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How/when will AIR support the new iPad?

Mar 7, 2012 10:53 PM

Tags: #new #ipad #simulator

I believe that the following will be needed:

- new placeholders in app xml for the new iPad retina icons

- a mode that will allow the content done in 'non-retina' iPad to be viewed on new IPad (like the tag that makes iPhone 4 to fill 4 pixels and be used as the iPhone 3)

- a simulator for all AIR environments, which allows the visualization of the iPad retina display (I guess it will have to have scrollbars for the first time in a mobile phone simulator, since the height is going to be 2048 pixels :-O )

- anything left on the list?

 
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  • Currently Being Moderated
    Mar 8, 2012 12:08 AM   in reply to Riccardo Moschetti

    I would rather ask IF it will be supported at all in 2012...

    From what we know by waiting for the iPhone4 I would say it takes about three month - at least. This time it should be pretty easy to enable this, since they know everything from the 3gd to iPhone4 switch, but I think that the team is mostly working on Android devices and iOS is something they are doing in their sparetime...

     

    It is so sad that it seems like there is only a very small team working on this project at Adobe, though this could really be something special and good, but I switched to Xcode to ensure that projects don't rely on a totally wierd upgrade timetable (for example look at the problems with the languages and how long it takes to fix this for Adobe, or how long it took to use Game Center etc.). I know of a lot of developers who switched to Xcode and just work with Air before developing to make quick sketches, though even this might chance since the new Xcode features. I really like working with Flash, but it is getting harder and harder with each new iOS or device update since the Air updates are out of synch and much to slow for new (and often small) new features and the last updates were always incorporating new bugs. So it is tough to use then instandly.

     
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    Mar 8, 2012 3:28 AM   in reply to josholm


    josholm wrote:

     

    It is so sad that it seems like there is only a very small team working on this project at Adobe, though this could really be something special and good, but I switched to Xcode to ensure that projects don't rely on a totally wierd upgrade timetable (for example look at the problems with the languages and how long it takes to fix this for Adobe, or how long it took to use Game Center etc.). I know of a lot of developers who switched to Xcode and just work with Air before developing to make quick sketches, though even this might chance since the new Xcode features. I really like working with Flash, but it is getting harder and harder with each new iOS or device update since the Air updates are out of synch and much to slow for new (and often small) new features and the last updates were always incorporating new bugs. So it is tough to use then instandly.

     

    That's exactly how i see it.
    I saw one of the promo videos for making ios apps months ago and thought; "Wow! That would be awesome, work with Flash wich i've done the past 12 years and make cool ios apps!".

    About 2,5 months down the app-road enthousiasm has been replaced with discouragement...

     
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    Mar 8, 2012 4:31 AM   in reply to boudewijndanser

    You may not have noticed the large site that has been set up to promote Flash in general, and that also showcases Flash for mobile apps:

     

    http://gaming.adobe.com/

     

    Also, a huge amount of improvements have happened within the last three months. I think people are still enthusiastic.

     

    As for the general support for the "new iPad", you're already developing Flash things without owning one of these 4K monitors that someone might run your site on:

     

    http://www.flatpanelshd.com/news.php?subaction=showfull&id=1308821283

     

    You may be doing printing, and testing that on US Letter or A4, and not on the A0 paper that someone may be using. Same with a 2048x1536 mobile screen. Very few people have the ability to run a simulator of that doing Portrait, and you would need a 30 inch monitor to even simulate it doing Landscape.

     

    So, you develop at iPhone or iPad 1 sizes, and trust Flash to do the scaling to the new size.

     

    Now, there is an app descriptor quality setting, that can be Standard or High, it will be interesting to see if a noscale stage with quality=high gives you a 2048x1536 stage. Even if you don't set quality=high, the iPad will still automatically give you Retina quality for web views and device fonts.

     

    Icons could be supported better, you can't currently even add an icon for Playbook, a change there to let you add any number of custom sizes would solve the Playbook and new iPad issue. You can edit the app descriptor file, but I don't know if that adds in the actual file, it may need you to use the command line to build the IPA. I haven't found time to test that yet.

