Fast packaging iOS in Flash

Is any way to set fast packaging method for iPhone Packager in Flash Professional CS6 like in Flash Builder 4.6??

A better question is, do you have Flash Builder 4.6? If so, why would you ever use Flash CS6? Stick to using it to create animations easy and export that SWC back to Flash Builder. FB > Flash CS6.

Similar Messages

  • Building iOS mobile project succeed in Fast Packaging method not in Standard method

    Hi All,
    I am using FlashBuild 4.6 Standard edition to build iOS mobile project for iPAD. When I tried using Fast packaging method, I have no problem to create ipa file, and run it on devices, however, when I tried using Standard packaging method, I always run into the following exceptions:
    "Launching iOS" has encountered a problem.
    Error occurred while packaging the application:
    Exception in thread "main" java.lang.NullPointerException
        at adobe.abc.GlobalOptimizer.sccp_eval(GlobalOptimizer.java:6944)
        at adobe.abc.GlobalOptimizer.sccp_analyze(GlobalOptimizer.java:5909)
        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)
        at adobe.abc.LLVMEmitter.generateBitcode(LLVMEmitter.java:336)
        at com.adobe.air.ipa.AOTCompiler.convertAbcToLlvmBitcodeImpl(AOTCompiler.java:472)
        at com.adobe.air.ipa.BitcodeGenerator.main(BitcodeGenerator.java:82)
    Compilation failed while executing : ADT
    Any help will be truly appreciated.
    Kind Regards,

    My mobile app is supposed to load SWF assets from an external server.
    Is there any chance at a work around?  Could something like the ByteArray class be used to convert the SWFs to BitMap (given than static images would be acceptable)? In my case, I may only need to import external SWF that are static (not animated).
    http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/utils/ByteArray.h tml
    If ByteArray is implemented to immediately convert imported SWFs within the source FlashBuilder project, then when the app is packaged into native iOS, will it retain that functionality to convert the SWF to bitmap data?

  • Flash Builder 4.5 packaging IOS problem

    I use Flash Builder 4.5 package ios app,
    whn i package IPA "on Desktop" is work
    but "on Device" is not work and no error message
    And I can not choose used  Packaging method "standard" or "fast"

    well it looks like the 2 Premium version are available now as in Order but the 2 std versions are on Preorder.
    are you saying you bought it in the last day and downloaded it ?
    otherwise if you downloaded it a while ago iOS was not supported.

  • Flash Builder 4.5 package IOS problem

    I use Flash Builder 4.5 package ios app,
    whn i package IPA on Desktop is work
    but on Device notwork packaging not work and have any message
    And I can not choose used  Packaging method "standard" or "fast"

    well it looks like the 2 Premium version are available now as in Order but the 2 std versions are on Preorder.
    are you saying you bought it in the last day and downloaded it ?
    otherwise if you downloaded it a while ago iOS was not supported.

  • Publishing AIR for iOS in Flash CS5.5 gives Java VM error

    Hi,
    I have been getting the following error when trying to publish AIR for iOS from Flash CS5.5. I'm using AIR 2.7 overlayed, Windows 7 x64.
    Any help would be greatly appreciated.
    Thanks!

    I tried overlaying the latest AIR as sinious suggested, but that only changed my error message by adding the line about ADT as in the original post.
    I was finally able to get the app to compile by calling adt from the command line.  Here is an example .bat file that worked for me:
    @echo=off
    @set java_cmd="C:\Program Files\Java\jre6\bin\java.exe"
    @set java_param=-Xmx128m -jar
    @set adt_cmd="C:\Program Files (x86)\Adobe\Adobe Flash CS5.5\AIR2.6\lib\adt.jar"
    @set target=ipa-test
    @set cert=iOS_dev.p12
    @set cert_pass=password
    @set provisioning=my_iOS_device.mobileprovision
    @set build_file=helloworld.ipa
    @set desc_files=helloworld-app.xml
    @set files=helloworld.swf AppIconsFolder
    %java_cmd% %java_param% %adt_cmd% -package -target %target% -storetype pkcs12 -keystore %cert% -storepass %cert_pass%  -provisioning-profile %provisioning% %build_file% %desc_files% %files%
    pause

  • Create a Multiplayer game for Android/iOS using flash?

