iOS/Android

With the 3.3.x release of the widgets, we’ve added capabilities so that you can create Apps for any iOS device (Android is untested, but should work). To do this, you must have Flash Pro 5.5+, be an approved Apple Developer, and have gotten a certificate and provisioned your device. Apps are authored in Flash 5.5 or higher with a document type of AIR for iOS, and exported as stand-along apps that can be installed on your device. More info after the video.

When you install a NETLab Toolkit Flash app on a device, it uses a Hub that’s running on a computer that’s on the same WiFi network. Attach a sensor to an Arduino on that computer, and start the Hub. Your project should include the new MobileControl widget, which will allow you to set the Hub IP address (your computer) for all widgets when the app runs on the device.

New features in the toolkit for mobile devices:

  • MobileControl is a new widget that controls all widgets in a project. Since the Hub is running on a computer and not the device, the widgets need to know the IP address of the Hub. When there is a MobileControl widget with the instance name of “mobileControl” in the project, all widgets will wait for the user to input an IP address into MobileControl and then click on the MobileControl button. At that moment, all widgets will connect to the specified Hub and start working.
  • AnalogIn now has new controller options called “accelerometer” and “mic”. Accelerometer gives access to the device accelerometer where the parameter “controllerNum” selects the x,y, or z of the accelerometer 0 = X, 1=Y, 2=Z. Mic provides access to the microphone of the device (and on a computer for standard projects as well).
  • ClipControl offers the new properties gesture (for pinch, zoom and rotate two finger gestures) and touch (for dragging). To constrain the dragging with the touch setting, use the “touchConstrain” parameter to name a movieClip on the stage that define a rectangle that limits the movement.
  • ClipProperty is a new widget that “senses” any property of a movieClip (e.g. x, y, width, rotation, etc.) on the stage. This can be used in combination with the gesture or touch settings of ClipControl. ClipControl can then listen to a movieClip that’s being moved around by a user’s touch, and have the position sent to be the input to another widget, or sent out to another device or computer via an AnalogOut set to hubFeed.
  • Use the hubFeed output of the AnalogOut widget to send the AnalogIn accelerometer or ClipProperty outputs back to a computer, where you can have an AnalogIn running with hubFeed as its input.

How to create an iOS app from Flash 5.5

  1. You must be an Apple Developer, and have Xcode installed
    1. Adobe tutorial for publishing to iOS: http://tv.adobe.com/watch/cs-55-web-premium-feature-tour-/flash-professional-cs55-publishing-content-to-ios-devices/
    2. Adobe tutorial for creating a Flash compatible certificate: http://help.adobe.com/en_US/as3/iphone/WS144092a96ffef7cc-371badff126abc17b1f-7fff.html
  2. Install the latest version of AIR for the best performance. AIR 2.6 is quite slow on iOS devices, but AIR 3.1 runs very well. Follow this tutorial on installing AIR 3.1 for Flash Pro.
  3. Create a new document in Flash Pro 5.5 with a type of AIR for iOS
  4. Set the size of the Flash document as appropriate for the device you are deploying to
  5. In addition to the widgets you are using, put the MobileControl widget on the stage and name it “mobileControl”
  6. When ready, export an iOS compatible file by FILE>AIR For iOS Settings…
    1. In the General tab of this dialog, set the device your are deploying to (e.g. iPad or iPhone), as well as the landscape or portrait orientation needed
    2. In the Deployment tab, you’ll need to put in your Apple Developer certificate (export from KeyChain Manager in P12 format), certificate password, and Provisioning Profile
    3. Select Publish, and when that completes, there will be an .ipa file saved
  7. Connect your device to your computer, and open Xcode.
  8. In Xcode, select Applications under your device, and drag the .ipa file to the Applications portion of the Xcode Organizer window, which will install it on your device

More detailed info on creating a mobile application in Flash 5.5


Last modified March 29th, 2012