Quickguide: Using AIR 2.6 in FDT 4

So finally I got some free time to write this post about using the new Adobe AIR 2.6 in your FDT 4 environment, so let’s get to it:

As you know Adobe recently released the Adobe 2.6 runtime and SDK with significant improvements including iOS support bringing feature parity for Android and iOS platforms, more info on Adobe AIR team’s blog.

Some of the new features are:

AIR for iOS

  • Updated AIR for iOS support with improved performance. Developers can take advantage of new features in iOS 4 like multitasking, Retina display for higher screen resolutions, and front and back camera support. Developers can now build application that capture audio with the microphone and take advantage of the same graphics hardware method used in AIR for Android using OpenGL ES2 for fast graphics.
  • Packager for iPhone (PFI) is now replaced with and the functionality integrated with AIR Developer Tool (ADT) a comand line tool for compiling application in the AIR SDK. ADT can now be used to package AIR files, native desktop installers, AIR applications for Android and iOS.

AIR for Android

  • Submit apps to be included in the Amazon Appstore for Android when the store launches.  Companies now have an additional distribution option with one of the largest online shopping destinations on the web.
  • USB debugging was added as an additional debugging option to WiFi.

So what do You need to start testing this new capabilities in AIR SDK 2.6, if You’re part of Adobe’s Flex SDK and Flash Builder private pre-release program You can start testing this right away. If You like to start working with the Adobe AIR 2.6 SDK inside of FDT4 the following guide should be a good start.

1.-Download the SDKs.

Download The Adobe AIR SDK 2.6 and Flex 4.1 latest stable release.

2.- Merge the SDKs

To start using the AIR 2.6 specific features You need to merge the AIR SDK with your flex sdk to do that I created a new copy of my flex SDK renamed it to “flex_sdk_4.1.0.16076_AIR_2.6” and then copy the entire contents of the AIR SDK in there it will ask You to replace files and folders  just click ok and move on to next step.

3.- Adding the SDK to FDT

Fire up Your copy of FDT then go to “Preferences->FDT->Installed SDKs “ click the Add button located in the top right of the panel this will open a new panel asking for the “Path:”  select the folder path to Your newly created SDK, mine is located in “C:\SDKs\flex_sdk_4.1.0.16076_AIR_2.6” give it a name I called mine: “Flex 4.1 AIR 2.6 SDK” hit Ok and  now You’re ready to build a project using AIR 2.6 features, on to next step.

4.- Create a project.

Create a new Flash project by going to “File->New->New Flash Project” give Your project a name, set the project type to Desktop and in the options section of the window change the Flex version to  Flex 4 AIR click the “next” button it will take You to the SDK configuration panel, select the one You created in the last step in my case it was “Flex 4.1 AIR 2.6 SDK” then click finish.

5.- Change the compiler settings.

Right click the project You just created select Properties–>FDT Compiler and change the target player from “-target-player={playerVersion}” to “-target-player={11}” this will let You compile and debug Your project without any errors. Remember to set the version of  your application to “2.6” in Your descriptor file.


I will make a full example on how to deploy and debug both to Android and iOS using an ANT file in another post, until then, happy coding.







Targeting Flash Player 11(Incubator Build) in FDT 4.2.

I know this might be old news by now but this post will help as a reminder on how to get the new Flash Player 11 (Incubator Build) working in Your FDT 4.2 installation. Ok let’s get started.

1.- Download the files.

2.- Update the playerglobal.swc

First thing You need to do is replace the playerglobal.swc included in the Flex SDK because it isn’t Flash Player 11 ready.

  • Back up the playerglobal.swc  included in  your Flex SDK location “/frameworks/libs/player/10.2 in the Flex SDK”.
  • Copy the flashplayer_inc_playerglobal_022711.swc to the location mentioned above and rename it to playerglobal.swc.

3.- Setting up FDT.

Setting up the FDT IDE (I’m using FDT 4.20.1272  installed on top Eclipse Indigo Version: 3.7.0) for working with the Flex SDK is easy just follow the steps below.


  • Add the Flex 4.5 SDK You just downloaded to the list of installed SDKs via: Preferences > FDT > Installed SDKs and press Add.
  • Rename  Your SDK to something significant ( Believe Me you can get lost when using several SDKs) I named mine Flex 4.5 Flash Player (Incubator).
  • The next step is creating a new project go to File > New > New Flash Project in the popup window select new AS3 Project and give your project a name.
  • Click next and select the Flex SDK You just added.
  • You will notice that You get a warning on top of that window saying:  “Some classpath libraries are missing …” that’s because the latest Flex SDK nightly builds does not include the flex.swc, on to next step to get rid of that warning.
  • Click next and You’ll be on the SK Library tab select the flex.swc (marked with an X) and click the Remove SWCs button that will remove any warnings about the missing .swc and since we are building an AS3 project we wont be using the flex.swc anyway.
  • The last step is clicking the finish button then go to the project You just created right click and select Properties ( Alt + Enter for shortcuts lovers like myself)  this will open your project’s Properties window  select FDT Compiler from the list and add the flag -swf-version=13 to your compiler arguments..
  • Hit the OK button and You’re set to go now You’re ready to push the Flash Player 11 to it’s limits abusing of it’s new “Molehill” 3D APIs.Happy Coding.

RobotLegs – Flash CS5 Project Template for FDT4

Projects Templates are an extremely useful tool introduced in the version 4 of PowerFlasher’s FDT it lets You write and include Your own project templates  and are available for you to use when creating a new project in: File>New>New Flash Project.

One of the frameworks that I used the most in 2010 ( expect upcoming post on the 10 frameworks that I used the most last year) is Robotlegs created by Shaun Smith a pure AS3 micro-architecture framework that  is pretty handy when You work in large projects, so the project template that I made is a pretty basic setup of Robotlegs It has a loader class and loader. fla and the MainApplication and main.fla, that fla is where all the Robotlegs magic happens it has the main context 3 views and its mediators 3 commands and an event. This template can be used as a sandbox for starting a small Flash CS5 based Robotlegs project.

How to install the project templates:

In mac open up the Finder and navigate to your home folder. After you installed FDT4 you’ll find a folder called “FDT” there. Navigate to FDT/projectTemplates/Web and copy the RobotlegsFlashCS5 folder in there and Youre good to go.

In Windows 7 go to C:\Users\User\AppData\Roaming\FDT\projectTemplates\Web copy the RobotlegsFlashCS5 folder in there and You’re all set.

Hope it helps the code is not commented I’ll try to push a commented version to  github as soon as i have the chance.

Ups almost forgot You can download the ProjectTemplate at my FDT-Resources fork in github.

Switching from FlashDevelop 3 to Powerflasher FDT 4 pt.1

I switched from FlashDevelop to Powerflasher FDT 4 beta about 2 months ago and have a lot of things to say about what a great decision it was, I intended to write a series on posts on how to made that move before but unfortunately i haven’t had the time it deserves, so on the next few posts i will cover some tips and tricks that will hopefully will show You how easily and fast is to make that switch and start enjoying truly coding comfort in no time, believe me it’s worth the try.