Workflow: Flash Pro (AIR) to Flash Builder

I would like to publish to AIR from Flash Pro, but program and debug in Flash Builder. When I use the work flow of starting in Flash Pro and then moving to a Flash-Pro-in-Flash-Builder project the only run/debug option seems to be a web application.
Is my workflow as described possible or do I have to do the full Flash Pro -> .swc -> Flex Project -> AIR workflow?

Well I found this on the Flash Player debug download page (http://www.adobe.com/support/flashplayer/downloads.html):
"10/3/11 - Updated debugger (aka debug players or content debuggers) and standalone (aka projector) versions of Flash Player 11.0 are available for Flash Builder 4, Flash Catalyst, Flash Professional CS4, and Flash Professional CS5 users"
I tried installing the standalone player available there,  but after placing it in the proper Flash Pro CS5 directory at C:\Program Files\Adobe\Adobe Flash CS5\Players, the standalone player launched by Flash Professional CS5 still won't work with FP11 Stage 3D content.  I still get the VerifyError:
"Error #1014: Class flash.display3D.textures::Texture could not be found."
I am using Away3D 4.0.
Oh well.  Guess I'll just have to keep viewing it in the browser for now  :-(

Similar Messages

  • Flash Pro IDE or Flash Builder 4.5

    Hello,
    I am a designer working on a mobile project and I am experience in using Flash Professional and I am also beginning to get more comfortable with Flex. Is there a reason why I should use Flash Builder 4.5 instead of Flash Pro?  Part of the mobile project will have some database calls (php+msql) and I also will be using geolocation with google maps. I think that all of these could be done in Flash Pro.
    I am tring to figure out a good workflow and I seem to be getting behind on my project because of these variables.
    Could anyone enlighten me on this?
    thanks.

    Flash Builder has a much more powerful code editor (as well as other features like the profiler), and much better support for Flex.  Even if you don't use Flex, Flash Builder or a 3rd party editor like FDT or Flash Develop will make coding those .as files much more enjoyable.  IMO, writing code in Flash Pro is like punching yourself in the face; it feels good when you stop! 

  • How to package the runtime into APK with Flash Pro + AIR 3 SDK?

    Hi
    I'm very glad to update my AIR SDK from 2.7 to 3.0 and everything seems working well. But how can I package runtime into .apk file with Flash Pro?
    Should I change the XXXXX-app.xml manually?
    Thanks

    Thanks, that explains a lot.
    I'm afraid I'm a bit confused about what the preferred way of developing extensions is going ahead. There seems to be a lot of conflicting documentation on the adobe site, e.g. http://www.adobe.com/devnet/creativesuite.html  seems like the top page for extension documentation but it only talks about CS SDK 2.0 which uses CSXS and doesn't seem to be compatible with creative cloud apps.
    Then there's CS Extension Builder 2.1 which looks like it supports Flash Pro CC but isn't mentioned in the pages you linked too and it doesn't mention JSFL, but talks about the CSAW library.
    Do you know if:
    * The CS SDK has been dropped completely? 
    * CS Extenstion Builder is deprecated? (I can't see it as an option in the list of Creative Cloud apps)
    * Is then any documentation/utilities to help migrate existing CSXS extensions to work with creative cloud apps?
    Thanks,
    Stephen

