the samsung galaxy tab andriod platform.
    if anyone out there has tried out FLV playback with either an Air For Android application, where the FLV files are packaged within the app, or either streaming via normal http//:, any help  would be greatly appreciated.
    Thanks!

    First disable autoplay. It gave errors for me. Try to make the movie play with the play() command.
    to embed the movie in your air bundle, just go to publish settings for your flash project. Then in that screen go to the player settings.
    In the first GENERAL tab you'll see a the bottom that you can add files to your project
    Propably there is allready your .swf and an .xml file in there.
    Using the + icon you can add your video.
    Make sure that your video is in the same directory as your . FLA file and you can use it as is (by name)
    If for example your flashfile is in c:\mytest\mytest.fla and the video in c:\mytest\videos\myvideo.flv , then you will have to load your video as "videos/myvideo.flv" with a FORWARD slash, never use \
    Good luck

  • AIR for Android Captive Runtime

    Is it possible to package android apps with AIR (or will it be) using Flash CS5.5? I don't see anything on the web about. Just how to do it with Flex and ADT etc...

    Hi,
    I've made a complete working example for publishing an application with captive runtime, assets and native extensions starting from Flash CS5.5
    I was able to make it thanks to hints and suggestions I found in this thread.
    Note: english is not my native tongue so I hope you understand what I've written also if sometime it sounds "engrish".
    Here it is the link to the zip file:
        http://www.genereavventura.com/hosted/Air3NativeExtensions/AirVibrate.zip
    Requirements:
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    - You must have installed the overlay for Air3.0 sdk on your Flash cs5.5 pro
    Here it is a link that explain how to accomplish it: http://forums.adobe.com/message/3939712
    Here the steps I made.
    1) Open Flash CS5.5 and create a new AIR for Android application
    2) Add the swc to the libraries used by your FLA (open Actionscript 3.0 settings and add "VibrationActionScriptLibrary.swc")
       Btw, you can find this "ready to use" native extension inside the zipfile that you can download from here: http://www.adobe.com/devnet/air/native-extensions-for-air/extensions/vibration.html
       However in my example you will find also a directory named "extension" that contains it.
    3) Open and then close the "air for android settings": by doing this Flash will create yourapp-app.xml file in the directory where your FLA resides.
       For example my fla is named "vibrate.fla" so Flash created for me a "vibrate-app.xml" file.
    4) Make a copy of this "vibrate-app.xml" file by naming it "real-vibrate-app.xml" (or choose whatever name you want)
       I've done this because after modyfing the original one by adding the <extension> tag (see below) I wasn't able to test my app from within Flash IDE (when I compile it it simply doesn't start)
       Instead by doing this all worked fine.
    5) Edit the "real-vibrate-app.xml" file by adding somewhere these lines (I added it just before the <initialWindow> tag)
        <extensions>
          <extensionID>com.adobe.Vibration</extensionID>
        </extensions>
    6) Add <uses-permission android:name="android.permission.VIBRATE"/> in the <android> <manifestAdditions> part in "real-vibrate-app.xml" file.
       You should do something like this:
       <android>
          <manifestAdditions>
            <![CDATA[<manifest>
              <uses-permission android:name="android.permission.VIBRATE"/>
            </manifest>]]>
          </manifestAdditions>
       </android>
    7) Develop your application
       I made a simple one that loads an external jpg and shows it on the stage: then the user can tap on it to make the phone vibrate.
       The function "doVibration" is called only when the app is running on Android Device so I do not get any executions error when I run the app from within Flash Ide
    8) Publish and test it to your USB connected device by launching the "publish.bat" file I have created
       Open a dos prompt and move to your project directory then type publish.bat and press enter.
       Note: it can be that you have to edit the bat file in order to change the path to the ADT tool that comes with Air3.0 sdk
       It should be in [your adobe flash cs5.5 directory]\AIR2.6\bin\adt (rememeber, you must have installed the Air3.0 sdk overlying the old Air2.6/2.7 in the AIR2.6 directory)
       Inside the bat file you can change easily the target type (captive or not) simply by commenting/decommenting the right line.
       Captive version is about 8Mb more than the normal one but the big deal is that the user that installs it do not need the air runtime installed on his phone!
       The "big line" that creates the package is the following one:
       call %ADT_LINK% -package -target %TARGET_TYPE% -storetype pkcs12 -keystore certificate/vibrate.p12 -storepass android AirVibrate.apk real-vibrate-app.xml -extdir extensions vibrate.swf icons assets
       where:
       call %ADT_LINK%          it's just the path to the ADT tool
       -package                 it's the command that we want ADT to execute
       -target %TARGET_TYPE%    captive/non captive version
       -storetype pkcs12        certificate related
       -keystore certificate/vibrate.p12  path to your self signed certificate
       -storepass android       certificate related, I created the example certificate with "android" password and this parameters tell ADT to always use it without prompting
       AirVibrate.apk           the name of the Apk
       real-vibrate-app.xml     the apk-xml to use that is the one we modified manually above
       -extdir extensions       it's the path to the directory that contains the native extension
       vibrate.swf              the main swf
       icons                    the icons directory
       assets                   the assets directory (where I put the external jpg)
    That's all.
    If everything is correct, the batch file creates the AirVibrate.apk then installs it on your attached usb device and run it.
    When you tap over the Android image that will appear, your phone should vibrate.
    Now.. does someone wants to develop a Native Extension to show Admob banners in our Android Air Applications?
    If I missed something, please let me know.
    Thanks

