Flash Builder, export release build error - iphone

I am unable to do an export build for an Apple ios from flex.
I get the following error when i try to export.
how do i get around this error.
Also i able to successfully export for android.

This problem is probably due to some characteristics of your flex project: too many classes or linked projects or assets or whatever.
Some months ago we posted some recurrent problems regarding the development with Adobe AIR for iOS. The blog post is in spanish so I'm linking to a translated page by Google (I hope it is readable).
Anyways, what we listed there is the following:
Increase your java heap size memory (it didn't work for us). When you compile a flex project it uses the mxmlc compiler which is implemented in java (at least some parts of it are implemented in java). Giving more memory could make the exportation work for you (I don't think so though).
Switch your Adobe AIR SDK version to latest version 3.4
Try to export your application using a Mac OS instead of a Windows machine (if you have one available for you).
Hope this helps you a bit.

Related

building flex applications in eclipse

I installed eclipse and the FDT plugin.
Now i would like to create a flex project.
I am wondering how to get a designer for the mxml where i could drag and drop lists, buttong and build a UI in flex.
I am totally new to flex.
Also, once i have that, if I build that as an application, it seems to generate a swf file.
Not sure if i can run this in anything other than a brower. The latest adobe flash player has not standalone exe.
I would like to understand the recommended workflow if I need to build a flex application.
I am basically looking at developing a desktop/web application that has fusion charts to visualize certain data.
I am wondering how to get a designer for the mxml where i could drag
and drop lists, buttong and build a UI in flex.
The current version of Flash Builder has one, and I thought that was the only Flex IDE that had a design view. The Flash Builder design view is limited, as it only works with the current version of the Flex SDK and is all around problematic. Most developer's don't ues it and the feature will be removed in the next version of Flash Builder.
I've heard rumors that IntelliJ may add one in a future version, but I wouldn't count on it.
Once i have that, if I build that as an application, it seems to
generate a swf file. Not sure if i can run this in anything other than
a brower. The latest adobe flash player has not standalone exe.
Correct; a Flex project's primary intent is to build an SWf file that will run in the browser. At one time Adobe offered a stand alone player that the SWF would run it. I'm not sure if they still do. It was not practical to assume end users had the stand alone version of the Flash Player, though.
I have no idea if FDT supports this; but you can use the same, or similar, code with Adobe AIR to create an AIR file. The AIR file should run anywhere that the AIR runtime can be installed. If you use the Adobe AIR Captive Runtime feature on a windows PC you can create an executable.
Idea won't ever get a design view, because it requires a special version of the Flash player built into the IDE. This in turn requires access to the Player source code, and adding a bunch of platform-specific JNDI junk to your IDE. And given that even Adobe is dropping support for the design view, it's apparently not economically viable to maintain that special version, even if you have the sources to Player and the right to use them.

Compile XCode Projects online

I'm using the mosync library for develop iPhone applications. It generates the Xcode project ,
now I need to compile it to make it run on a iphone. So for that I need a mac.
do anybody know somewhere online to find online compiler which do that with a web based interface?
--thanks in advance--
Its really a difficult ask, since apples terms of use on certificates stop people from doing this.
But I got a paid solution for the same problem you mentioned which provides Xcode on Macintosh with latest updates. It just cost about 10$-20$ per month. Initially, you will get the trial offer too. If you like it, then you can subscribe it.
But friends beware of those who provides hacintosh version.
You can refer to following link-
http://www.xcodeclub.com/
http://virtualmacosx.com/
If you want to compile C or C++ right on iPhone/iPad you can try CppCode ios app

Port AS3/Flex app to iPhone

I believe Adobe tools like CS5 have ways to output as an iPhone app, but what about a regular AS3 or Flex project? Are there any tools to auto-port, or AS3/Flex iPhone implementations out there?
Out of interest, how does the CS5 thing work? Is it a totally different code-path or something less drastic? For instance Flash supports Shapes and Timelines, etc... do they in fact provide an iPhone Flash runtime of some sort?
Packager for iPhone is what you should try out:
http://labs.adobe.com/technologies/packagerforiphone/
I guess its still a beta, but doesn't hurt in trying. It also has a standalone version (without the need of CS5).
Actually it is still the flash runtime, the same way that when you export a .exe in the publish settings (not an AIR native EXE, just a projector exe). It grabs the flash VM, and your source code, compiles your source and the flash vm wrapped up together into a single executable. It's just compiled down to ARM. There is still the flash runtime running inside that executable and your bytecode is still being executed against it. So virtualization is still essentially taking place. You're right in saying it's "native" assembly code but it's a far cry from a "native" application.
Regarding how it works, it is not a Flash runtime, but a way to compile ActionScript to native ARM assembly code, via LLVM.
Edit: also see Jesse Nicholson's answer.