    Hi guys,
    We're creating a flash - turn based game for iphone and android using flash builider (flex) and actionscript 3. We've built the game and have a working Ai and are now trying to figure out how we can provide multiplayer support on iOS and Android.
    As far as Im aware there are the following options:
    - Serversocket (although apparently this doesnt work with mobiles.
    - p2p with native air plugin (although I understand that this requires a database as well as the build of a front end connect to players)
    - apparently there is a new way with html - whereby two players can exchange data over a website without the need for a server.
    - Third party package like appwarp?
    This is driving me crazy as I understand the principle - i.e. send data from one mobile to a database - database fires message to opposing player - updates state of game on both mobile and on the server.
    All we want is a turn based game that sends a simple string of code with the moves between two devices. Is there any way of doing this for mobile (Android and ios) using flash and actionscript 3, or flash builder - without using a database?
    Can anyone recommend a straight forward way to do this? 
    If not - Im actually thinking of taking the finished game to a company and asking them to host the servers and port the game to android and ios for a cut of the royalties. Any thoughts on this?
    Thanks for you help on advance,
    T.

    Hi Aaron,
    Thanks for you kind response.
    Do you know how to use air 3.8 to create multiplayer for iOS android? It's frustrating, it's a basic turn based game so all we really need is to send 1 line of code containing a move between two devices which then changes the graphics. I've done something like this before using a MySQL server.
    I have a MySQL service on my hosting package for my domain, not sure whether I could use this?
    As far as I'm aware theres now an option in HTML 5 to do thus kind of thing without a server and swap data directly through a web address.
    Do you know roughly how much a small server costs to run?
    We're basically trying to get this on ios, android and desktop mac and pc. We also want to launch it through steam nd allow people to play each other via the steam network. Do you know or know anyone that knows about this kind of stuff?
    Thanks again, for your email. Where are you based?
    Tom.

  • Packaging iOS app on Linux

    I am developing Android and iOS app with AIR (3.7, without ASC 2.0) and Flex SDK (4.6) and I've run into an issue - I am able to package Android app on Linux (it's a server), but I am unable to do that for iOS. I am aware that AIR SDK is no more supported for Linux, but I thought that when its working for Android, it should work for iOS too... :-) Well, I suppose it doesn't.
    I am pretty sure that my adt command is right (because I am able to package iOS app on my developing workspace - Win7).
    Just to have it complete, error looks like this:
    unexpected failure: Functionality not supported on : Linux
    java.lang.UnsupportedOperationException: Functionality not supported on : Linux
            at com.adobe.air.ipa.AOTCompiler.<init>(AOTCompiler.java:199)
            at com.adobe.air.ipa.IPAOutputStream.createIosBinary(IPAOutputStream.java:277)
            at com.adobe.air.ipa.IPAOutputStream.finalizeSig(IPAOutputStream.java:599)
            at com.adobe.air.ApplicationPackager.createPackage(ApplicationPackager.java:90)
            at com.adobe.air.ipa.IPAPackager.createPackage(IPAPackager.java:217)
            at com.adobe.air.ADT.parseArgsAndGo(ADT.java:557)
            at com.adobe.air.ADT.run(ADT.java:414)
            at com.adobe.air.ADT.main(ADT.java:464)
    Currently I see only 2 options to make it happen on server side - to use some virtual windows machine (or wine?) or to setup windows server only for iOS packaging.
    What do YOU think? Which way is better/worse? Is there some other way?
    Thank you!
    Peter

    They must be purchased separately. Reason being is the apps you use on your Mac are for the Mac OS X, the apps you use on your iPhone are optimized for iOS. Two different operating systems.
    You purchase apps for your Mac from the Mac App Store, apps for your iPhone, from the iTunes Store.

