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Flash Builder 4.5.1 For Mac

Flash Builder 4.5.1 For Mac 4,5/5 7356 votes

DVD: The Flash Builder 4.6 DVD includes the following:. Flash Builder 4.6 Installer. Extras folder that includes:.

  1. Flash Builder 4.7 Download

Flash Catalyst Trials folder that includes. Flash Catalyst CS 5.5 installer.

Flash Catalyst CS 5.5 Readme. Plug-ins folder that includes. ActionScript Code Coverage Plug-in for Adobe Flash Builder (Eclipse Plugin). Flash Builder 4.6 Readme.

The contents of the Extras folder are not included in the Electronic Software Distribution (ESD) download. Extras can be downloaded from. Install Flash Builder 4.6 for PHP on Windows. Log in as the Windows Administrator or as a computer administrator (a user account with administrator privileges). Note: If you attempt to install without administrator privileges, the installation will complete with flagged issues. However, you will have installed an incomplete version of Flash Builder that you will not be able to run. Prior to installing, uninstall any prerelease versions of Flash Builder 4.6 or Flash Builder 4.5/4.5.1 or Flash Builder for PHP 4.5/4.5.1.

Insert the DVD in your drive, and follow the on-screen instructions. If the installer does not launch automatically, navigate to the Adobe Flash Builder 4.6 for PHP folder found at the root level on the DVD and double-click FlashBuilderPHP46LS1.exe to start the installation process and then follow the on-screen instructions. Accept the user license agreements for both Adobe and Zend Technologies USA, Inc. and follow the prompts. Install Flash Builder 4.6 for PHP on Mac OS X. Log in as the Administrator or as a computer administrator (a user account with administrator privileges). Prior to installing, uninstall any prerelease versions of Flash Builder 4.6 or Flash Builder 4.5/4.5.1 or Flash Builder for PHP 4.5/4.5.1. Insert the DVD in your drive, and follow the on-screen instructions.

If the installer does not launch automatically, navigate to the Adobe Flash Builder 4.6 for PHP folder found at the root level on the DVD and double-click Setup.app to start the installation process. If you downloaded the software from the web, open the folder, navigate to the application folder, double-click Setup.app, and then follow the on-screen instructions. Accept the license agreements for both Adobe and Zend Technologies USA, Inc. And follow the prompts. Note: In order to install additional components or reinstall your software after your original installation, you will need access to the original installer (CD, DVD or the download from the web). Repair is not an available option. Adobe Community Help Client (CHC) Update Adobe Flash Builder documentation is delivered through the Adobe Community Help Client.

After completion of the installation process, you may be prompted to update the Community Help Client. If prompted, it is required that you accept the update to ensure correct delivery of Flash Builder help documentation. Before you uninstall, close all applications currently running on your system—including other Adobe applications, Microsoft Office applications, and browser windows. In Windows XP, open the Windows Control Panel and double-click Add or Remove Programs.

Select the product that you want to uninstall, click Change/Remove, and then follow the on-screen instructions. In Windows Vista and Windows 7, open the Windows Control Panel and double-click Programs and Features. Select the product that you want to uninstall, click Uninstall, and then follow the on-screen instructions. To safely uninstall on Mac OS X, double-click on the Uninstall alias located in the Application folder. Select Remove Preferences, then Authenticate as an administrator and follow the on-screen instructions. IMPORTANT: DO NOT drag applications to the trash to uninstall them. Note: If you want to install the product on a different computer, you must first deactivate the software on your computer. To deactivate, choose Help Deactivate Flash Builder.

Entering a serial number Enter the serial number for the software you purchased in the serialization screen. The serialization screen will load the first time you launch the application (if using the Adobe Flash Builder 4.6 Eclipse Plugin, it may take more than one launch for the serialization screen to appear).

If you are installing as an upgrade, the installer will check your system to find the valid upgrade product. If it cannot find it, it will ask you to input the serial number of the product being upgraded. Only applications running as a trial will recognize the new serial number. If any of the applications have already been serialized with a different serial number, it will continue to use that serial number until you remove the older serial number using the Help Deactivate Flash Builder. Then on the next launch of the application, it will recognize the new serial number. Volume licensing Volume licensing customers cannot purchase from a trial directly.

