Iphone :: One Frontend For IPhone/iPad, Android And Multi-Touch Displays?
Sep 6, 2010
I have built a multi-touch application which is based on a Java EE backend and combined with BlazeDS to a Adobe Flex frontend. The application runs on a DIY-Multi-Touch which I built. Now I want to use another solution. The Adobe Flex frontend (with a multitouch library) and the BlazeDS adapter should be replaced by a solution which covers iPhone/iPad, Android and commercial Multi-Touch displays.
The problem is the iPad/iPhone, there is no Flash Player runtime (not the jail-breaked ones), but the application should be runnable also on those devices. So Adobe Flex and a Java frontend (no JVM on the iPhone/iPad) is not possible anymore. At first, starting the developing of the application it was not neccessary, to run it on Apples mobile devices, but this changed So, what can I do, using HTML5? So I can use it for Android and iPhone/iPad. But I also want to make it possible to use it on a commercial multi-touch-display and normal display with a mouse (I only have gestures for one finger, the 2-finger gestures are not neccessary). Are there any frameworks that allow this? Because I do not want to create several frontends (App for iPhone/iPad on Objective-C and a Adobe Flex for all other devices), it would be great if I can build a frontend for all devices.
I'm new to these forums and just have a question that I can't seem to find the answer to.I'm building an app for a project that requires the use of mutli-touch, not neccesarily gestures butore like triggering two seperate events on differant parts of the screen at the same time.To be more specific, say i have one movie-clip that triggers an event by a mouseOver listener and anotherthat triggers an event by a mouseDown listener, is it possible to have these events trigger simultaneously when theuser places a finger on each movie clip at the same time?
Is there a documented best practice for providing alternate content for Flash in Safari on iOS devices?I am getting white space where my Flash animation would normally appear, and management is displeased. I need to display alternative content in this space.
I'm interested in developing for the iPad and iPhone, but I'd prefer not to learn Apple's whole development stack (and good golly, I sure don't want to go back to manual memory management). Oh, sure, I could learn it, but I don't have that level of commitment to the environment at this point. I've got professional experience with Flex already, so I'm intrigued by Adobe's move to make Flash/Flex compile to the iPhone and iPad. My question is: how promising of a development path will Adobe's Slider be? Are we likely to see Slider publicly available in a reasonable timeframe (Adobe: "An early mobile branch of the Flex framework is expected to be available in 2010")? Are we likely to see reasonable performance? Are there development hurdles that haven't become clear yet? Heck, is it all just vaporware? There's pretty limited information available so far, as far as I've seen, but I'm interested in people's predictions, even if they're speculative.
Problem: When doing anAPP to test it out in my smartphone devices. I tested it on my computer and it works fine. But in devices, im not able to scroll the textbox down/up because my devices dont have a scroll wheel to scroll up/down.Assuming that im looking for something like this: When I use my fingers to touch on the textbox and slide it upwards, the textbox will scroll down
How can i maintain DPI resolution calculation for various device and UI management for eg,iPhone having action bar at top/bottom , iPad app has control bar component instead.Is it possible to maintain application in SINGLE CODE BASE.
I am going to develop a very simple game for android and for iphone/ipad I have the option to develop it in cocos2d or in adobe flash air (i am not a developer, but i have 2 developers who are offering me the service)I have a developer that states that cocos2d is better and other one that states that adobe flash air.I want it in cross platform.the cost offered by both developers is the same..i have heard that adobe air has the flaw that it is very slow, is this real? if you had the 2 options which will you use to develop your game and why?
My OS is Win 7 and I have the windows test versionof Flash Builder Burrito.There I can only develop for Android devices.I've heard it's only possible to develop forthe iPhone/iPad with a Macintosh computer.Or is there a trick to develop for iPhone/iPad on Windows PC with Adobe software(because I don't want to pay a second time for Adobe software for MAC)and only copy the result to a Macintosh? Is it possible in the MAC version of Flash Builder Burrito to develop for iPhone/iPad (and also for Android)?Or have I to use a different IDE for iPhone/iPad apps becauseApple wants native apps and Flash builder burritois only for AIR/Flash app development?
We're seeing very different results from the same files being packaged for iPhone verses iPad. Not having a lot of luck getting things to run smoothly on the iPad when they work great on the iPhone. The iPhone versions also run great on the iPad even though it has to scale down all the retina quality images. I feel like I'm missing some important difference between the two?
I have a website that uses flash. I would like to convert the website so that iphone / ipad users can see my website. I understand that Iphone / Ipad can't render flash. What would be the best-practice to convert flash website to iphone / ipad compatible?
Ive just started messing around with flash cs5 and trying to make a simple app for the ipad and have it eventually on the app store. The thing that has me concerned is that the animations seem to be struggling on the ipad.
im running it at 24 fps and there is zero physics and very simple AS3 for touch to stop animations. But the animations are running so slowly and the sound layer is no longer in sync with the animation.
