Can't import .ane file into Flash CC - actionscript-3

I've been trying for days now to import an .ane file into a Flash CC project in order to use admob banners with it.
I've searched everywhere and I just can't make it work.
Here's what I'm doing exatcly:
I downloaded the .zip file from this github: https://github.com/lilili87222/Admob-ANE
Inside the .zip file, I got the "admob_all_in_one_6.12.2.ane" file only and put it into a "lib" folder, together with my project .fla.
Then, inside Flash CC I open the "Advanced ActionScript 3.0 Settings" window, navigate to the "Library Path" tab and click the "Browse to Native Extention (ANE) File" button.
I select my .ane file inside the lib folder and click ok. I try to compile the project, and I get this error:
"The content cannot be loaded because there was a problem loading an extension: Error: Extension namespace is invalid"
Any ideas?
Thank you

I got the same problem, but after I have updated the Air SDK, it works very well...
Follow this step to update Air SDK.

"namespace is invalid", check the AppName-app.xml
<application xmlns="http://ns.adobe.com/air/application/15.0">
Change your Adobe AIR SDK for a newer

Related

Native extension removed from AIR, but still getting error related to it "Duplicate platform Android-ARM found for extension"

I tried the mateuszmackowiak.nativeANE.NativeDialogs ANE, but now I'm still getting this error in Flash CC, although ANE is removed:
The content cannot be loaded because there was a problem loading an
extension: Error: Duplicate platform Android-ARM found for extension
pl.mateuszmackowiak.nativeANE.NativeDialogs
Error appears every time I add an ANE in Flash CC, any ANE.
What I've done:
Removed the extension from Flash
Checked app.xml and removed reference to it
Removed everything related to that ANE from main class
"Clear publish cache and test movie"
Removed the folder from project's directory
Searched every file in project's directory for "mateuszmackowiak" and no result
Any idea/help would be appreciated. Thank you.
Solved by removing the extension from temp directory in windows. Just search the temp directory for that ANE and delete the folder.
In my case the link was:
C:\Users[USER]\AppData\Local\Temp\Tmp_ANE_File_Unzipped_Packages

How do I make FlashDevelop the default IDE for Adobe Flash Professional?

How do I make FlashDevelop the default IDE for Adobe Flash Professional? So that if I try to open an .as file from Adobe Flash Professional, it opens in FlashDevelop instead?
I am coming from Unity where there is just an option in preferences to set your default IDE, but I am struggling to figure it out here in Adobe Flash Professional.
You can do this via Windows.
Right-click on any .as file
Click "Open with..."
Click "Browse..."
Navigate to your install folder (C:\Program Files (x86)\FlashDevelop), and select "FlashDevelop.exe"
Click "Open" to select FlashDevelop.exe
Make sure that "Always use the selected program to open this kind of file" is checked
Click "OK"
From now on, ActionScript files will open in FlashDevelop.
NOTE: If you have multi-instance mode turned on, a new instance of FlashDevelop will run every time you open an .as file from Windows Explorer.

Launch libgdx project on HTML 5 based browser platform

I want to launch my Libgdx project on HTML 5 platform but there is Error like
The type com.google.gwt.core.client.EntryPoint cannot be resolved. It is indirectly referenced from required .class files GwtLauncher.java /Digestive-System-html/src/com/me/mygdxgame/client
The project was not built since its build path is incomplete. Cannot find the class file for com.google.gwt.core.client.EntryPoint. Fix the build path then try building this project Digestive-System-html
I googled but unable to resolve this problem. Any help wiil appreciated
thanks...
Hello vishal to my knowledge if you go through this you can setup libgdx project on HTML 5 based browser platform.As of version 0.9.3, libgdx comes with an easy to use application called "Libgdx Setup".The following steps will create everything needed to develop for the desktop, android, html 5.
Download the gdx-setup-ui.jar from http://libgdx.badlogicgames.com/nightlies/dist/gdx-setup-ui.jar. The jar is also contained in all stable and nightly releases.
Execute the jar by double clicking it or from the command line via java -jar gdx-setup-ui.jar
Specify your project's configuration (Configuration Panel).Specify the libgdx stable/nightly release zip file or press one of the buttons to download the latest stable/nightly release (Library Selection Panel).
Hit the "Generate projects" button (Generation Panel)
Open Eclipse and import the generated projects into your workspace.
File -> Import -> Existing Projects into Workspace
Click "Browse", select the folder containing the generated projects.
Make sure all the projects are checked, then click "Finish"
To fix the error of the HTML5 platform, go to the "Problems" view, right click the error message "The GWT SDK JAR gwt-servlet.jar is missing in the WEB-INF/lib directory" and select "Quick Fix".
Click "Finish".

