Packaging with Air 2.6 is so gloomy

At first using the PFI was simple, now air sdk 2.6 come with new possibility
but now you have to use terminal and going into the xml descrriptor file to create an .ipa. It is a pain in the ****
we need  good tutorial or a good user guide.
if someone find one ....

I use windows so I ended up writing a small batch file that I keep in the root of my project
Package.bat
set localPath=%~dp0
set airSdkPath=C:\Program Files (x86)\Adobe\Adobe Flash Builder 4\sdks\Air 2.6
set appName=MyApplicationName
set mobileProvisionPath=%localPath%\MyMobileProvision.mobileprovision
set certPath=%localPath%\MyCert.p12
"%airSdkPath%\bin\adt.bat" -package -target ipa-test -provisioning-profile "%mobileProvisionPath%" -storetype pkcs12 -keystore "%certPath%" "%localPath%\%appName%.ipa" "%localPath%\bin-debug\%appName%-app.xml" -C "%localPath%\bin-debug" %appName%.swf -C "%localPath%\bin-debug" assets
Update line 2 to where you unzipped the Air 2.6 SDK
Update line 3 to give it the app name you are using (the name of your swf)
Update lines 4 and 5 to your mobile provision and cert paths. (I keep mine in the project folder)
Now I can publish by simply double clicking Publish.bat from within Flash Builder. Not Ideal as this should all be part of the IDE's default functionality (Maybe it will be soon) but it will do for me for now.
Hope that helps
Pleh

Similar Messages

  • Possible Solution: Allow native code packaging with AIR using ADT?

    Packager / ADT are providing huge benefits for AS3 developers targetting mobile as we all know.  We also know that we'd like as much access to the native libs for the various platforms as we can possibly get.  Two cases in point, in-app purchasing and access to Apple's iAd network.  Discussions about these requirements over the last few days with a colleague of mine have resulted in him coming up with a very strong idea for providing adhoc access to native libraries.  He has posted his suggestion, (which involves a feature request to Adobe), on Adobe AIR Ideas at Labs.  I really encourage as many people as possible to read his suggestion to get the discussion warmed up.  If you think the proposal is worthy, please make sure you vote it up so that it registers on Adobe's radar.  I believe this would really benefit all of us working with AIR for mobile. Here is the link.
    Peter Robertson

    manicjames wrote:
    I have packaged my AIR app into a Native .exe installer using ADT. If the user does not have air installed and they are connected to the internet, the AIR runtime is automatically installed.
    Is it possible to package the AIR runtime into the exe so that if the user is not online the AIR runtime is installed?
    I have experimented with the sidecar install and .air file but ideally I want to only have the one file(.exe). I already have a distribution licence from Adobe.
    This isn't available at this time, but I think it's a great idea.  You might want to add a feature request for this over at ideas.adobe.com and bugbase.adobe.com, or review and vote for these current feature requests if they provide for what you're looking for:
    Portable AIR Apps
    Create portable AIR apps
    If you decide to add a new request, please post back with the URL so others can cast their votes and add comments.
    Chris

  • Bundling Packages with AIR apps?

    I want to include ffmpeg with my app, hopefully to use local
    cpu power for encoding video instead of my servers. Is there
    anywhere within the realm of feasibility?

    quote:
    Originally posted by:
    Joe ... Ward
    Right now, you would have to convert ffmpeg into an
    ActionScript library using Alchemy.
    Sounds like it might work. Thanks!

  • Want to buy Air Nav Pro. Available in the Apple Store in a pack with Air Nav Standard. What advantage to have both ???

    Want to buy AIR NAV PRO for training and preparing flights with an Ipad2.
    This app is available in the APPLE STORE in a package with AIR NAV STANDARD.
    What advantage to buy both AIR NAV PRO and AIR NAV STANDARD ???

    You can only buy content from your own country's store i.e. the Egyptian store if you are in Egypt - you need to be in a country to use its store, so to use the US store you will need to be in the US and have a US billing address on your account. If there is an app or any other item that you would like to be buy that isn't currently available in the Egyptian store then you can try requesting that it be added, but unless the app's developer or rights-holder agrees to it then Apple won't be able to sell it there : http://www.apple.com/feedback/itunes.html

  • I just purchased a camera packaged with Adobe photoshop Elements 11. I have a mac book air- which does not have a cd drive. The package did not come with a code or anything that would provide me with another way to install photoshop that came with my came

    I just purchased a camera packaged with Adobe photoshop Elements 11. I have a mac book air- which does not have a cd drive. The package did not come with a code or anything that would provide me with another way to install photoshop that came with my camera. Is there any other way i can install this on my camera without using the provided cd or buying the software again?

