Flash Builder 4.5 Standard License in 4.7 - flash-builder

I have Flash Buider 4.5 Standard licence, and I would like to know if I can use my serial number with the newest version of FB (4.7)?

Per Adobe Flash Builder product page:
How do I get Flash Builder 4.7 if I already have Flash Builder 4.5?
Existing Flash Builder 4.5 customers will not be prompted to upgrade
automatically. Flash Builder 4.5 customers can download the trial
version of Flash Builder 4.7 and request a Flash Builder 4.7 serial key.
Flash Builder 4.7 is a complimentary update from version 4.5.
Historically premium versions of Flash Builder and AIR for iOS could be installed as a complimentary update. With Creative Suite, awkwardly uninstalling the old version then installing the new product as a trial to enable the Adobe Application Manager to register the license. As a standalone product, I believe Flash Builder 4.6 accepted a Flash Builder 4.5 serial key.
With Flash Builder 4.7, you need to request a serial key.

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can a directx executable be statically linked such that the redistributable dll's are not needed on the system?

Please can anyone tell me if it's possible to statically link in all the directx libs.
Basically can i build an exe that will run on any windows system that does not have the directx redistribu installed?
As noted, you can't statically link the "DirectX" libraries i.e. Direct3D, DirectInput, DirectSound, etc. That said, depending exactly on your definition of "any Windows system" you actually do not need the DirectX "Redist". It doesn't do what you think it does. See Not So DirectSetup for the a longer discussion of this.
If you use Direct3D 9 or later, DirectDraw, DirectSound 8, DirectInput 8, DirectShow, DirectMusic, DirectPlay, etc. i.e. what historically has been called "DirectX 9.0c" (aka the Summer 2004 release), those bits are always present on Windows starting with Windows XP Service Pack 2, Windows Server 2003 Service Pack 1, and Windows XP x64 Edition. Therefore, as long as you require those as your minimum OS (or something greater), you don't need any DirectX Redist because it doesn't actually install any of those things. Take a look at What's in a version number? for examples of the "you must be this high to ride this ride" checks that guarantee this. Supporting Windows 2000, Windows 9x, or Windows ME or even Windows XP RTM/SP1 these days seems way out of scope.
For Direct3D 11, read Direct3D 11 Deployment for Game Developers. Direct3D 11.0 is built into Windows 8.x and Windows 7. It is on Windows Vista Service Pack 2 with KB 971644 installed which was pushed by Windows Update so it's basically everywhere.
Where it gets murky is if you are using other stuff in the DirectX SDK:
All versions of D3DX9, D3DX10, and D3DX11 are deprecated (see MSDN). If you depend on these, you still need the legacy DirectSetup. The good news is that with Direct3D 11, you don't need to use it at all. Instead see Living without D3DX for a bunch of new support libraries that are statically linked to your application as well as available shared-source--which includes DirectX Tool Kit mentioned in the other answer.
The HLSL compiler is not actually in D3DX anymore, and if you use the Windows 8.x SDK version of D3DCompile you can deploy that DLL side-by-side with your application avoiding the need for the DirectX Redist. See HLSL, FXC, and D3DCompile. Note that this DLL only supports Windows Vista or later, so runtime HLSL compilation on Windows XP still requires the legacy DirectX SDK and DirectX Redist. If you pre-build your shaders and are not using the Effects (FX) framework, this is not an issue.
If you use XINPUT, you should use XINPUT 9.1.0 (the original version) unless you are specifically using the headset audio features of XInput 1.3. This version is built into Windows Vista and later. If you require Windows 8.0 or later, you can use XInput 1.4. See XINPUT and Windows 8. Note that Server editions of Windows do not have XInput 9.1.0 or 1.4.
If you are using XAUDIO2, then you have a choice to make. If you require Windows 8.0 or later, then you can use XAudio 2.8 as it's built-in to the OS. Otherwise you need to use XAudio 2.7 which still requires the legacy DirectX REDIST to deploy. See XAudio2 and Windows 8.
If you use XACT, then you have to use the legacy DirectX REDIST as that's the only way to deploy the XACT engine.
If you are using the legacy DirectX Managed Assemblies for .NET 1.1, you should move to something else like SlimDX or SharpDX for a host of reasons. See DirectX and .NET
If you are making use of other "DirectX" things, you should read DirectX SDKs of a certain age for some guidance. In short: Don't use Direct3D Retained Mode, DirectPlay Voice, or DirectX 7/8 Visual Basic 6.0 as they aren't in the OS starting with Windows Vista.
No, the DirectX redist binaries are not available as static libs, though most of the useful functionality is now available as source in the DirectX Tool Kit.

Will windows phone app with target version 8.0 run on 7 or 7.1?

