Export for ios on PC

Hi
I've got a file I developed for a Windows environment using as3 in Flash CS6 on a win7 based machine.
I've now been asked to convert to an ipad app. One approach I'm looking at is doing it through Indesign, but I'm also wondering if there is a way to export it from Flash for ios even though I'm on a PC.......or do I have to shell out for a mac.......something I'd rather avoid if I possibly can. I've looked briefly into the publish settings and it would seem that requires owning a mac (from what I can tell)

you can use the ad hoc distribution when you publish your iOS app.  that way you do not need to use iTunes or anything else from apple (other than your ad hoc distribution certificate and provisioning profile).
However, according to Apple, you are limited to 100 iDevices onto which your app can be installed. I am not sure how they can ethically check that limit but it is Apple.  They like to make and enforce rules and they may install some kind of call-home code into your app.
p.s. please mark helpful/correct responses.

Similar Messages

  • NullPointerException when exporting for iOS

    I have an AIR for iOS project that runs fine in the simulator, but when I try to export a release build and click on 'finish', then it starts compiling and after a minute or two, i get a
    Exception in thread "main" java.lang.NullPointerException
    at adobe.abc.GlobalOptimizer.sccp_eval(GlobalOptimizer.java:6944)
    at adobe.abc.GlobalOptimizer.sccp_analyze(GlobalOptimizer.java5909)
    at adobe.abc.GlobalOptimizer.sccp(GlobalOptimizer.java:4628)
    at adobe.abc.GlobalOptimizer.optimize(GlobalOptimizer.java:3514)
    at adobe.abc.GlobalOptimizer.optimize(GlobalOptimizer.java:2215)
    at adobe.abc.LLVMEmitter.optimizeABCs(LLVMEmitter.java:526)
    the logfile doesn't capture anything.
    Anyone an idea what could cause this error?
    I compiled other projects successfully for iOS.

    I used to get NullPointerExceptions all the time when packaging for iOS. The only approach that worked for me was packaging from command line (adt) with Flash Builder closed.

  • Question about exporting for iOS/App Store

    I tried to follow all the instructions (http://developer.apple.com/ios/manage/distribution/index.action) properly but they were written for XCode and not Adobe. I have looked on Adobe's site but I can't find any information or documentation telling me what I'm doing wrong.
    I am using Flash CS 5.5 and AIR 2.7.
    In iTunes Connect under Provisioning -> Distribution I created a new Distribution Provisioning Profile. This I opened in AIR for iOS Settings -> Deployment -> Provisioning profile. Bundle IDs match.
    In iTunes Connect under Certificates -> Distribution I created a new Distribution Certificate. This I installed using Keychain Access.
    In Flash I continued using the same Developer Certificate (.p12 file) I had been using to test my app on my device.
    I downloaded and used Keychain to install the WWDR intermediate certificate.
    In Flash -> AIR for iOS Settings -> Deployment -> iOS deployment type I chose "Deployment - Apple App Store"
    I compiled the app and tried to upload using Application Loader. It gave me the following error:
    "Application failed codesign verification. The signature was invalid, or it was not signed with an Apple submission certificate."
    All my certificates are current and valid, and have been installed without duplicates.
    Any ideas? I'm not sure what else I'm supposed to do or where else to turn for answers.
    Thanks!

    Is that the developer_identity.cer file created in iTunes Connect -> Provisioning -> Distribution?
    I created one and installed it in Keychain by double clicking on it in Finder.
    It shows up in Keychain -> Login under "iPhone Distribution: My  Name" and I can expand it to reveal a private key with my name  underneath it.
    Is that right?

  • Invalid memory access of location error when exporting for iOS

    I have been recently been asked to convert a flash application for us on the iPad. When I try to publish the .ipa file I end up with the following error:
    Invalid memory access of location 0xceip=0x55492db4
    I have no idea what might cause this and my google search of the error message has come up pretty empty. If I remove the document class and republish it works fine so I know it has something to do with my code but I haven't the slightest idea where to start looking so I was hoping someone else had run into a similar error and could point me in the right direction.
    thanks so much
    -Ryan             

    I managed to figure this out through laborious guess and check. Just thought I would share the bug in case anyone else ever runs into it.
    A third party library I was using wrote try catch statements wrong:
    try{
    catch(Error:*){
    No idea why the original author did it like this, probably meant to write "error:*" and didn't release shift fast enough after the "(" but as you might suspect "Error" is a reserved object name to cannot be declared as a paramenter variable
    when replaced with:
    try{
    catch(error:Error){
    the memory access bug went away. What is strange is that the incorrect try/catch statement works just fine when published to swf, air, or android and is only an issue with the iOS converter, and obviously produces a very cryptic error.
    I was using CS5.5 so maybe this has been fixed (if not I would suggest making this a compile time error) but just thought I would post my findings.

