Top Flash Platform experts Peter Elst and Joseph Labrecque will walk you through the entire workflow from application setup to development and deployment, covering best practices for mobile development and how to debug the applications you create on the desktop or on a device. Along the way you’ll learn how to work with gestures, touch events, hardware APIs, data, multimedia features, and much more. After completing this course you’ll be well on your way to making your mobile projects a reality.
Developing for the Flash Platform on Mobile
In this chapter we’ll discuss the technology involved in developing mobile applications with the Flash Platform. We'll explore ActionScript, the AIR runtime, and the Flex framework, as well as various best practices for optimizing applications that are to be used on smartphones and tablets.
Setting Up Your Project in Flash Professional CS5.5
This chapter covers the basics of working with mobile in Flash Professional CS5.5. You’ll see how to create a new mobile project, work with mobile templates, use the Projects panel, and perform intelligent scaling.
Creating a Mobile Project in Flash Builder 4.5
In this chapter we’ll cover setting up mobile projects with Flash Builder 4.5 using either ActionScript or Flex 4.5 on mobile. We’ll discuss the various project templates available, as well as working with mobile views and data persistence in your application.
Debugging Your Application
Debugging your mobile application is an essential step in the mobile development process. In this chapter we’ll look at what debugging tools are available in Flash Builder 4.5 and how you can do on-device debugging over USB or a wireless network.
Using Mobile API Features
The number of mobile and touch-specific APIs now present in ActionScript 3 is truly staggering. This chapter will introduce you to gestures, touch events, and a variety of hardware APIs and sensors.
Working with Data
Working with data is something practically every mobile application does. In this chapter we’ll discuss working with the filesystem to read, write, and delete files. We’ll also cover setting up and interacting with a local SQLite database as well as interacting and authenticating with online data sources.
This chapter will explore working with video, audio, and the StageWebView object on mobile devices. While there is a lot of new stuff to cover with Flash on Android and iOS, it’s important to remember that this is still Flash we are working with!
Distributing Applications on iOS
The final step in making your application publicly available for Apple iOS devices is submitting it to the App Store for distribution. In this chapter we’ll discuss the steps involved in doing so, including working with provisioning profiles and exporting a signed release build.
Distributing Applications on the Android Market
In this chapter, we will examine how to prepare your AIR for Android application for distribution through the worldwide Android Market. Everything from asset preparation to signing and final publication is covered.
Optimizing Your Applications
This chapter will examine some of the things that you can do to monitor your application’s CPU and memory usage and make sure it behaves properly when installed on a user’s device. We’ll also look at using an analytics package to track user views and interactions.