Iphone :: Vectors, Libraries Handling And Generating Or Flash?
Mar 10, 2011
I'd like to port a Flash application to iPhone.I like flash for a lot of reasons and would prefer to use it for content generation. However there are a few downsides I am told, like at least 3.5 MB per app.So while using Flash would make it easier to extend the current pipeline to include iPhone content, I was wondering what other choices are there for dealing with vector assets. I'm looking to bring in assets from Flash (or illustrator) easily, be able to add placeholders that can be replaced, and package them so that they can be updated easily from iOS.
Will most likely end up outsourcing the app creation, but I would like to know what the choices are before deciding what route to go.
So I have the code of two classes (I can't post any actual code as its way too long - even broken up But I can give you a sample of simmilar aspects)
public class ClassA { private var objectString:Vector.<String>; // create a new vector to hold items - this will be passed
[Code]....
Yes I have an understanding of vectors so pointing me to the documentation may be worthless. As I have read it hundred times. I would not be posting here if I didnt. How ever I may have missed something.
Upon debugging this I see that Class A has a vector that now contains one element -> "hello." When I pass that vector on Object container is null. Whats worse is now I return a null vector list and pass on a null vector list and trace should in theory show me null.
In java this is how I would pass vectors and arrays around and I believe some one showed me this is how you do it in actionscript.
I have this question regarding vectors. Is there a way where I can make a generic utility method which would for example, subdivide a vector into two vectors and would be able to handle all types of vectors, whether they contain <int> or <string> or <myClass>
for example:
ActionScript Code: public function splitVectorIntoTwo(v:Vector.<T>):Vector.<Vector.<T>> { var result:Vector.<Vector.<T>> = new Vector.<Vector.<T>>(); //Do logic return result; }
I don't know if this is possible but else it hinders our development quite a bit by using vectors since we can't use some generic utility methods as they will not accept generic vector types and you have to create a specific method for every vector type, one for Vector.<int> one for Vector.<string> etc.... With arrays, since they are not type-safe they can be passed within every such method.
I just finished with developing my application by Adobe Flash Professional CS5 and I wonder if this will be visible to iPhones 4 because support for Retina displays was added since CS5.5.
I'm interested in developing for the iPad and iPhone, but I'd prefer not to learn Apple's whole development stack (and good golly, I sure don't want to go back to manual memory management). Oh, sure, I could learn it, but I don't have that level of commitment to the environment at this point. I've got professional experience with Flex already, so I'm intrigued by Adobe's move to make Flash/Flex compile to the iPhone and iPad. My question is: how promising of a development path will Adobe's Slider be? Are we likely to see Slider publicly available in a reasonable timeframe (Adobe: "An early mobile branch of the Flex framework is expected to be available in 2010")? Are we likely to see reasonable performance? Are there development hurdles that haven't become clear yet? Heck, is it all just vaporware? There's pretty limited information available so far, as far as I've seen, but I'm interested in people's predictions, even if they're speculative.
I'm interested in building a thick client application for my existing web services that will run on the IPhone. Flash finally seems to be an option, so I thought about using Flex for client side development.
However, since flash apps are not natively supported by the IPhone, but only through a wrapper, I was wondering if these apps can persist any data. Data entered by the user should eventually be transmitted to the web service, but until then I want it to persist even if the Iphone should run out of power.
Is this possible? Or does the Iphone flash wrapper make it impossible to access the hard disk?
I'm wondering if the flash packager for iPhone allows you to somehow save data in some kind of database maybe using Core Data or any other form? If it just allows you to export some kind of actionscript based game but doesn't allow for saving data that'd be kinda weak I'd assume so they must have a way (?).
I've created my app and it works great. But when I press home button on my iphone, my app minimizes and when I open it from multitasking apps, it simply restarts. Is it possible to freeze or pause the game instead of stop?
Here is a tutorial that tells you how to remove the gloss on an app in xcode. How can I do this in flash cs5? If I can't, can I do something to the image in photoshop so that it looks like it has no gloss when the gloss is applied?
Is there any equivalent to a Flash projector for iPhone? Flash projectors basically seem to package script and Flash libraries into one executable file that can be run on a PC. I'm wondering if anyone has made a similar thing for iPhone where I can take my existing code and package it with the necessary iPhone stuff to make a PC executable. Of course hardware-specific things would not be available like accelerometer/phone/gps, etc. but I don't need any of those. If not, is there anyone currently attempting this?
I am a Flex developer. I wish to make flex applications for iphone. But, when I google up for the same, most of the link shows up that Adobe Flex and flash aren't supported on iphone.
Is this right ? Why it isn't supported ? If it is supported, which are the good books for developing iphone applications via flex.
I have a problem with Flash CS5.5, AS3. I have two ScrollPane Components in my document.They are both in another scene and the (instant)names are unique. But it isnt working properly. When I go to the other scene with the second ScrollPane I get an error & it starts to flicker.
I need to port an existing game written for the iPhone to Flash. The iPhone game is mainly written in pure C rather than Objective C.
I'm wondering if there are any good tools for converting the C code to Actionscript directly, or in general if anyone has some advice on how to do this porting in an efficient way given its C based source code?
Since the game will keep getting updated with bugfixes etc, a method allowing rapid conversion of the updated game code to Flash so that only one code base would need to be maintained would be optimal.
