Does flash builder 4.6 have a simple method to include Native Extensions like Flash Pro cs6?

flash cs6 has this:
http://www.adobe.com/devnet/air/articles/using-ane-in-flash.html
flash builder 4.6 seems to only allow this through command line compilation.

I've found a work around of removing the swc then adding it back. Such a damn pain in teh ***!

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  • Successfully using a Native Extension with Flash CS5.5 Pro, having issues

    Hey all,
    I'm trying to use a native extension due to an app rejection about the new storage guidelines. I'm hoping someone can help me figure out how to use a native extension from Flash CS5.5 and the adt command line utility (I've never used before).
    Apples storage guidelines in 5.0.1 require files saved to Documents (and other places) to be marked with the icloud "do not back up" bit. I'm trying to use Adobe's IOS 5.0.1 data storage native extension to do that as I have file sharing enabled and my app downloads files I want the user to be able to copy to their desktop.
    From the bits and fragments I'm reading all over, getting it to compile means using the command line adt tool (I've never used it before) because Flash Pro CS5.5 doesn't support native extensions. Also, this native extension requires a v14 SWF published (11.1) and CS5.5 only goes up to 10.2 (or higher if you install the players).
    I edited the AiriPhone.xml file and pointed it to an AIR 3.1 airglobal.swc and I have AIR 3.1 overlayed in flash. I can't test AIR for iOS anymore after that change but I can get it to compile a SWF. The adt command line adt utility stopped complaining that my SWF version was 13 when it needed 14, so I assume this worked?
    I am trying to compile a debug version so I can see trace statements to see if the native extension reports success on changing the bit. Here is my command line cobbled together from scraps of info on adobe.com and the -help data:
    adt -package -target ipa-debug -connect 192.168.1.80 -provisioning-profile myApp.mobileprovision -storetype pkcs12 -keystore myApp.p12 myApp.ipa myApp-app.xml myApp.swf dat AppIconsForPublish Default-Landscape.png Default-LandscapeRight.png -extdir extensionDir
    Before this iCloud change this app published directly from Flash Pro CS5.5 without any issues. I am only running into issues getting this app to work with this native extension and/or published correctly.
    I am including the folders "dat" and "AppIconsForPublish" as well as splash screens (this app is landscape-only) as well as that extension in the folder extensionDir.
    After putting in my password my app compiles into an IPA which I can drop into iTunes. It has the same general size as the IPA generated from Flash Pro. The icon is correct, etc.
    When I sync this file, the progress bar goes across, I see it loading on my iPad and then once it goes to install I get a popup saying "iTunes Sync: 'myApp' failed to install."
    Is there anything obvious wrong with my adt line? Has anyone else used this native extension? Ideas on what I can do to fix this?
    No, unfortunately I did not build this with Flash Builder. I am an avid user of it now and this would be a moot point as it uses ANEs and changes SWF versions trivially. I have to get this to compile using Flash Pro CS5.5 though.
    Any help is greatly appreciated!
    edit:
    Just FWIW, after I updated the .xml to use the latest AIR and such (so the version is 14) I removed the extension, exported purely from Flash Pro CS5.5 and the app works fine. As soon as I enable the <extension> in the XML I can no longer install the app. This just appears to be a noob adt publish issue.

    My app downloads PDFs, movies and other information-esque files and saves them to the apps Documents folder so they can be retrieved via file sharing. These files not being in something purgable like /Library/Caches and not having the "do not back up" bit is why I was rejected.
    update: It's definitely my command line building.. I took out the native extension completely and published from flash to an IPA and it works. I then run adt on the same SWF that just worked and it fails to install. So the install failing is my command line. I see this article and my command line is very similar. I'm really uncertain why it's failing.