  • Can't create Flash Pro projects in Flash Builder

    In the most basic of Flash Pro/Flash Builder Projects, I get this error when I compile.
    My .fla is just in a folder...Please help. It will not publish at all.
    These are the contents of the flashExport.jsfl file:
    function testMovie( flaURI, projectName, clearErrors )
         var doc = fl.openDocument(flaURI);
         if(doc != null && doc.canTestMovie())
              doc.testMovie("flashbuilder-4.0", true, clearErrors);
              finishExport(projectName);
    function debugMovie( flaURI, projectName, clearErrors )
         var doc = fl.openDocument(flaURI);
         if(doc != null && doc.canTestMovie())
              doc.debugMovie("flashbuilder-4.0", true, clearErrors);
              finishExport(projectName);
    function publishMovie( flaURIArray, incremental, outputURIArray, profileURIArray, projectName )
         if(incremental)
              if(flaURIArray.length == outputURIArray.length && outputURIArray.length == profileURIArray.length )
                   for(var i = 0; i < flaURIArray.length; i++)
                        var outputURI = outputURIArray[i];
                        if(outputURI != null && outputURI.length > 0)
                             var pubProfileStr = fl.exportPublishProfileString(flaURIArray[i]);
                             if(pubProfileStr != null && pubProfileStr.length > 0)
                                  // first fix up the SWF export location                         
                                  var swfLocationURI = outputURIArray[i] + ".swf";
                                  var swfLocation = FLfile.uriToPlatformPath(swfLocationURI);
                                  var newFlashFileName = "<flashFileName>" + swfLocation + "</flashFileName>";
                                  pubProfileStr = pubProfileStr.replace(/<flashFileName>.+<\/flashFileName>/i, newFlashFileName);
                                  // fix up the HTML export location
                                  var htmlLocationURI = outputURIArray[i] + ".html";
                                  var htmlLocation = FLfile.uriToPlatformPath(htmlLocationURI);
                                  var newHtmlFileName = "<htmlFileName>" + htmlLocation + "</htmlFileName>";
                                  pubProfileStr = pubProfileStr.replace(/<htmlFileName>.+<\/htmlFileName>/i, newHtmlFileName);
                                  // fix up the Permit Debugging setting
                                  pubProfileStr = pubProfileStr.replace(/<DebuggingPermitted>.+<\/DebuggingPermitted>/i, "<DebuggingPermitted>1</DebuggingPermitted>");
                                  // fix up default flags
                                  pubProfileStr = pubProfileStr.replace(/<defaultNames>.+<\/defaultNames>/i, "<defaultNames>0</defaultNames>");
                                  pubProfileStr = pubProfileStr.replace(/<flashDefaultName>.+<\/flashDefaultName>/i, "<flashDefaultName>0</flashDefaultName>");
                                  pubProfileStr = pubProfileStr.replace(/<htmlDefaultName>.+<\/htmlDefaultName>/i, "<htmlDefaultName>0</htmlDefaultName>");
                                  // and fix up the profile name attribute, and add the xml decl header
                                  // we know the first instance of "name=" has to be the profile name - the other usages are
                                  // within the rest of the tree
                                  pubProfileStr = pubProfileStr.replace(/<flash_profile.+>/i, "<?xml version=\"1.0\"?>\n<flash_profile version=\"1.0\" name=\"FlashBuilder-Debug\">");
                                  // now save the new profile in the .settings folder
                                  FLfile.write(profileURIArray[i], pubProfileStr);
         fl.publishDocument("", "", flaURIArray, profileURIArray);
         // once the publish is complete, save out the errors and let Builder know (this will only occur when
         // projectName is non-null. so in the Test/Debug Movie case, the finishExport call here won't do anything,
         // and the one in testMovie/debugMovie will.
         finishExport(projectName);
    function finishExport(projectName)
         if (projectName == null || projectName.length == 0)
              return;
         var errorsXMLURI = fl.configURI + "ActionScript 3.0/FlashBuilderInfo.txt";
         var errorsXMLPath = FLfile.uriToPlatformPath(errorsXMLURI);
         var errorsPanel = fl.compilerErrors;
         errorsPanel.save(errorsXMLURI, false, false, true, false);
         fl.queueBridgeTalkScript('flashbuilder-4.0', "fb.loadCompilerErrors('" + errorsXMLPath + "', '" + projectName + "');");
    function toggleBreakpoint( filename, lineNumber, enable )
         fl.toggleBreakpoint(filename, lineNumber, enable);
    function getAppConfig()
         var appConfig = fl.applicationURI + "Common/Configuration/";
         // do a little reformatting to get the slashes right, plus
         // we want an OS path
         appConfig = FLfile.uriToPlatformPath(appConfig);
         fl.queueBridgeTalkScript('flashbuilder-4.0', "fb.setAppConfig('" + appConfig + "');");
    function getFLABuildPaths(projectName, targetFlaURI, flaURIArray)
         var sourcePath = new String();
         var libPath = new String();
         var script = "fb.setFLABuildPaths(" + projectName + ", " + targetFlaURI;
         for(var i = 0; i < flaURIArray.length; i++)
              var flaURI = flaURIArray[i];
              sourcePath = fl.getCompilerPath(flaURI, "source", false, true);
              libPath = fl.getCompilerPath(flaURI, "library", false, true, true);
              script += ", " + flaURI + ", " + sourcePath + ", " + libPath;
         script += ");";
         fl.queueBridgeTalkScript('flashbuilder-4.0', script);