  • AIR for IOS, ApplicationDomain problem: Error #2007: Parameter Possible symbol clash in multiple swf

    I am exporting a game for IOS in Flash CS6.
    I have isolated classes, except a framework for static utilities that do not clash, but I still get this message when exporting for IOS.
    AIR for desktop, even with ApplicationDomain.currentDomain works and does not give any error. Same on android.
    When I export the same exact project for IOS, it triggers that error randomly in different parts.
    All related with a call to a method on superclass, the instantiation of an internal class, or of a Vector typed to a custom internal class.
    TypeError: Error #2007: Parameter Possible symbol clash in multiple swfs, abcenv must be non-null.
    The line that triggers the error:
    return new RouletteChoserItemDev(num, data);
    Any help is appreciated.
    UPDATE
    I have changed the code into:
    var item:RouletteChoserItemDev;
    var MyClass:Class = RouletteChoserItemDev;
    item = new MyClass(num, data);
    Now I get this funny error:
    Error #1034: Type Coercion failed: cannot convert device.plugins.rouletteLobby::RouletteChoserItemDev@6284bc9 to .
    Yes, cannot convert to ".", a dot!

    *FOUND A SOLUTION*
    The way ApplicationDomain.sameDomain works on Android and Desktop, and on IOS, IS DIFFERENT!!!
    I probably have to file this under AIR bugs.
    Anyway:
    - In loaded SWFs, classes which are not already stored in parent SWF CANNOT be instantiated.
    I.E.
    var c:MyClass = new MyClass(); // Will not work
    var c = new MyClass(); // Will not work
    var c:MyClass = getDefinitionByName("fullpackage.MyClass"); // Will not work
    var c = getDefinitionByName("fullpackage.MyClass"); // WORKS!!!!!
    var c:DisplayItem = getDefinitionByName("fullpackage.MyClass"); // WORKS!!!!!
    So, it seems that classes stored in local loaded SWF will not be accessible directly. Even though tracing it trace(MyClass) works well, the class cannot be used in code in any place. Variables cannot be typed, and class can only be instantiated with getDefinitionByName();
    All this, is true ONLY on IOS, same exact project and settings, will not trigger any error in AIR for Desktop or for Android.
    But since obviously we use the same codebase for all devices, this IOS *feature* has to guide the way we code, even though we break a few important OOP best practices.
    Hope I spared someone else the 3 days including an entire weekend I had to invest to find this out.

  • CS5.5 Air for iOs - Which iOs versions are supported?

    Hi everyone,
    I wanted to test the functionalities of the Cs5.5 exporter for iOS, by exporting a previous Flash game i made on my 2G iPod, with 4.2.1 iOs version installed.
    Since i wouldn't want to pay for the iOS developer certificate just for trying, can anyone point out a solution for this?
    Moreover, is anyone sure it's gonna work? I wouldn't wanna spend good money just for seeing the Flash exporter is no good for my device.
    Suggestions?
    Anyone tried on similar OS?
    Thanks a lot
    Iacopo

    Ok, i managed to use a fake certificate (i know i shouldn't say that) just to check the feasability of a game on iOS and.... I found out that the exporter doesn't work on my iPod Touch 2G (iOs 4.2.1)!! It says the iPod is not supported!!
    Any news on this?
    Do i need to buy an iPhone 5 to test flash games? It sounds a little extreme....

  • Build for iOS in phonegap CS6

    Hello I am trying to figure out how to export for iOS using phonegap.
    When I build my app for the other types it works but for iOS it says a "signing key required"
    This stuff is new so it seems like there is still not a whole lot of documentation available...any help with this specific question would be great and any blogs or threads to look at?  

    Log into the PhoneGap Build site, and go to this page:
    https://build.phonegap.com/docs/ios-builds
    In short, you need an iOS Developer Account (for which you have to pony up some cash to Apple), and the signing key must be created on a Mac.
    My Dreamweaver CS6 New Features Workshop includes three videos stepping you through this tedious process. The workshop is published by video2brain and costs $29.99. More details about the course.

  • Why do videos show up in photos and why can't i export them from iPhoto for iOS