  • Library Projects compiled using Flash Builder and ANT have different outputs

    Hi Guys.,
    I am really having hard time to get something work right with RSL projects in Flex 3.2 SDK. Here is my weird problem.
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    framework.swc
    datavisualization.swc
    rpc.swc
    utilites.swc
    applicationupdater.swc
    applicationupdater_ui.swc
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    servicemonitor.swc
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    mx/controls/HTML.png
    mx/core/Windows.png
    library.swf
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    But when the same project is compiled using ANT compc task, i get all the png and properties files from airframework.swc and servicemonitor.swc files into my library project SWC file.
    Here is the ANT version which is used to compile the library project
    <compc output="${project.output.dir}/${project.name}.swc"
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       use-network="false"
       directory="false"
       allow-source-path-overlap="true"
       incremental="${build.incremental}"
       debug="${build.debug}"
       locale="${build.locale}"
       optimize="false"
       >
    <define name="CONFIG::bindingdebug" value="${build.bindingdebug}" />
    <define name="CONFIG::logtoconsole" value="${build.logtoconsole}" />
    <define name="CONFIG::frameworkdebug" value="${build.frameworkdebug}" />
    <define name="CONFIG::flexspy" value="${build.flexspy}" />
    <define name="CONFIG::debug" value="${build.debug}" />
    <define name="CONFIG::release" value="${build.release}" />
    <keep-as3-metadata name="Metadata" />
    <keep-as3-metadata name="DefaultProperty" />
    <keep-as3-metadata name="Required" />
    <keep-as3-metadata name="Event" />
    <keep-as3-metadata name="AssignableTo" />
    <keep-as3-metadata name="Inject" />
    <keep-as3-metadata name="InjectConstructor" />
    <keep-as3-metadata name="Publish" />
    <keep-as3-metadata name="Subscribe" />
    <keep-as3-metadata name="PublishSubscribe" />
    <keep-as3-metadata name="Factory" />
    <keep-as3-metadata name="Init" />
    <keep-as3-metadata name="Destroy" />
        <keep-as3-metadata name="Observe" />
        <keep-as3-metadata name="AsyncInit" />
        <keep-as3-metadata name="ManagedEvents" />
        <keep-as3-metadata name="MessageDispatcher" />
        <keep-as3-metadata name="MessageHandler" />
        <keep-as3-metadata name="MessageBinding" />
        <keep-as3-metadata name="MessageInterceptor" />
        <keep-as3-metadata name="MessageError" />
        <keep-as3-metadata name="Command" />
        <keep-as3-metadata name="CommandComplete" />
        <keep-as3-metadata name="CommandResult" />
        <keep-as3-metadata name="CommandError" />
        <keep-as3-metadata name="CommandStatus" />
        <keep-as3-metadata name="ResourceBinding" />
    <keep-as3-metadata name="Selector" />
    <keep-as3-metadata name="Target" />
    <keep-as3-metadata name="Autoremove" />
    <keep-as3-metadata name="Internal" />
    <keep-as3-metadata name="ObjectDefinition" />
    <keep-as3-metadata name="DynamicObject" />
    <load-config filename="${air.config}"/>
    <compiler.include-libraries dir="${flex.frameworks.dir}/libs/air" append="true">
         <include name="servicemonitor.swc" />
         <include name="airframework.swc" />
    </compiler.include-libraries>
    <external-library-path dir="${build.compc.dir}" append="true">
         <include name="TriGeoFlexFramework/TriGeoFlexFramework.swc" />
         <include name="TriGeoLibrary/TriGeoLibrary.swc" />
         <include name="TriGeoRPCFramework/TriGeoRPCFramework.swc" />
         <include name="Degrafa_Beta3.1_Flex3" />
         <include name="parsley-flex3-2.4.0.swc" />
         <include name="spicelib-flex-2.4.0.swc" />
    </external-library-path>
    <external-library-path dir="${flex.frameworks.dir}/libs" append="true">
         <include name="framework.swc" />
         <include name="datavisualization.swc" />
         <include name="utilities.swc" />
         <include name="rpc.swc" />
         <include name="air/airglobal.swc" />
         <include name="air/applicationupdater.swc" />
         <include name="air/applicationupdater_ui.swc" />
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    <source-path path-element="${basedir}/src" />
    </compc>
    </target>
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    Any insights is greatly appreciated.!

    #1, If it compiles then you have no issue. There's no reason at this point not to use 4.6. You should bundle a captive runtime to assure the users computer won't need to have AIR installed at all.
    #2, Papervision is old. Use the Stage3D and/or a wrapper framework. As far as the generic "If I download lots of data will it take the user more time to load it", well, of course. Just don't make the loading experience painful. Entertain them while they way or find ways of displaying data sooner than later. If it's desirable on the web has more to do with the context of the app and the device displaying it. In other words, a phone user would find it easy but obviously not a desktop user.
    #3, Definitely referring you to Google on that one.
    #4, Size always matters, it's common sense. The more you process the harder it is. While I haven't done AR I've used the Microsoft Kinect SDK and ANE and tracking was extremely fast but limited. From what I've seen and your basic built in location and direction hardware on any mobile device you shouldn't have much trouble. Depends on what you're doing.
    #5, This discussion would be way too large for a forum. You'd need to consult a firm experienced in AR development.
    #6, "Applications using the commercial license do not have to provide source code, but must pay a licensing fee. Contact ARToolworks at [email protected] for more information." They will base your price on your product, there is no single price.
    #7, The models could be huge and elaborate or tiny and simple which changes the answer. Consult the answer in #4. Ultimately most people are getting on fast networks with mobile and excessively fast on desktop/wifi. Size matters a lot less than 3 years ago.
    #8, Depends on what you're doing. You have to explain it.