     

    I'll be able to say better how well Flash works with the new iPad on the 16th!

     
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    Mar 8, 2012 5:49 AM   in reply to Riccardo Moschetti

    There are pre-release questions flying around about how to deal with the 144 pixel icons. If I see a reply from Adobe I'll let you know.

     

    By the way, I don't think Flash does the filling in of the pixels, it doesn't know what a Retina display is. It asks the system to handle the app as high or standard quality, and the OS will then claim to be a 960x640 or 480x320 sized device, Flash then scales to that like it always would (if you're using the default scalemode).

     
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    Mar 8, 2012 6:44 AM   in reply to Colin Holgate

    Hi Colin,

     

    I do agree with you in terms of the fact that it seems that the last three month have been a bit better when it's coming to updates of possible features. However, as I said am am sad about how the general concept is presented to us users. Well, one can say it is good that we are able to use the iOS export at all, but to be honest, we are customers and a lot of people are using Flash/Flex/Flashbuilder just because of the fact that they can do those exports and therefore it would be good if someone would take care of those people and business. To clearify, I am not saying that anyone of the people is not doing great work in providing the tools, to me it is just hard to see the general concept. I know that – for a while – the development was stopped, but that has been quite a while ago and Adobe is one of the largest software companies and I a wondering (not just in this case) why aren't they pushing those things much more. This could be also become a big business for them, IF the software works, IF updates are rolled out faster AND with a better control of whats beeing send to the users.

    When I read that even Adobe deploys their apps with wrong language-lists I just think that something is simply wrong. I mean, could you be able to deliver your work like this? Nevertheless, let's see how long it take and how it will be deployed. Maybe the next update will be great.

     

    Riccardo, you wouldn't need a preview player that has the original size in real pixels, if you install Xcode you can see that the iPhone 3 and iPhone4 simlator has the same size and since the pixels are just closer together but the physical device has the same size too – it just implies the look. Also you can deploy it to the device and see it by yourself if it works out.

     
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    Mar 13, 2012 9:39 PM   in reply to Colin Holgate

    how do you set this quality setting high or standard?

     
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    Mar 13, 2012 9:53 PM   in reply to tekintatar5

    If you're using Flash, it's a setting in the iOS settings, General tab. If you're using the command line, or Flash Builder I guess, then look for this in the app-descriptor xml file:

     

     

     

    That setting would be 'high' if you want the Retina display to be used, or 'standard' if you want it not to use Retina resolution.

     

    At least a couple of us will know on Friday whether that setting works for the new iPad like it does for the iPhone 4 and 4S.

     
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  • Currently Being Moderated
    Mar 13, 2012 9:58 PM   in reply to Colin Holgate

    Colin thanks for the prompt reply. But i can not see what to look for in the app descriptor file in your post. I downloaded the latest version of adobe air 3.2 release canditate but icould not find a section like this in the descriptor. Is this a prerelease feature?

     

    I appreciate your help...

     
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    Mar 13, 2012 10:16 PM   in reply to tekintatar5

    The app-descriptor file won't exist until you have set your FLA to iOS or Android, and have saved it somewhere. It's not a global app descriptor, you have one for each FLA you're working on.

     
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    Mar 13, 2012 10:27 PM   in reply to Colin Holgate

    Hi:

     

    Once you create the AIR for iOS appellation correctly and get the app descriptor look for requestedDisplayResolution tag under the iPhone tag.

     
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    Mar 13, 2012 10:54 PM   in reply to tekintatar5

    I realized later what you had meant. It's a shame that in a forum where we need to talk about xml setting, it won't accept xml example text.

     
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    Mar 13, 2012 10:55 PM   in reply to Colin Holgate

    Got it, thanks Colin and Saumitra for your prompt replies...

