Adobe AIR 和不同的操作系统文件系统
另一个 Adobe Air 问题要问您,但首先这里是我负责的项目的一些背景知识。它是一个 AIR 应用程序,可以从 USB 闪存盘读取资源,并且必须在 WIN 和 MacOS 上运行。问题是,如何将资源加载到 MacOS 上的应用程序中!听起来很简单,并且可以在 Windows 上无缝运行。
这是我想要做的代码片段:
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, ok);
loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, ioError);
var p:String;
if (os == "mac")
{
p = "/Volumes/" + keyVolume.rootDirectory.name + File.separator + "0a0ff0ff-f7ae-4b9c-9637-843b1d6c80e8.jpg";
}
else
{
p = keyVolume.rootDirectory.name + File.separator + "0a0ff0ff-f7ae-4b9c-9637-843b1d6c80e8.jpg";
}
var temp:File = new File(p);
Debugger.Display.text += "\nAttempting to load: " + p;
Debugger.Display.text += "\nDoes it exist? " + temp.exists;
loader.load(new URLRequest(p));
...变量 OS 和 keyVolume 已在早期代码中成功设置。另外,我还为 ok() 和 ioErro() 定义了事件侦听器回调。
运行时,它会在 Windows 上打印:
Attempting to load: G:\0a0ff0ff-f7ae-4b9c-9637-843b1d6c80e8.jpg
是否存在:true
...然后成功加载资源。
在 MacOS 上,它打印出:
Attempting to load: /Volumes/AC/0a0ff0ff-f7ae-4b9c-9637-843b1d6c80e8.jpg
是否存在: true
...然后每次都会失败并出现 IOError 。
谁能看到我在这里缺少的东西吗?我是否有某种权限错误或其他问题(文件具有“读/写”访问权限)。 USB 闪存盘的格式为 MS-DOS FAT32,这可能是个问题吗?
编辑
我在 MacOS 中将新的 USB 闪存盘格式化为 FAT16,并将文件放入其中,但没有成功。问题依然存在。
编辑
我现在只是尝试从 /users/-USERNAME-/Desktop 加载资产,但仍然收到相同的错误,因此看起来这不仅仅是 USB 记忆棒上的权限问题,它比这更广泛。
编辑
问题已解决!我终于正确地措辞了我的 Google 搜索,它揭示了答案。
这些更改将解决问题:
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, ok);
loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, ioError);
var p:String = keyVolume.rootDirectory.nativePath + ((os == "mac") ? File.separator : "") + "0a0ff0ff-f7ae-4b9c-9637-843b1d6c80e8.jpg";
var temp:File = new File(p);
Debugger.Display.text += "\nAttempting to load: " + temp.url;
Debugger.Display.text += "\nDoes it exist? " + temp.exists;
loader.load(new URLRequest(temp.url));
我还稍微改进了涉及操作系统检测的逻辑语句。
我希望有人觉得这很有用!
Another Adobe Air question for you but first here some background into the project I have been tasked with. It is an AIR app that will read assets from a USB key and must work on both WIN and MacOS. The problem is, how do I load assets into the app on MacOS! Sounds simple enough and works seamlessly on Windows.
Here is a code snippet of what i am trying to do:
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, ok);
loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, ioError);
var p:String;
if (os == "mac")
{
p = "/Volumes/" + keyVolume.rootDirectory.name + File.separator + "0a0ff0ff-f7ae-4b9c-9637-843b1d6c80e8.jpg";
}
else
{
p = keyVolume.rootDirectory.name + File.separator + "0a0ff0ff-f7ae-4b9c-9637-843b1d6c80e8.jpg";
}
var temp:File = new File(p);
Debugger.Display.text += "\nAttempting to load: " + p;
Debugger.Display.text += "\nDoes it exist? " + temp.exists;
loader.load(new URLRequest(p));
... the variable OS and keyVolume are being successfully set in earlier code. Also, I have the event listener callbacks defined as well for ok() and ioErro().
When this is run it prints out on windows:
Attempting to load: G:\0a0ff0ff-f7ae-4b9c-9637-843b1d6c80e8.jpg
Does it exist: true
... and then successfully loads the asset.
On MacOS, it prints out:
Attempting to load: /Volumes/AC/0a0ff0ff-f7ae-4b9c-9637-843b1d6c80e8.jpg
Does it exist: true
... and then fails with an IOError every time.
Can anyone see something that I am missing here? Do I have some sort of permission error or something (file has "read / write" access). The USB key is formatted in MS-DOS FAT32, could that be a problem?
EDIT
I formatted a new USB key in MacOS to FAT16 and put the files onto it with no success. Problems remain.
EDIT
I am now just trying to load an asset from /users/-USERNAME-/Desktop and still am receiving the same error, so it looks like it isn't a permissions issue on just the USB stick, it is more widespread than that.
EDIT
PROBLEM SOLVED! I finally worded my Google search correctly and it revealed the answer.
These changes will fix the problem:
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, ok);
loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, ioError);
var p:String = keyVolume.rootDirectory.nativePath + ((os == "mac") ? File.separator : "") + "0a0ff0ff-f7ae-4b9c-9637-843b1d6c80e8.jpg";
var temp:File = new File(p);
Debugger.Display.text += "\nAttempting to load: " + temp.url;
Debugger.Display.text += "\nDoes it exist? " + temp.exists;
loader.load(new URLRequest(temp.url));
I have also refined the logical statement involving the OS detection a bit as well.
I hope someone finds this useful!
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问题解决了!我终于正确地措辞了我的 Google 搜索,它揭示了答案。
这些更改将解决问题:
我还稍微改进了涉及操作系统检测的逻辑语句。
我希望有人觉得这很有用!
PROBLEM SOLVED! I finally worded my Google search correctly and it revealed the answer.
These changes will fix the problem:
I have also refined the logical statement involving the OS detection a bit as well.
I hope someone finds this useful!