wonder why when I export my project to *.air and I install it on my computer.
I can see the source files in the software installed directory.
Should I choose something? or it's should be like this... because, why should I write softwares on adobe air if everyone can install the project and watch my codes?
I programmed on ajax, html, js..
I search on google and adobe air forums and I cant find and answer to my question.
I should like to any kind of help...
By source, do you mean FLAs and AS files, or do you mean HTML and JS files? For HTML projects, yes, all your HTML and JS files will be visible to users in the packaged app. AIR basically just copies them to the user's installation directory and runs them. But for a Flash/Flex-based app, FLAs and AS files do not have to be distributed, only SWFs.
If FLAs and so on are showing up in your app directory, you'll want to change how you're exporting. The details depend on whether you're publishing from Flash, FB, or the command line, so if you can't find it please update your question with the details of what you're using.
Related
I was interested on on Google's web app-Shell. I've downloaded it GitHub. But I found that there is no index.html/index.php file in the whole code. All I mainly found, is the licence file, app.yaml file and app.js file. Link to that page, is here.
I heard,that I can install the project in my web hosting site, by using terminal. But terminal is not an option for my situation. I've stopped using Firebase, because I must have terminal for it. So, is there any other idea to install the project in my website?
Can I have a flat file, so that I could simply past the html,css, JavaScript and other media files into my server?
Unfortunately the Google web app-Shell isn't designed to have an index.html file. There is a views folder that has what you're looking for https://github.com/GoogleChromeLabs/application-shell/tree/master/server/views.
As we can see they're using handlebars for as a templating system. For example, if we look at https://github.com/GoogleChromeLabs/application-shell/blob/master/server/views/layouts/default.handlebars we can see that they have {{> open-page}} and {{{body}}}. If we look at handlebars documentation these partials are rendered into other views.
Essentially, there isn't a single index.html we can point to, but we can reconstruct the app by exploring their views.
I have been learning web development for some time and I have noticed on tutorials on youtube that when someone change source file (html, css, js) the webpage opened in browser is automatically refreshing. I have read something about live-reload but it's too complicated for me and there is no step by step tutorial.
I have found some similar questions, but the case is that refreshing happens by side of local server not the code editor or browser as is mentioned in questions that I found.
I'm using Apache as my local server. Sublime Text for writing a code and Ubuntu operating system.
Here is the video that shows what I am exactly trying to say.
https://www.youtube.com/watch?v=q78u9lBXvj0
Npm and live-server doesn't work on my computer at all.
Sorry for my english, but I'm not a native speaker. I'm looking forward for your help.
Anyone knows anything?
Install sublime web server using package manager ( or in your case continue to use Apache )
Use http://livejs.com/
I noticed that some apps, particularly to the online game, which their assets files often retained even if you have uninstalled it. In more detail, ordinarily, an app was installed to c:\Data\Programs{Application Id}\Install\, if you uninstalled the app, then the installation folder (c:\Data\Programs{Application ID}) will be removed also by system. But for some online game, even if you removed the app, the system still reserve some files or folders, e.g. c:\Data\Programs{Application Id}\Install\Assets\, and it just deleted the .DLL files, Manifest files and some others, not all of them. Anyone knows why?
I changed the detected path to:c:\Data\Programs{Application Id}\TempInstall\, it solved my problem.
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.
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