Flash Builder 4.5 ios included images

Hello,
I am developing an ios app with flash builder but I can package my app with the assets that i am using.
With flash I could include the attached files and the .ipad contain this images, but I can't do the same with flash builder 4.5.
How can I set up the images that must be in the .ipa.
Thanks a lot.

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Similar Messages

  • "Error occurred while packaging the application... Can't load library" in Flash Builder 4.7 (iOS)

    Been struggling to resolve this error since yesterday in Flash Builder 4.7 packaging an app for iOS.
    Error occurred while packaging the application:
    Exception in thread "Main Thread" java.lang.UnsatisfiedLinkError: Can't load library: C:\Program Files\Adobe\Adobe Flash Builder 4.7 (64 Bit)\eclipse\plugins\com.adobe.flash.compiler_4.7.0.349722\AIRSDK\lib\aot\lib\llvm.dll
              at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1706)
              at java.lang.Runtime.load0(Runtime.java:770)
              at java.lang.System.load(System.java:1004)
              at adobe.abc.LLVMEmitter.loadJNI(LLVMEmitter.java:587)
              at adobe.abc.LLVMEmitter.<clinit>(LLVMEmitter.java:597)
              at com.adobe.air.ipa.AOTCompiler.generateExtensionsGlue(AOTCompiler.java:419)
              at com.adobe.air.ipa.AOTCompiler.generateMachineBinaries(AOTCompiler.java:1790)
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              at com.adobe.air.ipa.IPAOutputStream.finalizeSig(IPAOutputStream.java:762)
              at com.adobe.air.ApplicationPackager.createPackage(ApplicationPackager.java:91)
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              at com.adobe.air.ADT.parseArgsAndGo(ADT.java:571)
              at com.adobe.air.ADT.run(ADT.java:419)
              at com.adobe.air.ADT.main(ADT.java:470)

    Update:
    My previous proposed solution (of installing the 64-bit JRE) resulted in a different problem. After multiple attempts and restarts I was unable to work in the Flash Builder IDE as it became unresponsive on load. Each time I had to use Task Manager to close the application.
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  • Any clues on this error trace? Flash Builder compiling for iOS...

    Hi,
    All of a sudden, I am seeing the following when I try to compile an app for iOS:
    [code]
      Error occurred while packaging the application:
    # A fatal error has been detected by the Java Runtime Environment:
    # Internal Error (0xe06d7363), pid=3736, tid=7512
    # JRE version: 6.0_16-b01
    # Java VM: Java HotSpot(TM) Client VM (14.2-b01 mixed mode windows-x86 )
    # Problematic frame:
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    [/code]
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    Will try restarting but...
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    Thanks,
    G

    Hmm.
    I have googled the error code C [KERNELBASE.dll+0xc41f] and it is suggesting an incompatibility with 64-bit versus 32-bit systems. I did previously install the 64-bit Flash Builder 4.7 trial, and then uninstall it again because it gave too many bugs on my machine and played havoc with FB 4.6.
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    G

  • Flash Builder 4.5 iOS Development license for teacing purposes

    I teach in an academic institution where we have Flash Builder 4.5 installed.The current set up only allows us to configure apps for the android platform and not for iOS.Is it possible to configure the application for the iOS platform purely for the purpose of developing apps for academic study?

    Dear Flexer,
    At this time, you can only create an AS project for iOs.
    I heard, that whis realease of Flash Builder 4.5 you can create mxml
    project for all plateform.
    Best regards
    Isabelle LOYER
    InterSystemes
    20 rue de Montubois
    95840 Bethemont la Foret
    Tel : 33 +1 34 69 22 66
    Fax : 33 +1 34 69 26 28
    email : [email protected]
    www.intersystemes.fr
    www.intersystemes.net
    Le 20/06/11 10:29, Arun Ganesh a écrit :
    me to waiting for the response
    >

  • Flash/Air/Flash Builder development for ios?