Flash Builder 4.7 Download

Please contact your reseller or authorized Adobe licensing center to place an order for a volume license. To find a reseller in your area, go to. Customer Service Adobe Customer Service provides assistance with product information, sales, registration, and other non-technical issues. To find out how to contact Adobe Customer Service, please visit Adobe.com for your region or country and click on Contact.

Support Plan Options and Technical Resources If you require technical assistance for your product, including information on complimentary and fee-based support plans and troubleshooting resources, more information is available at. Outside of North America, go to click on the drop down menu under the question “Need a different country or region?”, choose a different country or region, then click GO. Alternatively, you can click on Change beside the country name at the top of the screen to select a different country or region. Free troubleshooting resources include, and more. We are continually making additional tools and information available online in order to provide you with flexible options for resolving issues as fast as possible.

Adobe Flash Builder for PHP includes full versions of both Adobe Flash Builder and Zend Studio. Adobe support resources are available to assist you with issues involving Flash Builder and Flex application development, including use of any integrated Flex/PHP development and debugging features. Zend support resources are available for Zend Studio and standalone PHP application development. For complete Help plus community-based instruction, inspiration and support, go to © 2011 Adobe Systems Incorporated. All rights reserved. Adobe, the Adobe logo, Adobe Bridge, Adobe BrowserLab, Adobe CS Live, Adobe CS Review, Adobe Device Central, Adobe OnLocation, Adobe Premiere, Adobe Story, Acrobat, After Effects, Contribute, Creative Suite, Dreamweaver, Encore, Fireworks, Flash, Flash Builder, Flash Catalyst, Illustrator, InDesign, Photoshop, SiteCatalyst and Audition are either registered trademarks or trademarks of Adobe Systems Incorporated in the United States and/or other countries.

Mac OS is a trademark of Apple Inc., registered in the United States and other countries. Microsoft, Windows and Windows Vista are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. AMD and Athlon are trademarks or registered trademarks of Advanced Micro Devices, Inc. Intel and Pentium 4 are trademarks of Intel Corporation in the United States and other countries. Java is a trademark or registered trademark of Oracle and/or its affiliates in the United States and other countries. © 2011 Zend Technologies USA, Inc. All Rights Reserved.

June 20, 2011 By So you’ve heard the great news and downloaded supporting iOS, what now?! The process to become an iOS developer with Apple can be a bit daunting. This post is intended to help make the process easier and more understandable for those looking to develop applications for iPhone, iPad etc. My best advice before diving into this is to try not to get too caught up in the jargon and just follow the required steps. I put a at the bottom of the post. There are also more links there, including some such for your apps such as, and a specific to iOS. You could avoid the rest of this post and still create an application in with an iOS target and simply use the emulator if you just want to get a feel for what Flex Mobile for iPhone/iPad is like before going through the process.

When you feel you are ready to try your application on an actual device though, there are two files you will need to have obtained from Apple, a code-signing certificate and provisioning profile. Here’s a dialog from specific to an application being targeted for iOS.

You can see that two files are required to continue and this post details the steps required to obtain those: Note: You can use or CS5.5 to package an iPhone or iPad application, but Apple basically requires you to have access to a Mac or use a Mac to create the necessary certificates with the Keychain to use for uploading your application to the app store. If you’re a Windows user you should see on generating a certificate and use that to replace the steps below where the Keychain Access utility is used on Mac.

Has some information that might also be useful to Windows users. Apple Developer Steps 1-Register 2-Select Program Contract 3-Setup Certificates/Devices/Provisioning Files Application Phases 1-Develop 2-Test 3-Distribute Note: Apple Developer Steps 1 and 2 will be done prior to any application phase, Step 3 will be used in each application phase.

Steps Summary 1) Register as an iOS Developer Start. The Apple Developer Center will walk you through the necessary steps to either create a new Apple id for an individual or company, or use an existing Apple id but add the iOS developer program to it (for instance if you’re already developing for Mac OS X). On the ‘Select a program’ step, choose ‘iOS Developer Program’.

Note: When signing up as a company versus an individual, the enrollee will be designated the ‘Team Agent’ and can invite more team members and assign team admins. Those steps are beyond the scope of this post, refer to the for more details. When you register as an individual, your name will be listed as the seller of any apps you submit to the app store. If you register as a company, your company’s name will be used. 2) Pay ($99/year) 3) Wait for the activation email (should be within 24-48 hours or sooner when registering as an individual) 4) Choose contract type using the iTunes Connect link in your activation email Free Applications Contract – You will automatically be eligible to develop applications for iTunes that are free.

