The main problem was solved when I put all the files in the same root folder.
But after testing on WM6.1 (SE Xperia X1) I found that fl3.1 dosen't load external images or txt files though they're being loaded well on s60 fl3.1 and WM fl2.1 and on WM fl3.1 it loads only external swf files not images or text !!
can you help me please.
I have Flash cs3.
Thanks for the fast replay.
But I think this device is supported by the Flash Lite 3.1 Distributable Player because it runs Windows Mobile 6.1 Professional OS.
mucatron wrote:
The query above relates to the security model present only in the Distributable Player.
Which one,my first post was solved by putting all the files in same folder with the main swf file.
But the next one, I said my app worked on s60 very well but didn't load external images or txt on WM (though it loaded external swf).
So does the security model differ in s60 to WM ?
Hi,
It seems that I only looked back as far as the last person posting, sorry!
We update the supported devices at this url, and because the X1 is a unique device from a single OEM I can't guarantee that our WM6.1 binary will work on it. That's why we certify devices :-)
http://labs.adobe.com/wiki/index.php/Distributable_Player:Supported_De vices
Can you confirm that your content works on WM devices within the supported list?
thanks,
Mark
No it didn't
![]()
would u please try to take a look at the simple loader I posted and fix it if you found a problem in and try it on pocket pc with fl3.1
stop();
var appPath:String=this._url.substring(0,this._url.lastIndexOf("/")+1);
///////// loading text
var my_lv:LoadVars = new LoadVars();
my_lv.onLoad = function(success:Boolean) {
if (success) {
tt.text=my_lv.tt;
} else {
trace("Error loading/parsing LoadVars.");
}
};
my_lv.load(appPath + "text.txt");
this code alone worked well
stop();
var appPath:String=this._url.substring(0,this._url.lastIndexOf("/")+1);
///////// loading text
var my_lv:LoadVars = new LoadVars();
my_lv.onLoad = function(success:Boolean) {
if (success) {
tt.text=my_lv.tt;
} else {
trace("Error loading/parsing LoadVars.");
}
};
my_lv.load(appPath + "text.txt");
////loading image
this.createEmptyMovieClip("image_mc", this.getNextHighestDepth());
var mclListener:Object = new Object();
mclListener.onLoadInit = function(target_mc:MovieClip) {
target_mc._x=20;
target_mc._y=120;
};
var image_mcl:MovieClipLoader = new MovieClipLoader();
image_mcl.addListener(mclListener);
image_mcl.loadClip(appPath + "image.gif", image_mc);
////loading swf
this.createEmptyMovieClip("swf_mc", this.getNextHighestDepth());
var mclListener2:Object = new Object();
mclListener2.onLoadInit = function(target_mc:MovieClip) {
target_mc._x=20;
target_mc._y=160;
};
var image_mcl2:MovieClipLoader = new MovieClipLoader();
image_mcl2.addListener(mclListener2);
image_mcl2.loadClip(appPath + "swf.swf", swf_mc);
But this hangs the whole phone ...
![]()
stop();
////loading image
this.createEmptyMovieClip("image_mc", this.getNextHighestDepth());
var mclListener:Object = new Object();
mclListener.onLoadInit = function(target_mc:MovieClip) {
target_mc._x=20;
target_mc._y=120;
};
var image_mcl:MovieClipLoader = new MovieClipLoader();
image_mcl.addListener(mclListener);
image_mcl.loadClip(appPath + "image.gif", image_mc);
and this one raises an error message "can't load image" !
Hi,
Sorry for the delayed response here.
I had a chance to look at your code today and found the issue as demonstrated in the following example, which is compatible with WM6.
ou'll see that you had two problems:
1. You were trying to reuse the moviecliploader class within the same frame for actions that had not completed. This works on the desktop because of the hardware speed, but on a mobile phone things run slower and sometimes we queue up the requests as well.
2. The GIF image that you are trying to load fails on the HTC Diamond, and I presume that this means it's not supported. Device Central reports that GIF is supported so you may want to try a different bit depth, however JPG is typically a better solution for most mobile devices for performance reasons.
3. I've split up the loading into frames to demonstrate how to create your own queue of load requests, but you could use your approach of a single frame and begin each request after the onLoad event fires for the previous.
Regards,
Mark
www.flashmobileblog.com
I recommend JPG instead of PNG, in some tests we showed it to be 20x faster in drawing/decompressing on devices.
Im not sure what happened in FL3.1 with GIF support, it seems strange that it should break but it could be something to do with our hardware acceleration efforts.
The team will look into this.
Mark
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