    Somehow, I just don't get it:
    If I take a picture on my iPhone 5s, it is saved to 'Pictues' ... sound reasonable.
    If I take a video on the same device, it is saved to 'Pictures' ... that's where it gets messy.
    If I receive a video on an app like e.g. WhatsApp ... it also get's stored in ... guess what ... 'Pictures'!
    Now that's a little bit confusing.
    Generally I would like to keep these different types of media (still pictures vs. moving images) in separate spaces, but it seems like that is not possible out of the box, because if go ahead and tab on that share-button in iOS 7 i get prompted to share the videos to various installed apps like e.g. YouTube, Vimeo, Twitter - you name it.
    It seems like there is no way to export videos from 'Pictures' to 'Videos', even if you use iPhoto for iOS in the gap.
    The only ways (that I found) to get what I want are way to circumstantial:
    Either use iPhoto for the Mac to import videos from the iCloud Photostream to the Mac and from there via "Show in Finder" re-import to iTunes' 'Videos'
    or use iExplorer (a third party application for the Mac) and export the videos from the iPhone to a temp-folder and from there re-import with iTunes to 'Videos'.
    Why isn't there just a simple share-sheet or export label called 'Export to Videos'.
    Why doesn't it just work?
    Am I missing out on something?
    Is there an easier way to complete this relatively simple task?
    Hints and support are very much appreciated!
    Kind regards,
    Chris

    Hi. My camera is a Canon 600D. And yes my videos are stored in the Aperture library and they are not referenced. Even then I tried to select all the videos in Aperture and clicked 'consolidate masters' and there was a messge that said all 'none of the files are referenced',... so they didn't need consolidating.
    I also tried preferences> export> external video editor > choose > iMovie. And then right click on the video to edit with imovie. Even then the video didn't show up in iMovie. It seems like the only option for me is to import the videos directly to iMovie which means there will be two versions of the same file stored in my computer eating up space.
    APPLE. What are you doing?

  • How do I export Illustrator images for iOS 7 iPads and iPhones

    How do I take assets I've created in Illustrator and save them to the proper resolutions for iOS (retina, non-retina, iPhones and iPads, etc)?
    I've looked at these pages, but they didn't help me understand what to do in Illustrator to get the intended result:
    http://beageek.biz/how-to-create-launch-images-app-xcode-ios/
    http://www.idev101.com/code/User_Interface/launchImages.html
    http://www.axialis.com/tutorials/make-ipad-icons.html
    Please do not give answers about Flash, Adobe AIR, or Photoshop. Those applications including Adobe AIR are not what I need help with.
    The question is about Adobe Illustrator.
    I'm building an application in xcode on a MacBook Pro and using Adobe Illustrator CC.
    Thanks,
    W

    Should be OK to create your image in the respective pixel dimensions and then export at 72 ppi.

  • In what frame rate (fps) iMovie for iOS exports videos?

    I shot two similar clips with an iPhone 6. One in 30fps and the other in 60fps just to see how much smoother would the slow motion be in iMovie. The clip shot in 60fps worked great even when slowed down by 1/2. The odd thing was, that when i reset both clips to normal, original speed and whatched the movie in in full screen in iMovie, I noticed that the smoothness of the clip shot in 60fps is gone and both clips look like they were shot in 24fps or 30fps.
    So my question is, in what framerate iMovie exports projects? And is there a way to export in 60fps?
    Thank you for your help!

    Sadly it appears that ALL exports are converted to 30p only incuding Prores !, some like iCloud Sharing are even less 720/30p 5Mbps
    True for iMovie for iOS and latest iMovie for Mac that does not have anymore "export to Quicktime" that enabled 60p export
    Big regression only driven by marketing issues,
    Final Cut Pro X solve the problem on Mac OSX
    Pinnacle Studio solve the problem on IOS 8

  • Out of Memory Error when exporting release build for IOS

    I recently changed my project to use the new AIR 3.3 SDK.
    When I try to package my game for iOS, I get an error part way through the build, that says
    Exeption in thread "main" java.lang.OutOfMemoryError: Java heap space.
    I took a screenshot:
    It's frustrating because now it doesn't build at all.
    I have tried changing the -vmargs for the sdk to have 16Gb of RAM available, (and many other multiples of 1024m) in the hope that this would fix it.
    I've also installed the JDK as it is supposed ot handle memory better than the JRE, but have no idea how to point FB to use that.
    I've changed the Xmx value to 1024m in Flashbuilder.ini and eclipse.ini (it seems it doesn't start if it's higher than that) and still no luck.
    Can anyone help with this?
    Cheers,
    Ben

    Well I don't have to render as I go, it is just a choice. I checked to see if all the video and stills were rendered. I re-rendered after making sure all of the options were checked, removed all of the stills from the timeline just in case the still format was the problem, then attempted to export again. It took about 2 hours. I watched with activity monitor and it took almost all of the available disc space then my computer shut itself down. When I rebooted there was a Quicktime file 320 GB in size but would not open. I got an error message that it was not a mov. file.
    But to answer your question:
    Video is 29.97fps DV/DVCPRO
    Frame size is 720 x 480
    3.0 mb/sec
    16 bit Integer
    Aplha= None /ignore
    Composit is Normal
    NTSC-CCIR 601
    Stereo
    Stills are at 25.0 fps JPEG