This contract is managed through iTunes Connect, which you will receive an email from with a link and can login to using your Apple Developer id set up in the enrollment step. Paid Applications Contract – You need to complete a separate contract through for applications you are selling including your bank info (where to distribute proceeds and deduct payments), a W-9 tax form and contact information. Note: don’t worry about this step if you’re just wanting to start playing around with some application dev’t and testing, you can always go back and update it later. 5) Setup certs/devices/profiles in the Apple iOS Provisioning Portal These are needed during application development, testing and distribution (explained next) Develop and Test This section explains how to use the Apple iOS Provisioning portal to develop and test an application on one of you devices but NOT distribute (distribution is covered in the next section): Certificate/Profile/Device Setup This step is probably the most confusing or painful part of the process of developing for iOS, but this info should help explain what you’re doing and why. Once you have your contracts in place in you want to log in to the with the id you created in the registration step to set up any devices you’re using and obtain provisioning profiles and certificates to use in development and distribution.

Once logged in, click on. TIP: The Apple Developer Center iOS Provisioning Portal has a ‘How To’ tab in each section that gives more detailed information on each step of the process below and I highly recommend using it as you’re going through these steps. Steps Summary:. Request, Authorize and download iOS Development Certificates.

Designate Apple Devices for your Development Team. Create unique App IDs for your Applications or create a wildcard app id to use for a set of applications. Create and Download a Development Provisioning Profile Detailed Steps: 1) Request and authorize an iOS developer certificate – required for code-signing your applications An iOS developer certificate is required to sign your applications, for instance you will be asked to supply it in packaging step of the development process in Flash Builder 4.5.1. On your Mac (OS X 10.6 or higher) run the Keychain Access application by going to Applications - Utilities - Keychain Access. Go to the top menu and select: Choose Keychain Access - Certificate Assistant - Request a Certificate from a Certificate Authority. Enter the email address you used in your Apple developer registration and leave the CA email address blank. Your screen should look like this: next you will be prompted to save the file to your hard drive.

Make note of where you saved this file. Then on the Key Pair Information panel, just leave the defaults of 2048 bits and RSA and press ‘Continue’.

( Windows Users: useto generate your certificate) Now go back into the Apple Developer Center web page where you’re logged in to the iOS Provisioning Portal and click the ‘Certificates’ option on the left: On that first Developer tab, click on the ‘Request Certificates’ button: Now towards the bottom of the screen, click ‘Choose File’ and find that certificate signing request (CSR) file you just created from your Keychain Access application and press Submit. The certificate will show up in the list now with a status of ‘ Pending Approval‘. Since you’re registered as an individual, you will need to just go in and approve your own certificates by clicking the ‘Approve’ button. Next you need to download your newly approved developer certificate (.cer file) and the WWDR intermediate certificate (don’t worry about what this is, just download it from the supplied link next to the.

note below your list of certificates). Once downloaded, double click each of them from your Mac and they will automatically cause Keychain Access to open, where you will choose to Add/Install them to your login keychain. 2) Register devices This step requires you to use the portal to enter the UDID (Unique Device ID) of any devices you plan to have your application tested on, up to 100 of them per year. Once they have been provisioned they are included in the count for that year, regardless of whether you remove them. To get the UDID of a device, you can use iTunes with your device plugged in and locate the Serial ID on the Summary Tab and click on it.

You will see it change to a 40-character UDID number, copy this number for the portal. Note: DO NOT USE THE SERIAL NUMBER, it will not work! Note: Each new device added requires you to download a new provisioning profile that has the device and app id associated.

3) Create a unique app id An Apple App ID is made up of a 10 character Bundle Seed ID (generated by apple) and a Bundle Identifier (specified by the developer). The Bundle Seed ID is generated by apple, and it a combination of letters and numbers. For instance, A12BC3D45E. You need to register your App ID to use specific Apple features such as the Apple Push Notification service (APNs) and to register an application to incorporate In App Purchases.

