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Adobe Flex + Adobe AIR + IPhone Packager for IOS apps - PART 1

I am headed down this journey to understand the do's and don'ts of building what are essentially Flash based apps that deploy as native applications on IOS devices (iPhone, iPod touch, IPad).  What will follow are my notes, discoveries, gotchas and whatever else may follow.

History:  Adobe created the iPhone packager as a way for Flash developers to leverage their existing massive library of content, and have a way to compile it into an "IPA" file suitable for install on iPhone devices.  Initially, Apple was having none of that silliness since Mr. Paranoia (Jobs) didn't retain complete control, so they banned all 3rd party tools for native IOS applications, effectively crotch-blocking Adobe in the process.

In light of industry predictions that Apple will lose out to Android in a few years, they swiftly saw the light, and repealed the senseless ban on 3rd party tools for application development, and thus, Adobe's packager for iPhone re-emerged.

Also, Adobe recently released a prerelease version of Flash Builder (formerly Flex Builder) nicknamed "Burrito", and with it a beta Flex/AIR SDK called "Hero" that contains UI components aimed at mobile devices.  This all sounds very exciting... until you dig and find out that the iPhone packager will work ONLY with AIR 2.0 SDK (not the 2.5 version that is available now) UPDATE: I have had modest success with Flex SDK 4.5 (Hero) and the iphone packager -- more on this in the next blog post :)

So, what does that mean?  Android and Blackberry device developers can use all the newest toys, but for now at least, we will need to stick with our older AIR 2.0 SDK (unless you want lots of hacking your IDE) to build apps that can be deployed on IOS devices.

In the next post, I'll get started and configure all the tools for happy-iphone-app-making-time!

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