Sunday, 15 June 2014

XCode 5 versus XCode 6 default generated Game (Sprite Kit) project and scene sizes

As a way to learn about Swift I've been trying to write a simple game using Sprite Kit. My initial plan was to just allow a ball to be dragged around the screen and ensure it was constrained by the screen edges. This was a little harder than originally envisioned. This was partly because the default Game project generated by Xcode 6 is slightly different to that generated by Xcode 5 and so none of the existing Sprite Kit tutorials referred to this area.

My main issue was that I could move the ball around and when the drag finished the ball was endowed with velocity so it travelled after release and despite writing some simple code to ensure if the additional travel would take it off the screen this would bound it.

func boundPosToScene(newPos : CGPoint) -> CGPoint
{
  var retVal
  let radius = ball.size.width / 2

  if newPos.xradius < 0
  {
    retVal.xradius
  }

  if newPos.xradius > self.size.width
  {
    retVal.x = self.size.widthradius
  }

  if newPos.yradius < 0
  {
    retVal.yradius;
  }

  if newPos.yradius > self.size.height
  {
    retVal.y = self.size.heightradius
  }

  return retVal;

}

Where ball is a member variable of the class containing this method that is an instance of SKSpriteNode.

Despite this the ball kept disappearing. Reading various online articles, tutorials & StackOverflow posts there seemed to be an issue with Sprite Kit projects always starting up in landscape mode. When I added some debug to this statement (& else where), i.e.


println("view.bounds\(view.bounds), self.frame:\(self.frame), self.size:\(self.size)")

I got:

view.bounds(0.0,0.0,320.0,568.0), scene:(0.0,0.0,1024.0,768.0), scene.size:(1024.0,768.0)

OK. The view looks good but the scene is in landscape and even if orientated to portrait it's a lot larger than the actual view. But why? There were lots of posts about the landscape issues but nothing about the non-aligned size with Xcode 5. Well, a quick test by generating projects with 5 & 6 (NOTE: I'm new to Sprite Kit as well as Swift so I hadn't used it with 5) shows that the generated 'Game' Xcode 5 projects programmatically creates a scene that is sized to the view:

- (void)viewDidLoad
{
    [super viewDidLoad];

    // Configure the view.
    SKView * skView = (SKView *)self.view;
    skView.showsFPS = YES;
    skView.showsNodeCount = YES;
    
    // Create and configure the scene.
    SKScene * scene = [MyScene sceneWithSize:skView.bounds.size];
    scene.scaleMode = SKSceneScaleModeAspectFill;
    
    // Present the scene.
    [skView presentScene:scene];
}

whereas with XCode 6 it uses an SKS file (called GameScene):

override func viewDidLoad() {
  super.viewDidLoad()

  if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
    // Configure the view.
    let skView = self.view as SKView
    skView.showsFPS = true
    skView.showsNodeCount = true
            
    /* Sprite Kit applies additional optimizations to improve rendering performance */
    skView.ignoresSiblingOrder = true
            
    /* Set the scale mode to scale to fit the window */
    scene.scaleMode = .AspectFill

  }
}

Looking at the GameScene.sks:



You can see that the default scene size is 1024x768, i.e. iPad in landscape mode. Changing this to 320x576 (for iPhone 4 inch) fixes the problem.

NOTE: When making this change make sure you explicitly save the changes. Just modifying the values and building/running the project often seems to result in them being reset. I make sure I navigate away from the Size boxes before pressing Cmd-S.

Of course this is inflexible as it doesn't size to device. As I'd like my app to run on multiple device types I'm probably better of following the Xcode 5 generated code or perhaps just adding re-sizing code once the Scene has been loaded from the SKS file; as I'm not sure what else that gives me.

If you do this. In GameViewController.swift you'll also probably want to change

scene.scaleMode = .AspectFill

to

scene.scaleMode = .ResizeFill

Anyway, this difference in the generated starter apps is something to be aware of & the fact that the initial landscape startup issue reported against Xcode 5 seems to be present though possibly in a different guise. Certainty in the generated app from Xcode 5 it all works fine for me. When I added logging code to display the View and Scene size they were both reported as 320x568.

