>From the documentation [1], starting AIR 3.6:

For locally packaged secondary SWFs:
    *AOT (Ahead of Time) Mode* *Interpreter Mode*  *Local secondary SWF
with ABC* Earlier loading such a SWF gave the uncompiled AS Error.With this
feature, this will work Works (unchanged)  *Local secondary SWF w/o ABC* Works
(minor change required)* Works (unchanged)

For remote SWFs:

*AOT (Ahead of  Time) Mode* *Interpreter Mode*  *Remote SWF with ABC*
Prohibited
by Apple Prohibited by Apple  *Remote SWF without ABC* Works (minor change
required)* Works (unchanged)

Starting AIR 3.7 [2]

External hosting of secondary SWFs was introduced.


[1]
http://blogs.adobe.com/airodynamics/2012/11/09/packaging-and-loading-multiple-swfs-in-air-apps-on-ios/
[2]
http://blogs.adobe.com/airodynamics/2013/03/08/external-hosting-of-secondary-swfs-for-air-apps-on-ios/

On Thu, Mar 27, 2014 at 8:48 PM, OmPrakash Muppirala
<bigosma...@gmail.com>wrote:

> On Thu, Mar 27, 2014 at 8:38 PM, Greg Dove <greg.d...@gmail.com> wrote:
>
>> I think even if it is embedde correctly, if it is embedded as a ByteArray
>> then I don't think that works on iOS, because Loader.loadBytes doesn't
>> work
>> I think.
>>
>>
> Loader.loadBytes does work.  I am able to load a font compiled into a swf
> during runtime and change the font of a given TLF label.
>
> Thanks,
> Om
>
>
>>
>> On Fri, Mar 28, 2014 at 4:27 PM, Alex Harui <aha...@adobe.com> wrote:
>>
>> > You might want to verify that the embeds are there in the final package.
>> > I don't know if there is a dump tool so you might need to instrument
>> your
>> > code.
>> >
>> > On 3/27/14 5:33 PM, "Flexicious.com" <flexici...@gmail.com> wrote:
>> >
>> > >Spark image same story. We have the mx lib in the build path. We are
>> using
>> > >mx and spark components across the app. Everything works fine, until
>> you
>> > >introduce swfs as the source for an image control .
>> > >
>> > >
>> > >On Thu, Mar 27, 2014 at 11:57 AM, OmPrakash Muppirala
>> > ><bigosma...@gmail.com>wrote:
>> > >
>> > >> On Mar 27, 2014 6:34 AM, "Alex Harui" <aha...@adobe.com> wrote:
>> > >> >
>> > >> > Pretty sure loading SWFs, even embedded SWFs at runtime is not
>> > >>allowed on
>> > >> > IOS because of the restriction on interpreted code.
>> > >>
>> > >> There is no technical limitation for this.  Swfs should load fine.
>>  It
>> > >>may
>> > >> not pass through the App store approval process, though.
>> > >>
>> > >> Flexicious, try using a spark Image instead of the mx one.  The mx
>> swcs
>> > >>are
>> > >> excluded from the app during the mobile compilation process.  No
>> compile
>> > >> errors, but it will end up failing in runtime.
>> > >>
>> > >> You need to either remove all references to mx components or add the
>> > >>mx.swc
>> > >> manually in to your build path.
>> > >>
>> > >> Thanks,
>> > >> Om
>> > >>
>> > >> >
>> > >> > -Alex
>> > >> >
>> > >> > On 3/27/14 6:08 AM, "Flexicious.com" <flexici...@gmail.com> wrote:
>> > >> >
>> > >> > >Thanks Alex - we did try that - for some reason it choked right
>> > >>before
>> > >> it
>> > >> > >could alert the message. We seem to have narrowed down the
>> problem to
>> > >> > >images that use swf files as source. Once we remove these images,
>> the
>> > >> app
>> > >> > >loads. So that begs the question, how do you get the Image
>> component
>> > >>to
>> > >> > >load swf graphics? Or is that just not possible with Air on iOS
>> > >> > >
>> > >> > >[Embed(source = '/assets/images/someIcon.swf')]
>> > >> > >public static var someIcon:Class;
>> > >> > >
>> > >> > >And then <mx:Image source="{Resources.someIcon}"
>> > >> > >
>> > >> > >
>> > >> > >
>> > >> > >On Wed, Mar 26, 2014 at 9:32 AM, Alex Harui <aha...@adobe.com>
>> > wrote:
>> > >> > >
>> > >> > >> Try putting in an uncaughtException handler and see if it
>> catches
>> > >> > >>anything.
>> > >> > >>
>> > >> > >> On 3/26/14 5:26 AM, "Flexicious.com" <flexici...@gmail.com>
>> wrote:
>> > >> > >>
>> > >> > >> >tried with 3.9, 4.0 as well as air 13.
>> > >> > >> >
>> > >> > >> >
>> > >> > >> >
>> > >> > >> >On Wed, Mar 26, 2014 at 1:47 AM, Raj Raju <
>> raj.virtu...@gmail.com
>> > >
>> > >> > >>wrote:
>> > >> > >> >
>> > >> > >> >> Can you try to make the build with latest air sdk 4.0 (
>> > >>4.0.0.1619
>> > >> > >>). I
>> > >> > >> >> guess the problem will be resolved with this new sdk .
>> > >> > >> >> You can find the link below
>> > >> > >> >>
>> > >> >
>> > >>>>
>> http://labsdownload.adobe.com/pub/labs/flashruntimes/air/air4-0_sdk_wi
>> > >> > >> >> n.zip<
>> > >> > >> >>
>> > >> > >> >>
>> > >> > >>
>> > >> > >>
>> > >>
>> > >>
>> >
>> http://labsdownload.adobe.com/pub/labs/flashruntimes/air/air4-0_sdk_win.z
>> > >> > >> >>ip
>> > >> > >> >> >
>> > >> > >> >>
>> > >> > >> >> Cheers,
>> > >> > >> >> Raju.M.
>> > >> > >> >>
>> > >> > >> >>
>> > >> > >> >>
>> > >> > >> >> On Wed, Mar 26, 2014 at 9:38 AM, Flexicious.com <
>> > >> flexici...@gmail.com
>> > >> > >> >> >wrote:
>> > >> > >> >>
>> > >> > >> >> > We have a fairly large air app, and for some reason, when
>> we
>> > >> > >>package
>> > >> > >> >>it
>> > >> > >> >> for
>> > >> > >> >> > iOS, it does not launch correctly. Just a plain white
>> screen.
>> > >> When
>> > >> > >>we
>> > >> > >> >> > launch it in debug mode (or even using Fast packaging), it
>> > >>works
>> > >> > >>fine.
>> > >> > >> >> Only
>> > >> > >> >> > with the export release build it simply launches a plain
>> white
>> > >> > >>screen
>> > >> > >> >>and
>> > >> > >> >> > does nothing.
>> > >> > >> >> >
>> > >> > >> >> > Anybody seen anything similar? Any idea if there is an
>> error
>> > >>of
>> > >> > >>some
>> > >> > >> >> sort,
>> > >> > >> >> > any way to find out what the error is?
>> > >> > >> >> >
>> > >> > >> >>
>> > >> > >>
>> > >> > >>
>> > >> >
>> > >>
>> >
>> >
>>
>
>

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