Mobile App Installer , now for both iOS and Android.

March 8th, 2013 by Slav

Mobile App installer is a quick way to install your application files on usb attached mobile device (simple drag and drop).

This is an updated version of IOS Installed application I blogged about couple of weeks ago.

The biggest change is , this is no longer just to install iOS applications but Android ones as well. There’s a big IOS/ANDROID switch to manualy select the platform.

I did consider automatic platform selection by the type of attached device, but if you do a lot of cross platform development you tend to have both kind of devices attached, so in that case manual selection of target platform is best..

The other big change is, you no longer need to drag the application manifest xml file unto the app. Just the application file : .ipa for iOS and .apk for Android.

I unpack the application file in the memory and find the bundled application manifest and get the app ID information from it..


You can download the installer here.

Any problems / issues /bugs .. leave a comment here..

Posted in AIR, Android, AS3, Mobile | 16 Comments »

iOS apps installer (no iTunes needed)

December 17th, 2012 by Slav

Let’s face it, nobody in their right mind would describe developing applications for Apple as a “pleasant experience”. This is especially true when you’re on a PC. Especially when you compare developing android air app on PC and deploying it for testing on android device.  The amount of hoops apple makes you jump through and the effort needed to deploy your app on device just so you can test it is just downright discouraging.  The fact you need to use iTunes to deploy your app makes it very frustrating, as there’s a limit to a number of computers that are authorised to connect to certain devices, which is a pain if you have a multiple apple devices in the company, that we use for testing and debugging, and each of these when connected would have to be first sync, and depending on the size of your team de authorised from one computer to other, the whole deployment process just took too long and was a major pain.

Thankfully , since couple of month ago and version 3.4 of AIR we can deploy AIR apps directly to apple devices without using iTunes. There are couple of ways to do this – like using ANT scripts if you are using eclipse based IDEs, or command prompt, but none of them are very straightforward and user friendly.

That’s why me and my colleague Ben decided to make a GUI wrapper for this, that would make this matter of a simple drag and drop..

How does it work ?  Simples!



  1. Run Setup.exe to install the app installer application.
  2. Start the application (it will check automatically at the start for usb connected apple devices) if your device wasn’t connected , connect it now, and click “Check connected devices” and make sure your device is found.
  3. Drag your app description xml file onto the app
  4. Drag Your compiled IPA file onto the app
  5. Press install on device.

That’s it!

It might take a minute or two , depending on the size of your app, but after the installation process is done you should have your app deployed on your device.

There are few caveats :

  • this installer works only with ONE apple device connected so make sure you unplug your other devices
  • if your ipa file wouldn’t deploy via iTunes, it won’t deploy via this app either. e.g. it will fail if there’s problem with certificate, or provisioning profile (for example make sure your device is added to the provisioning profile for your app)
  • it will only deploy adHoc profile applications, i.e. those compiled for testing on specific devices, and NOT the general distribution ones, (destined to be distributed via iTunes)

Posted in AIR, AS3, flash | 13 Comments »

Set transform to middle via JSFL

November 27th, 2012 by Slav

I just wrote a quick JSFL script for the Flash IDE that I though I’d share..

Example of situation where this could be useful.  You just imported a bunch of images from photoshop via PSD importer. All of those would have a bitmap inside of them , that would be left top aligned to registration point, and so would be his parent.

However, you’d like to have some of those bitmaps center aligned as you want to do some nice scale in / rotation tweening like this for example :

TweenLite.from(my_mc, .4, {scaleX:2, scaleY:2, rotation:90, alpha:0, ease:Back.easeOut});

Instead doing all of this manualy:

  1. double clicking on the clip to go inside it
  2. selecting a bitmap
  3. center align it
  4. making sure it’s on the whole pixel position (deleting .5 from x or y position)
  5. going out of edit mode
  6. selecting parent and moving it back by the half x and y width / height offset
  7. repeating this for all the elements you need to have center aligned!

you can simply right-click on this link and select “Save link as” and download it to your commands folder.

