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Hi HARMAN team, I’m experiencing a persistent issue when running my iOS app built with AIR SDK 51.2.2. The app installs successfully on the device, but after launching, it immediately shows a black screen. Using Charles Proxy, I can confirm that I have already sent a detailed support email with the necessary files to adobe.support@harman.com for deeper investigation. This issue occurs only on iOS — the same codebase works correctly on Android and desktop builds. Could you please help verify if this might be related to AIR’s iOS runtime behavior or initialization restrictions? Thank you very much for your time and help! Best regards, |
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Just a quick thought -- do the external SWFs you're loading on iOS have any ActionScript? Apple doesn't allow code to be loaded from external sources, so in case you aren't already, you need to use the And here's some of Adobe's old documentation on the issue (via Wayback Machine, since Adobe scrubbed these pages from their site): If you try to load a SWF with ActionScript Byte Code on iOS I believe it throws an error and the app just stops at that point (in the past you weren't able to catch that error either, that might still be the case.) |
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Hi
I know it's possible to download SWF files that are just used for assets i.e. graphical elements, shapes/images etc. But when you try loading a SWF that has ActionScript byte code, that should be ignored (and a message shown if you're in a debugger-type build, from what I can see in the code).
Thinking about it though, the restriction in iOS is that you're not allowed any JIT-compiled code i.e. memory areas cannot be both writable and then made executable. Running an interpreter is (I believe?) acceptable. I don't know whether they've got some way to do that.. but it would imply it's fairly slow to execute.
My understanding is that an iOS app shouldn't allow anything that's not part of…