Wildcard bundle identifiers are a good way to start with developing for iOS because it can be used to build and install all of your applications. You can generate a wildcard app id in the provisioning portal. An example of a wildcard to be used with all applications would look like: L2R24EVPME. If you create one for a specific application, use the reverse domain name approach for the bundle identifier. So something like L2R24EVPME.com.devgirl.myfirstapp. For instance.

4) Create and download a Developer Provisioning Profile A provisioning profile is required for testing your application on any iOS device and is basically a legal entity binding you as an authorized developer to a developer certificate, device id (or list of device id’s) and application. You will be using the same developer certificate that is correlated to this provisioning file to code sign your application. I have a personal tendency to need to understand things to the Nth degree and don’t like to just assume what I read. I thought the best way to understand what this file contains and is used for would be to just open it up and look at it.

Holly, Thanks for this entry – it really helped me get a jump start on mobile development with Flex. Quick question – I have created a TabbedViewNavigatorApplication with two tabs (tab1 & tab2).

The first time I launch the app, tab1 is displayed (as expected). After using the app (switching screens, adding data to fields, etc) and closing the app (and even turning off the iPad) – I return to the app at some point in the future to use it again – to find that it has ‘remembered’ the screen and choices where I left off! I realize this is likely the default design of this media, however I am used to web/desktop environments where the state is not remembered and I am presented with the default entry screen anew (like a login screen!) So my question is – how do I control this? I tried fiddling with the persistNavigatorState property – which gave me a nice way to ‘listen’ for the navigatorStateSaving – and perhaps save data, but could not figure a way to force the state back to ‘origin’ (think login screen). Perhaps push a login screen onto the navigator at this point? What are your thoughts, ideas on best practice?

Regards, David. The ability to compile an app to multiple devices is without a doubt the holy grail of mobile computing. I enjoy being both a Flex developer and an XCode/Obj-C/Cocoa developer, but I would like a solution to expand my reach to Android, etc. Without having to learn yet another platform to love/hate.

4.5 had me very excited. However, there are some key APIs that Apple provides in its SDK that are sorely unavailable from Adobe’s approach. IAd, GameCenter, In-App Purchase and the upcoming iCloud APIs are MAJOR benefits of being a part of Apple’s ecosystem as a developer.

The absence of these features is a deal-breaker for me as an independent developer who’s looking for creative ways to profit from the exposure Apple provides in the “walled garden”. If there are plans to eventually support some of these APIs (or APNS for that matter), please direct me to the info and I will patiently/anxiously await it. It would have been nice if the AIR packager had the ability to publish to XCode, where one could somehow take advantage of the aforementioned APIs with a minimal understanding of ObjC/Cocoa. Yeah, that’s a tall order, but one can dream. Regardless, 4.5 is a step in a good direction and Adobe’s offering undoubtedly is the most empowering suite available, if not the only. Hi Erik, Fully Agree 🙂 I also develop with both XCode/Objective C and Flex and I think that both Approaches are most interesting and promising. As you pointed out, Flashbuilder is missing some APIs that we can find in the Apple SDK (in my case, I have an App using some OpenGL ES APIs that I probably will not be able to port, with the same response time, using Flashbuilder).

I understand that Adobe is targeting a generic platform, which is of course an excellent idea, but it would be also very useful, if platform dependent User-Exists (allowing in this case to reference platform specific API’s like the ones you mentioned) could be still possible. The approach is basically not new as such. Java allows also, via JNI, to access “non java modules” written in C/C and I am wondering if a similar approach would ever be an option for Flashbuilder. @Holly: great Post as usual 🙂. Hey Holly, Thank you soo much for the great post. However, I am really stuck at the installation process. When I try to install it on my iPad using itunes it gives the following error: Tha app was not installed because it requires the newer version of ipad software.

And when I try to update my iPad using iTunes, it again gives me an error: The itunes update server could not be contacted. Please check your internet connection or try again later. However, internet connection is active on my iPad as well. Can you please please please help/ What should I do 🙁 Thanks, Chit1. Hey Holly, Thank you soo much for the great post. However, I am really stuck at the installation process.

When I try to install it on my iPad using itunes it gives the following error: Tha app was not installed because it requires the newer version of ipad software. And when I try to update my iPad using iTunes, it again gives me an error: The itunes update server could not be contacted. Please check your internet connection or try again later. However, internet connection is active on my iPad as well.