     
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    Mar 16, 2012 2:27 PM   in reply to Riccardo Moschetti

    so I got iPad 3gen i will test XML settings and post results here. I hope this will work out otherwise apps will look ugly

     
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    Mar 16, 2012 4:05 PM   in reply to alexus.one

    I think AIR will work the same way as on iPhone 3GS / iPhone4 where you can see high resolutions ) Not a problem.

     
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    Mar 16, 2012 4:26 PM   in reply to Riccardo Moschetti

    Adobe Air runs on iOS platform. If you can run it on iPad 1 with 5.0.1 you can ease run in on iPad3 )

     

    Hight resolution must works because it's compilied for iOS, not for exact device ')

     

    If you can't add file to build - you can ease add it using command line to ipa package using exact filename that use device. So u will get everything working. But Adobe for Flash CS5.5 don not provided updated Air2_5.dll but if they make it update - this will help using new features )

    but ... currenlty I use command line that can compile anything

     
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    Mar 16, 2012 7:05 PM   in reply to Riccardo Moschetti

    ok im back home will do test and post screens hots and subjective evaluation of my findings... i have both 2nd and 3rd genreration so can easily tell if there is differencce... so in few min will have results

     
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    Mar 16, 2012 9:34 PM   in reply to Riccardo Moschetti

    ok so i guess its 50/50 so far. stretching to big screen works fine but native resolution does not seam to be supported. Meaning i see pixilization on side of the image. if vector is used it should not be a problem (i guess)

    for testing i used high res images from here: http://www.zastavki.com/eng/Motocycles/Harley_Davidson/wallpaper-12206 -18.htm just to give proper credit to who ever did the image

     

    So for 1st test i used regualr ipad resolution 1024*768 i used HIGH res setings and placed 1280x800 photo obviously it got cut off, some side of the modules pixelazied but oveall model is ok no big digtortion

     

     

     

    IMG_0001.PNG

     

    Next i inputed resolution to be 2048*1536, image now fully fits in, so i would expect it to be rendered nicely on large canvas yet i have same ordrder pixilization (ani alising needed i guess) I may be a bit picky but i consider interface by Apple to be perfect and our image that seams to be well rendering (externally) gets dissorted


    Anyway here is snapshot

    IMG_0002.PNG

    Now, lets play with bigger resolution  image... i used 1920x1200 resolution source image and HD canvas. Got image to be displayed almost full screen but sides of the images are not that perfect again.

     

    IMG_0003.PNG

    Now i figure that print screens may not shto artifacts of renderings so i took some photos

    IMG_0322.JPG

    As you can see around (5) has sitortion even though there is no on original image. This is photo of last test in HD mode full screen large image.

     

    Here is another one

    IMG_0323.JPG

     

    So my conclusion so far, is that 1024*768 and 2048*1536 have sa,e result in both case there is some sort of stratching and smoothing applied by player. Logically higher resolution images should look better on "new ipad" but i did not see that in my test.

     

    Maybe i did something wrong but taht what I have so far! Any comments ideas? Lets get this thing to have perefect output... maybe you have other test assets?

     
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    Mar 16, 2012 10:00 PM   in reply to alexus.one

    ok me again i found betetr way to do testings

    here it goes: snapshot of Apple Store and then we use that hanp shot as image for our app and snap shot of that ... see how quolity gets degraded. For example if you look at the Twitter bird shape, in original one it is crystal clear and in "remake" its pixilized on sides.

     

    IMG_0004.PNG

     

    IMG_0005.PNG

     

    Aslo for any crazy reasonsnapshot of Apple store is 2Mb in size and snapshot of same image inserted in AIR app is 900kb WOW, seams like we really missing some pixels there

    Any idea how to fix that quick without waiting on Adobe? For the record tjough, im usung Air 2.6

     
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    Mar 16, 2012 10:15 PM   in reply to alexus.one

    and one more test that killled me

    atathed is vector shapes drawn in flash i thought vector obkects should scale perfectly but they are not, i have perfectly scalable object on my desctop and terrible output on iPad 3 (although gradient came out pretty good)

    IMG_0006.PNG

     