how to dynamic linking for the .ane files

I created a native extension. I can debug this application as an desktop application. Working well, there is no problem while using native extension classes. But When I debug for Premiere Pro, I get "
Class com.extenison.samples.ANESample::myClass could not found
" error.
Do you have any idea what I'm missing while debugging for Premiere Pro extension ?
- I added .ane file on Native Extensions tab of Properties
- Also added .swc file on Library Path tab
- checked Package in Flex Build Packaging tab
- I can see .ane file on Package Contents section of Flex Build Packaging
Thanks
Edit : this issue is about linking native extensions. Any helps appreciated about this
If we are creating .ane files for application that runs on some devices, that means we are gonna package our project and device will read files from package.
My native extension (.ane) file was working on local, as desktop application because there was no packaging process.
was not working on Adobe Premiere because ;
put .ane file under yourproject/src/ directory to some folder
go to project/properties/Flex Build Packaging and checked your .ane file
on same directory above,Click Package Contents tab and ensure that your .ane file is in the list
I didn't do this:) But you do this.
You can ignore this error and move on with creating an .ipa with you adt commands. The error is because of cross platform.
Though check with the points, You make the .swc as external reference from the properties.

Package SWF into an EXE or APP

I am trying to adjust my Flash development workflow so that I am using Flash Builder for all of my coding and multiple FLA files for the user interfaces. I will be creating an ActionScript project in Flash Builder and then having each FLA export a SWC into a resources folder.
It is important that I retain the ability to export PC and Mac -- EXE and app, respectively -- projector files. Is there a way of doing this with the Flash compiler or any 3rd party tools?
I know that mProjector and similar tools can do this, but I would like a solution that can be automated into my builds.
EDIT 5/14/2010 9:30 AM: One of my options is to use AIR, however...Flash Builder does not let you build an AIR application from an ActionScript project. Another option is to use Zinc...does Zinc have any command line options such that I can include that in my build process?
There are different options available:
Use AIR
Encapsulate your completed project in a fla (setting the document's class to your custom class) and then publish it as win/mac projector
Use a third-party application to convert swf to native executables. The best known option there is probably zinc
and really, You can pack everything into exe. For example, using flajector can convert the file into exe. and you will not need to think about ... was Flash player installed or not...application will be available in any case
you should have a look at zinc. also, if the machines you want to run on have AIR installed, you may simply wanna build an AIR app.
You can build an AIR application from a pure ActionScript project. Apparently it's not as obvious as it should be, but here's one way of doing it:
http://ted.onflash.org/2010/03/air-apps-using-actionscript-only.php
Also the very latest version of AIR (currently in RC stage, so stable enough to use, final version will be released soon) can package the app into an EXE so you don't need to install the AIR framework separately.
AIR packages can also be compiled from the commandline, so should be easy to integrate into a separate build process if you don't want to do it from the Flash Builder GUI.
Turning SWF into an iOS App/OS App via Xcode and Zinc 4.0 (will help Windows users part of the way)
Step 1:Be an iOS Developer with Working XCode, Provisioning Profile, etc.
Step 1: Download Zinc and Install it
Step 2: Using Zinc select to start a new project and pick the .swf file you want to turn into an app
Step 3: Build / Compile the app - this will create a .app and a .exe file if you select to build for all platforms when compiling
If you are a windows developer then this is as far as you go. Enjoy! If you are a mac/ios dev then continue on.
Step 4: Select your new projector file (.app) and click to 'Convert Projector into an XCode project under the 'Project' tab up top
NOTE - For anyone looking for their projector (or .app file on a mac) made by Zinc 4.0+ to turn into an XCode project, you may have to look in your file directory around the .swf file you used to build the projector in the first place. At first I was frustrated for a bit since I (the Finder on my mac) can easily find the new .exe file but it could not see the .app file with search
Step 5: Locate your new XCode project folder (in the same general place and with same name as your .app) and drag it into XCode
Step 7: Make sure your scheme is correct (Mac OSX or iOS), if it is not then go to build settings and go to 'Base SDK' and switch it to the correct one
Step 8: Check your provisioning, (while still in Build Settings) and select the right code signing and provisioning profile for your app, check your bundle id to make sure it will work too, if you get a problem with code signing after this and you are sure your profile is correct then put
--deep
in the 'Other Code Signing Flags' section
Note - My app was set up to be a mac app and so it had some #import calls that I had to remove and remove the reference to the Cocoa framework on the general section, and put in calls to and instead
Step 9: Archive the app to make the .ipa file and submit it to the app store/post it for ad hoc purposes/build it on a dev device
Note - If submitting to the app store/testflight you may want to look at your .ipa file after this whole process, normally an .ipa is just a fancy zip with a 'Payload' folder that contains your app (with a big cancel symbol over the icon) if after decompresing your ipa (after renaming the .ipa to .zip) you see that your top folder is not called Payload or that your app is actually contained in several folders, then make a new folder called 'Payload' move the icon with the cancel sign on it to the new folder and compress it into a .zip then rename the .zip into a .ipa and you should be good to upload the the app store or testflight