  • Developing for IOS with flash on a mac

    Hello,
    Lee Bremelow put up a good starter's guide on his blog about setting up development for IOS with flash on windows.
    Can someone help me with a similar introduction to doing the same on a mac?
    Been looking for one with no luck.
    thanks,
    romit

    Hi Duncan,
    In the Publish Settings window, in the HTML tab, at the top
    of the window under the "Template" option is a second option:
    "Detect Flash Version". Check this box. The AC_RunActiveContent.js
    file will contain a couple of functions that will test the user's
    plugin version. If it doesn't pass the test then the html page will
    show a message telling the user to get the Flash plugin and a link
    to the plugin.

  • Installing new ios into flash

    this is the reading i currently get when i boot the switch(3548-XL-EN)...how do i load new ios into flash.....
    C3500XL Boot Loader (C3500-HBOOT-M) Version 12.0(5.2)XU, MAINTENANCE INTERIM SOF
    TWARE
    Compiled Mon 17-Jul-00 18:42 by ayounes
    starting...
    Base ethernet MAC Address: 00:04:6d:f9:ee:00
    Xmodem file system is available.
    Initializing Flash...
    flashfs[0]: 1 files, 1 directories
    flashfs[0]: 0 orphaned files, 0 orphaned directories
    flashfs[0]: Total bytes: 3612672
    flashfs[0]: Bytes used: 1536
    flashfs[0]: Bytes available: 3611136
    flashfs[0]: flashfs fsck took 2 seconds.
    ...done Initializing Flash.
    Boot Sector Filesystem (bs:) installed, fsid: 3
    Parameter Block Filesystem (pb:) installed, fsid: 4
    The system is unable to boot automatically because there
    are no bootable files to boot.
    switch:

    Thanks very much!!
    Loaded the software but got the following while loading it and could ionly recognise the twio giagabit ports...all 48 fastethernet ports were missing
    3611648 bytes available (1024 bytes used)
    switch: copy xmodem:c3500XL-c3h2s-mz.120-5.WC3.bin flash:c3500XL-c3h2s-mz.120-5.WC3.bin
    Begin the Xmodem or Xmodem-1K transfer now...
    CCCCCCCCCCBB0BB0xmodem:c3500XL-c3h2s-mz.120-5.WC3: I/O error
    switch: copy xmodem:c3500XL-c3h2s-mz.120-5.WC3.bin flash:c3500XL-c3h2s-mz.120-5.
    WC3.bin
    Begin the Xmodem or Xmodem-1K transfer now...
    CCCCCCCCCC........................................rrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
    rrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
    rrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
    rrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
    rrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
    rrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrru
    Switch#sh post
    C3500XL POST FAILURE: Ethernet Controller Test: Failed
    C3500XL POST FAILURE: MII Test: Failed
    Switch#
    this also came up at boot up
    FOUND an unknown transceiver on port 34
    FOUND an unknown transceiver on port 45
    FOUND an unknown transceiver on port 46
    FOUND an unknown transceiver on port 47
    FOUND an unknown transceiver on port 48
    FOUND an unknown transceiver on port 49
    FOUND an unknown transceiver on port 50
    FOUND an unknown transceiver on port 51
    FOUND an unknown transceiver on port 52
    thanks
    josh

  • Battery keeps on draining fast in iOS 6.1..

    battery keeps on draining fast in iOS 6.1.. when my phone was set up as a new phone, battery works fine but after installing some apps and restoring syncing with gmail for my contacts, battery starts draining fast..please help
    I dont know what to do now. I have lots of contacts, and the only way to get them is through gmail...please help

    The issue is probably specific to your iPhone:
    Something may have gone amiss in the upgrade to iOS 6.1.3 on your iPhone.
    To correct this follow these steps:
    Backup your iPhone using iTunes or iCloud.
    Use iTunes to completely restore your iPhone as new.
    Setup your iPhone and monitor battery usage to see if it is normal. If not, you may have a hardware problem - if so, contact Apple support.
    Restore your iPhone from your backup above.
    Check battery usage to confirm that it remains normal.