    Hi guys,
    Does anyone know whether an application developed at iphone size, will automatically scale full screen to ipad if downloaded from the app store and if 'fullscreen' is set to true in the application descriptor file?
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    D.

    fullscreen just refers to whether the status bar is showing. If you have left the stage scale mode in its default setting, then your iPhone stage will scale up to fill the width of the iPad, but there would be a thin slice above and below the stage area that would be blank. You can perhaps just put a border graphic there, just off stage, and that would then be revealed on iPad.
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  • Flash Builder 4.7 iOS packaging problem

    I get the following error message when compiling my app with air 3.4 with Standard packaging or release build. Interestingly when using fast packaging I don't get any problems.
    Error occurred while packaging the application:
    Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 1
               at adobe.abc.GlobalOptimizer$InputAbc.readCode(GlobalOptimizer.java:1134 )
               at adobe.abc.GlobalOptimizer$InputAbc.readBody(GlobalOptimizer.java:682)
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    Hi David ,
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    Bug ID : http://bugs.adobe.com/jira/browse/FB-33461
    Mean while you can try this workaround:
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    This workaround only for testing purpose.
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  • Can anyone explain me how to scale the image in canvas in flash builder 4.6

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  • Flash Builder 4.7 Embed Error

    I originally posted something similiar in the "Using Flash Builder" section but decided to post something here thinking it would get more coder eyes.
    This worked in Flash Builder 4.5 using the Flex 4.6 SDK with the AIR 3.5 SDK.
    However in Flash Builder 4.7 using the Flex 4.6 SDK with the AIR 3.5 SDK the following:
    package
              import flash.display.Sprite;
              public class TestProject extends Sprite
                        [Embed(source = "Image.png", mimeType = "image/png", compression="true", quality="80")]
                        private static var _imageClass:Class;
                        public function TestProject()
    Is generating these errors:
    Error 1:
    Internal error in outgoing dependency subsystem, when generating code for: C:\Users\users\Adobe Flash Builder 4.7\TestProject\src\Image.png: java.lang.ArrayIndexOutOfBoundsException: 0
              at com.adobe.flash.compiler.internal.units.EmbedCompilationUnit.analyze( EmbedCompilationUnit.java:224)
              at com.adobe.flash.compiler.internal.units.EmbedCompilationUnit.handleOu tgoingDependenciesRequest(EmbedCompilationUnit.java:193)
              at com.adobe.flash.compiler.internal.units.CompilationUnitBase.processOu tgoingDependenciesRequest(CompilationUnitBase.java:886)
              at com.adobe.flash.compiler.internal.units.CompilationUnitBase.access$50 0(CompilationUnitBase.java:107)
              at com.adobe.flash.compiler.internal.units.CompilationUnitBase$6$1.call( CompilationUnitBase.java:378)
              at com.adobe.flash.compiler.internal.units.CompilationUnitBase$6$1.call( CompilationUnitBase.java:374)
              at com.adobe.flash.compiler.internal.units.requests.RequestMaker$1.call( RequestMaker.java:228)
              at com.adobe.flash.compiler.internal.units.requests.RequestMaker$1.call( RequestMaker.java:222)
              at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
              at java.util.concurrent.FutureTask.run(Unknown Source)
              at java.util.concurrent.ThreadPoolExecutor$Worker.runTask(Unknown Source)
              at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
              at java.lang.Thread.run(Unknown Source)          Image.png          /TestProject/src          line 0          Flex Problem
    Error 2:
    The definition of base class Bitmap was not found.
    With a warning:
    Definition flash.utils.Bitmap could not be found.
    If you drop the quality param:
    package
         import flash.display.Sprite;
         public class TestProject extends Sprite
             [Embed(source = "Image.png", mimeType = "image/png", compression="true")]
             private static var _imageClass:Class;
             public function TestProject()
    The errors change to:
    Internal error in ABC generator subsystem, when generating code for: C:\Users\user\Adobe Flash Builder 4.7\TestProject\src\TestProject.as: java.lang.NullPointerException
              at com.adobe.flash.compiler.internal.embedding.transcoders.JPEGTranscode r.equals(JPEGTranscoder.java:220)
              at com.adobe.flash.compiler.internal.embedding.EmbedData.equals(EmbedDat a.java:522)
              at java.util.WeakHashMap.eq(Unknown Source)
              at java.util.WeakHashMap.get(Unknown Source)
              at com.adobe.flash.compiler.internal.workspaces.Workspace.getCanonicalEm bedData(Workspace.java:933)
              at com.adobe.flash.compiler.internal.units.EmbedCompilationUnitFactory.g etEmbedData(EmbedCompilationUnitFactory.java:120)
              at com.adobe.flash.compiler.internal.units.EmbedCompilationUnitFactory.g etCompilationUnit(EmbedCompilationUnitFactory.java:62)
