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tom_w2000@yahoo.co.uk
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Does Flash Builder 4.6 Support iphone 3g as well as 3gs development?

Mar 29, 2012 8:39 AM

Tags: #flash #iphone #development #builder #4.6

Hi guys,

 

I'm considering purchasing the full version of Flash Builder 4.6 in order to create flash applications for iphone. The only trouble is I have an iphone 3g (not a 3gs).

 

Before I go and invest in a new iphone 3gs or 4, as well as purchase the development certificate from apple, I was wondering weather any of your could confirm weather Flash Builder 4.6 supports iphone 3g as well as 3gs development?

 

I have read a few forums stating that Flash Builder only supports iphone 3gs and not 3g... I have also spoken to Adobe customer support who will not tell me until I purchase the full version of Flash Builder..

 

Would really appreciate any info on this... as it will otherwise save me a lot of wasted investment.

 

Many thanks,

 

Tom.

 
Replies
  • Currently Being Moderated
    Mar 29, 2012 8:52 AM   in reply to tom_w2000@yahoo.co.uk

    Hi Tom,

     

    Welcome to the exciting world of mobile development. To answer your question, no FB 4.6 does not support building for iPhone 3G. But to understand why, let me explain a few things.

     

    1. Flash Builder 4.6 uses the AIR SDK to compile for mobile. The AIR SDK can be used as a standalone tool kit for packaging any AS3 built SWF into Android or iOS. AIR only supports arm7 processors, so specifically iPhone 3GS, iPhone 4/S, iPod 3rd Gen (16/32 gig), iPod 4th Gen, iPad 1, 2, 3. Android builds support arm7 processors and Android 2.3+ OS (well, maybe 2.2, but 2.3 gets all the features available in AIR).

     

    2. Apple themselves have stopped supporting the older devices (non arm7 processors). You won't be able to upgrade to the latest iOS 5.1 on an iPhone 3G. So personally, I wouldn't worry about targeting the older devices.

     

    Let us know if you have more questions, and good luck!

     

    iBrent

     
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  • Currently Being Moderated
    Mar 29, 2012 9:04 AM   in reply to iBr3nt

    Of course, it wasn't the targeting of devices that was the issue, it's that he has a 3g. If he wants to test on a real device the purchase of Flash Builder 4.6 would cost $700 for Flash Builder, and another few hundred for a new iPhone or iPod Touch.

     
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  • Currently Being Moderated
    Mar 29, 2012 10:14 AM   in reply to Colin Holgate

    Flash Builder Standard is $250. The premium edition is not required.

     

    An iPod Touch 4th Gen 8gb can be had for well under $200.

     

    Or pick up a second hand device. Make sure it's in the compatibility list though.

     
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  • Currently Being Moderated
    Mar 29, 2012 10:36 AM   in reply to tom_w2000@yahoo.co.uk

    Flash CS5 apps will run on the 3G, and the older iPod Touch. You won't get the better performance and new features of recent versions of AIR, but it works well enough.

     

    If you upgrade to CS5.5, or CS6 when that is available, then you would have the same problem as with Flash Builder 4.6. So, keep Flash Pro CS5 kicking around, just for making apps that are for the older devices.

     
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  • Currently Being Moderated
    Mar 29, 2012 1:10 PM   in reply to tom_w2000@yahoo.co.uk

    I'll take knowledgeable, Colin can have efficient. ;-)

     

    If you're dealing with Actionscript projects that don't rely on the Flex SDK, then it should be a simple matter of creating a new Flash Pro fla and use your main .as file as the Document Class in CS5.

     

    Otherwise, for iOS there's no loading of external swfs that contain code in them (Apple doesn't allow it). So you would want to re-compile in Flash Pro a project that doesn't rely on loading external swfs.

     

    iBrent

     

    EDIT: Be warned though if you go down the path of creating apps that target older devices, you'll never be able to update those apps to target newer devices, using AIR. In other words, committing to an older, unsupported AIR implementation just to run on iPhone 3G, locks you into that version. You would have to release a new app under a different name in order to target newer devices. My advice, don't bother.

     

    Message was edited by iBrent because Colin gives poor advice sometimes...

     
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  • Currently Being Moderated
    Mar 30, 2012 9:11 PM   in reply to tom_w2000@yahoo.co.uk

    There are too many points in your question. Either tool, Flash Builder or Flash Pro, that uses AIR 2.0, will be compatible with old devices, but not have the performance and feature advantages of the later versions of AIR. Either tool, using AIR 2.6 or later (and especially AIR 3.2) will get the better performance, but will have to give up on older devices.

     

    Which tool you use depends on what you're doing and the style of programming you use. A character animation heavy app probably should be done in Flash Pro. Something that is almost all code could be done in Flash Builder, but could also be done in Flash Pro.

     

    The difference in performance between AIR 2. and 3.2 isn't as much as you would think, but with 3.2 you can take an unoptimized app and make it work well enough, with AIR 2.0 you could spend weeks of effort on fine tuning it to work well enough.

     

    About me and Brent, if you knew our statures (physical that is), you'd know that I suck small time, and he sucks big time!  Seriously though, since I saw his first video post I've liked Brent, and I suspect that I amuse him too.

     
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  • Currently Being Moderated
    Mar 30, 2012 9:43 PM   in reply to Colin Holgate

    Awww, shucks. I like you too Colin.

     

    Aside from getting a room, the web is the best place to share ideas and help people out. I'm happy to answer any questions I think I know an answer to. There are lots of smart people on these forums and it's fun to get to know people via the technology we love.

     

    Regarding performance, I can only speak to what I work with, and I've given up on the older devices, no need and no demand for them. The biggest advantage of AIR 3.x is the more complete support for things like front-facing camera, StageVideo, StageWebView, and ActionScript Native Extensions, or ANE's, which allow you to create code in the native device language to extend the capabilities of AIR.

     

    Peace,

     

    iBrent therefore iSmart

     
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  • Currently Being Moderated
    Apr 5, 2012 9:11 AM   in reply to tom_w2000@yahoo.co.uk

    I am pretty sure you would get away without supporting more than one orientation for an iPod or iPhone app. After all, Apple themselves don't support landscape or upside down in the main home screen. With iPad though you're supposed to support the orientations that a user might reasonably expect to work. You don't have to have two variations of your layout, if the app is clearly designed to be a landscape app, then that's fine. But, you do have to support both landscapes, or both portraits.

     

    The new iPad will take any standard iPad app and fill the screen for you. It won't look any better or worse that it does on an old iPad, though the user may notice the difference in resolution in your app compared to other apps.

     
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  • Currently Being Moderated
    Apr 5, 2012 9:31 AM   in reply to tom_w2000@yahoo.co.uk

    You could do what you suggest, but it won't look any better unless you use the iOS 5.1 SDK when you build the app. Here's an article that might get you started with that:

     

    http://www.richardlord.net/blog/using-the-ipad-retina-display-with-ado be-air

     
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  • Currently Being Moderated
    Apr 5, 2012 11:49 AM   in reply to tom_w2000@yahoo.co.uk

    The iPad and iPhone versions don't have to both be landscape. Look at Scrabble as an example, the iPhone version is portrait only, and the iPad one is portrait and landscape.

     

    Ideally you would have one version of the app, that just showed different layouts depending on the device it was on. That way someone who buys the app on their iPhone will be able to download it for iPad too.

     

    You could go ahead prepare your graphics for 2048x1536 screens, and scale them down onto your 1024x768 stage. It won't do any real harm. Then, one day, when you happen to have iOS 5.1 SDK installed, you could do a build with that, and suddenly you would have an update for the app that did use Retina iPads.

     
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