  • Which versions of ios is flash 5.5 exporting to?

    Hi,
    I'm using Flash 5.5 with Air 2.7.
    Does anyone know what the ipa file is compatible with? all iOS devices or just iOS 4?
    Thanks,
    Matt

    from the Apple docs
    ==============
    UIRequiredDeviceCapabilities (Array or Dictionary - iOS) lets iTunes and the App Store know which device-related features an application requires in order to run. iTunes and the mobile App Store use this list to prevent customers from installing applications on a device that does not support the listed capabilities.
    If you use an array, the presence of a given key indicates the corresponding feature is required. If you use a dictionary, you must specify a Boolean value for each key. If the value of this key is true, the feature is required. If the value of the key is false, the feature must not be present on the device. In both cases, omitting a key indicates that the feature is not required but that the application is able to run if the feature is present.
    Table 4 lists the keys that you can include in the array or dictionary associated with the UIRequiredDeviceCapabilities key. You should include keys only for the features that your application absolutely requires. If your application can accommodate missing features by avoiding the code paths that use those features, do not include the corresponding key.
    =============================================
    Howevere -
    iOS applications built with the "Packager for iPhone" cannot be updated with AIR 2.6
    Because AIR 2.6 does not support iOS 3 and armv6 devices, existing AIR for iOS applications cannot be updated to AIR 2.6. You can continue to support such applications using the Packager for iPhone available in Flash Professional CS5 and on Adobe Labs.
    See Apple Technical Q&A QA1623

  • Java VM error during iOS publish, Flash Pro CS5.5

    When I try to build a "Hello World" iOS app for the iPhone using Flash Pro CS5.5 I get the following error:
    Error creating files.
    Error occurred during initialization of VM
    Could not reserve enough space for object heap
    Could not create the Java virtual machine.
    Has any one else encountered an error like this and successfully fixed it?  I've been trying to solve this for a long time, have reinstalled Flash CS5.5 and Java, but so far I'm still getting the same error.  I've also tested building the app on another person's machine and there everything works fine.  My OS is Windows 7.

    I found a way to get things to compile by using adt from the command line, based on this post: http://forums.adobe.com/thread/867644?start=0&tstart=0
    I didn't have to use any larger memory settings.  Just like the example in the link, I'm using a .bat file to make the command easier to setup:
    @echo=off
    @set java_cmd="C:\Program Files\Java\jre6\bin\java.exe"
    @set java_param=-Xmx128m -jar
    @set adt_cmd="C:\Program Files (x86)\Adobe\Adobe Flash CS5.5\AIR2.6\lib\adt.jar"
    @set target=ipa-test
    @set cert=iOS_dev.p12
    @set cert_pass=password
    @set provisioning=my_iOS_device.mobileprovision
    @set build_file=helloworld.ipa
    @set desc_files=helloworld-app.xml
    @set files=helloworld.swf AppIconsFolder
    %java_cmd% %java_param% %adt_cmd% -package -target %target% -storetype pkcs12 -keystore %cert% -storepass %cert_pass%  -provisioning-profile %provisioning% %build_file% %desc_files% %files%
    pause
    It takes awhile to compile (10 min) and uses a lot of memory (on average 300mb), but nonetheless is functional.
    For others who might have this error, note that it was suggested to modify the settings in <InstallLocation>/Common/First Run/ActionScript 3.0/jvm.ini
    Changing those settings didn't help me.  My specific problem didn't involve a large .fla file since I was getting this error even for a simple 'helloworld' test app.  Thanks though for everyone who made suggestions!