Saturday, 7 June 2014

Subclassing Objective-C classes in Swift and the perils of Initializers

--- Begin update

1. The post below applies to Xcode 6 Beta 2. With Beta 3 & 4 the relationships between the Swift and Objective-C regarding the calling of super class initializers has been formalized.

1a. A Swift class can have multiple non-convenience initializers but in this case they must all property initialize any properties. Also, a non-convenience initializer cannot invoke another initializer, i.e. it cannot call self.init(...)

1b. When calling an Objective-C any initializer can be called but unlike what happened in Beta 2 if the initializer invoked is not the Objective-C 'designated' initializer and thus calls it this DOES NOT now result in a virtual like call to an initializer with that signature in the subclass, i.e. the main problem that led to the writing of this blog post.

2. If you want to subclass an SKSpriteNote in Beta 4 the following StackOverflow post shows how.

3. It seems that for some OS classes, in my case SpriteKit either Apple directly or some Xcode magic now provides a shim Swift wrapper of the Objective-C interface (the one for SKSpriteNode has a comment with a date of 2011 but when attempting to "show in Finder" nothing happens). As such all the initializers for SKSpriteNode are marked as convenience except for the 'designated' initializer, e.g.

class MySpriteNode : SKSpriteNode {}

3a. This is now essentially a Swift only project with the MySpriteNode now deriving from SKSpriteNode which is a Swift class. As such the Swift rules must be followed. This means that any convenience initializers in MySpriteNode can only call non-convenience initializers for MySpriteNode and these MUST in turn call a non-convenience initializers in the superclass. In the case of SKSpriteNode there is a only a single designated initializer which is:

   /**
     Designated Initializer
     Initialize a sprite with a color and the specified bounds.
     @param texture the texture to use (can be nil for colored sprite)
     @param color the color to use for tinting the sprite.
     @param size the size of the sprite in points
     */

    init(texture: SKTexture!, color: UIColor!, size: CGSize)

Therefore from a derived class it's impossible to use the super class convenience methods which is what Swift demands but is a shame as it often means re-implementing similar code in the derived class, as per the StackOverflow link.

It's not perfect by any means but it's a lot more consistent than Beta 2. I don't (yet) understand where the magic shim comes from and this is update is based on Beta 4 whereas of writing Beta 5 has just been released!

--- End update

As a way to learn Swift I decided to have a play with Sprite Kit. One of the first things I did was to create a subclass of SKSpriteNode. This has a very handy initializer:

init(imageNamed name: string) (in Swift)
-(instanceType)initWithImageNamed:(NString*)name (in Objective-C)

I then derived from this resulting in:

class Ball : SKSpriteNode
{
    init()
    {
        super.init(imageNamed: "Ball")
    }
}

and added it to my scene as follows:

var ball = Ball()
ball.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
self.addChild(ball)

Having successfully written similar code using SKSpriteKitNode directly:

var ball = SKSpriteNode(imageNamed: "Ball")
ball.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
self.addChild(ball)

I was expecting it to work. However I received the following runtime error:

fatal error: use of unimplemented initializer 'init(texture:)' for class 'Ploing.Ball'

The odd thing was that it was complaining about the lack of initializer in the Ball class. Why would calling a base class initializer result in a call back to the derived class? I wasn't sure but to work around this I decided to add the missing initializer:

init(texture: SKTexture!)
{
    super.init(texture: texture)
}

Having duly done this I then got the next error:

fatal error: use of unimplemented initializer 'init(texture:color:size:)' for class 'Ploing.Ball'

Ok, same process add that one to the Ball class. 

init(texture texture: SKTexture!, color color: UIColor!, size size: CGSize)
{
    super.init(texture: texture, color: color, size: size)
}

That time it worked but I was puzzled as to why. What seems to be happening is that the derived class is calling the non-designated initializer in the super class which is then calling the designated (or another non-designated one in between). However, when this initializer is called rather than calling the super class implementation it calls one in the derived class, whether it exists or not. In the case of Ball they didn't hence the error.