              at com.adobe.flash.compiler.internal.tree.as.EmbedNode.resolveCompilatio nUnit(EmbedNode.java:116)
              at com.adobe.flash.compiler.internal.tree.as.EmbedNode.resolveCompilatio nUnit(EmbedNode.java:126)
              at com.adobe.flash.compiler.internal.tree.as.EmbedNode.resolveCompilatio nUnit(EmbedNode.java:43)
              at com.adobe.flash.compiler.internal.units.EmbedCompilationUnitFactory.c ollectEmbedDatas(EmbedCompilationUnitFactory.java:136)
              at com.adobe.flash.compiler.internal.as.codegen.ABCGenerator.generate(AB CGenerator.java:184)
              at com.adobe.flash.compiler.internal.units.ASCompilationUnit.handleABCBy tesRequest(ASCompilationUnit.java:374)
              at com.adobe.flash.compiler.internal.units.CompilationUnitBase.processAB CBytesRequest(CompilationUnitBase.java:870)
              at com.adobe.flash.compiler.internal.units.CompilationUnitBase.access$30 0(CompilationUnitBase.java:107)
              at com.adobe.flash.compiler.internal.units.CompilationUnitBase$4$1.call( CompilationUnitBase.java:309)
              at com.adobe.flash.compiler.internal.units.CompilationUnitBase$4$1.call( CompilationUnitBase.java:305)
              at com.adobe.flash.compiler.internal.units.requests.RequestMaker$1.call( RequestMaker.java:228)
              at com.adobe.flash.compiler.internal.units.requests.RequestMaker$1.call( RequestMaker.java:222)
              at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
              at java.util.concurrent.FutureTask.run(Unknown Source)
              at java.util.concurrent.ThreadPoolExecutor$Worker.runTask(Unknown Source)
              at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
              at java.lang.Thread.run(Unknown Source)          TestProject.as          /TestProject/src          line 0          Flex Problem
    Internal error in outgoing dependency subsystem, when generating code for: C:\Users\user\Adobe Flash Builder 4.7\TestProject\src\TestProject.as: java.lang.NullPointerException
              at com.adobe.flash.compiler.internal.embedding.transcoders.JPEGTranscode r.equals(JPEGTranscoder.java:220)
              at com.adobe.flash.compiler.internal.embedding.EmbedData.equals(EmbedDat a.java:522)
              at java.util.WeakHashMap.eq(Unknown Source)
              at java.util.WeakHashMap.get(Unknown Source)
              at com.adobe.flash.compiler.internal.workspaces.Workspace.getCanonicalEm bedData(Workspace.java:933)
              at com.adobe.flash.compiler.internal.units.EmbedCompilationUnitFactory.g etEmbedData(EmbedCompilationUnitFactory.java:120)
              at com.adobe.flash.compiler.internal.units.EmbedCompilationUnitFactory.g etCompilationUnit(EmbedCompilationUnitFactory.java:62)
              at com.adobe.flash.compiler.internal.tree.as.EmbedNode.resolveCompilatio nUnit(EmbedNode.java:116)
              at com.adobe.flash.compiler.internal.tree.as.EmbedNode.resolveCompilatio nUnit(EmbedNode.java:126)
              at com.adobe.flash.compiler.internal.tree.as.EmbedNode.resolveCompilatio nUnit(EmbedNode.java:43)
              at com.adobe.flash.compiler.internal.units.CompilationUnitBase.updateEmb edCompilationUnitDependencies(CompilationUnitBase.java:946)
              at com.adobe.flash.compiler.internal.units.ASCompilationUnit.handleOutgo ingDependenciesRequest(ASCompilationUnit.java:458)
              at com.adobe.flash.compiler.internal.units.CompilationUnitBase.processOu tgoingDependenciesRequest(CompilationUnitBase.java:886)
              at com.adobe.flash.compiler.internal.units.CompilationUnitBase.access$50 0(CompilationUnitBase.java:107)
              at com.adobe.flash.compiler.internal.units.CompilationUnitBase$6$1.call( CompilationUnitBase.java:378)
              at com.adobe.flash.compiler.internal.units.CompilationUnitBase$6$1.call( CompilationUnitBase.java:374)
              at com.adobe.flash.compiler.internal.units.requests.RequestMaker$1.call( RequestMaker.java:228)
              at com.adobe.flash.compiler.internal.units.requests.RequestMaker$1.call( RequestMaker.java:222)
              at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
              at java.util.concurrent.FutureTask.run(Unknown Source)
              at java.util.concurrent.ThreadPoolExecutor$Worker.runTask(Unknown Source)
              at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
              at java.lang.Thread.run(Unknown Source)          TestProject.as          /TestProject/src          line 0          Flex Problem
    If you try to set compression to false:
    package
         import flash.display.Sprite;
         public class TestProject extends Sprite
             [Embed(source = "Image.png", mimeType = "image/png", compression="false")]
             private static var _imageClass:Class;
             public function TestProject()
    You get the following:
    The attribute compression can't be used with the mime type: image/png
    Change it to jpeg:
    package
         import flash.display.Sprite;
         public class TestProject extends Sprite
             [Embed(source = "Image.png", mimeType = "image/jpeg", compression="false")]
             private static var _imageClass:Class;
             public function TestProject()
    You get the following:
    The attribute compression can't be used with the mime type: image/jpeg
    Is anyone else getting these same results with Flash Builder 4.7 with Flex SDK 4.6 and AIR SDK 3.5? I expect that we still should be able to compress embedded assets within Flash Builder?

