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	<title>FlashCanon &#187; Apps</title>
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	<description>Flash Platform stuff from Jason Fincanon</description>
	<lastBuildDate>Fri, 13 Jan 2012 18:22:40 +0000</lastBuildDate>
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		<title>So I made a couple of iPhone apps</title>
		<link>http://flash.fincanon.com/archives/362</link>
		<comments>http://flash.fincanon.com/archives/362#comments</comments>
		<pubDate>Thu, 08 Apr 2010 15:34:14 +0000</pubDate>
		<dc:creator>Jason</dc:creator>
				<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Apps]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Obj-C]]></category>

		<guid isPermaLink="false">http://flash.fincanon.com/?p=362</guid>
		<description><![CDATA[I&#8217;ve been interested in learning iPhone development for a long time but always had some excuse for putting it off (working on the book, deadlines at work, etc, etc). However, I&#8217;ve finally had an opportunity not only to get around to it, but to do so with two different approaches. The first was Flash Professional [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been interested in learning iPhone development for a long time but always had some excuse for putting it off (working on <a href="/about/books">the book</a>, deadlines at work, etc, etc). However, I&#8217;ve finally had an opportunity not only to get around to it, but to do so with two different approaches. The first was Flash Professional CS5 with ActionScript 3 and the second was Xcode with Objective-C. While I do like having the option and ability to create apps with Flash (I also plan on looking into tools like <a href="http://www.appcelerator.com/" target="fcwindow">Appcelerator Titanium</a> and <a href="http://www.anscamobile.com/corona/" target="fcwindow">Corona</a>), I think it&#8217;s important as a developer to at least <em>try</em> to learn/understand what&#8217;s happening behind the scenes and how to do it the &#8220;native&#8221; way. With that said, here are the apps: </p>
<p><strong>***EDIT***</strong><br />
I wrote this post this morning before Apple had their little iPhone OS 4.0 event where they announced a new change to the iPhone Developer Agreement that may ban the use of the <a href="http://labs.adobe.com/technologies/flashcs5/appsfor_iphone/" target="fcwindow">Packager for iPhone in Flash CS5</a> for future development. <a href="http://daringfireball.net/2010/04/iphone_agreement_bans_flash_compiler" target="fcwindow">Here&#8217;s</a> a tad <a href="http://flashmobile.scottjanousek.com/2010/04/08/thou-shall-not-pass-for-cs5-new-apple-agreement-and-section-3-3-1/" target="fcwindow">more</a> <a href="http://gizmodo.com/5512847/apple-takes-developers-hostage-in-war-on-adobe" target="fcwindow">info</a> on the subject.<br />
<strong>***EDIT***</strong></p>
<p><strong>App:</strong> Memory4Kidz<br />
<strong>Tools:</strong> Flash Professional CS5 with ActionScript 3<br />
<strong>Launched:</strong> Jan 19, 2010<br />
<strong>More info:</strong> <a href="/downloads/memory4Kidz">Here</a><br />
<a href="/downloads/memory4kidz"><img alt="Memory4Kidz" src="/wp-images/memory4kidzIcon.gif" title="Memory4Kidz" class="alignleft" width="30" height="30" /></a><a href="/downloads/memory4Kidz">Memory4Kidz</a> was my very first iPhone app to both build and get accepted to the App Store. It&#8217;s a simple memory/matching game and the great thing about building this app with Flash was that I already had the code which I had used in a couple of previous game projects. Since I had the AS3 classes for the game engine, the card deck, etc already written and tested, I really only had to create new images to accommodate for the difference in screen size and make a couple of minor tweaks to the code. Once those things were in place, I went through the fairly simple process of publishing the app via the <a href="http://labs.adobe.com/technologies/flashcs5/appsfor_iphone/" target="fcwindow">Packager for iPhone in Flash CS5</a> and I can honestly say that the only real issues/problems I had were more to do with the fact that the process itself was still being developed and kinks were still being worked out. I can also say that the particular issues I faced no longer exist in the process. While I&#8217;m not excited about the extra file size that Flash added to this app, I&#8217;m very happy with the rest of process and the ease of moving something I originally built as a web-based Flash game over to the iPhone.</p>
<p><strong>App:</strong> sequenced<br />
<strong>Tools:</strong> Xcode with Objective-C<br />
<strong>Launched:</strong> Apr 1, 2010<br />
<strong>More info:</strong> <a href="/downloads/sequenced">Here</a><br />
<a href="/downloads/sequenced"><img alt="sequenced" src="/wp-images/sequencedIcon.gif" title="sequenced" class="alignleft" width="30" height="30" /></a>So to follow up building an app with Flash CS5, I thought I would go ahead and do what I had been putting off for such a long time and start learning how to build with Xcode and Objective-C. After buying <a href="http://www.amazon.com/gp/product/1430224592?ie=UTF8&#038;tag=fincanoncom-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=1430224592" target="fcwindow">a book</a> or <a href="http://www.amazon.com/gp/product/0321659570?ie=UTF8&#038;tag=fincanoncom-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=0321659570" target="fcwindow">two</a> to read and reference, I started with my own game called &#8220;<a href="/downloads/sequenced">sequenced</a>&#8221; which is a pattern matching game where you figure out what comes next in a sequence of items. Once I got into the process, I really started to discover that I had been a little more intimidated than I probably should have been. As some of you may know, the Objective-C syntax feels kind of strange when you&#8217;re so used to working with ActionScript for so many years. However, once you start to understand things like how methods are formed (kinda backwards-ish?), it&#8217;s not half bad. Oh, and the file size of this app was a great deal less.</p>
<p>To wrap this up, I&#8217;ve obviously only scratched the surface of native iPhone development so I don&#8217;t feel comfortable making a <em>real</em> comparison between it and Flash development, but I <em>will</em> reiterate that I think it&#8217;s important to at least try to understand what&#8217;s happening behind the scenes and if you have the time, I definitely recommend learning how to develop both ways so you can <strong>choose the right tool for the job</strong> when your project calls for an iPhone app.</p>
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