Can you please please please help/ What should I do 🙁 P.S I am using windows and both the internet connections are different. I mean the one on my phone and the one on my computer Thanks, Chit1. Hi Holly, Great Info! I have a problem however, I followed your intructions and added 5 devices (all iphone 4s running 4.2+) 3 of those devices work great, I created a distribution portal and everything works great to download the app on those devices, however 2 of those devices fail, saying unable to download always at around 90% of the installation process. I did some digging around and aparently thats either due to the device id’s not added in the provisioning profile or a boolean flag set in the Entitlements.plist package. The former has been verified and all 5 devices are actually in the package. I even unpacked the ipa to verify the right provisioning profile contained all the correct ID’s for the phone.

As far as the Entitlements.plist, is that even possible to have or add on a flash builder project? Thanks for this – I’ve gone through most of these steps already, only to discover that you have to actually upload your app from a Mac! And not just any Mac, as my pre-Intel Mac just won’t doyou have to have a Snow Leopard or better machine in order to upload your app, even after doing all this and paying your $100 bucks. You may want to add something about this in a future post – I know some guys have used VMWare or other virtualization apps to use the uploader, but these getting OSX running on my 2 PCs failed miserably.

I will probably buy a Mac once I get more serious about my iphone/ipad dev stuff, as there really isn’t any other solution that I’ve seen for a PC based mobile developer. Holly, terrific writeup of an awful process (not Adobe’s fault). I’m having a problem though and hope you can shed some light on it. When I go to upload the app with Application Uploader it tells me that the bundle app ID doesn’t match the provisioning app ID. In the app descriptor file I have my app ID in reverse DNS fashion WITHOUT the Apple generated unique bundle ID (something like 1D39DKSLA). If I put that unique bundle ID in place it won’t publish.

But then when I go to upload the app, Apple says that the App ID doesn’t match (shows the IPA file as com.whatever.whatever and that the provisioning profile has 1D39DKSLA.com.whatever.whatever). I don’t know where to go to correct this — please help! OK, so mine has.com.smartdealerproducts.smartpad(obviously the is fake but you get the idea). The problem is that if I put this value in my app descriptor file (within the tag), Flash Builder won’t compile the release executable because it doesn’t match.

The exact error is “The AIR application ID ‘.com.smartdealerproducts.smartpad’ does not match the pattern ‘com.smartdealerproducts.smartpad’ specified in the provisioning profile. Either change the applications ID, or use a provisioning profile that matches the existing ID”.

So I have to put in just com.smartdealerproducts.smartpad. That lets me compile but then Application Loader says it doesn’t match because it’s expecting the! Hi Matt, so are you building an ad hoc release build from Flash Builder and using iTunes or are you doing an official release with the app store? If you’re doing the ad hoc from Flash Builder, make sure you remove any previous versions from iTunes and also install the correct ad hoc provisioning distribution file for it into iTunes You shouldn’t need to use that bundle seed id portion of your app id in the app-descriptor.xml (see ). Trying to think of what else could be happening, it sounds like your provisioning file is right Let me know what type of build you’re doing exactly. Does anyone know if you can access the iTunes library and play songs through a Flex app that’s been compiled to run on an iPhone or iPad?

Seems to me this would only be possible in a native objective-c app. Also curious to see a list of things that can and can’t be done with Flex/Flash apps that get are compiled to run on iOS. Anyone at Adobe have this info? Seems there’s a lot of grey area. All of the sample apps i’ve seen going from Flex to iPhone are very simple. I fear that a lot of time wil be wasted trying to author cross-platform apps in Flex/AS3 and in the end it will make more sense to just author them natively. Any thoughts?

Holly, any new thoughts or info regarding what Erik said above? “However, there are some key APIs that Apple provides in its SDK that are sorely unavailable from Adobe’s approach. IAd, GameCenter, In-App Purchase and the upcoming iCloud APIs are MAJOR benefits of being a part of Apple’s ecosystem as a developer. The absence of these features is a deal-breaker for me as an independent developer who’s looking for creative ways to profit from the exposure Apple provides in the “walled garden”. If there are plans to eventually support some of these APIs (or APNS for that matter), please direct me to the info and I will patiently/anxiously await it.”.