Does Visual Studio 2010 support iPhone Development? [duplicate]

This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
How can I develop for iPhone using a Windows development machine?
Does Visual Studio 2010 support iPhone Development?
I believe you can use Mono to develop for the iPhone. You can read more about this here www.mono-project.com/Mono:Iphone
This requires Static compilation, and I've heard the process is pretty difficult at this point. Here is an article that provides some details http://arstechnica.com/open-source/news/2009/01/open-source-mono-framework-brings-c-to-iphone-and-wii.ars
If you are beginning iPhone development similar to myself I'd suggest sticking with XCode and the Apple tools. Although they offer a different developer experience then we are used to from Microsoft tools, they seem to have a good helpful community around them.
Update: Mono Touch now allows you to do development using MonoDevelop and statically compile for the iPhone. Here is the link with more info http://monotouch.net/
Xcode must be used to develop for the iPhone. It is the only platform for which the iPhone SDK is available.
According to my knowlage, the iPhone SDK must be run on Mac OS system, so I dont think that
you will be able to develop using VS.
Okay, I know this post is old, but I feel as though I need to correct some things. First of all, it is entirely possible to develop for iPhone using Visual Studio 2010. The steps required to do so are long and complicated, but basically involve the following
(note: these are rough steps as I don't recall the exact commands I used to invoke these things, but I have managed to get a working ARM CortexA8 and A9 GCC compiler successfully running with the latest iOS Dev SDK on Win 7 x64 and using Visual Studio 2010)
Get Cygwin and make sure you grab the GCC compiler collection.
Get LLVM and the GCC front-end(not sure if Clang works as I haven't tried it)
Get ODCCTools.
Download the latest Xcode(from a torrent if you're on a PC). Note: Due to the fact that Xcode and the iOS SDK use various open source copyleft packages, Apple has to release the SDK to the general public for free. However, as of iOS 5, they've decided to make it so that only people using the App Store on a Mac can download it. I have attempted to contact Apple to see if they plan on releasing the various packages openly, but I haven't heard a response.
Compile LLVM
Compile ODCCTools. Note: ODCCTools requires some modifications in order for it to work with the latest LLVM GCC Front-end. I've contacted the current owner and he basically told me he is no longer supporting it.
Using the assembler and linker you just compiled from ODCCTools, recompile the GCC front-end.
At this point, you'll have a working compiler for the iOS platform using all the latest and greatest from the LLVM guys and the fixes and improvements that have been made to GCC(C++0x anyone?). Or, if you're really lazy and you don't want to go through all this hassle, you can use the compiler that is already generated from iphone-devtools. However, doing this will only give you a compiler that doesn't support the CortexA8 or A9 instruction set which means that your application will run a little slower, plus the are using an older version of GCC which means all the fixes and improvements that have been made in the last 4 years will be ignored.
All you need to do now is configure visual studio.
There are a few ways to configure visual studio to accept the new compiler you just made(or downloaded). I opted to use a python script which then generates makefiles and the various project/solution files, but you may want to choose something a little less heavyweight.
At this point, you should be able to compile for iphone, but in order to run on the iphone you need to jailbreak your phone. Jailbreaking is legal, but it does void your warranty. Once jailbroken, then you can use SSH to upload your executable to the phone and then you're done.
If you want to publish your app on the App Store, you'll still need to get a developer certificate and go through the publishing process outlined by Apple. At this point, you will need a Mac. If all you want to do is develop for the iPhone, then this will allow you to do so, but if you want to publish to the App Store, you will need a Mac.
The reason I went through the pain of doing all of this is because I have a very complicated setup for my continuous integration. I compile for 8 different target machines, 5 different configurations, and deploy and run massive amounts of unit tests. I didn't want to have to setup a different Mac box just to handle the iOS platform when I knew that I could just set it all up to run on one machine. Ultimately, trying to do iOS programming on a Win7 machine if iOS is your target platform is definitely not worth the hassle for ordinary developers.
Yes it is possible go to this link: http://www.pmbaty.com/iosbuildenv/
I don't think visual studio 2010 is supporting native iOS app development. But it is possible to write applications for ios using visual studio 2010.
As far as I am concerned, microsoft is trying to make it possible. According to my experiences of developing applications for iOS, I used mac air book, Xcode & iOS sdk for building iOS apps. The main language for building native iOS apps is objective c and the framework is cocoa touch. There is no support for these technolOgies in visual studio and .NET framework, although mono develop is trying a lot
iOS is the most advanced OS for mobile devices which is to us from Apple. According to their requirements for developing iOS apps you have to use:
Intel based mac OSX.
Ios sdk
Xcode or Dashcode.
All these are available on only apple mac. So no luck for .NET players. But you can pure c to develop ios apps on widows. Just google it.
I think it made you clear of the ios app developing processes, and it's requirement.
Thank you.
Due to the libraries used - I'm fairly sure you need to run this on a Mac OS System. You can do some basic gcc compiling using cygwin if you wanted to - but other than that I would think you'll need Mac OS
It's why most of us are stuck buying a Mac Mini - getting a putty knife and adding more RAM and then struggling to get our old LCD monitors to work
Apple supported development from within Visual Studio would be really great!
However, as far as i know Apple has absolutely no intention to release such a thing. Even the usage agreement that all iOS developers have to agree to disallows usage of the SDK on 'non-Apple branded computers'.
In my humble opinion, this is really a bad thing because it forces multi-platform applications to be developed on multiple operating systems.
Because of this, i have started implementing a Visual Studio 2010 package that allows for iOS development from within the IDE. To workaround the SDK agreement compilation is executed on a iOS powered device.
Development progress (including screenshots) can be folowed on:
http://www.petervrenken.nl/visual%20studio
Greetings,
Peter Vrenken
I think it's possible to identify a device/browser on the server side. Therefore, it should be possible to develop server-sided applications that behave like an iPhone app but run in the iPhone's Safari browser.
I could very well imagine that with VS2010 the device support is significant for the iPhone in the way that it comes with a special JavaScript Library that your Safari implicitly downloads the first time.
The Commerce Server appears to have a support like this already - good news for everybody who is not in love with Objective-C or maybe wants to minimize effort ind iPhone development
http://www.microsoft.com/downloads/details.aspx?FamilyID=2df25ab7-f38d-439e-9391-ef8f025e8064&displaylang=en

