Unzip local file in adobe air - actionscript-3

Does anyone know a good library to unzip local files in adobe AIR for with actionscript 3?
I have:
A local file named somefile.zip
I need:
To give some external library a path where I want to save the unzipped version of file.
It must be able to process the file and not load it all into the memory.
I found the FZip library - but it loads all archived data into the memory.
And also found the nochump library, but there is no such parameter to choose where I want to unzip the file.
Thanx for your help.

Try FZip by Claus Wahlers from cĂ´deazur brasil lab.
"FZip is an Actionscript 3 class library to load, modify and create standard ZIP archives."
http://codeazur.com.br/lab/fzip/

Related

Warning: Could not find file C:\Users\Harsh Jain\Downloads\com.mysql.jdbc_5.1.5.jar\co

I am getting this error while running the Student Management System project in netbeans Ide project in made in java,jsp,html.Please help me
Your project's build has a dependency on the Java ARchive (.jar file) com.mysql.jdbc_5.1.5
There are two possibilities that I see here, without further details on what you have done so far:
1) You already downloaded the jar, but when you specified the path where your build process is gonna look for that file you had an error in your path ... make sure you have a jar file in C:\Users\Harsh Jain\Downloads\com.mysql.jdbc_5.1.5.jar or C:\Users\Harsh Jain\Downloads\com.mysql.jdbc_5.1.5.jar\com.mysql.jdbc_5.1.5.jar (I'm thinking you might have copied the name of the jar file twice in your path).
2) If you have not manually downloaded that file, then you should do so. You can find that version at http://www.java2s.com/Code/Jar/c/Downloadcommysqljdbc515jar.htm (or elsewhere). Once downloaded, make sure to copy/unzip the actual JAR file to your C:\Users\Harsh Jain\Downloads folder.
Once you have ensured the file is actually on your system AND in the right path, run the build again.

Can't add the Mobile Apps Tracking bindings to my project

I'm trying to use the MAT bindings in my project however it seems that the .jar file is not included on: http://libgdx.badlogicgames.com/robovm-ios-bindings/
I have also tried adding it to my project by downloading the repository from: https://github.com/BlueRiverInteractive/robovm-ios-bindings/tree/master/mobileapptracking and adding the project to my Robovm build path but it's not working as well.
Any idea how to solve this ?
Thanks,
ASM
I have made a bindings project into a jar file doing the following. I am sure there is an easier way to get the framework in the correct folder, but I have not yet found it.
load bindings project in eclipse
export the source folder (you should get org/robovm/bindings/mobileapptracking/) to .jar file
open the jar file with winrar or similar program
add folder: robovm/ios/libs/ in META-INF folder
add the .framework(s) to this folder
now you should have a similar .jar file as on the libgdx site!

how to find library.swf file in adobe air library project

I am creating ane file for my requirement. I Crated Actionscript library project and generated xxx.swc file through build time, but I can't able to generate library.swf file in Actionscript libary project within the bin directory or in the project directory. Even though my Actionscript library project enabled include Adobe AIR libraries.
Can I create ane file without library.swf file? or please give me steps to get library.swf file.
Have you googled it before?
swc file is a zip file, just rename it from *.swc to *.zip, and unzip it, you will find library.swf.

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