    I have the same issue. My project is super simple. All the files are in the same directory. The doc class and the .fla have the same name. The project publishes without a hitch in Flash Professional CC. When I try to add the project to Flash Builder 4.7 it give me:
    Exception in BridgeTalk call
    Function: getFLABuildPaths
    Error message: Error. Cannot find the file ....
    I have checked the path to the .fla twice and scrutinized the spellings and they are correct. It is pointing right to the correctly named .fla, but for some reason it fails. I'll post if I find out something usefull.

  • Replace the "Flash Pro" name to "Flash 3D"

    I teach Flash since few years and I can observe since Flash is not supported on iPad, and on next Windows mobile, everybody leaves Flash formation to learn HTML5. Maybe it's great for HTML websites, but, as the last Nissan project can show us (www.nissan-stagejuk3d.com), Flash still is an important way to present impactant projects. So, we need to change the vision people have about Flash right now. Flash is not dead !
    The only way to change opinion is very simple, change Flash name !
    The new name of Flash pro should include this vision of a great interactive experience impossible in HTML5, that means how much Flash can complete HTML5. The most single an efficient name I propose, compare what the new version of Flash is going to be, seems to be "FLASH 3D" unstead of "Flash Pro". What do you think about it ?
    I'm sure this will be welcome by formators and designers. We then could show to designers that Flash got a new vocation and kill the rumors about a end of Flash. The rumor about the end of Flash will then impact only old versions of Flash named Flash Pro, introucing the new Flash generation called Flash 3D ! Great way, isn't it ?

    Well I found this on the Flash Player debug download page (http://www.adobe.com/support/flashplayer/downloads.html):
    "10/3/11 - Updated debugger (aka debug players or content debuggers) and standalone (aka projector) versions of Flash Player 11.0 are available for Flash Builder 4, Flash Catalyst, Flash Professional CS4, and Flash Professional CS5 users"
    I tried installing the standalone player available there,  but after placing it in the proper Flash Pro CS5 directory at C:\Program Files\Adobe\Adobe Flash CS5\Players, the standalone player launched by Flash Professional CS5 still won't work with FP11 Stage 3D content.  I still get the VerifyError:
    "Error #1014: Class flash.display3D.textures::Texture could not be found."
    I am using Away3D 4.0.
    Oh well.  Guess I'll just have to keep viewing it in the browser for now  :-(

  • Can't launch or reinstall Flash Pro CS5 after Flash Pro CC installation

    I'm on a newly installed hard drive with a fresh install of Mac OS X 10.7.5. I installed Flash Pro CS5 and it opened fine. Then I installed Flash Pro CC and now I cannot open the CS5 version. It says there is a configuration error and I need to uninstall and reinstall the application. So I tried reinstalling and I get a message that I must either cancel the installation or eject the disk image. I have tried all the workarounds suggested for bypassing Mac OS Gatekeeper and still no luck. An Adobe rep from another forum suggested I post this issue here to see if anyone has any suggestions. Here is what I have tried so far:
    Control-click on the installer and choose open to run it.
    Disabled Gatekeeper in Security and Privacy settings of System Preferences.
    Disabled Gatekeeper manually in Terminal.
    Tried to uninstall the original installation of Flash CS5, but it says the uninstaller file can't be found.
    Ran the Adobe Cleaner tool to remove CS5 applications.
    Ran the spctl -a command on the installer and it said CSSMERR_TP_CERT_REVOKED. Assuming this means the certificate has been revoked?
    Any help is appreciated. Thanks!

