12-23-2010 04:49 AM
My Terminal... Whats going on? AirBallBB.swf is 1.1 MB, any help greatly appreciated!
Solved! Go to Solution.
12-23-2010 08:03 AM
12-23-2010 08:09 AM
Nicholas, is this an intermittent error or does it happen every time? Did you get it previously, or did it just start occurring? Can you install a tiny HelloWorld-style app still, to prove that your basic setup is working and that the problem is with this particular AirBallBB app?
Note that the app.xml file name is irrelevant... I just tried with myapp.xml and no problems.
There is another thread about someone whose MANIFEST.MF had grown to about 1MB as a result of including something like 7000 data files, and there may be a bug involving very large manifest files.. any chance that's your issue?
12-23-2010 02:44 PM
12-23-2010 03:03 PM
It sounds like it's the switch to Flash Professional which is causing troubles, not your own code. Still, to make sure, can you (if you haven't already) build that same Hello World app in the new IDE and try again?
It also doesn't sound like you are probably anywhere near having the problem with oversize manifests. Still, to help you learn: the .bar file package that gets created is really just a .zip file with a different file extension. If you extract that (make a backup, then rename one of them to have a .zip extension, then unzip, or just use your usual unzip application) you'll see two folders inside, one with the MANIFEST.MF file in it, and the other called air/ and containing all your .swf files and other assets. The manifest file is just a text file that tells the system what it should expect to find in the .bar file, including "hashes" for each file so the integrity of the data can be checked as it's installed in the PB.
12-23-2010 03:38 PM
Thanks for that info, helped alot. So I created a quick new project, with just a text field on the stage (Flash IDE), and it installed to the simulator successfully without a hitch.
Using default icon: /Applications/Adobe Flash Builder Burrito/sdks/blackberry-tablet-sdk-0.9.1/bin/../sa
Package created: HelloWorld.bar
Sending Install request...
File size: 9540
So I guess heres my next question - my other file is a simple air app, uses normal display objects, loaders, some standard components (UILoader, ScrollPane), 1 external Tween library... Am I not allowed to use that stuff, would that cause it to not load?
Sorry again, i'm new to blackberry development, been a Actionscript 3.0 for last 4 years, iOS programming for 2, so my code is sound, just think i'm missing something here as far as what I can or can't do with my app? Thanks again for any help provided.
12-23-2010 03:48 PM
OK OK OK great news. After doing the HelloWorld, I decided to delete the airi, xml, bar and swf of old file, and regenerate them all to start fresh, and it works! However here is a new problem, albeit surely a simple one, I set the stage to 1024x600, 24fps - target mobile device, but in the simulator, its distorted - squishes it to about half?
See screenshot here - http://cl.ly/3kJo
12-23-2010 03:50 PM
I can't provide a full answer, but here are a few more notes. (Edit: I took so long to write this that you posted your followup already ("OK OK OK great news") where you said it was now working. I think some of this is still relevant so I'm posting as-is anyway.)
I've personally seen some intermittent "result::failure" responses which, when retried, succeeded and worked fine. Now I use the command line stuff for everything right now, but mabye the IDE can give similar results sometimes. (Since the IDE probably calls on the same command line utilities for deployment, that seems likely.) So maybe just try one or two more times if you get that failure.
I don't think that using packages you aren't "allowed" to use would result in the "result::failure" thing... the app would probably not run, but I believe you'd get the success result from the installation in any case. I may be wrong there.
An "external Tween library": if it's caurina.transitions.Tweener you should know that it's actually built into the PB already, for now, so you don't need to include the external one. If it's not that one, consider switching to it to shrink your package size, or just because it looks like it might become considered standard on the PB (that's just a guess for now though).
What I'd do next, in your shoes, however, is to just go through a few more iterations, layering pieces of functionality from your larger app which failed, into a working "shell" based on the HelloWorld app which works. Upload frequently and note when the failure observes. Back off and confirm it works when that code is removed again. Shortly you'll learn something you didn't know and will be able to start making faster progress. That might be unnecessary advice to you in which case just ignore it.
12-23-2010 03:52 PM
However here is a new problem, albeit surely a simple one, I set the stage to 1024x600, 24fps - target mobile device, but in the simulator, its distorted - squishes it to about half?
See screenshot here - http://cl.ly/3kJo
Are you doing anything with scaleX/Y in your app? Or with settings for stage.scaleMode, which might be involved?
When you say you set the stage to 1024x600, was that programmatically or using the apparently undocumented-but-critical [SWF] metadata tag? See almost any example posted in this forum to see what that is.