Flash Builder for iOS projects - objective-c

How does Flash Builder work for iOS projects? Does it give me a generated xcode project file? Or do I have to submit the flash builder project to the App Store? Also,
is it worth the hype (cross platform) or are the apps buggy and laggy?
Thanks

From what I read, it uses LLVM to create binaries/app-bundles you can upload directly. Never seen an app, so can't answer about what it looks like.

Related

How to enable every developer run my xcode project

I had written a static library in objective c. Then I wrote an sample app that show how to run the static library. I want many developers to be able to run this sample app on a real device and not on the simulator(it is a BLE app and it is not possible to operate it on a simulator). How can I do that?
You'd have to publish it on the app store, but really you want to demonstrate the code needed to use your library, so just include the demo Xcode project with the library and developers can run it on their own devices/simulators and change whatever they wish.
This also provides self-documentation on how to integrate your library with their app.

Install and distribute dylib with program

I purchased a chilkat FTP2 license, and need to replace my existing code (taken from the Apple's SimpleFTPSample) with the one provided by this library.
How do I properly install it on my Mac and set my project up to distribute it with my App? Does every user need to install it on his Mac by himself or can it be packed with the App?
Every tutorial I found is quite complicated, I would need something simple as I am new to Xcode and Objective-C
EDIT:
Distribution is as downloadable App over my webpage.
Its for Mac OS X.
You can not distribute non-Apple dynamic libraries with iOS apps on the app store.
The reason every tutorial you find is complicated is because the only way to get Xcode to actually build an iOS app with a dynamic library involves some hacks and workarounds.

Flash Pro Desktop AIR App into Flash Builder

I would like to use the Flash Builder Profiler to analyse the performance of an AIR desktop application that ive built using Flash Professional..
The available help/resources for FlashBuilder show how to set up an existing FlashProfessional project inside FB but theres no mention of what to do if its an Air app.
Basically it defaults it to a Web Application.
Ive tried creating a new Desktop Application profile config but it says 'Project must be an Adobe AIR desktop project'. Looking at the project properties under the ActionScript Compiler section it does look to be targeting AIR SDK.
Really stumped with this and so any help appreciated.
If you need to profile your app, ignore anything from Flash Builder or Flash Pro or Flash Develop or IntelliJ or any other IDE. Instead, use Adobe Scout. Adobe built Scout purposefully for Flash profiling, specifically with AIR apps and games in mind. The app is very powerful and should be everything you should ever need to analyze your app. The profilers provided by the IDEs do not even compare, especially when you turn on advanced-telemetry

Automated user interface testing in Titanium

How can I create automated user interface tests for a Titanium app? Does the framework include something for this? Are there any helpful third party tools?
Have you looked at titanium-jasmine?
I have never personally used it but ive heard its pretty useful for this type of thing. I'm not sure about its abilities to test actually visual elements.
EDIT:
For testing the user interface and simulating touch events on the simulator or device, just use UIAutomation with the native workflow! Since every Titanium project compiles to an XCode project (which can and should be at least profiled for memory leaks using the native workflow before release to the app store), you can just follow the steps here to write your own tests in Javascript.
As a first step, run your app in the simulator, then got to PROJECT_HOME/build/ and open up the xcodeproj file. Once inside XCode, hold down the "Run" button, click "Profile", which will open up "Instruments" and add the "Automation" widget like in the link I provided!
This is not titanium specific, it can be used for any iOS app and seems like a great tool for every iOS developer, along with Allocators and Memory Leak widgets inside of instruments.
Possibly a better alternative is using Gorilla Logic's free MonkeyTalk. It is a bit more straightforward if your not very experienced with XCode, and it has the benefit of (theoretically) being able to test iOS and Android.

Airplay SDK vs Monotouch?

I think the title is pretty self explanatory. The only thing is I come from the background of XCode and Obj-C and I have this project that I have to develop for IOS, Android and BB. So what are my options? which one would you recommend? I am leaning more towards Mono, is that a good call?
A
Do you have any experience with C#?
Since you have an Objective-C background, it might be easier for you to use Obj-C, and Java for Android/BlackBerry. Otherwise it will be C# for iOS/Android and Java for BlackBerry (you could potentially have to learn 2 languages there).
I have very a strong preference for MonoTouch and find it much more productive than Objective-C, but I came from a C# .Net/Windows background.
I would stay away from "cross-platform" tools such as Airplay SDK, you app will probably be slower and not feel very native in the end. MonoTouch and Mono for Android are more truly native.
As you want to target three platform, I think your only option is Marmalade. Otherwise you have to write your project for those three platforms, separately. Using Marmalade you can distribute your project for all those mentioned platform easily just using their Deployment Tool. And for iOS development you don't need to own a Mac or xCode, although for publishing your project into Apple Store you still need to join Apple Developer program.
I personally not recommend MonoTouch as you still need a Mac computer (if you already don't have one). Plus, you still face the problem with porting your project into BB because AFIK MonoTouch don't support it. Also with MonoTouch you have to learn Cocoa, Cocoa Touch framework and Android framework, as MonoTouch is only an abstract class over these SDKs in C#. But if you go with Marmalade you only need to learn Marmalade SDK, which IMP is simpler than Android and Cocoa*.