    Bernst did you also run the uninstaller located in the Applications/Utilities/Adobe Installers folder?  This is meant to be ran prior to utilizing the CC Cleaner Tool.  You can find more details at Use the CC Cleaner Tool to solve installation problems | CC, CS3-CS6 - http://helpx.adobe.com/creative-suite/kb/cs5-cleaner-tool-installation-problems.html.
    Also what specific configuration error are you receiving?

  • Flash builder vs. Flash Pro vs. Flash develop

    Hello!
    I've bought Ainol NOVO 7" Elf - Chinese high performans/low cost Android 4.0 tablet and everithing works fine, except for applications I've build using Adobe Air, which is pretty sad becouse it suppose to be for testing apps
    To be more specific:
    I am using:
    Flash Profesional CS 5.5 - the app changes the orientation of the screen and turns to black except for toolbar.
    One friend of mine is using :
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    And the other one is using:
    Flash Builder - the app is adjusting its orientation to the physical orientation of the device and everything seams to work just fine, even smoother then the iOS version.
    So, what's the main deferince between those three?
    Is there something I might change in settings before compiling?

    I don't know did this post had some imapact but new version of AIR for andorid fixed this problem. Thank you Adobe!

  • StageWebView not displayed in Flash Pro Air Mobile Simulator (if render GPU)

    Hi guys - just wasted too much time with this - thought I'd mention it here - may help someone in future.
    I've got a mobile app which uses StageWebView for a news/info page.
    However my app is mainly graphics so I use GPU render mode.
    When I test the app using the Air Debug Launcher (Mobile) the StageWebView is not displayed.
    If I flip the render mode to Auto it shows just fine in the simulator.
    Most importantly - GPU does work fine when deployed to the actual device.
    I'm pretty sure this was not an issue a month or 2 ago (possibly an issue with current AIR version displaying StageWebView on desktop - I'm currently on 3.8.0.910 ( see  http://forums.adobe.com/thread/1175722   ).

    I had this issue on earlier versions of AIR. Don't know if this is will fix your problem, but for me it had to do with listeneres and additional calls happening before initating the webview. By moving "webview.stage = this.stage;" up before "webView.viewPort = new Rect...", it worked again.

  • Flash Pro debugging on Nexus 7 via USB didn't work - at first.

    I had a wonderful day so far. Although I have debugged on my Nexus 7 in the past, today it just didn't want to work.
    Perhaps there are some bugs to be found here, but I'll leave that up to Adobe to decide.
    I'd already been testing an app on my Droid 2 phone and then I switched to my Nexus 7.
    Notification says its connected for USB debugging. Clicking on the notification brings up the developer option menu, but I notice its not in my settings screen where it used to be. (Must have disappeared after the last system update.)
    I goto settings -> About tablet -> click the build number 7 times ( I hear its 10 for the Nexus 10)
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    USB debugging is already checked.
    Using the Nexus 7 notification I switched USB connection from a media device to a camera device.
    I try to debug my app in Flash Pro, AIR for Android 3.5.0.880 but it just hangs when trying to load the app via USB.
    I check the Win7 USB drivers - they are up to date. I uninstall and reinstall them anyway.
    I made sure I had the latest version of Android SDK installed - no new USB drivers show up though.
    Since I'm debugging, it has toggled off captive runtime.
    I go to Android platform tools and run adb logcat from a cmd prompt and it can't seem to kill the outdated server and create a new one.
    I visit StackOverflow. From advice I found there I open up my Win7 Task Manager and found 8 copies of ADB.exe running.
    I kill them all. But every time I have to cancel out of a hung-up attempt by Flash Pro to publish to a USB device, more of those ADB.exe tasks get left behind and they have to manually be killed.
    Now I can run adb logcat and see my device logs.
    Finally it dawns on me that my Nexus 7 is running the latest version of AIR 3.7.0.186
    On a hunch, I switch Flash Pro up to using AIR for Android 3.7.0.1530 and try again to debug. It forces to captive runtime and then runs the app on the device.
    Turns out my Droid 2 device, which was running the debug app just fine, was running AIR 3.7.0.166. So I updated it to the latest version of AIR just to see if it exhibited the same problems - fortunately it didn't.
    What irony. I'm developing on AIR 3.5 because AIR 3.7 forces captive runtime on my app and I don't always want that. But now it appears that AIR 3.7 has the added "benefit" of preventing debugging of older, non-captive runtime AIR apps on some devices. Actually, after further testing I can't even publish an AIR 3.5 captive-runtime app (debug off) straight to the device. No error though - just a silent hangup. I suppose that's one way Adobe can force developers to upgrade to the latest version of AIR and just accept having captive runtime forced on them. I have to wonder though if all my previously published apps are now going to stop working if users upgrade their devices to AIR 3.7.0.186. I really hope not.
    Update: I can still side-load an AIR 3.5 captive-runtime app onto my Nexus 7 and run them.
      And older AIR 3.4 versions of the apps I work with still function on my Droid 2 running the latest AIR 3.7 runtimes. That makes be feel better.
    I hope this info helps other developers.

