Ben Forta is Adobe Inc.'s Director of Platform Evangelism, and has over two decades of experience in the computer industry in product development, support, training, and marketing. Ben is the author of the best-selling ColdFusion Web Application Construction Kit series, as well as books on SQL, Regular Expressions, Java Server Pages, WAP, Windows development, and more. Over 1/2 million Ben Forta books have been printed in fifteen languages worldwide. Ben co-authored the official ColdFusion training material, as well as the certification tests and official study guides for those tests, writes regular columns on ColdFusion and Internet development, and now spends a considerable amount of time lecturing and speaking on application development worldwide. Ben is a DZone MVB and is not an employee of DZone and has posted 45 posts at DZone. You can read more from them at their website. View Full User Profile

Compiling SWFs For iOS

06.14.2011
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Fellow Adobe evangelist Tom Krcha has been working with partners to port some very big Flash projects to iOS. And based on these experiences, he has posted a tip on how to compile big projects with lots of SWFs while not running afoul of iOS license restrictions.

When you are building a game for Android or Blackberry Tablet OS in Adobe AIR, you are allowed to load the SWF files on the fly – that’s because the code is interpreted from ActionScript bytecode. With AIR for iOS, there is no such option, all code must compiled into single IPA file (from ActionScript bytecode to native bytecode), which you can make out of one SWF only.

Now – what if I have a project with 30 or 40 levels, where every single level is a single SWF? How do I compile this to iOS?

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