Is there any way to load the swf files directly without use of webview..
Now i am trying to run swf files using webview but the swf file is very slow on device.
In short according to my procedure the flash file running on android device and tablet is very slow as compared to if i view this on my desktop pc.
I don't think there is a standalone flash player for Android. But even if there was it would mean that people need to install that first before starting your app.
I believe the slowness you experience as nothing to do with webviews but simply with the resources available on a mobile device (1/3rd minimum of the cpu device and 1/10th of the memory).
You can check if that is the case by simply trying to launch your swf from the native web browser of your device and see if its better. If not, the problem is really your device.
You will probably need to create a strip down version of your flash for mobile devices.
Beside you should know that adobe plans to stop flash for mobile devices : http://www.fiercemobilecontent.com/story/adobe-confirms-flash-support-android-ice-cream-sandwich/2011-11-21
Good luck
Related
i am developing PHP/MYSQL/HTML based website, my website contains flash content, i have used flash based audio recorder on my website.
user will access my website from any device like window PC/phone, mac, android, i phone , i pad.
i want to know, flash content will be loaded on these devices without any issues or will need to install any plugin
forcing user to install plugin is not the right thing
and if using flash is not the right thing, what are the other options for audio recorder ?
Flash is not available on anything but very old Android devices. 90% sure it's not available on iOS. Likewise, it's disappearing from desktop browsers as well.
I have been trying to load textures for a WebGL application in a Chrome browser in an Android device
I came across a similar post THREE.js - Can't load texture locally where a solution to load textures is given for Chrome which works only on a PC/laptop device
The flag --allow-file-access-from-files works on a laptop device as I can use the command line but how to do it on a mobile device?
Can someone please help with this?
The Crosswalk projects embeds a Chromium webview and, by standard, will allow the loading of textures and models from files.You can compile your demo with Crosswalk by using this if you have a blacklisted gpu:
make_apk.py --package=org.crosswalkproject.yourproject \ --manifest=your_webgl_demo/manifest.json --xwalk-command-line='--ignore-gpu-blacklist'
The last part isn't necessary if your gpu supports webgl completely.
If you have problems though, replace the last part with
--xwalk-command-line='--disable-web-security'
which will give you total access to files (with all the risks involved).
But the simplest method is to use a webserver on android to access files from 127.0.0.1:8080.
There are many free webservers on the playstore and I use them on a daily basis to test webgl demos on my device.
I'm working on bringing a game over from Flash to Android using Air 3.2. The SWF I am testing with is an AS2 SWF.
I used this method to get the SWF file to load: http://www.mikechambers.com/blog/2008/08/18/anyone-using-actionscript-2-to-build-air-applications/#comment-13360
However, when I open the app, the SWF loads, but no code works. Here's the APK so you can see it in action.
Is there like a .SWC or something similar I can include to get the code to work?
Thanks,
-Sandor
What you want simply is not possible on mobile.
On iOS, you cannot load AS bytecode in SWFs prior to AIR 3.6. You must package them at compile-time (loading at runtime is against iTunes Store policies and flat out cannot run) and the code in the embedded SWF is cross-compiled to Objective-C with the rest of the APP.
Because there is no AIR Runtime in an app compiled for iOS (everything is cross-compiled to Objective-C), you cannot load in a SWF with bytecode, even if you do not plan to submit to the iTunes Store. There is no runtime available to actually run it.
The workaround in your link will not work either since there is not and never was a flash player for iOS, which that relies on
On Android, the AIR runtime is AS3-only. There is no support whatsoever for loading AS2; that runtime simply does not exist.
Additionally, the little workaround mentioned in the comments of your link will not work either. That workaround relies on the device having Flash Player installed to run the SWF. Adobe dropped Flash Player for Android a few years ago and no device has been able to install it since then. Odds are only a fraction of a percentage of all Android users still have Flash on their phone.
So there is no way to do what you want. You must convert it to AS3 or not support Android and iOS.
Is this even possible with version 4.4.2 now? I had tried to use webview to load swf file on android application but it does not work. Can someone verify this?
Using Flash in Webviews on Android has not official been supported for a while. It sometimes works on older (4.0 and older) Androidversion where the flash plugin still is installed but the reach is constantly decreasing and I wouldn't recommend using it.
To deploy flash applications on your mobile device you might be able to use AIR though:
http://get.adobe.com/de/air/
I've an android app already developed.
The android app is essentially a wrapper around a HTML5 web app.
We use HTML5 offline caching to provide the ability to play when disconnected from the internet.
Chrome/Firefox on the desktop will cache the video and images however Android devices
appear to selectively ignore video in the cache manifest which prevents the video from
being stored locally on the device.
It's understandable that Android would ignore caching video to keep the storage use to a
minimum on mobile devices but we need a way around this.
Just stumbled across this question after I stumbled across an answer - so thought i'd help out!
I'm trying to do a similar thing for Android/iOS, and as far as I know the appcache is very restricted on mobile devices (Android varies depending on available disk space & browser used, and on iOS I haven't had luck getting above 50mb).
I recommend using a framework such as PhoneGap or Chrome Apps - they offer other forms of local storage by communicating with the device's native file APIs.