    That doesn't help the user with the serial code though.
    There has to be some kind of code somewhere within the package. The disk itself does not contain one. You can look here for help with finding your serial number:
    Find your serial number quickly

  • Package command line app with AIR app

    Forgive me if I seem completely dense, but I've been googling and forum finding and hair pulling all day on this.
    I wrote a command line application and I call it from my air application.  It all works just fine, but right now the location of the command line application is hard coded.  I want to know:
    1) What is the actionscript that allows me to refer my nativeProcess call to a an application that is packaged with the air app when I export?
    2) Where do I place the command line application in the file system of flash builder to bundle it with everything when I export?
    I realize it'll be different for mac and windows, but I need to do both.  I'm starting with the mac.  Right now as far as I know I can put the command line app in the source folder and that all ends up in the .app/contents/resources folder, but I'm not exactly sure how to reference that in actionscript or if I can or if I should?  I don't know.  Clue me in?

    Can you not use File.applicationDirectory.url as a base?

  • Is this possible to package flash 8 swf file with AIR

    Hi All,
    Is this possible to package flash 8 swf file with AIR
    packager or load flash 8 swf file in AIR?
    Any info on AIR would be greatful.
    Thanks,
    Shailesh

    Yes.
    -ted

  • Packaging adobe air with android app in flash cs5

    Hi,
    I have developed a very simple app in flash cs5 and am ready to upload it to android market. However, users need adobe air to run it. Does anyone know if there is some way to package the app with air? I want to make it as easy as possible for people to run the app. Users will be prompted to download air and I can put this information on the apps page on android market but if there is some way to iclude this in the apk I'd love to know. Can't seem to find information on it on the web.
    Thanks

    Hum, thought so. Usually if there seems to be no answer to something on the web it's not possible!! Thanks.

  • Is it possible to packaging Air application for Mac AppStore with Air 3?

    Is it possible to packaging Air application for Mac AppStore with Air 3 ?

    Anyone from adobe? Anyone?
    Also I was wondering what could prevent the window from going
    away when user uses windows "show desktop" command, or perhaps
    there is a way to restore it right away?
    thanks.

  • Installation file (package) with adobe air sdk

    I made an installation file with adobe air (javascript, html via AIRSDK) ,
    but when it's packed and I run the file, it sends an error message "This application cannot be installed because this installer has been mis-configured. Please contact the application author for assistance."
    I don't know maybe I should try dreamviewer? because I'm sure about the codes
    I want to make such a file (as below image)
    but via airsdk it makes this:
    with air written on it

    try to update your air runtime. This is popular issue when developers use newer sdk but old runtime. Or include runtime to your app

  • How to use single ant build to package with and without native extensions

    Hi,
    I am using iOS native extensions for Adobe air. For this I am listing the extensionid in the application descriptor file. Since the package with native extensions are meant to run only on device, I want my build script to work without native extensions too to be able to run on simulator. Is this manadatory that I need two separate application descriptors/basically two build scripts to compile and package them? Please suggest and let me know if more explanation is needed.
    Thanks,
    Swathi.

    why are you wanting to use single frames?
    They allow having the initial frame address stay in the
    address bar, and not
    show the linked page's address. The problems they cause
    usually override any
    value.
    Or- if we aren't using the same words the same way, please
    give an example
    site of what you want to do.
    Alan
    Adobe Community Expert, dreamweaver
    http://www.adobe.com/communities/experts/