    Upgraded Flex 4.6 SDK to use the new AIR 3.6 SDK and the Flash Builder 4.7 to use the new AIR 3.6 SDK with the new compiler and I am still getting this. I had some other people try these steps and they got the exact same error so it doesn't seem to be just me. Is noone here getting this or am I the only one trying to embed a png directly into a Flash Builder project? =/

  • Flash Builder 4 - Mobile (Adobe read this!)

    This is the second time I've written this letter. The first was a five-paragraph rant detailing the chronicles of my journey into mobile using the Adobe tools. This time, however, I've decided to break it down in a different way. It goes like this:
    - Adobe spends considerable effort trying to convince Flash (AS3) developers to migrate to Flex (Flash Builder)
    - After spending time with Flex, I am one of those who is convinced by the ease and power of what it offers. I buy Flex (Flash Builder)
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    - Support (and methods) for using Flash Builder to create iOS applications is complex, messy and tedious at best.
    - I buy an iPad ($3500), pay for an Apple developer account($100) and start using Flash CS5.
    - I have to strip out the AS3 from my Flex project to bring it into Flash CS5. (Abandoning all the Flex components that made it great in the first place)
    - I get my AS3 application running locally on my iPad. Despite every effort, it runs considerably slow (to my surprise)
    - Apple makes it's TOS changes, restricting 3rd party developer tools.
    - I'm now **** out of luck getting my Flash based application public (iTunes Store)
    - Adobe starts to turn it's attention to Android (a move I fully supported despite my own shortcomings)
    - AIR for Android starts to unfold. So, I start taking a look at it in addition to downloading the Android SDK.
    - Publishing anything to an Android device, using Flash Builder, is (again) a complex, messy and tedious task. Command lines etc.. nightmare.
    - Now, Apple reverses it's TOS policies.
    - More Android 2.2 Froyo devices begin to emerge now (especially tablets like the Galaxy)
    So, at this point I digress.
    So, Adobe. You wanted us to migrate to Flash Builder. So, we did. This, by the way, means we BOUGHT the software. ($780)
    So, you want to demonstrate Flash's power to publish to mobile devices. (meaning, now, iOS and Android)
    ALRIGHT THEN, WHY DONT YOU SPEND SOME TIME GETTING FLASH BUILDER 4 UP TO PAR ALREADY? WHY DON'T YOU MAKE PUBLISHING FOR BOTH PLATFORMS (iOS and ANDROID) MORE ELEGANT NOW? WHY SHOULD WE HAVE TO BUY FLASH CS5 NOW THAT WE'VE FINALLY COME ON BOARD WITH FLASH BUILDER? WHY DONT YOU SPEND SOME TIME PROVIDING AN ELEGANT SOLUTION FOR MOBILE PUBLISHING - LIKE YOU'VE ALREADY DONE FOR FLASH CS5 (MONTHS AGO). I SHOULD BE ABLE TO FILL OUT A FEW FIELDS, SELECT A FEW OPTIONS FROM A MENU AND PUBLISH MY APPLICATION FROM FLASH BUILDER. NOT DOWNLOAD SDK'S, DOWNLOAD SPECIAL BUILDS OF AIR AND FLASH PLAYER ON A WEEKLY BASIS. GET FLASH BUILDER 4 UP TO PAR SO WE CAN WRITE ONCE AND PUBLISH (PUSHING A BUTTON) TO BOTH iOS AND ANDROID WITHOUT SPENDING HOURS FIGURING OUT HOW TO GET IT ALL WORKING.