    Thank you! This is the only thing that fixed my problem after hours and hours of searching.
    I had the same problem with the publishing never completing. It turns out that I was publishing to AIR 3.4 while my device has 3.8. Updating the SDK solved all of my problems. Thanks again!

  • Flash pro cs5.5 project panel librarypath different from fla librarypath

    Hi,
    I have a flash pro cs5.5 project which i can browse in the project panel. (Window -> Project to open panel)
    I went to the settings dropdown in the panel -> project properties -> paths tab -> library tab
    I added a path to a swc here.
    However if i open the startup fla of the project
    and go to File -> Actionscript settings -> library path
    the previously added path is not there!
    Why are these two paths different?
    The startup fla needs to use some classes in the added swc.
    I only added the swc to the library path from the project panel.
    I was hoping the fla will compile and publish swf successfully!
    This does not happen . So what good is this project panel -> library path settings for?
    I need to use the project panel library path because i am opening this flash pro project in flash builder and any changes to build path done in flash builder only reflect in the library path in the project panel back in flash pro cs5.5
    Any ideas ?
    Thanks
    Soham

    the project panel is just a convenience panel for you to use to access your flash project's files without using a file browser.  it has nothing to do with your publish settings.
    if you don't see a great need to forego using your file browser, join the crowd.  the project panel was an idea with no great benefit.
    someone probably made a big to-do about it and got enough people to vote for the feature so adobe added the feature.  and then found nobody cared so, it's not going to be in the next flash pro version.

  • Flash Pro CS5  Convert to Flex Component and SWC export

    Hi,
    my question is about the Flash Pro CS5 and Flash Builder 4 (Flex 4) integration.
    My goal is simple - to make a simple graphic in a MovieClip and then export that for use in Flash Builder 4. I found out I have 2 ways of doing that:
    1) -> create the MovieClip with the graphic
        -> export it for ActionScript with a name of the class
        -> select the symbol in the library again and export SWC file. Total size of this SWC in my example is 24kb.
        -> put the SWC in the libs folder and use the class/component which should be put inside SpriteVisualContainer or UIMovieClip
    2) -> create the MovieClip with the graphic
        -> export it for ActionScript with a name of the class
        -> select it in the libraly and then select Commands -> Convert Symbol to Flex Component
    Now here we can do 2 things:
        -> select the symbol in the library and export SWC file. Total size here is 104kb.
        -> publish the whole project and use its SWC file.
    And last:
        -> put the SWC in the libs folder and use the class/component wherever you want because it's already extending UIMovieClip.
    So My point is that with the first way I need to use just one simple container to put my component into and I save like 80 kb. Why would I want to use the second way, just to be more comfortable or there are other reasons too?
    I was thinking that maybe I could put more flex converted components in the fla file so I would then export the swc with all of them being already flex components and that 80kb will be shared for all of them, which makes sense of using this feature, but if someone could confirm my thinking is right or there was some other better purpose or way of doing things in an optimised way, I will be glad to hear them. Thanks!