  • The three main hurdles to porting existing Flash projects to iOS with AIR

    The purpose of this discussion is to identify significant problems currently preventing AIR for iOS from being a viable solution for porting existing Flash apps.  These issues have been largely ignored by Adobe, so I hope that everyone will add to this discussion if you have also run into these roadblocks in targeting iOS with the AIR SDK.  I hope that Adobe staff will address and provide some much needed information with regard to fixing these problems.
    There are 3 main problems with targeting iOS currently, which are probably affecting anyone who is trying to port a project that is both medium to large in size and makes use of SWF loading.  Pretty much any project that has a MVC architecture is going to load SWF assets that are compiled against a view class, so this is likely affecting many people.
    1. Bug - ADT packager runs out of memory when packaging "large" numbers of SWF assets
    https://bugbase.adobe.com/index.cfm?event=bug&id=3511656
    This is a blocking bug that prevents packaging projects with a large number of SWF assets.  It is preventing me from being able to package all the needed assets for my project.  I provided Adobe with my project to package a couple months ago so this bug can be reproduced in house and fixed.  The Adobe employee who was handling this never tried to reproduce the issue and has stopped responding to email and comments in the bug.  Adobe, please have someone take charge of testing and fixing this bug.  It seems like it would be a straightforward fix once the failure is reproduced within a debugger.
    Has anyone who has encountered this problem determined the number of files or classes where it starts to fail.  I've spent some time trying to reverse engineer what the packager is doing when it runs out of memory, so think I can determine how many classes it's working with, but obviously the size of the classes will be variable and so this number will probably be more of a range where we start to get into the failure state.
    Please let me know if you can reproduce this issue with your project with many SWF assets and upvote the bug if you are already aware of this one.
    2. Bug - SWF reloading when doing a "real" (AOT) compile
    https://bugbase.adobe.com/index.cfm?event=bug&id=3636385 
    There is already a forum post that covers the history of this issue (http://forums.adobe.com/message/4920638) but that also covers some issues in older AIR builds with loading of any SWF asset (previously fixed), where this bug deals specifically with reloading of SWF assets that include compiled bytecode (ABC).
    The expectation here is that all versions of the Flash runtime should handle SWF reloading with ABC in the same way, so that a single codebase can be used to target web and iOS (or any other platform).  This is the only issue of the 3 that has a legitimate work around, in my opinion, because the assets can be cached within the app within a loading manager layer.  All the application code that makes loading calls can stay the same, and a compiler flag can be used to enable this caching for iOS builds, with subsequent requests returning a new instance of the cached asset.  This can potentially lead to a very bloated memory footprint for the running app after a period of time, though, which could make some apps perform poorly, so a bugfix is ultimately needed.
    3. Unimplemented feature (?) - The constraint that a single ApplicationDomain is used when running AIR for iOS 
    I did ask about this in the same forum post as SWF reloading but didn't get an Adobe response.  Why does this constraint exist?  My guess is that the AIR runtime for iOS simply hasn't implemented multiple ApplicationDomain support at this point, and that this was done to focus resources on other high priority features for the iOS runtime.  It's possible that there is some aspect of the iOS operating system that makes it difficult or impossible to implement this feature, which may be why it's been avoided to this point, but obviously this is all conjecture without hearing from Adobe on it.
    This is a major issue that needs to be addressed.  For us, the problem is that our SWFs for multiple instances of the same type of asset use the same name for the AS export.  For example, each item an avatar can equip is a single SWF with multiple sub assets -- the parts which comprise the item.  Each of the parts will have an AS export name based on the avatar facing and where it is equipped, like "fv_head".  This naming is consistent across all items, so we will load a lot of assets containing "fv_head" simultaneously.  This normally works fine because the default behavior for Flash has always been that each SWF is loaded into a new ApplicationDomain instance, but for iOS a single ApplicationDomain must be used, causing these names to collide.  The last SWF loaded containing a given AS export name overwrites the previous ones of that name.
    The work around for this, and I use that term loosely, is to go through and uniquely name every AS export in every asset where sets of assets with the same export name is used. For us that is hundreds of items with multiple exports.  Maintaining unique naming across all these parts is also a very error prone process, not to mention all the code that manipulates the parts needs to be modified to handle the new naming and make sure it's referring to the now uniquely named assets.
    The expectation here is that all versions of the Flash runtime should handle asset loading in the same way and place each loaded asset into its own ApplicationDomain container as the default behavior.  I'd like an Adobe employee to address my assumption that this is an unimplemented feature of AIR for iOS at this point, and let the community know if a solution for this will be implemented.
    Summary
    All three of these issues in combination are a major roadblock to porting existing Flash games to iOS with AIR.  Issues with one can make it hard to test and try to work around others.  All need to be fixed, but If I could only pick one of these to fix, it would have to be issue 3 -- that lack of proper ApplicationDomain support when loading assets.  This issue is completely inconsistent with standard Flash behavior and creates a major roadblock to ports of existing applications with no viable solution for a workaround.
    I look forward to Adobe's feedback on each of these issues and hopefully fixes that will allow those of us working with AIR for iOS to get our products to market.

