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Compiling SWFs For iOS

DZone's Guide to

Compiling SWFs For iOS

· Mobile Zone
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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?

Analysts agree that a mix of emulators/simulators and real devices are necessary to optimize your mobile app testing - learn more in this white paper, brought to you in partnership with Sauce Labs.

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