On win 7 this is : C:\Users\[YOUR PROFILE NAME]\AppData\Local\Adobe\Flash CS5\en_US\Configuration\Commands

Then in Flash IDE just select desired clips on your stage and select “CenterClipToMiddle” from the menu.

It will only work on one child in nested timeline of the MovieClips you select on a stage. I have automatic rounding of position as well both for parent and nested clip, so it will always be on a whole pixel value.

Any questions or suggestions for improvement just give me a shout in comments below.

Posted in AS3, flash, JSFL | 2 Comments »

Reading and settings scores to facebook app / game and my Adobe’s FB API update

March 22nd, 2012 by Slav

Majority of the calls you would ever make to Facebook API require user access token. There are some however, that require app access token instead. These are normally calls you do on behalf of the app not user. An example of such situation would be creating a test users, or reading Insight data.

To my surprise app access token is also required when you want to read or set user scores.

For those who are not aware of this, you can set and read score value for an app user.  For this to work, you have to set the type of your application to “Game”, in the FB developers app general settings page.

As current Adobe’s Facebook API didn’t support making such calls, I modified the source code (for web development) so that it would.

Btw, if anybody from the Adobe’s Facebook API administrators is reading this, please feel free to include these changes in your next version. You can download the modified source  here.

So how do you use this ? Here is the example how to set and read user scores, and also how to read scores of the users’s friends that have played the app/game. Read the rest of this entry »

Posted in AS3, Facebook, flash, Games | 24 Comments »

Publishing Open Graph actions to Facebook ticker with Flash

March 15th, 2012 by Slav

It has been a while since Facebook announced changes to their API , including the introduction of new customisable open graph actions. Probably most famous example being The Guardian app publishing : “Mike Nolan is reading : “How to grow a dandelion” article on Guardian. Or some other user “Is listening to Depeche Mode” on Spotify. While you can get plenty of tutorials on how to achieve this in HTML / PHP I haven’t been able to found any on how to do this in Flash. It might be that my googling skills are diminishing, or the fact that you actually can’t do this PURELY in flash. Why ? In a similar way the “share” functionality works , for this to work properly, Facebook must read html metadata from your page, and use them to construct the ticker update. You can however trigger publishing the action from flash and with a bit of php magic link deeplink from the published action  on ticker back to your app. Here’s how: Read the rest of this entry »

Posted in AS3, Facebook, flash, html5, php | 6 Comments »

Mobile development with FDT5 – a disastrous start

March 5th, 2012 by Slav

Don’t get me wrong. I LOVE FDT 5. I think it’s the best AS3 development IDE period. (The second best being intelijIDEA, if you must know.)

Especially with the new refactoring enhancements, improved mobile workflow, haxe support, build in Joa’s apparat / stripper / reducer abc optimisation tools and my two belowed magic shortcuts ctrl+1 and ctrl+shift+o that fix just everything you could wish for in the code. Having freshly upgraded from the version 4 Max to FDT 5 Max I was excited to try the new Air 3.2 gpu accelerated molehill capbilities on the iOS and android devices , perhaps revisit my Augmented Reality Demo so I can compare the performance now.

I have installed the latest official stable SDK from Adobe (4.6.0) and merged it with latest AIR 3.2 SDK from labs.

Made the simple hello world project, got all the appropriate certificates and provisioning profiles from our Apple Dev center, all the icons sizes, changed the app xml descriptor to say air 3.2 in the namespace, and hit the run button.

Instead of nicely compiled swf/ipa file I got this error message : An internal error occurred during “Compile”

Now, if this was an actionscript error, you could follow it up to stack, see where it originated, what caused it and hopefully know how to fix it. Unfortunately this is INTERNAL error of FDT threw in Java, so all I could try was to blindly try to change some settings, tweak some launch parameters. To no avail. Luckily after some time spent googling I was able to find this issue being added to FDT’s bug tracker. It was caused by using the SDK 4.6.0 ! And solution ? You can still use the latest sdk, just have to go to the SDK xml descriptor file and manually rename it’s version tag to 4.5.0.