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    If you can’t charge your iPhone, iPad, or iPod touch - Apple Support
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  • How to use single ant build script to package the application with and without native extensions

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  • Publishing air apps with native extension with Flash CS6 on Windows

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  • Simple Flip Book in Flash Builder

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    Source: http://lv3d.googlecode.com/files/FlipBook.zip
    Demo: http://www.professionalpapervision.com/demos/flipbook/
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    Video

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    From: [email protected]
    To: [email protected]
    Subject: RE: Simple Flip Book in Flash Builder
    Date: Sat, 6 Feb 2010 15:51:36 +0000
    Thanks so much I really appreciate the comment...I'm digesting and testing it!!!
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    Part 2: http://www.youtube.com/watch?v=xz9htZXYZyU
    Part 3: http://www.youtube.com/watch?v=_Nyeg4_zuXo
    Part 4: http://www.youtube.com/watch?v=uG_uUIHSyqU
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    Date: Fri, 5 Feb 2010 14:18:03 -0700
    From: [email protected]
    To: [email protected]
    Subject: Simple Flip Book in Flash Builder
    Mike,
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    The trick with this workaround is that the 3D effects affect the post-layout properties by default, and setting those values is not as obvious as setting pre-layout properties on the object.
    Here's an example of how to do this for the cover component:
         <components:frontCoverCustomComponent x="0" y="0" id="frontcovercustomcomponent1"   click="frontCoverCustomComponent_clickHandler()">
            <components:postLayoutTransformOffsets.State2>
                <s:TransformOffsets rotationY="180"/>
            </components:postLayoutTransformOffsets.State2>
        </components:frontCoverCustomComponent>
    I added this code to your custom component (and left the transition code as-is) and it now works as expect. It's still a bit weird to see the back of a two-dimensional object, so using two objects for anything that you'll see flipped is still a good thing to do in any case (as someone else suggested on this thread).
    Chet.
    >

  • I have Just Got Flash Builder 4.5 but I wanted Flash Builder for PHP

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  • Show Notifications in Air - Flash Builder 4.6

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  • Flash Builder: Can't export apps to Android 4.3 device

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    4- I normally see (in the bottom right hand ) Launching 6%  - 57%,  then it launches the app on the device.
    5- With 4.3 I see the following Launching 6%  - 57% - 58% …. 100%
    6- Now I get a dialog box that says "The Flash Builder debugger failed to connect …."
    I have a Nexus Galaxy phone running 4.2.2, and this same Hello World works perfectly.

  • I need help migrating an existing project from Flash Professional CS6 to Flash Builder 4.6.

    I have followed tutorials...instructions on the web...all I get are unsolvable errors.
    I have a large Air application that compiles fine and works in Flash. However I would like to take advantage of the as3xls api which does not work in Flash Professional (for no reason in particular the internet just tells me it won't work because Flash Professional cannot access some part of the Flex framework).
    So I want to make my project work in Flash Builder. However, when I attempt to reference my document class, flash builder gives me an error telling me the package path com.andrewbefus.ModelMapper no longer works. It does this no matter how I select the folder to reference my document class. If I change the path to nothing...Flash Builder is happy with my document class and unhappy with every other class I have made.
    Then I decided to make a new Flash Builder ActionScript file and simply replace the ModelMapper.as document class that Flash Builder created with my completed ModelMapper.as. After some messing around with paths and directories, I got Flash Builder to be happy with my program structure but then all hell broke loose on almost every single Class outside the Flash Builder framework. One by one I attempted to tell Flash Builder where to go to get my components, fl.motion classes, and my custom classes but Flash Builder refused to recognise them unless I reference the folder containing the files, and then proceeded to tell me that the project path of every single class needed to be changed. I imagine if I spend the rest of my day mucking around with this something else will come up.
    I went looking for a tutorial explaining how to migrate a Flash Professional project over to Flash Builder. The closest thing I could come up with told me to just select my fla. file by going Project<Flash Professional<Create project using Fla file... which worked great except refused to compile my project as a desktop application for no sane reason - giving no option to select my project when I attempted to create a new Run Configuration.
    One frustration after another....

    I've also followed all the instructions here:
    http://helpx.adobe.com/x-productkb/policy-pricing/activation-network-issues.html
    Still no luck...
    L.