It turns out that in the middle of the the Initialization section of the The Swift Programming Language there is the following:

Initializer Inheritance and Overriding
Unlike subclasses in Objective-C, Swift subclasses do not not inherit their superclass initializers by default. Swift’s approach prevents a situation in which a simple initializer from a superclass is automatically inherited by a more specialized subclass and is used to create a new instance of the subclass that is not fully or correctly initialized.
If you want your custom subclass to present one or more of the same initializers as its superclass—perhaps to perform some customization during initialization—you can provide an overriding implementation of the same initializer within your custom subclass.
This explains it. Basically, in Swift, initialization methods work like virtual functions in fact super virtual functions. If a super class initializer is invoked and that in turns calls another initializer (designated or not) then it forwards the call to the derived class. The upshot of this seems to be that for any derived class in Swift it would need to re-implement all of the super classes initializers or at least any which may be invoked from the the other initializers.

Time for some experiments

I therefore set out to confirm this with a simple Swift example:

class Foo
{
    var one: Int;
    var two: Int;

    init(value value:Int)
    {
        self.init(value: value, AndAnother:7)
    }

    init(value value:Int, AndAnother value1:Int)
    {
        one = value;
        two = value1;
    }

    func print()
    {
        println("One:\(one), Two:\(two)")
    }
}

class Bar : Foo
{
    init()
    {
        super.init(value:1);
    }
}

let bar = Bar()
bar.print()

This wouldn't compile. 

Designated initializer for 'Foo' cannot delegate (with 'self.init'); did you mean this to be a convenience initializer?
Must call a designated initializer of the superclass 'Foo'

Whereas in Objective-C the designated initializer is effectively advisory, in Swift it's enforced. If a initializer isn't marked with the convenience  keyword then it seems (at least during compilation) all initializers are treated as being the designated initializor and not at the same time. In this case the compilation failed as there was no designated initializer for Bar.init to call and as Foo.init(value value:Int) wasn't marked as a connivence initializer it was assumed to the designated one and is thus forbidden from calling another initializer in its own class; somewhat paradoxically.

These two rules prevent issues that occur with Objective-C's advisory initializer. All but the designated initializer must be prefixed with the convenience keyword. Secondly this is the only initializer permitted to call the super class initializer meaning all the the convenience initializers can only (cross) call other convenience or the designated initializer for their class. Following these rules gives a working example:

class Foo
{
    var one: Int;
    var two: Int;

    convenience init(value value:Int)
    {
        self.init(value: value, AndAnother:7)
    }

    init(value value:Int, AndAnother value1:Int)
    {
        one = value;
        two = value1;
    }

    func print()
    {
        println("One:\(one), Two:\(two)")
    }
}

class Bar : Foo
{
    init()
    {
        super.init(value: 7, AndAnother: 8)
    }
}

let bar = Bar()
bar.print()

Which gives the results:

One:7, Two:8

It also completely bypasses the convenience method of the superclass rendering it useless for calling from a derived class.

As for explaining the original problem this doesn't help either as the new rules prevent the problem. Herein lies the clue though. It suggests the problem is not with Swift classes subclassing other Swift classes but when a Swift class subclasses an Objective-C class.

Subclassing Objective-C from Swift

Time for another experiment but this time using a base class written in Objective-C:

Base.h

@interface Base : NSObject

-(id)initWithValue:(NSInteger) value;
-(id)initWithValue:(NSInteger) value AndAnother:(NSInteger) value1;
-(void)print;

@end

Base.m

#import "Base.h"

@interface Base ()
@property NSInteger one;
@property NSInteger two;
@end

@implementation Base

-(id)initWithValue:(NSInteger) value
{
    return [self initWithValue:value AndAnother:2];
}