Does anyone have any experience with this that can advise me on what the issue may be? why would a simple flash cs5 animation struggle as an ipad app? would the file type of the sound files be an issue?
I have made an animation in Flash, that would be ported to the iPhone/iPad; I want the animation to play when you rotate your finger on the screen and to stop immediately when the finger is lifted (Without starting the animation over), When the user would continue rotating their finger, the animation would continue to play.
I am developing a game for Android using Adobe AIR 3.0, also i am using Samsung Galaxy S2 to test my game, and is running pretty well with decent 30 fps.to control the game-play, i am using virtual joystick and some button on screen (e.g. to throw weapon, jump etc). however it seems that multitouch is not working fine, if i press one button and and in the same time if i down another button. first one stops working. here is the code snippet which defines multitouch behavior -
[code]...
for jump button, virtual joystick etc - i am using TouchEvent.TOUCH_BEGIN event.
I need some help linking live content to a iphone / ipad using flash media server 4.5. I can get the encoder to work and can pick it up using the traditional flash player, but need help linking and delivering live content to iphone, etc. I contacted support and they were to send me a link, but I never received.
Does anyone knows if its possible to develop iphone/ipod applications and sell them on the apple store, using flash CS5 in windows? or do we need to develop in mac?
I have developed an app for the iPhone and it runs perfectly fine on the iOS for iPhone. I am trying to port it to the iPad so I have done the proper stage adjustments and have set export as "iPhone & iPad"
It opens up fine on my iPad, but the same app opens distorted on my iPhone (since the stage resolution isn't native, so it gets squished)
How would you go about creating a timeline animation for an iPhone or iPad application? I'm looking for something like a timeline animation in Flash. I don't need a technical explanation on how to program it, though.So here are some general questions:
- I read something about UIView for PNG sequences, but aren't these kind of animations resource intensive? And what about filesize? PNG can't be compressed like jpeg.
- What about vector-like animations? These would save a lot of kb's.
- Are there animation frameworks like TweenLite/TweenMax/Tweener/... (some well known frameworks for animations in ActionScript)?
I am creating an iPad app with Flash CS5. In my app, I am trying to load some dynamic XML from a server. Whenever I click the button to initiate the load, the app immediately aborts and I am taken back to the desktop. Here is my load routine that is run when the button is clicked:
protected function SendRequest():void { var url:String = GetURL(); var request:URLRequest = new URLRequest(url); request.method = URLRequestMethod.POST; request.data = GetVariables(); [Code] ..... I have tested this app on my desktop computer within CS5 and it works fine there.
I usually used as3 in flash to develop game, but I always do for a fixed size of file. But in itunes there are a lot of app work for both ipad - 768x1024 and iphone 640x940 (this size is iphone 4) and even different iphone generation has different size too. So how can i use flash to make one app that can work for all of these devices?
In the Flash CS 5.5 AIR settings for iOS, in the General tab of a panel, there's a menu that lets you specify the target device:
-iPhone; -iPad; -(both) iPhone and iPad;
What happens if I specify the third? That is: I can't understand if I can use the default stage dimensions (iPhone dimensions) or I must eventually create a stage (and assets) for iPad (and it will work for iPhone too).
I am looking for alt for broadcast live from my webcam.i have option to use Flash Media Server but flash is not supported in ipad so what other option i can go with which support ipad/iphones and other mobile devices as well as web.
how to use filters (specifically a glow filter) on a mobile devices (specifically the iPhone) when using GPU rendering and high resolution. At the time, there was no answer... filters were unsupported. Period.
I can report that I have gotten a color matrix filter for desaturation AND a glow filter working on the iPhone and the iPad using GPU rendering and high resolution.
The solution, in a nut shell is as follows:
1: Create your display object... ie: a sprite.2. Apply your filter to the sprite like you normally would.3. Create a new bitmapdata and then draw that display object into the bitmap data.4. Put the new bitmapdata into a bitmap and then put it on the stage or do what you want.
When you draw the display object into the bitmapdata, it will draw it WITH THE FILTER!So even if you put your display object onto the stage, the filter will not be visible, but the new bitmapdata will!
Here is a sample app I created and tested on the iphone and ipad
We are live streaming to iphone/ipad and jwplayer for desktops. We have used adobe encoder and wirecast and with both products if we stop and then restart a stream, the iphone/ipad receives a short loop of the old stream instead of what is currently playing. The only way we can make it play the live video is to stop the encoding, then clear the stream files from the server, inside the stream package, and then start the stream again. Is there some setting that is causing this behavior?
We'd like to show some shiny charts/plots/tables for some business data. It targets PC browsers and iPhone/iPad.
We have done some research and here's possible solutions:
HTML5: not yet very standard and we are lack of experience. Flash: it looks like Flash on iPhone runs on some sort of virtual machine, it's not very efficient. We have little knowledge on this too. Silverlight + Cocoa Touch: it looks like MS is now giving up SL. We need two times of work on GUI if we choose this. Maybe I can write some XAML parser for iOS using UIKit and Core Animation.