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? > >> > >> > >> >> > > >> > >> > >> >> > >> > >> > >> > >> > >> > >> > >> > >> > > >> > >> > >> > > >> > > >> > >