How do you setup Eclipse to work on iPhone development (instead of Xcode)?

Although I've been getting more and more familiar with Xcode while developing for the iPhone, there are times I just wished I had a better IDE, something like Eclipse.
So I was wondering does anyone know how to migrate iPhone projects to Eclipse, and if it's worth it?
XCode largely uses standard Unix tools for a lot of its work. iPhone applications are compiled using GCC 4.0, it uses gdb for debugging, so it should be possible to set up Eclipse to at least compile applications.
If you look in the Build section of the Project Info pane (select the project, hit the Info button in XCode, choose the Build tab from the top) you can see many of the options.
I'm not sure what is required to copy a file to the simulator and attach a debugger to do a test run, it might not be worthwhile to jump through all the hoops and Apple may require an XCode generated build to accept an app into the App Store.
It may be the case that for regular code editing you can work reasonably well in Eclipse, then switch to XCode for interactive debugging.
Most of the existing Eclipse plugins seem to be oriented towards developer iPhone-aware web applications, so I'm not sure if you'll get any help there.
As far as I know you cant use Eclipse or any other IDE to develop for iPhone.
Apple only supports XCode and this wont change in the future. So I think you have to get used to XCode.
Late in the game, but you might want to kick the tires with JetBrains's AppCode, eventually a full feature drop-in replacement for xCode ... and very similar to IntelliJ (GUI, work flows, etc...). Still Early Adopter as of now, it performs some tasks rather well. I still use xCode for configuring the build options and targeting the device, but that will eventually be taken care of.
regards
There's cross compiling that give you ability to develop IPhone apps on eclipse
http://www.youtube.com/watch?v=TG-NIt2O5J8
There are no plugins that support Apple IOS application development in Eclipse but on windows, you can develop using Adobe CS5. This is one of the powerful tool from Adobe in which you can develop .ipa applications on windows but you need some stuff to be ready before you start developing IOS applications using Adobe CS5