I'm trying to lighten the load on the users' machine as much as possible. Which requires less resources: using Flash filters for Drop Shadow/Glow or creating vector shapes for the shadow/glow with the Modify > Shape > Soften Fill Edges command?
In Actionscript 3, you quickly learn that using vector graphics is a guaranteed way to inflict massive damage to the performance of your project. Using a combination of Bitmap, its bitmapData property and its copyPixels() method in place of all vector graphics will yield a ridiculous performance boost and is essential for people like myself developing games within Flash. Beyond this I'm not really sure what the next major things that I should be targeting and attempting to optimize are.
I do use a lot of the inbuilt trigonometry functions, but they don't seem to affect it all that much. I know there are some libraries that optimize mathematics with some approximation methods and similar, but so far I haven't found these necessary. Are there any other massive known points I should be looking at? I'm more referring to the inbuilt things that I should be careful of (like avoiding vector rendering) rather than how to improve my own coding style.
my current situation maybe akin to me painting myself into a corner. i have many vector shapes drawn with the Flash Professional CS5 IDE, which have been converted into sprite objects and exported to actionscript. for example, here are 3 shapes:
i want to programatically fill each shape with a bitmap from my library. i realize i can fill these shapes with library bitmaps in the IDE, but i need to scale the bitmaps at runtime as well as swap them out for others. how is it possible to programatically bitmap-fill shapes drawn within the IDE at runtime without having to also programatically redraw them?
I'm trying to calculate an X/Y vector (calling it angle here) in code. Don't know hot to do static methods yet, so I'm doing the following in my class:
I have a pure AS3 project. I use Ant to build it. Here is a part of my ant script: <target name="mxmlc"> <exec executable="${flex.home}/${mxmlc}" failonerror="true"> <arg line="-compiler.include-libraries=${lib}"/> <arg line="-compiler.incremental=false"/> <arg line="-compiler.optimize=true"/> [Code] .....
The problem is that my resulting SWF is really big. When I checked what is inside I saw that it has mx.* libs from Flex. Why it is like this? How to kick mx.* from my SWF? In my code I don't use anything from mx.* library.
I have built a multi-touch application which is based on a Java EE backend and combined with BlazeDS to a Adobe Flex frontend. The application runs on a DIY-Multi-Touch which I built. Now I want to use another solution. The Adobe Flex frontend (with a multitouch library) and the BlazeDS adapter should be replaced by a solution which covers iPhone/iPad, Android and commercial Multi-Touch displays.
The problem is the iPad/iPhone, there is no Flash Player runtime (not the jail-breaked ones), but the application should be runnable also on those devices. So Adobe Flex and a Java frontend (no JVM on the iPhone/iPad) is not possible anymore. At first, starting the developing of the application it was not neccessary, to run it on Apples mobile devices, but this changed So, what can I do, using HTML5? So I can use it for Android and iPhone/iPad. But I also want to make it possible to use it on a commercial multi-touch-display and normal display with a mouse (I only have gestures for one finger, the 2-finger gestures are not neccessary). Are there any frameworks that allow this? Because I do not want to create several frontends (App for iPhone/iPad on Objective-C and a Adobe Flex for all other devices), it would be great if I can build a frontend for all devices.
Can an iphone app developed with Adobe AIR (version 2.6/2.7) play a streaming sound when it is in background? Only native application can play in background? I have not found a clearly response to this question on documentation. PS: i'm using the Adobe AS3 class Sound to play a shoutcast streaming.
i'm following Christian Cantrell guide for packaging AS3 application for iPhone, but i can't find a way to use the packager for creating an app for testing on device. I've tried with -target ipa-test and -target ipa-app-store but when i try to upload my app on the iPad, iTunes throws an error sayng that i'm not allowed.I've done a simple test using the Packager bundled width CS5 (with the same certificates) and everything gone right.
Is is possible to use CS5 Packager for Flex project ? (i know that flex isn't optimized for mobile)
I have built an app in Adobe Flex (4.5) and it works well on Android, but i need to test it on an iDevice. I have an iPhone 3GS available, and i have made a provisioning profile with it and certified it through the proper Apple channels, but trying to install the app to the phone through iTunes results in an error (the same one you get when trying to install non-market apps), and i can't find a way to import it into xCode.
NOTE: i developed the app on a PC in Flex, but have a MacBook Pro available for testing.
I want to create an iPhone game with Adobe AIR, and I want that game to be able to store the players details in a MySql server.
What would be the best way to do that? Is it possible to use a standard URLRequest in AS3, and have the iPhone use that to communicate to the PHP on the server, and receive back data?
I've started using Shared Libraries and this subject peaked my interest... does Flash still have load timing issues with Shared Libraries? I found a few site online that mention that your Flash project will load but if it didn't have time to load your Shared Library, it simply won't load it and you are out of luck. Is this still true with the latest version of Flash? If so, how do I preload the library to make sure it doesn't happen?
The following embed code works fine when I load swfobject.js locally. However, when I try to load the swfobject.js from Google Library APIs, the Flash movie fails to load. I know I'm using a valid key, and the swfobject.js file is definetely being loaded, but I get an "Uncaught ReferenceError: SWFObject is not defined (anonymous function)"