    Hi,
    I am using the first option while converting from flash to flex. Its easy and it saves lots of memory.

  • BUG - in flash pro CC, 'bold' and 'italic' properties of TextFormat have no effect on rendered text

    Concise problem statement:
    If you compile with flash pro CC, and use the 'setTextFormat' method of a TextField, the 'bold' and 'italic' properties of the TextFormat argument have no effect on the rendered text. If you compile with flash pro CS6, the 'bold' and 'italic' properties work as expected.
    Apparently, with flash pro CC, the only way to make the text render correctly is to change the font name (add the suffix ' Bold', ' Italic', or ' Bold Italic'.) This means code which dynamically changes font styles only works in CS6 or CC, but not both. For example, if you use the 'bold' property the text renders bold in CS6 and regular in CC, whereas if you change the font name to add the suffix ' Bold', the text renders bold in CC and DOES NOT RENDER at all in CS6. This makes it difficult to transition a team from CS6 to CC.
    Steps to reproduce bug:
    1. Create an xfl with 2 TextFields on the stage, both with font "Trebuchet MS" and style "regular", one named boldTrueText containing the String "bold = true", one named fontNameText containing the String "fontName = Trebuchet MS Bold". Create 2 more TextFields on the stage for visual reference, both with font "Trebuchet MS", one with style "regular", one with style "bold".
    2. Add the following code to the Actions panel on frame 1:
    import flash.text.TextFormat;
    import flash.text.Font;
    var format:TextFormat = boldTrueText.getTextFormat();
    format.bold = true;
    boldTrueText.setTextFormat(format);
    format = fontNameText.getTextFormat();
    format.font = "Trebuchet MS Bold";
    fontNameText.setTextFormat(format);
    var fonts:Array = Font.enumerateFonts(), count:int = fonts.length;
    for (var i:int = 0; i < count; i++) {
        var font:Font = fonts[i];
        trace("fontName: " + font.fontName + ", fontStyle: " + font.fontStyle);
    3. Save, and compile with flash pro CS6 and flash pro CC.
    Results:
    With flash pro CS6, "bold = true" renders bold, and "fontName = Trebuchet MS Bold" DOES NOT RENDER.
    With flash pro CS6, the following is traced:
    fontName: Trebuchet MS, fontStyle: bold
    fontName: Trebuchet MS, fontStyle: regular
    With flash pro CC, "bold = true" renders regular, and "fontName = Trebuchet MS Bold" renders bold.
    With flash pro CC, the following is traced:
    fontName: Trebuchet MS, fontStyle: regular
    fontName: Trebuchet MS Bold, fontStyle: bold
    Expected results:
    The same text is rendered in both flash pro CS6 and CC. I don't know why this behavior was changed in flash pro CC - it causes silent failures in code which dynamically changes font styles. I expected the flash pro CS6 behavior to remain the same in CC, like so:
    With flash pro CC, "bold = true" renders bold, and "fontName = Trebuchet MS Bold" DOES NOT RENDER.
    With flash pro CC, the following is traced:
    fontName: Trebuchet MS, fontStyle: bold
    fontName: Trebuchet MS, fontStyle: regular
    If you don't want to break backward compatibility (any further), you could make both the behaviors work in flash pro CC, like so:
    With flash pro CC, "bold = true" renders bold (font is still "Trebuchet MS"), and "fontName = Trebuchet MS Bold" renders bold also.
    With flash pro CC, the following is traced:
    fontName: Trebuchet MS, fontStyle: bold
    fontName: Trebuchet MS, fontStyle: regular
    fontName: Trebuchet MS Bold, fontStyle: bold
    I submitted this bug with the bug form, and also with adobe bugbase (in case it isn't obsolete) - I'm just trying to maximize my chances of getting a fix.  Has anyone else encountered this bug?