-(id)initWithValue:(NSInteger) value AndAnother:(NSInteger) value1
{
    if ([super init])
    {
        self.one = value;
        self.two = value1;
    }
    
    return self;
}

-(void)print
{
    NSLog(@"One:%d, Two:%d", (int)_one, (int)_two);
}

@end

main.swift

class Baz : Base
{
    init()
    {
        super.init(value: 7)
    }

    init(value value:Int, AndAnother value1:Int)
    {
        super.init(value: value, andAnother: value1);
    }
}

var baz = Baz()
baz.print()

Looking at Base it's obvious that the desginated initializer is initWithValue:(int)value AndAnother:(int)value1 whereas Baz is calling a 'convenience' initializer. This compiles happily but when run gives the following error:

fatal error: use of unimplemented initializer 'init(value:andAnother:)' for class 'Test.Baz'

This is the same type of error as in the original SKSpriteNote sample. Here, Baz's initializer is successfully invoking the Base.initWihValue:(int) value but when it invokes Base's designated initializer this is when the super virtual functionality of the initializers comes into play and an attempt is made to call this non-existent method on Baz. This is easily fixed by adding that method such as it calls the super class method as in:

class Baz : Base
{
    init()
    {
        super.init(value: 7)
    }

    init(value value:Int, AndAnother value1:Int)
    {
        super.init(value: value, andAnother: value1);
    }
}

Giving the result:

2014-06-07 17:40:18.632 Test[47394:303] One:7, Two:2

Alternatively and staying true to the Swift way the parameterless intializer which is obviously a convenience initializer should be marked as such. This then causes a compilation failure as this is now forbidden from calling the super class initialzer and instead must make a cross call to the designated initializer giving the following code:

class Baz : Base
{
    convenience init()
    {
        self.init(value: 7, AndAnother: 8)
    }

    init(value value:Int, AndAnother value1:Int)
    {
        super.init(value: value, andAnother: value1);
    }
}

Which gives the result:

2014-06-07 17:40:46.345 Test[47407:303] One:7, Two:8

This differs from the previous version as the connivence initializer now calls the designated one within Baz meaning the  -(id)initWithValue:(NSInteger) value is never called which is why the second value is nolonger 2.

Conclusion

Whilst this explains the behaviour I was seeing when subclassing SKSpriteNode and by providing a mirror of its initializers without marking any as convenience it solves the problem of using the convenient init(imageNamed name: string) method it doesn't do so particularly elegantly nor in a fully Swift style; as it leaves the class with a set of initializers none of which are marked convenience.

A designated initializer could be specified by marking all but the init(texture texture: SKTexture!, color color: UIColor!, size size: CGSize) method as convenience and having them cross call this one. However this would prevent the direct calling of init(imageNamed name: string) which is a lot more convenient than the other methods. 

Ironically, whilst Swift formalizes the designated initializer concept and it looks like it will work well for pure Swift code it can be somewhat inconvenient when subclassing Objective-C classes.

P.S. For those of us who have trouble spelling the keyword convenience is far from convenient. A keywoard to mark the designated initializer may well have been more convenient and probably easier to spell! 

Sunday, 5 January 2014

Keyboard configuration for Windows' developers on OS X (& also IntelliJ)

Recently I've been doing some ActionScript programming. Rather than target a Flash Player app. I've been using ActionScript in combination with Adobe AIR in order to create an iOS app. This has meant I've been spending time in OS X and using IntelliJ with the the ActionScript/Flex/AIR plugin as my IDE.

Most of my previous work has been done on UNIX (so command lines & vi) and Windows. In particular I depend on the various Windows & Visual Studio editor key combinations plus the Insert, Delete, Home & End keys. For starters this means I use a PC keyboard with the iMac rather than the Apple keyboard as it lacks these keys; I'm also based in the UK so I use a British PC keyboard.

