On Thu, Mar 27, 2014 at 8:53 PM, Alex Harui <aha...@adobe.com> wrote:

> So did the "can't run scripts" limitation go away?
>
>
I take that back.  I changed the code in the iOS app to embed the fonts
directly.  Sorry for the noise.

Thanks,
Om


> On 3/27/14 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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