FDT launches external swf viewer instead of ADL - fdt

I have a newly downloaded copy of FDT5, with the Flex 4.6 SDK merged with AIR 3.7 SDK. When I launch a FDT AIR App project 'on desktop', it launches the "external swf viewer" instead of the ADL. I have spent the day googling and have no idea why it could be doing this. The app works fine on the iPhone itself. Thanks in advance :)

Related

adobe flash cs6, air and flex

I want to know how to find out which version of Flex is installed with Flash CS6 or do I have to install the SDK separately?
I know Adobe AIR 3.2 is installed on in the Flash CS6 program folder as I found the Adobe AIR 3.2 folder in the Flash CS6 program folder.
In Flash CS Preferences, if I click on the Actionscript 3 settings button it shows the Flex SDK path as:
$(AppConfig)/ActionScript 3.0/flex_sdk/4.0.0/
Does this mean that Flex 4 is installed on the computer? I ask this because I couldn't find a folder for Flex 4 SDK.
Also, if AIR 3.2 is installed, do I need Flex?
Can I achieve the same results with AIR 3.2 as I can with Flex?
I want to develop Flash applications that will allow the user to save and load data locally as a text file, create a line chart of that data and then save a screenshot of that chart from within Flash without using any other tool such as the Snipping Tool in Windows.
I did a lot of research on these subjects on different forums, including Stack Overflow, but just ended up more confused than I already was.
Flash is now Animate. It's like photoshop. Photoshop creates images in many forms. Flash/Animate is software that makes .swf, html5 canvas, AIR, Android apps, iOS apps, and more.
Flex is a Flash framework.
The reason you have to mess with the SDK is because you're using an old non-working version of Flash. If you use a working version of Animate, you don't have to install SDKs manually.
AIR is what you want to use. .swf was Flash applications for browsers/web pages. AIR is Flash applications for OSs. AIR creates .exe for desktop and native apps for phones.
With AIR you can make a word processor and image processor.

Compiling Adobe Air Mobile App with Air 3.9 and Greater in Flashbuilder 4.7

Ok here is the background, I created an Adobe Air mobile app with Flash Builder 4.7 and compiled it with Flex 4.9.1 and Air 3.7.. Worked great until Android 4.4 rolled out. Now the app crashes on opening.
I used the Apache Flex Installer and downloaded Flex 4.12.1 and AIR 13. I set the project property to use this Flex SDK. When I try and export a release build, I get the following error:
aapt tool failed: invalid resource directory C:\Users\Me\Appdata\Local\Temp......\captive_runtime_res/drawable-xxhdpi
So I tried to use AIR 3.9 because xxhdpi was first supported in this version of Adobe Air, but I get the same error.
I have tried using the stock aapt in the Android Tools API 19 and still get the same error.
Does anyone have any suggestions? I hope this is enough information.
Update: I uninstalled and Reinstalled Flash Builder 4.7 for a Clean Install.. Still the same results..
Ok, I believe this is specific error on my Windows 7 64bit Dev computer. I installed Flash Builder on my Mac and installed the SDKs. I compiled with no problems.

Issues getting Flash Builder 4.6 Air app to compile correctly with Flash Builder 4.7

Basically the Air app compiles with Flash Builder 4.6 using the Flex 4.6 sdk. But when I open the exact same project in Flash Builder 4.7, it wants to compile it with the Air 3.4 sdk.
And, unlike in FB 4.6, FB 4.7 doesn't give any options to change the sdk under project properties, ActionScript Compiler. no toggle buttons for Use Default SDK and Use a specific SDK. FB 4.7 just has "This project will use AIR SDK 3.4" at the top without any options.
FB 4.6 and FB 4.7 are on two different machines. One possible option would be to load 4.6 on the one with just 4.6, but it's part of a new Creative Cloud license and there don't seem to be any options at Adobe to download previous versions of FB.
This is a strange thing, right :) ?
But the solution is quite simple:
Close the project.
Go to the projects folder and open .actionScriptProperties (on Mac this is hidden)
change 'useFlashSDK="true"' to 'useFlashSDK="false"' .
Save and close
Open your project again.
Voilá, you can choose the SDK again :)

Can we create Air Mobile apps with Haxe in flashdevelop?

i was wondering if Mobile air apps can be created with haxe 2.10 in flashdevelop 4.0.4 RTM?
note: not using NME
thanks
I've created AIR Mobile apps from Haxe, but only indirectly.
I compiled to a .SWF and used Adobe's free AIR compiler to convert the SWF to an AIR app. I successfully deployed this without too much headache to iOS, Android, and Blackberry.

Cannot deploy an AIR application to an iPod Touch

I'm using Flash Builder 4.5 with Flex SDK 4.5.1, and when trying to deploy an app to a 2nd gen iPod Touch with latest available iOS I get an error saying the app is not valid, and according to some Adobe sites, only 1st generation iPods aren't supported. The application works fine in an iPhone.
Should I change some setting, update to AIR SDK 3.1, or am I wrong thinking my app should work on this device despite Adobe's pages?
From what I managed to gather a week ago, Adobe dropped iPod Touch 2ng Gen support with AIR 2.6 (or even 2.5, I don't know for sure).
However, one may be able to compile a Flex Mobile project targetting an old AIR SDK version (or a more recent one if you can target Flash 10.1), and then use PFI (the old packager for iPhone before it was combined with ADT) so your application works with older iOS devices.
Sadly, my current project is forced to use ANE, so I guess I must forget about supporting old devices.