    Again, my issue is not with Flash Builder itself. In fact I think Adobe is doing a tremendous job regarding many things at this juncture. They've been under a considerable amount of pressure, especially since Apple tried to declare Flash an obsolete technology. I'm proud of Adobe and Flash - which I thoroughly enjoy working with. I also enjoy working with Flash Builder.
    My issue is in regards to support. It's that simple. I understand that many features take time to prepare prior to their public release. This is obvious. There are a lot of tests to be made prior to even a first release. My issue is a specific one. It is in regards to Flash Builder and their attitude towards this piece of software as it relates to this "mobile storm" that has approached. Everything is about MOBILE, MOBILE, MOBILE. Well, ok.. it's about mobile. Adobe really only has two (count that, 2!) pieces of software that creates Flash content. (and NO, that isn't a lot). There's the Flash IDE and Flash Builder, which is SUPPOSED TO BE FOR DEVELOPERS. One would think that more time would have been spent of getting ELEGANT mobile publishing solutions into Flash Builder at this point. I'm tired of reading one massive pdf after another just to understand what the hell I'm supposed to be doing. AND.. on top of this.. they get simple, fluid, elegant solutions into the FLASH IDE in the meantime. iPhone, Android publishing with the click of a button in the Flash IDE? DONE! Months ago.. Flash Builder 4 with the same capabilities? Nothing. Command lines... Terminal windows.. give me a break.

  • Upgrading Flash Builder from 4.6 to 4.7

    Hello guys,
    I'm currently using Flash Builder to develop iOS and Android application. Last iOS7 version has caused some issues in my application and I want to see if upgrading Flash Builder and AIR SDK to latest version will be fixing them.
    I've seen that upgrade is free if I've bought 4.6, which is the case. So i filled and sent this form: https://adobeformscentral.com/?f=aqd5Yq*ONlcAvnasuWDB8w#
    I then receive an email saying "Your request for a complimentary upgrade to Flash Builder 4.7 has been received. You will receive additional information from Adobe Customer Care within 48 hours."
    Then I receive another one saying "With  this response, we believe your issue is resolved and have therefore closed your  case 0211769917"
    But I didn't get any news from an update available or something.
    Could you tell me where I can get it or maybe contact them back so I can re-open the ticket?

    I think I've solved this...
    You need to check your 'My Adobe' account. If you look under 'My products' you should now have a new Flash Builder serial number for version 4.7.
    It doesn't seem that an email with a new serial number is sent out.
    Hope this helps.

  • Invalid Launch Image in Flash Builder 4.6

    I've been making updates and releases to my iPad app for the last several months, but just recently, I started receiving this email back from Apple:
         iPhone 5 Optimization Requirement - Your binary is not optimized for iPhone 5. As of May 1, all new iPhone apps and app updates submitted must support the 4-inch display on iPhone 5. All           apps must include a launch image of the appropriate size. Learn more about iPhone 5 support by reviewing the iOS Human Interface Guidelines.
    I've been googling this for a while, and have tried adding  Default.png (320x480), Default-586h.png (640x960), and [email protected] (640x960) files to the root directory and made sure they were being compiled into the .ipa file.  With the [email protected] file, I received an additional error in the nastygram from Apple:
         Invalid Launch Image - Your app contains a launch image with a size modifier that is only supported for apps built with the iOS 6.0 SDK or later.
    So I took out the @2x file and it still failed.  Now, my app isn't even intended for the iPhone5, it's intended for the iPad.  What can I do to make them happy so I can keep making releases?

