Can I use macbook air for ios app development?
I would like to know if i can use macbook air for ios app development or macbook pro is only option?
Just to reinforce what shldr2thewheel says - be very sure what size memory you want if you get a Macbook Air. There is *no* way to change after purchase. My advice is to go for the 4GB option - especially if you want to do app development.
The internal storage (solid state drive) of the Air can be upgraded if required but it will probably be an expensive option. If you don't think the storage will be enough then maybe using a USB connected drive to hold non-essential files is an option.
As to deciding between the Air and Pro you are basically making a decision between portability (Air) and expandability/bigger screens (Pro). What is more important to you?
Mark
Similar Messages
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Can I use iCloud storage for iOS apps?
Hello,
I'm trying to work out if it's possible to use iCloud to save/load data across devices with iOS apps created using Air.
I know there is a lot of talk about now meeting the Apple data storage guidelines eg http://www.saumitrabhave.com/2011/11/air-ios-solving-apps-must-follow-ios.html
What I can't understand is if I actually want to use iCloud to save data a user has created in my app (ie condition 1 of the storage guidelines - user generated data, cannot be re-created by application).
If I was to save this user data to the <Application>/Documents directory...
a) would it be backed up by iCloud and meet Apples requirements?
b) if my application was installed on another device is there any way, using Air/AS3, to know that a file has been updated and read the file?
Please let me know if this doesn't make sense... still trying to get my head around how it all works.
Thanks.More details are available at http://blogs.adobe.com/airodynamics/2012/03/05/app-compliance-with-apple-data-storage-guid elines/
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Can I use the Chrome for iOS app with Chromecast?
I recently purchased a Chromecast for my home television to see how it stacks up to the Apple TV3 (which I also have). I see very clearly that Netflix and YouTube are well integrated for use with this dongle but I do not see that Chrome for iOS is (on iPhone or iPad). It seems counterintuitive to not have the Chrome iOS app work with Chromecast even though other iOS apps do (Netflix;Youtube). Can anyone confirm or deny whether or not we can, or in the near future be able to, use the iOS Chrome app with Chromecast? It is in this very department that AppleTV has the Chromecast beaten, among others.
Also, Google Groups seems difficult to navigate in order to post my question there. If anyone has any insight for that as well I would greatly appreciate it.
Thank you!Google has made an App specifically to control the ChromeCast from an iOS device rather than integrating the control into the Browser.
https://itunes.apple.com/us/app/chromecast/id680819774?mt=8 -
Is new mac book air with 1.3 ghz and 4gb ram good enough for ios app development
Hello all,
I am thinking of purchsaing mac book air 13" with 1.3 ghz and 4gb ram.
currenlty i am using mac mini.Can any one help me if new mac book air with 1.3 ghz and 4gb ram good enough for ios app development to make it as my prmary machine for development.
Ragards.A Macbook Pro 13-inch may be a better choice.
Best. -
I Want to buy the new mackook air (2013) .Will it be good enough for ios app development as i will be installing xcode.Is 1.3hz processor good enough.
The MBA is so small and thin many people can't help thinking it is like a Windows netbook - an underpowered toy. It isn't. There's nothing I do on my top end iMac that I can't - and don't - do on my MBA. Of course the iMac has a faster processor, bus speed, and a discrete video card so it is much faster than my MBA. Then again, my computers spend more time waiting for me to do something than I wait for them - and this includes using Photoshop and compiling code.
If I were writing large programs - something like Word for example - I'd want a very fast processor to speed up the compile/debug/compile cycle. But for iOS development your codebase will be much smaller. Frankly I can't see that much difference between a 13" MBA and a 13" MBP for development purposes. Now a top of the line 15" MBP is a different matter with its much faster CPU and separate video card. -
HT204587 I can't use touch id for purchasing app from iTunes in India
I can't use touch id for purchasing app from iTunes in India
Hi Love Apple,
If you are having issues with using Touch ID for purchases, you may find the following article helpful:
iPhone 5s: Using Touch ID
http://support.apple.com/kb/HT5883
Regards,
- Brenden -
Can I use store credit for in-app payment ?
Hi There
Can I use store credit for in-app payment or do I have to use my credit card funds?
