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Best practices for working with multiple swfs in AIR for ios.

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Making an app that contains multiple games in one and wanted to have a menu system to load the individual games as needed. I have read the articles/blogs/comments about air supporting load of multiple swfs but not reloading those swfs and not trying to rehash that with this post although I do hope Adobe fixes this as the current version of Adobe Air 20.0.0.204 still does not support reload of a swf. So at the moment my app will load all the swfs that make up the app and display them as the user selects them, hiding/removechild the others while not in use.

 

My ask of the community is how are you developers handling working with multiple swf loads and sharing of any best practices. For example:

-are your swfs to be loaded into the main swf starting out as air projects for IOS? As I had an issue testing the swf created for ios simulator testing and only got the swfs to work when the target was for the flash player vs ios.

-how are you dealing with screen detection with multiples swfs? Is your main swf that the loaded swfs being loaded into detect device size and load the appropriate swf or is your individual swfs detecting size and loading appropriate assets?

-to control size of swfs in device memory are you loading just the .AS  files that contain the code and having those .AS files load the required graphically assets when the .AS is selected?

-how are your individual swfs handling removing/adding listeners as needed?

 

Any best practices you can share would be appreciated.


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