Initially i developed my windows phone app with version 7.1 but later i upgraded it to target the version 8.0 .
Now my doubt is that will my app work in windows phone 7.1 version??
Thank You in Advance!
No it won't. Keep it in 7.1 if you don't make use of any special features available only in 8.0. Or maintain two project version as explained in Nokia Developer Community Wiki if you need some feature in 8.0 platform but want to keep support for 7.1. You can submit two .XAP version -for WP 8.0 and 7.1- for one application in Windows Phone Marketplace.
You cannot convert a windows phone 8 app to Windows Phone 7.1, but you can target both versions. Details on how the whole process works can be found here.
Hy,
if you have upgraded to 8.0 WindowsPhoone you can no longer perform in WindowsPhone downgrade to 7.1, my advice if you want to continue to develop for both operating systems keep 2 copies of the project

Visual Studio 2012 thinks I'm on Windows 8 and demands libraries I don't have?

I implemented the code from one of the samples in the DirectX 11 SDK from June 2010.I open my project in 2012 and then I open the sample in 2012 too,however when I run mine,it requires XAudio2_8.dll.How is thsi even possible?That's the .dll in Windows 8 and the code from the SDK is from 2010 - such .dll didn't exist back then?The weirdest thing is the SDK sample builds and runs,while my project asks for the .dll.I linked all the libs,made all the includes,I checked around the project settings,searched the whole hard drive for such a dll,nothing...What could be causing such a problem?I've also been having all sorts of other problems in the SDK under VS2012,like not recognizing types in the dx11 headers and so on.
The Windows 8.x SDK has the DirectX SDK integrated into it, which for many areas means you don't need to use the legacy DirectX SDK at all. In particular, Direct3D, DirectSound, DirectInput, etc. all have the proper headers and libs in the Windows 8.x SDK.
The DirectX SDK is quite venerable, so there are a number of older things missing: no DirectMusic playback, DirectPlay, etc. I have a blog post that provides a full inventory of what happened to everything in the DirectX SDK.
Where it gets complicated is XAudio and XInput. Both XAudio 2.8 and XInput 1.4 are part of the Windows 8.x OS, but is not available on Windows 7. If you are targeting 'down-level' to Windows 7, you have to use XAudio 2.7 and either XInput 1.3 or XInput 9.1.0. This somewhat messy story is covered in two blog entries: one for XInput and one for XAudio. The good news is that most use of XInput is actually doable with XInput 9.1.0 which is part of the Windows OS starting with Windows Vista. It's XAudio 'down-level' that requires mixing the modern Windows 8.x SDK and the legacy DirectX SDK, plus having to use the legacy DirectX SDK REDIST (DirectSetup).
The root reason you are getting a 'runtime' error instead of a 'compile-time' error is that you didn't set _WIN32_WINNT to 0x0601 for Windows 7 (or 0x0600 for Windows Vista). If you had, the XINPUT.H header in the Windows 8.x SDK would automatically use the XInput 9.1.0 version and the XAUIOD2.H header in the Windows 8.x SDK would have errored out and told you it wasn't going to work for Windows 7.
Finally, I've cleaned up and reposted many of the old Direct SDK samples to MSDN Code Gallery in such a way that they don't need the legacy DirectX SDK.
The basic rule is, if you develop XAudio2 program on Win 8, use the Windows SDK, otherwise, use DirectX SDK.
If you are working on Win7, make sure
the head file XAudio2.h you are using comes from the DirectX SDK, that's something like C:\Program Files\Microsoft DirectX SDK (June 2010)\Include\XAudio2.h, not come from the Win8 SDK, something like C:\Program Files\Windows Kits\8.0\Include\um\XAudio2.h(in case you installed the Win8 SDK)
Call CoInitializeEx(NULL, COINIT_MULTITHREADED); before calling XAudio2Create, since the old version(before 2.8) of XAaudio2 was created by COM, so it does not need a .lib file, and there is no .lib file for XAudio2 before Win8.
This page below contains a detail introduction of the version of XAudio2, you can take a look.
XAudio2 Versions

Adobe Air Version 3.0 + causing applicationUpdater to misbehave

Adobe Flex/Flash Builder 4 question. I have a flex app built on AIR version 2.02 and sdk 3.3
now updating to sdk 4.0 and AIR version 3.0
the ApplicationUpdater section does not display anything with AIR version 3.0, but it does with AIR version 2.2
both using sdk 4.0 for the flashbuilder code.
anyone seen this and found an answer?
thanks
Dave

Adobe Flash Catalyst to author AIR 2.0 applications

Has anyone used Adobe Flash Catalyst to to author AIR 2.0 applications ? Flash Catalyst allows to save a project in fxp format which can be imported by Flash Builder and then run on the Flash Player runtime. I want it to run on the Adobe Air debug runtime and then create as a Windows desktop application . But Catalyst doesn't seem to support that. Am I correct?
After completing your application in catalyst cs5 you can
click file menu, choose publish for swf or air and select build air application
You can also uncheck build version for upload to a web sever
Now you have air file and can install it