  • IMovie for IOS Cannot export 60p despite iPhone 6 capability to shoot 60p

    Hi,
    iMovie for IOS Cannot export 60p despite iPhone 6 capability to shoot 60p
    I am obliged to use Pinnacle Studio for IOS 8
    I have bought a superb iPhone 6 Plus, shooting in 1080/60p, I cannot edit my clips to build a 60p Master.
    I understand the choice for shared video streams to use 720/30p 5Kb/s from my 1080/60p 25Kbps clips as it has to be streamed even on small PC.
    But if I want a master file 1080/60p at 25Kbps, and send it by mail with the superb new Cloud Mail to my mac mates, I cannot do it
    I need a master hacker to poke this 60 number I nee somewhere into iMovie, it should be somewhere in the compressor frameworks used by iMovie in the app Package for exporting.
    SAME PROBLEM WITH I MOVIE 10.0.6 FOR OSX YOSEMITE,
    Best regards to the community

    I appreciate you taking the time to copy and paste boilerplate responses to increase your points in this forum, but I've already read all those support articles in depth; but you have barely read my post at all. Please don't guess a fix. Only someone with the latest versions of iMovie, iOS, iPhone, Yosemite, and MacBook Pro is qualified to troubleshoot this, because anyone would immediately see that the following option no longer exists:
    Open iMovie on your Mac, and choose File > Import > iMovie for iOS Project.
    Read my post before you reply: It clearly says in the title and within my post that I can neither export nor import through iTunes without receiving an error message. So your response neither solved my question nor helped me whatsoever.

  • Phonegap to export an App for iOS required mac computer... I have creative cloud cs 6 Dreamweaver...

    phonegap to export an App for iOS required mac computer... I have creative cloud cs 6 Dreamweaver....windows...

    I am having a very similar problem.  I can export it from itunes to my desktop, but when i go to import the project through imovie on my Mac it says that it can not import movies that were created on an IOS app 1.4 or earlier, all though the app i used to create the project is the current. 2.0  is this the same problem you are having?

  • Pages for iOS converts movies to images on ePub export

    It appears that Pages for iOS is able to use the Apple-supplied template for ePub export that was originally developed for Pages in the iWork '09 suite.  However, when I add video to a document and then export to ePub, Pages for iOS issues this message in the Export Details:
    Some changes were made to your exported documnet.
    Movies were converted to images.
    The movies play fine in Pages for iOS, they just don't get exported when ePub is chosen despite the fact that iBooks for iOS will handle video embedded in ePub perfectly well.
    Since Pages for MacOS X exports to ePub without converting movies to images, this appears to be a major parity issue. Apple has gone to some lengths to reach parity between MacOS X, iOS and iCloud with respect to iWork and iLife app suites and has gotten considerable heat over those efforts, I have to wonder whether I've missed something in coming to this sad conclusion. Have I?

    It sounds as if your caption is beneath the object to which it's referencing. If so, you can either do one of two things. The first thing (and doesn't require any XHTML knowledge) is to place the caption above the image (a bit unconventional in comparision to dead-tree printing). This will cause the e-reader to begin the page with the caption (the linked item) and thus contain the object of reference below, ensuring it's on the same page for viewing.
    Another option, and a more elegant solution (but more technical), is to open the EPUB file with an app like BBEdit or TextMate. Both of these apps can open an EPUB file without having to unzip the file. With the file open, navigate to the file in which you want to make your edit (which will be located in the OEBPS folder). Run a Regex search for your caption title (regex \bcaption\b) and ensure you've found the correct location. Locate your <a id="caption" /> destination anchor. The code just above this anchor should be your image. Remove this code above the image with a p class, like so: <p class="caption"><a id="caption1" />&#160;</p>. This effectively forces the ereader to display the object of reference.

  • Export Release Build for iOS crash

    Hello,
    From time to time I'm having a problem with building IPA for iOS from Flash Builder.
    "From time to time..." here means that I can't find what code makes FB to crash, sometimes it started working again, sometimes it works without any changes but after machine restart, but after some time it stops working again.
    Once we have fixed the crash by updaing AIR SDK (3.1 -> 3.4), but after approximately 2 month it stopped working.
    Again, update of AIR SDK (3.4 -> 3.5) worked for about 2 weeks, but then failed.
    Note that after the crash window popped, there is no crash log on the disk (folder stated in a message is removed immediately).
    Any ideas what causes a crash? Is there any solution?
    Thanks,
    Ivan
    Here is my machine config:
    * Win 7-8 Pro
    * Flash Builder 4.6
    * AIR SDK 3.1-3.5
    * Mobile application for iOS (~2.5 MB of source code)
    * Native extension (Adobe's NetworkInfo from samples)
    Screenshot of error message:

    if anyone finds themselves here take a look at this post...http://forums.adobe.com/message/4796079
    was tearing my hair out but it turned out to be @ symbols in embedded images!

Maybe you are looking for