  • Issue with Amazon and AIR for Android

    It appears that Flash Pro CS5.5 does not create .apks properly for the Amazon Appstore. The airDownloadURL is incorrect according to Amazon and your app will likely be rejected if you try to submit it to them. In the AIR for Android Settings, when you choose "Get AIR runtime from: Amazon Appstore" in the Deployment tab, the link Flash Pro uses for the airDownloadURL property is:
    http://www.amazon.com/gp/mas/dl/android/com.adobe.air
    when it should be this:
    http://www.amazon.com/gp/mas/dl/android?p=com.adobe.air
    As far as I can tell, there is no way to edit this within Flash CS5.5 so Adobe needs to make the change in a future update. The only way I know of around this is to create your .apk manually through the command line using the AIR SDK. It should look something like this:
    adt -package -target apk -airDownloadURL http://www.amazon.com/gp/mas/dl/android?p=com.adobe.air -storetype pkcs12 -keystore certificate.p12 filename.apk filename-app.xml filename.swf icon36.png icon48.png icon72.png
    If you don't have any experience using the AIR SDK then do some searching online. There are a ton of good resources out there.
    Good luck!
    tomdei

    For me works editing of Markets.xml file at:
    "C:\Program Files\Adobe\Adobe Flash CS5.5\en_US\Configuration\Android\Markets.xml"
    and replacing of Amazon Appstore key to
    <market name="Amazon Appstore" url="http://www.amazon.com/gp/mas/dl/android?p=com.adobe.air"/>
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  • How I can make an application for android from director?

    I have a project done in Director 11.5 how I can convert an application for android?
    What I have to do?

    Estas en el Foro de Usuarios en Español.
    Consultando esta página:
    Adobe Director
    Parece ser que se crean ejecutables que requieren Shockwave Player:
    What is Adobe Director 12?
    Adobe® Director® 12 and Adobe Shockwave® Player software help you create and publish compelling interactive games and eLearning courses for the web, iOS devices, Mac and Windows® desktops, DVDs, and CDs. Integrate virtually any major file format, including FLV, swf and native 3D content.
    No veo que sea compatible con Android.

  • Air for android - not connecting to lccs

    I created an as3 swf that connects to lccs. It works well. I'm using the 10.1 swc. I used the same code in Air for Android cs5 file. It doesn't give any errors but it will not connect to the lccs server. I put an event listener on and it gives an error "INVALID_INSTANCE:invalid_instance". Now that would leave me to believe my roomURL is not correct but it surely is. And the room connects successfully when in an as3 swf.
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  • Hi Team, I wuold like to know if you have any app to make Firefox OS working with cisco Call Manager 10.5. Something like Cisco Jabber for Android or iOS.

    I'm interesting on buying a Firefox Smart Phone, but
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    Something like Cisco Jabber for Android o iOS.
    Thanks,

    Hi Itech,
    If Cisco Jabber has a webapp, or mobile version of their website available, you should technically be able to access it through Firefox OS.
    You may also search Firefox Marketplace for an alternative solution:
    * [https://marketplace.firefox.com/]
    - Ralph

  • Adobe Creative Cloud app for Android (preview) compatibility?

    HI - I notice that Adobe have released an Adobe Creative Cloud (preview) app for Android. This is very welcome as it would allow me to share files across Windows desktop, Android tablet and, if necessary, iPad.
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