Once I found the ‘solution’ for the SDK problem, I thought I was on my merry way to the land of mobile development. Unfortunately, that wasn’t the case.

Although swf now compiled fine, instead of getting ipa file, I got message : application descriptor not found

Although there clearly WAS an application descriptor file! To cut the long story short, there was again an entry for this in the bug tracker.

The issue is missing stringAttribute key=”ADL_DESCRIPTOR_FILE in the launch file. Once I added line

<stringAttribute key=”ADL_DESCRIPTOR_FILE” value=”bin/Air32Demo-app.xml”/>

to my .settings/launch/Air32Demo.launch file the ipa file has compiled correctly.

So at the end it all ended well. Right ?

Here’s my problem though..

Both of these problems were marked as “Solved” in the bugtracker. To me they are not solutions. These are “hacks” in the best case.

They’re both completely non transparent bugs, without any intuitive solutions. I think that for a $600 software, these ARE showstopper bugs, and should be dealt with immediately by releasing correction patch!

Posted in AIR, AS3, FDT | 7 Comments »

More Unity3D to flash conversions

February 17th, 2012 by Slav

I recently downloaded the latest version of Unity 3D 3.5 demo – release candidate 1 to further test the flash export capabilities.  I have to say I was impressed and it’s certainly a big step forward – long list of bugfixes and some new implemented features speaks for itself.

To test the flash conversion I made the 2 demos.

Click on the images to play demos.

Car demo

First it’s just a very simple demo with high poly car model,  plane , camera and one directional light. I wanted to see how the dynamic shadows would be rendered and whether the high poly model would cause any performance issues.  It’s using standard fps controler and a mouse look for the camera. To get reasonable looking dynamic shadows shadow resolution had to be “Very high Resolution” and also Shadow distance in Quality settings had to be increased to 300. Otherwise shadow started to disappear if you moved even slightly away from the car with the camera.


  • Model renders smoothly and fast enough (as expected if you have good GPU).
  • Lens flare effect on the light now renders correctly


  • There’s a banding effect on the shadowed area both on the floor texture or inside of the car
  • Some materials were not correctly transferred from the max files

Car racing tutorial demo


This was the conversion of a racing game tutorial . This is of course much more complex example and there were multiple issues with this conversion. Quite a lot of issues had to do with terrain object, which is currently not supported for flash platform build target. Removing Terrain, solved about a half of the compiler errors, but I had to remove also parts of code that referenced it, and with it also code that check the rendering and hiding the objects that don’t need to be rendered.

There were compiler errors that had to do with classes of the same name being defined twice. For example SoundControler was a class in C sharp but also in Javascript. Or Skidmarks was defined as a C sharp class but existed also as a shader under the same name.

I think it’s a pity that Terrain object isn’t supported as it brings a lot of convenience to the environment creation. I think there already must be an algorithm to converted it to mesh and apply textures ? As GPU can only work with polygons ? Why not do that for flash conversion as well and have a settings to how much detail would terrain have?

Ok, so here are some cons and pros


  • car runs pretty smoothly all the physics and lightning works quite nicely
  • lens flare now works fine as well


  • the same banding effect on the shadowed areas
  • no car sound effects only when collision occurs
  • for some reason if you speed up with the car it will stop rendering scene (ok this one might have to do with me disabling some parts of the script to get rid of compiler bugs : – ) )
  • there’s a slight space between the shadow and an object casting that shadow (you can notice that on the wheels for example)
  • Even without terrain the demo has 22 MB. Non development build.

Other than that, it’s pretty sweet and playable (apart from speedy non render bug).

Posted in AS3, flash, Unity3D | 10 Comments »

End of Google’s Translate API.

June 1st, 2011 by Slav

Fatal error: Allowed memory size of 41943040 bytes exhausted (tried to allocate 85 bytes) in /nfs/c02/h05/mnt/22224/domains/ on line 240