Adobe Air - Sign app for BlackBerry - air

I'm building a simple game with Flash CS5 and Adobe Air 2.5.
I would like to publish it on the BlackBerry App World.
I published an .apk and tried to pack it with the BlackBerry online tool but I'm getting this compatibility error:
ImpactTypeReason 5 / native-code / armeabi-v7a
What is armeabi-v7a?
Thank you, Uli

Why do you try to convert your Android .apk file?
With Flash CS5 you can publish for Blackberry (as a .bar file).

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.

Is it possible to covert swf to apk and ipa file using AIR SDK?

I use FlashDevelop to make game using HaxeFlixel which handles multi-resolution and touch.
I've downloaded the merged SDK of Flex and AIR SDK but have no clue to convert.
I can easily compile to apk only if I download the Android SDK, NDK which use up more than 1 GB of space.
I read somewhere says that I need AIR SDK to compile to iPad file.
I want to use only AIR SDK to compile to both apk (without Android DK things) and ipa file.
I hope I'm not missing something here, but why are you trying to convert swf to apk when you can compile targeting directly to iOS target?
The whole point of using Haxe, is that you can target to misc platforms, including iOS, by
Exporting native code (Objective-C for iOS)
Compiling the exported native code, (using Hxcpp and Xcode for iOS)
The major advantage for compiling native code. is that after the compilation, your application will run much faster, better optimised for the targeted device, and way more reliably, compared to a converted swf.
For iOS targets, a full Xcode project will be created for you, so you can even use the Xcode's tools to test your app
more info about targeting to iOS on HaxeFlixel's docs

How do I compile IPA files on Windows?

I recently have been wanting to compile IPA files on windows but I have not found any solutions. Apple says you can only compile on Mac. But I disagree, because you can compile on other operating systems, even mobile operating systems. I know an app that will compile IPA files on iOS. So I call that 'mac only' thing a myth.
I've tried getting into something like MobiOne, but that does not compile IPA files, it makes a web app. I've tried Xamarin, but there's a hidden page I found by Google on their website that says you can not make iOS apps on Windows with Xamarin. So how do you compile an iOS app on Windows? There has to be a way, if other operating systems can do it, why not Windows?
With Adobe AIR. (Using Flash, Flash builder, Flash Develop, IntelliJ Idea) and you can add ANE for more complexity.

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.

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.