    I just can't believe how there is ZERO documenation for any of this.  Flash's stylesheets have fontStyle and fontWeight properties, but they only recognize regular/italic and regular/bold respectively.
    This change in Flash CC completely breaks systems built in Flash CS6, and the font naming is actually arbitrary and is not a consistant combination of font name and style (e.g. "Eras ITC" family's bold font name is "Eras Bold ITC", but the bold version of Times New Roman is "Times New Roman Bold" (with Bold at the end, rather than the middle), and what's absolutely appaling is that the font name used at runtime is not exposed anywhere in the Flash IDE!!!  In the IDE you select a font family and font style independently, which is absolutely not what's used at runtime, because it actually uses a separate, arbitrarily named field in the font file for the font name. So we can't even know from within Flash what the proper runtime name is, unless we trace it out or open the font properties details tab in Windows explorer.
    It seems that Flash CC is always using the font "Title" that can be found in the properties of the font, NOT the font name displayed in Windows Font Preview or in Flash CC.  For example, the font name for Times New Roman Bold in Windows Font Preview is just "Times New Roman", but the font title in the properties/details tab is "Times New Roman Bold".  If they made the change to allow for specific fonts to be selected, that's fine, but it completely breaks HTML support in TextFields if it's not respecting bold and italic tags.
    This may actually be a trend on the web now, if you read this: http://www.smashingmagazine.com/2013/02/14/setting-weights-and-styles-at-font-face-declara tion/ , it says: "If you’ve used one of FontSquirrel’s amazing @font-face kits, then you’re familiar with this approach to setting weights and styles. The CSS provided in every kit uses a unique font-family name for each weight and style, and sets the weight and style in the @font-face declaration to normal. [...] Notice that the font-family names are unique, with each font-family name accessing the appropriate Web font files."
    But there's just no mention of this in any documentation I can find.  What the hell.
    It's also helpful to realize that font and u tags have been deprecated in HTML5, while b and i tags have been repurposed since they still retain semantic meaning apart from style: https://www.w3.org/International/questions/qa-b-and-i-tags

  • Flash Pro CC Hotfix 13.0.1 available now

    Flash Pro CC update which has some critical bug fixes is now available. Please log into your Create Cloud client to download the Flash Pro updates
    More details on the bugs fixed in this update is available in the release notes:
    http://helpx.adobe.com/flash/release-note/release-notes-flash-pro-cc.html#Flash%20Professi onal%20CC%20Update%201%20%2813.0.1%29
    -Sujai

    Thanks for this, will let you know if this resolves any of our issues.

  • How to install latest AIR SDK (13 or 14) in Flash Pro CS6?

    Hi, I'm using Adobe Flash Pro CS6 on Windows 7 64-bit and I wanted to add latest Adobe AIR SDK, either 13 or 14, but non of them is seen as a valid SDK by Flash.
    I've tried downloading two possible SDKs (SDK & compiler and SDK without compiler) from here: Download Adobe AIR SDK (version 13) and here http://labs.adobe.com/downloads/air.html (version 14). Each time I copied the extracted SDK folder to my Flash CS6 folder where default 3.2 and 3.4 SDKs are located. After that I open Flash, then Help > Manage Air SDK, click on " + ", browse for the new folder, and all I get is "The selected folder does not contain a valid AIR SDK" warning message. It all looks the same with all four SDKs I downloaded!
    Not long ago I added AIR 4.0 without any problems. What am I doing wrong? Is new SDK Flash CC only or what?

    What are you naming the folder?
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    Last, do not download the Flex version for Flash. Flex is for Flash Builder if you intend on using Flex (it is different than Flash).
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    Adobe Flash Professional CS5 and Adobe Flash Builder 4 enable time-saving workflows. Learn how to develop content in Flash while editing associated ActionScript code in Flash Builder 4, switching easily between the two applications to edit and test.
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    Returning to Flash Pro and clicking the Edit button attempt to create a new file once again, but since the file already exists in FB it just remains on the New ActionScript Class dialog, with the Finish Button grayed out (because a file with the same name already exists in FB).
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