  • Problem publishing Air for iOS using Flash

    Hey there, I am having a little issue. I am getting a error that reads "The digital certificate is invalid. Counld not retreive certificate chain from keystore usesage"
    I think the issue may be that I am trying to develop my app on my PC and publish is and then put the app on my Mac. My assumption is that my iOS developer ID and iPad are registered with my Mac but my CS5 software is on my PC so I have been trying to publish the app on from the PC and then port it to my Mac and get it on the iPad through iTunes. So I wonder if I need to be publishing the app on the Mac where the device and iTunes are. I have the certificate transferred to the PC and use it for my app publish but I get that error on publish.
    Any insight is appreciated a lot. Thanks very very much in advance...

    I tried overlaying the latest AIR as sinious suggested, but that only changed my error message by adding the line about ADT as in the original post.
    I was finally able to get the app to compile by calling adt from the command line.  Here is an example .bat file that worked for me:
    @echo=off
    @set java_cmd="C:\Program Files\Java\jre6\bin\java.exe"
    @set java_param=-Xmx128m -jar
    @set adt_cmd="C:\Program Files (x86)\Adobe\Adobe Flash CS5.5\AIR2.6\lib\adt.jar"
    @set target=ipa-test
    @set cert=iOS_dev.p12
    @set cert_pass=password
    @set provisioning=my_iOS_device.mobileprovision
    @set build_file=helloworld.ipa
    @set desc_files=helloworld-app.xml
    @set files=helloworld.swf AppIconsFolder
    %java_cmd% %java_param% %adt_cmd% -package -target %target% -storetype pkcs12 -keystore %cert% -storepass %cert_pass%  -provisioning-profile %provisioning% %build_file% %desc_files% %files%
    pause

  • Linker error while packaging iOS app with my ANE

    While trying to write a iOS Native Extension for ZXingObjC (https://github.com/TheLevelUp/ZXingObjC), the following link error shows up when exporting in Flash Builder 4.x:
    Error occurred while packaging the application:
    Undefined symbols for architecture armv7:
      "___divmodsi4", referenced from:
          +[ZXEncoder numDataBytesAndNumECBytesForBlockID:numDataBytes:numRSBlocks:blockID:numDataBytesInBlock: numECBytesInBlock:error:] in libcom.google.zxing.ZXingNativeExtension.a(ZXEncoder.o)
          +[ZXAztecEncoder encode:len:minECCPercent:] in libcom.google.zxing.ZXingNativeExtension.a(ZXAztecEncoder.o)
          +[ZXAztecEncoder generateCheckWords:totalSymbolBits:wordSize:] in libcom.google.zxing.ZXingNativeExtension.a(ZXAztecEncoder.o)
    ld: symbol(s) not found for architecture armv7
    Compilation failed while executing : ld64
    This happens in Flash Builder 4.6 or 4.7 using AIR SDK 3.7
    This isn't my first Native Extension for iOS. No amount of fiddling around with adding frameworks or libraries in Xcode to the static library works.
    Looking for guidance on what to try next to resolve this linker error...

    I am also receiving an error related to ___divmodsi4 (using different libraries which use that symbol) which appears to be a compiler level math function. It should be packaged automatically but apparently AIR isn't doing it.  No idea what additional library should be linked, attempts to link the 3rd party libraries (and/or packagedDepenency them) failed.
    Undefined symbols for architecture armv7:
      "___divmodsi4", referenced from: (methods in a third party library)
    My Platform.xml is as such:
    <platform xmlns="http://ns.adobe.com/air/extension/3.7">
        <sdkVersion>6.0</sdkVersion>
        <linkerOptions>
        <option>-ObjC</option>   
        <option>-weak_framework Accounts</option>
        <option>-framework AddressBook</option>
        <option>-framework AddressBookUI</option>
        <option>-weak_framework AdSupport</option>
        <option>-framework CoreAudio</option>
        <option>-framework CoreLocation</option>
        <option>-framework CoreMotion</option>
        <option>-framework CoreTelephony</option>
        <option>-framework EventKit</option>
        <option>-framework EventKitUI</option>
        <option>-framework iAd</option>
        <option>-framework MapKit</option>
        <option>-framework MediaPlayer</option>
        <option>-framework MessageUI</option>
        <option>-framework OpenAL</option>
        <option>-weak_framework PassKit</option>
        <option>-framework StoreKit</option>
        <option>-weak_framework Twitter</option>
        <option>-framework UIKit</option>
        <option>-lsqlite3</option>
        <option>-lxml2</option>
        <option>-lz</option>
        </linkerOptions>
    </platform>
    If the author or anyone manages a solution, please post it in this thread!