    These are the errors tackled with this post:
    iPhone 5 Optimization Requirement - Your binary is not optimized for iPhone 5. As of May 1, all new iPhone apps and app updates submitted must support the 4-inch display on iPhone 5. All apps must include a launch image with the -568h size modifier immediately following the <basename> portion of the launch image's filename. Launch images must be PNG files and located at the top-level of your bundle, or provided within each .lproj folder if you localize your launch images. Learn more about iPhone 5 support and app launch images by reviewing the iOS Human Interface Guidelines and iOS App Programming Guide.
    Invalid Launch Image - Your app contains a launch image with a size modifier that is only supported for apps built with the iOS 6.0 SDK or later.
    Non-PIE Binary - The executable 'C-Print Mobile.app' is not a Position Independent Executable. Please ensure that your build settings are configured to create PIE executables. For more information, refer to Technical Q&A QA1788 - Building a Position Independent Executable
    I followed these steps to get my app .ipa to the point where Apple would accept it:
    Download the latest AIR SDK. My Flash Builder was using the AIR SDK 3.6. From within Flash Builder I clicked "Check for updates..." and Flash Builder said it was up-to-date. BUT when checked the AIR SDK website, there in fact was a newer version. So you may need to update, even if Flash Builder says otherwise. To check, go to Windows -> Preferences -> Installed AIR SDKs. If you have AIR SDK 3.6 or less, you need to update.
    The latest SDK can be downloaded here:
    http://www.adobe.com/devnet/air/air-sdk-download.html
    IMPORTANT: If you are building a Flex project (that was my situation), you will need to download the SDK without the compiler. This will be under the "Note: Flex users will need to download the original AIR SDK without the new compiler." section.
    Install the downloaded SDK. The instructions are different for Flex projects and ActionScript projects.
    Flex: http://helpx.adobe.com/x-productkb/multi/how-overlay-air-sdk-flex-sdk.html
    ActionScript: http://helpx.adobe.com/flash-builder/kb/overlay-air-sdk-flash-builder.html
    Reference the correct version in your app.xml file. My app was using AIR SDK 3.1, which is very old. As of this writing, I'm now using:<application xmlns="http://ns.adobe.com/air/application/3.7">
    Include a splash screen image called [email protected] in the top-most level of your source. This file must be 640x1136 (width x height), and is required for iPhone 5 devices.
    Read the following forum thread about the Non-PIE Binary issue. As of this writing, it is being regarded as "not a big deal", but Apple may become more strict about this in the future.http://forums.adobe.com/message/5281575
    Best of luck. If these steps work for you, let me, and others, know here in the forums!

  • Flash Builder 4.5.1 Creating iOS Mobile App creates components not Spark views

    Hi
    I have Flash Builder 4.5.1 on Windows 7 using SDK 4.5.1.
    Following many of the Hello World video tutorials (including what's on Adobe TV's website) I create a new Mobile based Application in Flash Builder. I set it up to be a View Based Application targeting iOS and iPhone (although the problem is for any iOS device).
    I follow all the instructions and yet the MXML that's created at the end is component based and not targeting Spark Views. This floors running or viewing the app! Code for both Application class and View is as follows:
    <?xml version="1.0" encoding="utf-8"?>
    <components:ViewNavigatorApplication xmlns:fx="http://ns.adobe.com/mxml/2009"
                                         xmlns:s="library://ns.adobe.com/flex/spark" xmlns:components="spark.components.*" firstView="views.MyMobileProjectHomeView" applicationDPI="240">
        <fx:Declarations>
            <!-- Place non-visual elements (e.g., services, value objects) here -->
        </fx:Declarations>
    </components:ViewNavigatorApplication>
    <?xml version="1.0" encoding="utf-8"?>
    <components:View xmlns:fx="http://ns.adobe.com/mxml/2009"
                     xmlns:s="library://ns.adobe.com/flex/spark" xmlns:components="spark.components.*" title="HomeView">
        <fx:Declarations>
            <!-- Place non-visual elements (e.g., services, value objects) here -->
        </fx:Declarations>
    </components:View>
    I have no idea why Flash Builder is creating code that's namespaced to components and not the spark framework.
    The code that's created in the course is below and yet if I import their project and try and view in Design view Flash Builder tells me 'An unknown item is declared as the root of your MXML document. Switch to source mode to correct it.':
    <?xml version="1.0" encoding="utf-8"?>
    <s:ViewNavigatorApplication xmlns:fx="http://ns.adobe.com/mxml/2009"
                                xmlns:s="library://ns.adobe.com/flex/spark" firstView="views.HelloWorldHomeView" applicationDPI="240">
        <fx:Declarations>
            <!-- Place non-visual elements (e.g., services, value objects) here -->
        </fx:Declarations>
    </s:ViewNavigatorApplication>
    <?xml version="1.0" encoding="utf-8"?>
    <s:View xmlns:fx="http://ns.adobe.com/mxml/2009"
            xmlns:s="library://ns.adobe.com/flex/spark" title="HomeView">
        <fx:Declarations>
            <!-- Place non-visual elements (e.g., services, value objects) here -->
        </fx:Declarations>
        <s:Label text="Hello World"/>
    </s:View>
    Please help
    Many thanks in advance
    David

