Book Image

Flash iOS Apps Cookbook

By : Christopher Caleb
Book Image

Flash iOS Apps Cookbook

By: Christopher Caleb

Overview of this book

The latest version of Flash Professional can directly target iOS, allowing Flash developers to write applications that will run natively on Apple's iPhone, iPad, and iPod touch. What's more, with Apple loosening its restrictions on third-party technologies, apps written in Flash can now be sold and distributed within the App Store.Flash iOS Apps Cookbook provides the recipes required to build native iOS apps using your existing knowledge of the Flash platform. Whether you want to create something new or simply convert an existing Flash project, the relevant steps and techniques will be covered, helping you achieve your goal.Learn how to configure and use Flash Professional for iOS development by writing and deploying a simple app to a device. Implement many iOS-specific features such a multi-touch, the virtual keyboard, camera support, screen orientation and the Retina display. Overcome the limitations of mobile development by mastering hardware acceleration and optimization. Whether you're an enthusiast or professional developer, the Flash iOS Apps Cookbook is your toolkit to creating high-quality content for iPhone, iPad and iPod touch.
Table of Contents (21 chapters)
Flash iOS Apps Cookbook
Credits
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
Index

Understanding GPU-Vector mode


In the Understanding GPU-Blend mode recipe, we spent time covering the intricacies of the GPU-rendering mode provided by Flash Professional CS5. Although GPU rendering is also supported for those using Flash Professional CS5.5, its implementation differs from CS5's.

In this recipe, we will cover how to select a rendering mode using CS5.5 and also use the same tests from the Understanding GPU-Blend mode recipe in order to see the performance difference between both GPU renderers.

Getting ready

Two FLAs have been provided—render-test-cpu.fla and render-test-gpu.fla—and can be found in the book's accompanying code bundle at chapter6\recipe3\.

Both FLAs are identical, with each randomly re-positioning ten movie-clip instances on every frame update. After five seconds, the test will end and the average number of frames per second (FPS) that was achieved will be shown. The higher that number, the faster the rendering performance of the test.

The FLAs should only be compiled...