In addition to these keys I wanted the following combos to be available across all of OS X and any apps.
  • Alt-Tab to cycle through apps.
  • Ctrl-F for find.
  • Ctrl-S for save current document (I habitually press this whilst editing).
  • Ctrl-C & Ctrl-V for copy & paste.
  • Ctrl-Z for undo.
  • Obtain the correct behaviour for the '\|' key and the '`¬' key. They were swapped initially.
  • '@' & '"' correctly mapped.
Additionally, I wanted these combos to be available in IntelliJ:
  • Ctrl-Left Arrow & Ctrl-Right Arrow to move the previous/next word respectively
    • Plus their selected text equivalents.
  • Ctrl-Home/Ctrl-End to move to the top/bottom of the document being edited.
This post is a description of what I installed & configured to allow to
achieve this.

Configuring a British PC keyboard

The first step was to tell OS X I was using a PC keyboard, specifically a British one. This is achieved through the System Preferences->Keyboard->Input Sources.



Here new input sources can be added by clicking the '+'. I added 'British - PC'. Adding doesn't mean it will be used though. For this also check the 'Show Input menu in menu bar' option. This adds a country flag and the name of the input source. Clicking on this allows the input source to be changed. If you swap between a PC keyboard and the iMac keyboard (which I do from time to time) this is an easy way to swap.



What all this gives you is the '"' and '@' keys in the right place. Otherwise they're transposed. Note: backslash and backquote remain transposed.

Windows' key combos

The second step was obtaining the Windows' key combos. This requires mapping the Windows' combos to the corresponding OS X combos whilst preventing the Windows' combos being interpreted as something else. After some searching it seemed like the preferred solution to this is using a 3rd party program called KeyRemap4MacBook. According to various reviews it does the job well but configuring it, especially creating your own mappings is complicated. The former being down to the UI and the latter to the XML format. All these things are true but once you've got used to it, like a lot of things it's nowhere near as daunting as it first seems; and the document is very good too. Part of the motivation for this post is to record the configuration & steps for my benefit should I need to do it again.

KeyRemap4MacBook comes with a number of canned mappings. In addition to mapping across the board they can be limited to include or exclude a specific set of apps. In particular I make use of a set of pre-defined mappings from the 'For PC Users' section which won't be applied in VMs (generally running Windows, especially useful when running Windows 8 in Parallels from the Bootcamp partition) and terminals.

As I still use the Apply keyboard from time to time when I want to do very Apple-ly stuff I have the 'Don't remap  Apple's keyboards' option enabled.

What I use

The canned mappings I use from 'For PC Users' section are:
  • Use PC Style Copy/Paste
  • Use PC Style Undo
  • Use PC Style Save
  • Use PC Style Find
These can easily be seen these in KeyRemap4MacBook using the 'show enabled only' (from the many definitions) option:



Without doing very little work this meets the majority of my needs. In addition to the 'For PC Users' and 'General' section you may also notice the three re-mappings at the start. These are custom mappings I had to create. I'm not going to explain the XML format as this is available from the documentation. Instead, here are my custom mappings.

<?xml version="1.0"?>
<root>
 <appdef>
  <appname>INTELLIJ</appname>
  <equal>com.jetbrains.intellij</equal>
 </appdef>

 <replacementdef>
  <replacementname>MY_IGNORE_APPS</replacementname>
  <replacementvalue>VIRTUALMACHINE, TERMINAL, REMOTEDESKTOPCONNECTION, VNC, INTELLIJ</replacementvalue>
 </replacementdef>

 <replacementdef>
  <replacementname>MY_IGNORE_APPS_APPENIDX</replacementname>
  <replacementvalue>(Except in Virtual Machine, Terminal, RDC, VNC and IntelliJ)</replacementvalue>
 </replacementdef>


 <item>
  <name>Use PC style alt-TAB for application switching</name>
  <appendix>{{ MY_IGNORE_APPS_APPENIDX }}</appendix>
  <identifier>private.swap_alt-tab_and_cmd-tab</identifier>
  <not>{{ MY_IGNORE_APPS }}</not>
  <autogen>__KeyToKey__ KeyCode::TAB, ModifierFlag::OPTION_L, KeyCode::TAB, ModifierFlag::COMMAND_L</autogen>
 </item>

