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i had this problem too. i found that any external swfs will load when you use fast packager - but with the standard packager only external swfs have been published for AVM2 (ie: flash player 9 or above and AS3) will work.
What's the difference between fast packager and normal packager? In the document ,Packager for Iphone,IPhone can not support Loader class,but why it is all right in fast packager?
e,hope the next version of SDK will solve this problem. Thanks for your reply.
Standard packaging compiles your application code and the AIR runtime down into native ARM instructions.
Fast packaging bundles the AIR runtime into the IPA file and interprets your application code.
(This video might be useful: http://gregsramblings.com/2011/06/13/video-interview-with-scott-petersen-about-how-ios-pac kaging-works/)
Since Apple does not permit interpreted code in iOS applications you can't use fast packaging for something you submit to the Apple App Store. Loading an external SWF at runtime is not something that is permitted by the Apple restrictions.
I just encountered this problem also. My mobile app is supposed to load SWF assets from an external server, and after nearly 2 weeks of development, I just discovered that it does not work with the "standard packaging" method.
Is there any chance at a work around? Could something like the ByteArray class be used to convert the SWFs to BitMap (given than static images would be acceptable)? In my case, I may only need to import external SWF that are static (not animated).
If ByteArray is implemented to immediately convert imported SWFs within the source FlashBuilder project, then when the app is packaged into native iOS, will it retain that functionality to convert the SWF to bitmap data?
I'm not sure I completely follow, but I believe you are still describing interpreted code which is forbidden by the Apple terms of service.
If your content is just static images can you just use a PNG instead of a SWF?
Yes, exactly, when I package the app as interpreted code, it works. When I package the app in byte code (which is required for acceptance into the AppStore), the importation of external SWFs does not work.
Yes, we are currently considering changing the assets to another format, such as PNG. It's not a small task tho, as there are hundreds of asset files.