    Hope we find way to fix this

     
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    Mar 17, 2012 12:34 AM   in reply to alexus.one

    And what version of Adobe Air do you use? 2.6 )))))

     

    Latest it's 3.2 that have big step into the quality and the future of app development

     

    Or let's say better - you iPad3 it's jailborked ? )

     
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    Mar 17, 2012 2:26 AM   in reply to Riccardo Moschetti

    He need setup Air 3.2 RC al least there everything if fine

     
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    Mar 17, 2012 9:01 AM   in reply to Riccardo Moschetti

    To avoid breaking apps that are not designed for the iPad's new retina display, apple only enable the full retina resolution on apps built with the iOS 5.1 SDK or later. So, to enable the higher resolution on your air app, you have to use this version of the SDK when compiling your app. You can only so this on a Mac with Air 3.1 or later. Use the -platformsdk compiler setting to point to the iOS 5.1 SDK and set the requestedDisplayResolution to high. Then you'll get the higher resolution.

     
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    Mar 17, 2012 9:09 AM   in reply to RichardLord

    If you want to complie 5.1 sdk - you need previusly install it. Right?

     

    Looking on adt for compiling - it's use also on Windows files from xcode. Right? so we ca simple copy this files

     
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    Mar 17, 2012 9:17 AM   in reply to Riccardo Moschetti

    I will overlay to 3.1 /3.2 SDK for windows and see results, if nothing good will do the same for mac.

    To other posts, if you have your sample project then send me the file i will compile it or compile file and give me provisioning profile so we know you di it righ and dont relay on my curently 2.6 SDK system

    and resolution was 2048*1536, and i use Flash 5.5

     
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    Mar 17, 2012 12:49 PM   in reply to Riccardo Moschetti

    I've done some tests now and believe RichardLord has mapped a solution--but I'm curious the EXACT behavior.  I can see using the current 3.1 out of the box (with CS5.5 or FlashBuilder) the 1024x768 is just stretching and certain pixel images can definitely look worse on iPad3 than iPad2--which is scaled at 1.0.  For bitmap images the scaling with smoothing works fine.  I guess my thought is some projects don't require you take full advantage of the new size.  I'd like to know the answers to a couple concerns:
    --if I wait at least until I have a mac to test on what is the EXACT behavior?  Can you  reliably grab the stage.stageWidth?   Using the current tools it gives me 1024. 

    --I have projects where I'm recycling previously scaled graphics--as small as 800x600.  I've been planning on scaling them myself using smoothing.  I suppose if stage.stageWidth works as I expect it'll be easy.

     

    I'm not ready to convert to mac but think I need to order at least a mac mini.

     
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    Mar 17, 2012 3:07 PM   in reply to Riccardo Moschetti

    ok me back in here

    I updated (overlayed AIR SDK to 3.1 v14 I hope? dont know how to confirm that but XML file changed) I seted HIGH settings for quolity and rebuild the test vector screen and still getting crappy results.

     

    XML:

      <iPhone>

        <InfoAdditions>

                <![CDATA[<key>UIDeviceFamily</key><array><string>2</string></array>]] >

        </InfoAdditions>

        <requestedDisplayResolution>high</requestedDisplayResolution>

      </iPhone>

     

    Canvas Size: 2048*1536

     

    Can some one get something better?

    IMG_0008.PNG

     
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    Mar 17, 2012 10:28 PM   in reply to Riccardo Moschetti

    I too have tried the high requestedDisplayResolution, latest AIR, -platformSDK linked to IOS 5.1, NO_SCALE setting, and high-res artwork, but it continues to resize my artwork as if I had a 1024x768 screen.  And also, there is no support for the retina iPad icon (144px), although the retina iPhone icon (114px) seems to do pretty well.

     
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    Mar 18, 2012 2:37 AM   in reply to phillipkerman

    phillipkerman - I only built the project I am currently working on. The difference when compiling against iOS 5.1 was distinct with vector graphics clearly rendered at a higher resolution than when compiling against iOS 5.0 or when running on an iPad2. I didn't have time to do more and the iPad is at work so can't investigate further today.