    About the 3rd issue being an AoT design limitation, I'm not sure I understand why it's necessary to know during AoT packaging what the domain is that a child will be loaded into to be able to have SWF loading work as on the browser.
    Isn't the ApplicationDomain an internal construct in the AIR runtime that you guys define in order to manage namespaces of loaded SWFs?  To be clear, when I say "runtime" I know that the resulting code isn't being interpreted within the iOS app, but clearly you have a set of AIR libraries that get compiled into the IPA that provides support for all the Flash APIs.  If that's the case, then wouldn't it be possible for the iOS version of the AIR libraries to define a new ApplicationDomain on the fly when code that has been cross-compiled to iOS native code loads a packaged SWF?
    I don't have a clear picture of how ApplicationDomains are managed internal to the runtime of course, but a little more detail would be very helpful.  Thanks.

  • Getting started with air and android

    Hi,
    I made a game using flash as3 technolgy some time ago, that is deployed in a website. I've been studying the possibility of porting the game to mobile devices (android). Is that possible? Wich level of effort am I going to need? Wich tools from adobe am I going to need?
    I think that's all for now... thanks!

    That's great! I also bought a book in amazon to help me to get started
    Thanks!!
    Sent from my iPhone
    El 09/04/2011, a les 23:20, Saumitra Bhave <[email protected]> va escriure:
    The development process remains almost same. In flash development you create swf and put it in HTML using object or embed tag. In Adobe AIR you create SWF and package it using the ADT tool which comes with AIR SDK.(But, With adobe AIR you get some more APIs which you don’t have in Flash)
    While packaging you can tell the adt to package for Android, iOS or any desktop. And provide the required parameters along with the SWF and application xml.
    Once you create the apk. You can install it on actual device or android simulator.
    For testing purposes you can generate a self signed certificate using java -keytool command.
    You can google any of the following things to get started.
    1. Android SDK, adb tool, creating Android emulator
    2. AIR adt - package command for android
    3. java -keytool help
    >

  • Why reloading pure asset SWF with AIR sdk 3.6+ doesn't work?

    Hi, I posted this in the AIR beta channel, but I think it suits better here... I'm sorry for double posting.
    Hi,
    I have a game targeting iOS using AIR sdk that needs to load many swf assets from the disk (packaged with the game). When using AIR sdk 3.5, everything runs just fine. When upgrading the sdk to 3.6 or later (-swf-version=19, 20, 21), we ran into the following problems:
    1) The packaging time (making the ipa file for iOS) passes from 15 minutes to 40+ minutes.
    2) The game can't load any swf twice (ie. reload a swf).
    The first problem is not a big deal. We only have to wait a little bit more. Our guess is that is has to do with new feature introduced by the sdk 3.6, which will go through all packaged secondary swfs and remove the code from it, and since we have lot of swf assets, it takes more time.
    The second problem is way more serious, as I have to be able to reload assets according to player's action. Since we have a ton of assets, I can't keep them all in the memory as we could quickly run out of memory.
    I know that there's a documented limitation of sdk 3.6 which states:
    In AIR apps on iOS running in AOT mode there is a problem when a SWF is reloaded. Therefore reloading a SWF will not be allowed for AIR apps for iOS in AOT mode and attempting to do so will result in following error:
    Error 3764: Reloading a SWF is not supported on this operating system
    It also says that "Reloading of pure asset SWFs will work with AIR 3.7". However, that's not true, since all my assets are pure asset SWF without any code inside. It won't work, even with AIR 3.8.
    While searching on the internet, I came across a forum post that says that the only way to know if a swf is a pure asset swf, is by using swfdump.exe, and searching for the DoABC2 tag. I did it, and effectively, DoABC2 tag was there, but empty.
    So my first observation is that:
    - Pure asset SWF file containing empty DoABC2 tag can be reloaded using AIR SDK 3.5
    - Pure asset SWF file containing empty DoABC2 tag can't be reloaded using AIR SDK 3.6+
    It seems to me that AIR SDK 3.6+ doesn't care if the tag is empty or not. If it is there, then it's not ok.
    Then I wanted to know why my SWFs have this empty tag. After lot of tests, it turns out that it is because I am using jsfl to automate the export of assets from a FLA file. And there comes my second observation:
    - When exporting a swf without code from Flash IDE (Ctrl+Alt+Shift+S), there's no empty DoABC2 tag.
    - When exporting a swf from the Flash IDE's library (right click on the library Movieclip -> Export Flash movie...), empty DoABC2 tag is automatically inserted.
    Unfortunately, my jsfl script uses thee same Library export functionality, and it produces the same "contaminated" swf. Why doesn't it produce the same SWF from both ways of export? I have no idea.
    In the perfect world, the AIR SDK would not only look for the DoABC2 tag, but it should check whether if there's code inside. Also, Flash should use the same export process disregarding if it is being called from the IDE or the Library, and not inserting empty DoABC2 tag when there's no code.
    As for now, I can't find any workaround to solve my problem. That means that I'm stuck with swf-version=18, and I can't benefit from all the cool features such as rectangle textures, new Context3DTextureFormat etc.
    If anyone has a solution, or simply pointing out what I'm doing wrong here, please share it.
    Thanks for reading.
    Iojeirg