    Here's the solution:
    The problem did not exist on an installation of Flash Builder on a spare MacBookPro.
    On my main computer (the one with the Flash Builder issue) I uninstalled and reinstalled Flash Builder 4.5 (then updated to 4.5.1). Creating an iOS Mobile Application now creates the correct code.
    I have no idea why it was creating dodgy code.
    The only difference with the new Flash Builder install is that SourceMate 3.0 is not installed yet. Perhaps something had gone wrong in the Adobe Updater when going from 4.5 to 4.5.1, who know...all speculation...anyhow it works now!

  • Is there anyway to change Info.plist settings and use Flash Builder 4.6 to package the iOS app?

    Hi there,
    I've tried to package my app with the latest Xcode 4.5 (version 19 Sep 2012) iOS 6 SDK, Flash Builder 4.6, Flex SDK 4.6 with Air 3.5 Beta overlay.
    and unzip the .ipa file and i found the following automated settings on the Info.plist file was wrong:
    <key>DTPlatformVersion</key>
            <string>5.1</string>
            <key>DTSDKBuild</key>
            <string>9B176</string>
            <key>DTSDKName</key>
            <string>iphoneos5.1</string>
    According to the Adobe specs, these settinsg are unchangeble, is there anyway to change these values to produce .ipa file that with iOS 6.0 settings with Flash Builder 4.6?
    I believe this cause the following appstore submission issue with the iPhone 5 4-inch display splash screen image [email protected]:
    Invalid Launch Image - You app contains a launch image with a size modifier that is only supported for apps built with the iOS 6.0 SDK or later.
    Many thanks,
    A

    Not everyone here was involved in the conversations that led up to this file, so here are some extra clues:
    In your AIR3.5 folder (or whatever you named the folder) is a lib folder. Inside that is the current adt.jar file. Rename that in case you have to go back to it, and drag the supplied adt.jar file into the lib folder. Now publish your app.
    You won't even need to quit Flash or Flash Builder.
    Once you have the new IPA, go through the usual upload steps to the App Store, using Application Loader, and the file should process ok in iTunes Connect. Note, you will be asked to provide iPhone 5 screenshots.

  • How to update the AIR included in Flash Builder SDK?

    So, the Flash Builder SDK comes with a version of AIR, which it uses when you package a mobile app for iOS (Android mobile apps are run with the AIR that's downloaded from the Marketplace)...  On my Windows machine, this "built-in" copy of AIR is located in "C:\Program Files (x86)\Adobe\Adobe Flash Builder 4.6\sdks\4.6.0\runtimes\" unless I'm mistaken.
    I'm pretty sure that it does not automatically update itself -- and I'm equally certain that it's a pretty old version of AIR, because it's the one that was included with the 4.6 SDK which was released 8 months ago...
    So how do I update this version of AIR that's built into the Flash Builder SDK?
    Thanks,
    Laurence MacNeill
    Mableton, Georgia, USA

    Oops -- never mind...  Didn't realize there was a separate AIR SDK that you could download -- I thought it was integrated into the Flex SDK, and since there hasn't been a new Flex SDK since 4.6, I thought I had to somehow grab pieces and parts of AIR to update this manually...
    But grabbing the AIR SDK from http://www.adobe.com/devnet/air/air-sdk-download.html did the trick...  Just unzipped that into the sdks\4.6.0 folder and was done...  Sweet...
    L.

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