Although I have enough funds as store credit, everytime I want to make an in-app purchase from my Iphone, it takes me to my credit card and ask to confirm my cc info
Any ways to bypass this process ?
ThanksWell i dont know if you can use store credit.....i was asking that questiob myself, but i guess if you didnt want it to take you to your credit card right away, you could delete your cc info off your apple id. I myself dont have a credit card listed.
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AIR for iOS app works perfectly in emulator, not at all on an actual iPad
I'm new to mobile development, so I'm hoping I am doing some simple wrong, like a wrong checked box or something.
I have an app that I have written for iPad. It's fully functioning when I run it through the emulator (I have to change it to Flash 10.1 and use Device Emulator because nothing else will accept touch events) but doesn't really work on the iPad. Some of the features work, and some don't. It's like it's just not quite compiling all the code, and I'm very confused.
My publish settings:
Player: AIR for iOS
Script: Actionscript 3.0
Included .swf, .xml, and all relevant .as class files
Published using quick publish for device testing
Are there some AS 3.0 features that won't work in iOS? If so it would be really great to have a list of those somewhere.
What am I doing wrong? Why won't my app work on an actual device if it tests perfectly in the emulator?My original question has not been answered, but I am running across the same problem in a different way.
I have added to my code, continuing to build the app, (hoping the problem can be solved eventually), and once again, the app works perfectly in Device Central but not on the iPad.
I have buttons to select different levels of the puzzle. Each time you press a button, the level automatically updates itself on the board. So if you are playing the shape level, the shape of the puzzle piece is on the board. If you are playing the name level, the name of the puzzle piece is on the board. Etc.
This works perfectly on my computer. However - again - when I transfer it to an iPad, choosing the "shape" level will cause the names to pop up.
I have double and triple checked the variable names to make sure they match up and are correctly spelled and capitalized. It just doesn't function in iOS.
Here is the code to switch levels and automatically generate a new random puzzle piece:
function changeLevel (e:TouchEvent): void {
trackUSAPiece = ["pieceAL", "pieceAK", "pieceAZ", "pieceAR", "pieceCA", "pieceCO", "pieceCT", "pieceDE", "pieceFL", "pieceGA", "pieceHI", "pieceID", "pieceIL", "pieceIN", "pieceIA", "pieceKS", "pieceKY", "pieceLA", "pieceME", "pieceMD", "pieceMA", "pieceMI", "pieceMN", "pieceMS", "pieceMO", "pieceMT", "pieceNE", "pieceNV", "pieceNH", "pieceNJ", "pieceNM", "pieceNY", "pieceNC", "pieceND", "pieceOH", "pieceOK", "pieceOR", "piecePA", "pieceRI", "pieceSC", "pieceSD", "pieceTN", "pieceTX", "pieceUT", "pieceVT", "pieceVA", "pieceWA", "pieceWV", "pieceWI", "pieceWY"]
if (e.target == nameLevel) {
PuzzleGlobals.currentLevel = "Name";
nameLevel.gotoAndStop("Active");
abbrevLevel.gotoAndStop("Inactive");
shapeLevel.gotoAndStop("Inactive");
for (var j=0; j<(PuzzleGlobals.TOTAL_NUMBER_USA); j++) {
this[trackUSAPiece[j]].gotoAndStop("wholeName");
else if (e.target == abbrevLevel) {
PuzzleGlobals.currentLevel = "Abbrev";
abbrevLevel.gotoAndStop("Active");
nameLevel.gotoAndStop("Inactive");
shapeLevel.gotoAndStop("Inactive");
for (var k=0; k<(PuzzleGlobals.TOTAL_NUMBER_USA); k++) {
this[trackUSAPiece[k]].gotoAndStop("abbrev");
else if (e.target == shapeLevel) {
PuzzleGlobals.currentLevel = "Shape";
shapeLevel.gotoAndStop("Active");
nameLevel.gotoAndStop("Inactive");
abbrevLevel.gotoAndStop("Inactive");
for (var l=0; l<(PuzzleGlobals.TOTAL_NUMBER_USA); l++) {
this[trackUSAPiece[l]].gotoAndStop("shape");
function addNewPiece (e:TouchEvent): void {
