Flex of course renders this correctly and adjusts the size to what it should be. However, when I load images myself, they appear blown up as they would appear double in size. This is how I use it when overriding the tab bar.
Tried stage.stageWidth and stageHeight on applicationComplete, but for some reason the actual numbers returned do not seem to be accurate - the image always appears off-centered (stageWidth/2 - imageWidth/2). How do you determine the mobile device's actual screen size, to center an object?
I've looked at a few demos from adobe that show apps built with Flex 4.5 running on iOS from simple list views to video capture. This has made me wonder if its an effective solution to build cross platform mobile apps.
For those of you who have taken Flex 4.5 mobile for a spin, what is your impression on the capability and performance on iOS. Is there anything you can't do with Flex 4.5 mobile that you couldn't with a native app? Are there any limitations?
I am having trouble opening a file in the assets folder in my flex mobile application
var myFile:File = File.applicationStorageDirectory. ("@Embed('assets/file.txt')"); var myFileStream:FileStream = new FileStream(); myFileStream.addEventListener(Event.COMPLETE, glossaryFileOpened);
im completely lost on how to do a simple multiline label. The docs say that labels are best used as single lined elements, but that alludes to it being able to do multiline if necessary. Anyone have any clarification on the subject?
I'm working on an AS3 project that must load a lot of external files; images, sound clips, movie clips etc. The program first loads an XML file that contains the file names of all assets needed by each class. From that point on I'm not sure what would be the best way to distribute those assets.I thought about making a dedicated assets class that will load everything the XML object describes, and then pass it to each class' constructor so they can access the objects they need. This seems like the "tidiest" option, but is there a best practice way for managing loaded assets?
Is there a way to take a compiled SWF file and figure out how much of it's size is used by code and how much is assets (images, etc)? I'd like to see if I can get my Flex SWF smaller but I'm unsure what's taking up the most space.
I have some basic as3 knowledge and I have built 2 apps. in as3 but I want to use them for mobile systems as I guess for symbians.Which program should I use. I searched here flash lite but there is no forum about it.
Is there any way to compile Adobe Air apps to native Android / iOS applications? I have no idea about iOS but in Android they need a huge(9MB~) download and i think it is a very big drawback for anything that can be sold?I heard from an Adobe person at a conference that Angry Birds was made with Flash, if he wasn't lying, there must be a way.
I have a built a mobile application using flash builder burrito and when i export the app from the builder the size of the apk file is say 1180KB,but when i try packaging the same application from the command line the size increases dramatically(to 2679KB).In both the cases if we see the size of swf file it is 2679KB only.So the builder is using some compression techniques to reduce the file size.Is there any options available in command line to do the same compression technique??.I have used the following command to package the swf file..
I'm having a hard time finding information on the best way to deliver video to mobile apps built in Flash CS5.5.
I'm working on an iPad app using AIR for iOS and I'm wondering how I call on video files basic controls.
The app I'm working on is just a mobile presentation for our studio's production work, so I just want to be able to add our showreel and some other videos of work we've done.
Is there a unique device ID that I can use in Flash Builder/AS3 to differentiate between devices in a Flex mobile project? I am trying to circumvent having to code a login/registration system.
I am using flash builder to make an app for android/ios. How would you recommend I use assets such as images and sounds. Should I embed them or use loader? Any benefits to each one. I have a fair amount of assets.
I am developing an AS3 application (not a Flex one) using Flash Builder 4.5. My application can set its graphical components automatically according to stageWidth/stageHeight. My problem is with the actual application size. If I do not specify width/height in the SWF meta tag, my application is compiled according to the default (550x400?). If I do specify (for example 800x480), I won't be able to support other resolutions correctly.
Is there a way to tell the compiler to see the application size according to the device's/stage's sizes?
I have three images and I want change the images size based on the scene size (default size is 1024x768). After each image has completely loaded I call bindableUtils.setter to set width/height when scene size changes but I don't know how to make a pointer or something like that. I'm using a public var img, but it only works with the last complete image.
Here is my code: <?xml version="1.0" encoding="utf-8"?> <s:Application xmlns:fx="http://ns.adobe.com/mxml/2009"
I have a flex mobile application that I am working on that I am having issues with selecting an image from roll/taking a picture. My application is not tabbed, however one part of it contains a Tabbed View Navigator with tabs across the bottom. Within one of those tabs, I have the ability to upload an image to a webservice that I have created. However, when I select an image or take the picture, it pops back out to the initial splash screen and the application restarts. If I use the component standalone (outside of the tabbed view navigator) it selects the image and uploads without any problem.
I want to detect touchBegin event in Image component in Flex mobile but when I set <...touchBegin="myMethod()" />, but its doesn't trigger when I touch that image.
i have a mobile application that i am creating in Adobe Flex (Flash Builder 4), and i am trying to create a zoom function. The one i have works, but the point is to be able to more easily read words that are in the image (the images are .jpg files). The images are 2550x3300 originally, but as soon as you zoom, the image quality reduces drastically, and nothing is readable.
I load an SWF using a simple loader but it changes the main applications x/y position and size.Which loader do I use to load an swf that will maintain the position size of my app?
var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.INIT, function handleInit(event:Event):void{ var UIDesigner:UIComponent = new UIComponent();
I would like to move (right or left according the current view) between 2 views when I move my finger on the mobile screen; for example with Google+ mobile application, in profil section, you can change the view just on move your finger on the screen, and the offset and the moving speed must be checked before change complete view.
I am looking for information on how to best import assets from Illustrator and Photoshop to get a low file size for the final swf. In particular:I have text that has been effected in Photoshop and a few images that can be brought in from Photoshop or illustrator. Right now I am exporting for web and bringing to Flash. Looks good but file size of end swf too big. I have gotten .fla files before from so-workers that have text or graphics as shape objects rather than images - is that possible and how is it done?