    Hi makc3d,
    Thanks for the response. After all that time I started losing hope.
    I would not say that the abvious solution is to remove the tag. I think it should not be put there in the first place if there's no code at all. Moreover, this only happens when exporting a MC from the Library, and it works just fine when exporting normally (publish). It seems more like a bug than an expected behaviour.
    Also, AIR should check for actual code in this tag instead of relying only on the tag itself.
    Your solution is a nice workaround, and I will certainly try that out. But as I said, it will not fix the original bug, it will only patch it later on in the process.

  • Embed + compiler define works different with air 3.7+ comparing to 3.5

    Hello.
    I've noticed that new compiler works differently when using construct Embed with conditional compilation (comoiler define option).
    It looks like new compiler always embeds files in output swf even if Embed construct is used in dead code. Here is full example:
    package {
      import flash.display.MovieClip;
      public class Main extends MovieClip {
        CONFIG::FOO {
          [Embed(source="foo.mp3")]
          public static var MusicTrack: Class;
        CONFIG::BAR {
          [Embed(source="bar.mp3")]
          public static var MusicTrack: Class;
    I have 2 files: foo.mp3 (~2MB) and bar.mp3 (~2.3MB). I want to embed only one of them defining CONFIG::FOO as true and CONFIG::BAR as false.
    When I compile it using AIR 3.5 with following command I get (as expected) file with size ~2.0MB:
    /opt/adobe_sdks/flex_sdk_4.6_AIR_3.5/bin/mxmlc -compiler.source-path . -swf-version 14 -define=CONFIG::FOO,true -define=CONFIG::BAR,false -o Main.swf -- Main.as
    /private/tmp/bug/Main.swf (2030814 bytes)
    But when I use newer AIR sdk (I tried with 3.7, 3.8 and 4.0 beta) I'm getting file with size ~4.3MB.
    /opt/adobe_sdks/AIR_4.0/bin/mxmlc -compiler.source-path . -swf-version 14 -define=CONFIG::FOO,true -define=CONFIG::BAR,false -o Main.swf -- Main.as
    4328386 bytes written to /private/tmp/bug/Main.swf in 9,634 seconds
    Is it expected behaviour? Is there any chance that new compiler will work in this case the same as older one?

    Another difference I encountered is that using compiler definition directly in Embed construction doesn't work. Here is example:
    public class Assets {
      [Embed(source=CONFIG::MUSIC_MP3_PATH)]
      public static var MusicTrack: Class;
    Then I pass option to the compiler:
    -define=CONFIG::MUSIC_MP3_PATH,"'sfx/music.mp3'"
    With AIR 3.5 SDK it works fine. With AIR 3.7, 3.8 and 4.0 beta I'm getting file which is smaller in size (by mp3 file size) and when running I get error: TypeError: Error #1007: Instantiation attempted on a non-constructor. (when it tries to create new instance of MusicTrack).

Maybe you are looking for

  • CAN I CONNECT 5.1 SPEAKERS FOR DV6-6121

    i purchased creative inspire t6160  5.1 speakers for dv6 6121tx laptop, i do not know how to configure in laptop. pls help me

  • Show payment method in the invoice

    HI, Our client offers 3 different payment options: Credit Card 30 Day Account Direct Deposit How can i show this in the invoice - I can't seem to find the correct tag to display the option chosen. Or is it not possible? Cheers, Henry

  • FireFox Issue with iTunesU Corse manager

    Buttons (learn more/ Sign in) are not able on the sign in screen when using Firefox on pc (windows 7) machine using version 19.0 - 23.0.1. Any one have a solution?

  • Arabic fonts in InDesign CS6

    I¹m looking for some help regarding Arabic fonts on Mac InDesign CS6 (Adobe Creative Suite 5.5). I¹ve designed a company profile in English and they need it to be translated into Arabic for their Middle Eastern branch. They¹ve sent the correct Arabic

  • Transaction Time Out for MDB

    Hi, I have a MDB with no transaction attribute specified in ejb-jar.xml. This MDB does not have any business logic in it. It in turn calls a session bean with transaction attribute Required+. We are using Weblogic app server and the JTA is set to 300