  • IPad Packager - iOS Deployment Target problem

    Hello,
    I've been working on an iPad app (using CS5), got everything in place, i.e. apple dev account, all my details cleared to sell apps, got my development app working great on my iPad.
    BUT...
    When I'm trying to upload the finished version using Application Loader I get the following message:
    This bundle is invalid. When supporting iPad only, the iOS Deployment Target must be 3.2.
    There is no way to set the deployment target in the flash CS5 settings, I've looked on various forums but can't find any answers to this. Can't believe I've got to this last step and I'm hit with this. Are adobe bringing any fixes out for this?
    Any Ideas please???
    cheers
    K

    Awesome -- I wish I could mark as "Answered" for this post -- Kevkong1971 I really really really appreciate being shown that post.  Of course you can search and search but if you don't find the right one.....  Well thanks..
    I thought I would distill the answer and post again for those who need it.  Here is the proceedure I followed (gleaned entirely from the work of others) And yes, it does work.  I have both of my "iPad" only apps now up for Apple's review.
    Here you go:
    this is a copy and paste of something I popped up on my personal weblog---------
    The following post addresses the “you must target a minimum of IOS 3.2” when you try to publish an app you’ve written with Adobe Tools and targeted “iPad Only”.
    So thanks to the guys on the Adobe Forums, there are a lot of posts so I hope to distill it down for anyone who needs and also for myself (for future apps!)
    Step 1: Copy your .IPA file to a MAC
    Step 2: Rename file to .zip
    Step 3: Extract contents of .zip
    Step 4: Pull out the “yourApplication.app” file from the “Payload” folder you extracted
    Step 5: Right click on .app file and select “show package contents”
    Step 6: Edit the info.plist file
    Step 7: Change the “MinimumOSVersion” entry to 3.2
    Step 8: Close and Save
    Step 9: Download THIS .PY Python script you will need to make your .xcent file authentic
    Step10: write your .xcent file using pico or your favorite pure-text editor.  Just create this file from scratch and name it yourApplication.xcent As Follows:
    <?xml version="1.0" encoding="UTF-8"?>
    <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
    <plist version="1.0">
    <dict>
        <key>application-identifier</key>
        <string>10DIGITCODE.YOUR.DOMAINAND.APPLICATIONNAMEHERE</string>
        <key>get-task-allow</key>
        <true/>
    </dict>
    </plist>
    step 11: assuming the .py file you just downloaded and .xcent file you just created above are in the same directory execute the following in the terminal:
    python gen_entitlements.py 10DIGITCODE.COM.YOURDOMAINAND.APPNAMEHERE yourAppName.xcent
    OK So far so good.  Now you have a valid .xcent file, and you have fixed your .plist.  Now you have to put them together and resign with your credentials.  To do this execute the following in your terminal:
    /usr/bin/codesign -f -s "iPhone Distribution: YOUR NAME" "--resource-rules=/Users/yourusername/Desktop/yourAppName.app/ResourceRules.plist" --entitlements "/Users/yourusername/Desktop/yourAppName.xcent" "/Users/yourusername/Desktop/yourAppName.app"
    Note:  The “iPhone Distribution: YOUR NAME” needs to match your distribution certificate in your keychain.  Open KeyChain and make sure you type it exactly as it is in there.
    step 12: Right click the .app file and select “compress”
    step 13: upload your app!!!
    Hope that helps someone!!
    Cheers,
    Tommy

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