Hello Holly, It is easier to learn Flex 4.5 and develop a complex mobile application (perfectly working on my Samsung Galaxy SII Android) than to pass through the Apple Provisioning Problems. I am a newcomer on Mac OS X Lion Server. I have been stuck for 2 days in the Signer is not valid issue either on my iPod or my iPad2 at the end of the installation in debug mode. My mobileprovision file seems OK and is correctly installed on my end devices. I follow the instructions step by step, and try again, but I have no ideas where to go now. May be I miss something important. Thanks for your help and your blog.

I have an app that has successfully passed through the ad hoc distribution phase. I have a Windows machine. I understand that I need a Mac to upload the final binary to the Apple Store? I can access a Mac, but only for limited periods and can’t experiment on it (and am not familiar in any case with the commands).

Flash

What precisely do I have to do on the Mac so that I can upload the final distribution binary without overly inconveniencing the person who is kindly letting me use their Apple machine? (They did download the SDK for me on our first unsuccessful attempt, so that element is present if it’s needed.) It sure would help if you could give exact step-by-step directions on this critical final stage – I can’t find anything anywhere on the Web. I faced the same issue just the last couple of weeks.

My Mac is a lovely but older machine, non Intel w/ Tiger. So that is a no go for the Apple App Uploader. After trying to coach my brother in law over the phone for a few days, he still could not get my app uploaded. I’m sorry to report that the only real solution if you plan on actively developing for IOS, is to buy a Mac with Snow Leopard or Lion. You can search for a ‘Hackintosh’ on eBay, but you’ll pay over $200 for a used little netbook.

In the end I got an iMac, and splurged for the all in one from 2009. I wanted the ability to mess around with Xcode a bit, and possibly look at Corona Sorry I don’t have any better idea for you!

Great Article Thank you. But, I have been trying to deploy a compiled AIR app (app name.ipa) with the distribution certificate and distributionprovision through Application Loader and it keeps telling me “Application failed code sign verification.

The signature was invalid, or it was not signed with an iPhone Distribution Certificate” also “Unable to extract code signing entitlements from your application. Please make sure appName is a valid Mach executable that’s properly code signed.” I have follow the article info and was able to successfully debug and create ad-hoc install but now when submitting the app to the App Store it just doesn’t let me. Hi, Great tutorial. I now have 3 questions which don’t seem to be covered.

When I sync my app into iTunes by double-clicking, it never shows an Icon. Anyway of getting an icon to show up?? The icon is fine on the device. When I install a fast or standard build debug copy into my device it shows up with a name of “-debug”. Anyway to remove the “-debug” bit from the title when doing test builds?? Pretty annoying. Any way to set the “Genre” of the app as used by the iTunes library??

Hope others will find the answers to these questions useful too Thanks, Shaun. Hi, I developped an iPad application that need to display some graphs. To get data for these graphs I have an sql connection with an external Db. There is also a view where I set filters (I have 6 filters, each one linked to the others so if I change the value set in the first filter (a list), the others (lists) cahnge consequently. My problem is that when I call Filters view, the app is extremely slow. I notice that it call a lot of time the function dispatchEvent (UIComponents.as).

How can I reduce the access to this standard function and improve performances? Holly, Thanks for this article and the links. I was able to follow and get a flex ios app onto the IPad for testing (yahoo!). Of course there are a few bugs, most of which I have a clue on how to address, but I’m lost in a couple of areas. I want to be able to capture key presses on an external bluetooth keyboard.

When my app opens and the keyboard is connected, it works as expected when a textarea has focus. It’s not recognizing the keyboard presses when I’m in a second state without a dedicated text input control (I want to use the keyboard to control animation). I tried setting the “needsSoftwareKeyboard” property to true for the containers within this state (also tried setting it true at the application level), but that didn’t seem to do it. One thing that may complicate this further is that when the bluetooth keyboard is not available, I don’t want the software keyboard to appear (the animation will be controlled with on screen buttons or gestures). My addlisterner call looks like this: stage.addEventListener(KeyboardEvent.KEYUP, keyEvent,false, 1); It works fine in the desktop simulation envionment.