  • Installing Flex SDK into Flash Builder 4.7 problems

    Hi,
    Im completely new to Flash Builder, today I have installed Flash Builder 4.7 & Flash CS6 from Creative Cloud for my son to start to learn game programming (with my help), I have used simple coding in web design however this terminology is new to me.
    I bought my son the latest 'Foundation Game Design with ActionScript 3.0' book on recommendation but it was written when FB was version 4.5 so im guessing this might be the problem.
    The book is very easy to follow but have hit problems at the beginning of the tutorials, the book talks about Flex SDK but it seems that FB 4.7 uses AIR SDK ?
    So the first project called HelloWorld, we got up to:
    Got an exclamation mark which said
    'The import flash.display.Sprite is not used
    locally'
    Continuing with the rest of the project the exclamation mark disappeared:
    However on selecting run- Debug we got a blank Flash Player window  ('generate HTML wrapper file' was deselected)
    So either we've done something wrong, or the book and FB version are not compatible?
    Any advice would be great!
    Thank you
    Latest ...
    I thought that installing Flex SDK may solve the problem but after following instructions I have the error message, see image below. Really stumped now!

    Sorry, if I went a little overboard. After re-reading your post, perhaps I should back up a little.
    First, there are little things that Flash Builder (FB) will complain about. Having extra import statements in your code doesn't hurt anything. If I'm trying different solutions and then commenting out the code, the import statements will hang around, FB will complain, but just ignore it. If you see a little icon on the left edge of your code editor and its a red circle with an X in it, then that is something that will have to be fixed.
    When you create an app in FB or Flash you can choose to create a web app which means it will run in a browser window. The project can optionally create an HTML wrapper, or web page that will load your app. In Flash Pro you can choose File->Publish Settings and there will be a checkbox on the left to publish a HTML wrapper. In FB, you can right click your project in the Package Explorer, select Properties at the bottom, select the ActionScript Compiler, and down at the bottom there will be a checkbox to create a HTML wrapper.
    If you're just learning Flash Builder, then the FlexSDK 4.6 and the AIR SDK 3.1 that comes with it should be fine. You mentioned Apache SDK and I'd recently been working with that so I ended up getting side-tracked.
    Getting an AIRSDK to work with when build ActionScript projects is easy. Just go to the adobe site, type AIR SDK in the search box, and you should find a page that will let you downloaded the latest version. There's also a page to let you download the latest AIR runtime, and if you were just going to run AIR apps and not build them, then that's all you would need. As a developer you'll want to install the runtime from the downloaded .exe file. With the SDK, after downloading it, installing it is easy. Just create a new folder an unzip the SDK into it, then place it somewhere easy to find. I put all my SDK's in their own directory right off the c: drive. So I have c:\AIRSDK_3.5.0.880 and c:\AIRSDK_3.7.0.1530. I use very descriptive folder names so I always know which SDK's I have to work from.
    To use the SDK in Flash Pro select Help -> Manage AIR SDK, hit the plus button and add the folder you created. Now when you've opened a Flash project, you go to File->Publish Settings and select the combo box at the top, you'll see options like 'AIR 3.7.0.1530 for Android' in the list that reflect the SDK's you've added.
    Generally with FB you'll be using a FlexSDK, or perhaps a FlexSDK overlaid with a newer version of AIRSDK. Overlaid basically means you copied the contents of the AIR SDK into the Flex Folder. The article I mentioned above will give you all the details on creating those. For instance, I downloaded the Apache Flex installer, installed it, then created an empty folder called c:\ApacheFlexSDK_4.9.1, launched the Apache installer, gave it the new empty folder I'd created, selected all the download options, and let it all download. If it launches a popup box or a security warning, you can allow it, and it will continue. Once you have the SDK and you want to use it with a project in FB, just right click the project, select Properties, selected that Compiler tab again, and up in the right corner you'll see 'Manage SDK's...'. Hit that link, add your new SDK to the list and give it a descriptive name, then selected the checkbox beside it to set it up as your default. If you do this, then all your projects set to use the default will automatically switch to it and rebuild. So if you want a project to stay with a specific SDK then select that option in your Compiler tab, and then you could use the combo box to select your new added SDK.
    When I started with FB I think I spent the first 2 days going round and round with project settings and options until I got them all figured out.
    When I develop, I usually have my browser open and I have bookmarks and favorites to let me quickly get to all the pages I use most often. Here are a few of them:
    http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/index.html  <---- The API reference. In the packages window check out 'Top Level' at the top and Language Elements near the bottom. I think I have this page open in one or more tabs almost every day.
    http://www.adobe.com/devnet.html
    http://www.adobe.com/devnet/actionscript/learning.html
    http://help.adobe.com/en_US/as3/learn/index.html
    http://helpx.adobe.com/flash.html
    http://help.adobe.com/en_US/flashbuilder/using/index.html
    Free videos to help you learn Flash Pro:
    http://tv.adobe.com/show/learn-flash-professional-cs6-/
    http://tv.adobe.com/show/learn-flash-professional-cs5/
    And you've already found the forums! But if you don't find an answer here, many times you can find your question already answered on www.stackoverflow.com forums.
    Ok, I think I went a little overboard again.

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