ri = Math.floor(Math.random()*(1+PuzzleGlobals.TOTAL_NUMBER_USA));
if (PuzzleGlobals.statesOnBoardUSA == PuzzleGlobals.TOTAL_NUMBER_USA) {
//play BOOP sound indicating no new pieces left
else {
if (usaPiece[ri] != null) {
bmc.addChild(this[usaPiece[ri]]);
if (PuzzleGlobals.currentLevel == "Shape") {
this[usaPiece[ri]].height = this[usaPuzzle[ri]].height;
this[usaPiece[ri]].width = this[usaPuzzle[ri]].width;
this[usaPiece[ri]].x = e.stageX;
this[usaPiece[ri]].y = e.stageY;
usaPiece[ri] = null;
PuzzleGlobals.statesOnBoardUSA++;
else {
addNewPiece(e);
Here is the code that creates the piece:
public function GeoPiece(): void {
if (PuzzleGlobals.currentLevel == "Name") {
this.gotoAndStop("wholeName");
else if (PuzzleGlobals.currentLevel == "Abbrev") {
this.gotoAndStop("abbrev");
else if (PuzzleGlobals.currentLevel == "Shape") {
this.gotoAndStop("shape");
this.addEventListener(TouchEvent.TOUCH_BEGIN, geoPieceBegin);
Is it possible I have a bad compiler or something? Do I need to reinstall the entire program? I just can't figure out why it would work in one operating system and not in another.
Thanks
Amber -
Can I use multiple swfs in iOS app?
Hello everybody,
I have to create an app for iOS from an existing Flash project.
On the stage of the main flash multiple swfs are loaded dynamically .
Is it possible to compile, in addition to the main file, all the other swfs too?
If I load the swf in the "Included files” on “Setting AIR for IOS” menu, they are copied as swf, making impossible to use the app on iPad.
Thanks to allThanks,
I left a component in the external swf library...
Now it works! -
Are macbook air computers sufficient for ios app development?
Looking into learning how to build ios apps and would like to know from those experienced how much computing power is necessary for building apps.
Just to reinforce what shldr2thewheel says - be very sure what size memory you want if you get a Macbook Air. There is *no* way to change after purchase. My advice is to go for the 4GB option - especially if you want to do app development.
The internal storage (solid state drive) of the Air can be upgraded if required but it will probably be an expensive option. If you don't think the storage will be enough then maybe using a USB connected drive to hold non-essential files is an option.
As to deciding between the Air and Pro you are basically making a decision between portability (Air) and expandability/bigger screens (Pro). What is more important to you?
Mark -
Can i use macbook air cam with yahoo messenger
can i use my cam on my macbook air with yahoo messenger
If you are using the official Mac app, https://messenger.yahoo.com/mac/ , there should be a little camera icon to switch your video on and off.
-
Error while debugging AIR for IOS app
I get the following error when attempting to debug my AIR-IOS app on an IPad 2.
The weird thing is that the logfile mentioned does not exist.
Any ideas?
- Abey
# A fatal error has been detected by the Java Runtime Environment:
# EXCEPTION_UNCAUGHT_CXX_EXCEPTION (0xe06d7363) at pc=0x764db9bc, pid=5400, tid=9024
# JRE version: 6.0_29-b11
# Java VM: Java HotSpot(TM) Client VM (20.4-b02 mixed mode windows-x86 )
# Problematic frame:
# C [KERNELBASE.dll+0xb9bc]
# An error report file with more information is saved as:
# C:\Users\ABEY~1.LEX\AppData\Local\Temp\AOT1326388929076\hs_err_pid5400.logI have the same error.
The wierd is that the log file doesn't exists.
Anyway I try everything... to reinstal my Flash Builder, reinstall all versions of java. I even try to make Xmx and Xms bigger size.. but nothing... still got the error.
If I create new project... then everything works fine... Export Release Build work very well,
but if I try to Export Release Build for my large project... then this error comes up.
I look at my code and no find any errors...
Build for android works as well, the error comes up when I try to build for iOS.
Please Adobe - give us help how to fix this.