If you have any thoughts on this I would greatly appreciate it. I have just tried to send an.ipa file to colleagues for testing on their devices. Their UDID’s are correctly entered in devices in the provisioning portal online, but they cannot install the.ipa. I don’t know what exactly the difference is between an ad hoc provisioning file and a developer’s, but there is one. I have to regenerate everything, apparently including the certificate. People I’ve spoken to who work directly in XCode tell me that you must separately put the provisioning profile on the device; however when we work in FB 4.6 all we do is drag the.ipa file into itunes, and it works. I don’t know if it is dragging the provisioning file along, invisibly, or what.

@parks okseems like i got this working. Hopefully I did it right. Follow the above steps to build the release candidate of app (iap) using the required enterprise distributionidentity and mobileprovision key. An enterprise app created using the above process has to be hosted on local or company owned server. What i did was, I created a folder called “iPhoneApp” on my company’s web host.

(Apache server) STEP 1: ftp(move) your iap file to this folder STEP 2: create a basis html file with the following link STEP 3: create a plist filesample below: items assets kind software-package url metadata bundle-identifier com.example.exampleapp bundle-version 1.0.0 kind software title AppName ————– Hope this help. If you need addition info let me know! @Khuram – I’m not so sure it’s a bug, or that there’s a “solution” or workaround. ALL apps, whether they are built with Flash or not, increase in size when uploaded to the App Store due to Apple’s DRM.

Flash apps probably increase a bit more than standard apps because an AIR package uses proprietary compression for distribution (that’s the 8MB version). When that package is then uncompressed, wrapped/encrpyted with DRM, and recompressed for use in the App Store (that’s the 21MB version), it’s compression is not as good as AIR’s native version. I’m imagining that, in addition, there’s some extra bloat in Flash apps because the App Store might insist on bundling the AIR player into the distributable.

In short, I’m not sure you’re going to solve this, other than building your app in something other than Flash. Though, again, you’re still going to see an increase between your testing version and the version that actually goes into the App Store. I could not find any way to downsize it. This bug is filed on adobe’s bug list too but as Flex is donated to Apache, I don’t think there will be any immediate solution to this.

I am having the same problem and I tried everything to downsize the app, but I couldnt. So I’m rebuilding the app in Jquery mobile and phoneGap. Do take a look at these two coz I have managed to build the same app with in one week with these two. So simple to build and deploy as compare to flex and it is way more reliable and works 10 times faster.Will be deploying it soon.

I know we all love FLEX but I’m just trying to adopt to the best solution too. Flex is still best when it comes to build desktop apps or web apps for desktop computers but not for mobile and tablets at all. I built a fairly simple app using Flash Builder 4.6 and have successfully deployed it to the Android Market (after testing on my own Android device).

I have also taken that same app and compiled it for iOS and tested it on my own iPad. I have then done the release build with the “Final Release for App Store Distribution” option in the release build wizard. I have all the correct provisioning certificates in place and compiled the application to a.ipa file. At this point, using a MAC, I have run the Application Loader utility to upload my application to the itunesConnect portal to get it in the appstore.

I’ve already gone through the steps of entering the metadata, price scheme, and screenshots in the itunes connect portal, and just need to upload it for review. When I upload the.ipa file into the application loader, it gives me the following error: “iPhone/iPod Touch: application executable contains unsupported architecture(s): arm” Anyone have any idea what this means and how I can fix it? Any help is greatly appreciated! Thanks in advance! Hi, We developed a iPhone appliaction using flash builder. We used the following resolution icons.

Assets/images/x29px.png assets/images/x57px.png assets/images/x58px.png assets/images/x72px.png assets/images/x114px.png assets/images/x128px.png assets/images/x512x512.png The icon is showing properly in the iTunes and also icon is displaying in the device after the installation. But the issue is while installing the app into the device it is showing blank icon. The app is specific to iPhone devices only. I.e.,

We have posted it in Adobe forums also please find the URL below: Thanks in advance ChandrashekarReddy Muthumula. Further to my previous post regarding an app that stops at 90% and says ‘Unable to Download Application’ message after 90% downloaded I’ve found a discrepancy between the provisioning profile, which has ‘get-task-allow’ set to false, and the app itself, which has ‘get-task-allow’ set to true. Wondering if you would have any idea whether this could be the source of the install problem, and if so, how to change this setting in the app. (from within Flash if possible!). You can find this out with the following command in terminal, where myapp.app is the app within the Payload folder inside the ipa: codesign –entitlements=- -d -vvvv.myapp.app.