     
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    Mar 18, 2012 8:53 AM   in reply to RichardLord

    what is Platform SDK and how you select witch iOS you wnat to use it for?

     
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    Mar 18, 2012 12:17 PM   in reply to Riccardo Moschetti

    RichardLord; I'd like to hear your exact process as I will go try this week on a mac.  For whatever reason acrowne doesn't seem to have it working--so maybe there are more details.  Do you use the SWF directive like: [SWF(width="1024", height="768")]?

     

    Also--and this is probably a different topic--but wouldn't you get the best performance if you took your vector graphics and make bitmaps (scaled properly for the target)?  Maybe that's just not worth the pain--but I'd think it'd improve performance.

     

    Yes, I think we're stuck on the icon sizes.  Hopefully Adobe can come up with a patch soon.  The fact RichardLord can make it work makes me believe it's possible for adobe to update the magic stuff that makes it possible to deliver in the first place.

     
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    Mar 18, 2012 6:10 PM   in reply to phillipkerman

    I am double posting at this point to two discussions on Adobe Forums, so apologies to followers of both.

     

    Reading Adobe's support materials, I gather that in the Native Extensions dialog, setting the Apple iOS SDK is the equivalent of setting -platformsdk. So I set that value to point to my copy of the iPhoneOS5.1.sdk.  Below is my sample project code.  In the application descriptor file, the only thing I changed from the default is my project id to match the provisioning profile and adding <requestedDisplayResolution>high</requestedDisplayResolution> to the iPhone xml tag.  I tested this out on my iPhone 4 and it worked great.  On the new iPad only the top corner of the image appears on the screen because of the scale.  I am using AIR 3.1, so unless the 3.2 beta includes a fix, it seems that Adobe needs to produce an update before AIR supports the new iPad's display.  Please tell me if you find anything I missed.

     

    package

    {

              import flash.display.Sprite;

              import flash.display.StageAlign;

              import flash.display.StageScaleMode;

              import flash.display.Bitmap;

     

              public class RetinaTest extends Sprite

              {

     

                        [Embed(source="bgd@2x~ipad.png")]

                        private var bgdImg:Class;

     

                        private var bgd:Bitmap;

     

                        public function RetinaTest()

                        {

                                  super();

     

      // support autoOrients

                                  stage.align = StageAlign.TOP_LEFT;

                                  stage.scaleMode = StageScaleMode.NO_SCALE;

     

                                  bgd = new bgdImg();

                                  addChild(bgd);

                        }

              }

    }

     
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    Mar 19, 2012 2:57 AM   in reply to acrowne

    I confirmed my test this morning. Specifying the iOS 5.1. sdk in the platformsdk setting works. I wrote a blog post with details of the test - http://www.richardlord.net/blog/using-the-ipad-retina-display-with-ado be-air

     

    acrowne - Don't know why yours doesn't work. All I can think is perhaps Flash Builder ignores the platform sdk if you don't have any native extensions that need it.

     
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    Mar 19, 2012 3:47 AM   in reply to Riccardo Moschetti

    "Apparently, we're not yet in a situation in which we can say that AIR is "device-independent" since a new device is described  differently by two different versions of AIR."

     

    Not exactly. The two different versions of Air describe the stageWidth and stageHeight differently for ALL devices. It seems to take Air a while to get the correct stageWidth and stageHeight. With Air 3.2 it's available after one frame, with Air 3.1 it takes longer (in the comments on my blog post, Richard Leggett says three frames is usually enough). And both versions give correct values for Capabilities.screenResolutionX/Y and for stage.fullScreenWidth/Height, which are the more reliable values.

     

    The place where device independence does fail is that Capabilities.ScreenDPI is incorrect for the new iPad. I use this to adjust the size of user interface elements to be the same actual size on all displays. Because Air reports the wrong values for the new iPad, I have to treat this as a special case.

     
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