Thank you -
MacBook Pro or MacBook Air for Web & Mobile Development
Hi Guys,
I have always been a PC users since I was young. Currently I do Web Development, HTML, CSS, javascript and Sencha Touch HTML5 mobile app development
The reason I want to change to a Mac because I need a laptop to travel and work, previously I used a PC work station. The other reason I want to change to Mac was to purchase Apple developer kit and start to develop native iPhone App
My Options are:
1) MacBook Air 13 ( 1.8GHz dual-core Intel Core i5 processor , 8GB ram ( Free upgrade promo ), 256GHz SSD
2) MacBook Pro 15 ( 2.3GHz quad-core Intel Core i7, 8GB ram ( Free upgrade promo ), 500GHz HDD
3) Retina MacBook Pro 15 ( 2.3GHz quad-core Intel Core i7, 8GB ram, 256GHz SSD
As the promotion for the ram upgrade are till this week ( except for rMBP ), I need to make a decision quick. I frequently use DreamWeaver, Photoshop and I also do Photography in my pastime. Could anyone advise me on the pros and cons on this. Does Retina MacBook really worth the additional bucks that I put in. Does the web development community going to start using Retina for testing high resolution images needed so early?
Btw I own a Dell 22.5 inch IPS good LCD monitor
Appreciate for your help thanks.@Bimmer Sorry I was referring to another new Options
Option 4 ) For this MacBook Pro 15 ( 2.6GHz quad-core Intel Core i7 16GB ram ( Free upgrade promo ).
Option 2) MacBook Pro 15 ( 2.3GHz quad-core Intel Core i7, 8GB ram ( Free upgrade promo ),
I can't decide on this. Need you to help me in this. -
Pro support for iOS app-development
Where can I find some more indept support for developing apps using Flash Professional CS5 / CS5.5.
I have been seaching the web for days now. Looking for a place where professional best-practises are shared on this topic. Without any real luck. All i ever see is the same basic tutorials on how to publish your first Hello World-app and some old basics about using cacheasbitmap and such...
Please could someone direct me to the right forum?
Only newly official information I have found so far, is focused on Flash Builder and Flex 4.5... And I'm begining to wonder if this means that app-development using Flash Professional is on it's way out already ?!
(Btw i tryed to make this discussion under Packager for iPhone-forum, but the option to post it there, didn't show up...)Hi,
that forum was archived and the users sort of merged into this one
http://forums.adobe.com/community/air/development/mobile?view=discussions
...definitely not on the way out though! -
AIR for iOS app crashes on launch - only on iPad1
Hello,
Been working on an iPad book app in FlashBuilder 4.6. Early on there were some performance issues with iPad1/3 until learning about GPU rendermode and setting the StageQuality to low. These helped immensely.
However, recently the app starting crashing on startup - only on iPad1. For example page 1 of the app which had worked weeks ago would now crash. After more research, it seemed that the static references to all the page classes that were put in the ViewController were the issue. They seemed to be overwhelming the memory. When I put only a static reference to page1 in the VC it worked. And then in page 1 were static references to page 2 or 3. Or whatever pages it might link to. Now, after reworking the 70 other pages to only static reference the pages they need, it is crashing again.
My question is this, if I have page 1 with a static reference to page 2 and 3. And each of those have references...all down the line to say page 70, are all those in essence getting loaded into memory at startup?
The bigger question is how best to manage the memory of an AIR app that will have ~ 120+ "pages" or views in MVC parlance? Ideally, I only want the dynamically created view in memory but don't think it's working.
After doing some research was thinking about loading/unloading swfs that have references to needed classes via ApplicationDomain.
One interesting thing noticed is this. When launching the app in the debugger, it traces out terminated and the app quits. However, when double clicking the iPad home button, it shows the app still running. Not sure why that is?
Pardon the lengthy description.
Any and all help would be appreciated.
Thanks, MTG@Fahad,
It happens when the actual game is being played. I'm using AIR 3.2 SDK in flash pro cs6, I started this project before 3.3 was officially released, tested this on an iPad 1 with iOS 5.1.1.
I used hi res stats to monitor memory usage and the app consumes less than 8MB of memory.
Thanks
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