 <item>
  <name>Swap backslash and backquote for British PC keyboard</name>
  <identifier>private.swap_backslash_and_quote_for_britishpc</identifier>
  <autogen>__KeyToKey__ KeyCode::DANISH_DOLLAR, KeyCode::BACKQUOTE</autogen>
  <autogen>__KeyToKey__ KeyCode::BACKQUOTE, KeyCode::DANISH_DOLLAR</autogen>
 </item>

 <item>
  <name>Use PC Ctrl-Home/End to move to top/bottom of document</name>
  <appendix>{{ MY_IGNORE_APPS_APPENIDX }}</appendix>
  <identifier>private.use_PC_ctrl-home/end</identifier>
  <not>{{ MY_IGNORE_APPS }}</not>
  <autogen>__KeyToKey__ KeyCode::HOME, ModifierFlag::CONTROL_L, KeyCode::CURSOR_UP, ModifierFlag::COMMAND_L</autogen>
  <autogen>__KeyToKey__ KeyCode::HOME, ModifierFlag::CONTROL_R, KeyCode::CURSOR_UP, ModifierFlag::COMMAND_L</autogen>
  <autogen>__KeyToKey__ KeyCode::END, ModifierFlag::CONTROL_L, KeyCode::CURSOR_DOWN, ModifierFlag::COMMAND_L</autogen>
  <autogen>__KeyToKey__ KeyCode::END, ModifierFlag::CONTROL_R, KeyCode::CURSOR_DOWN, ModifierFlag::COMMAND_L</autogen>
 </item>

</root>

I didn't want these mappings other than swapping backslash and backquote to be applied in various apps. i.e. VMs, VNC & RDC (where Windows is running anyway) and Terminal where it interferes with bash. To enable this I used the <not> element giving a list of excluded apps. along with using the appendix element to state this in the description.

Rather than copy the list of apps. and description I used KeyRemap4MacBook's replacement macro feature. There is a list of builtin apps. that can be referred too but I also looked at the XML file from the source that contains the 'For PC Users' mapping.

The _L & _R refer to keys which appear twice: on the left & right side of the keyboard.

The format allows multiple mappings to be grouped. These don't have to be similar but this the intention, i.e. all the ctrl-home/end mappings are together. Each <autogen> entry is a separate mapping but they are enabled/disabled collectively.

The format isn't too bad. The weird thing from an XML perspective is the <autogen> element. This is source combo followed by combo to generate instead separated by a comma. I think it would be easier to understand if this element were broken down into child elements with say <to> and <from> elements.

This private.xml is also available as a GIST.

IntelliJ

IntelliJ complicates things slightly as it provides its own key-mapping functionality similar to that of KeyRemap4MacBook but solely for itself. This means that there can be a conflict with KeyRemap4MacBook.

I'm writing this a while after I originally implemented it. In fact part of the reason I'm writing this post at all is so I have a record of what's required. Since getting this working it looks like I've changed my IntelliJ Keymap (from Preferences). Originally it was set to 'Mac OS X' but is now set to 'Default'.

When is was set to 'Mac OS X' the KeyRemap4MacBook mappings worked well except that Ctrl-Home/End wouldn't work. This is because that combination is mapped to something else. Additionally the 'Mac OS X' mappings don't provide support for Ctrl-Left/Right-Arrow for hoping back and forth over words. My initial solution to this was to modify (by taking a copy) the 'Mac OS X' mapping:
  • Change 'Move Caret to Next Word' from 'alt ->' to 'ctrl->'.
  • Change 'Move Caret to Previous Word' from 'alt <-' to 'ctrl <-'.
  • Change 'Move Caret to Next Word with Selection' from 'alt shift ->' to 'ctrl shift ->'.
  • Change 'Move Caret to Previous Word with Selection' from 'alt shift <-' to 'ctrl shift <-'.
  • Change 'Move Caret to Text End' from 'cmd end' to 'ctrl end'.
  • Change 'Move Caret to Text Start' from 'cmd home' to 'ctrl home'.
However, it seems that the 'Default' key mappings are as per-Windows but when KeyRemap4MacBook is running they all conflict. In fact I may have missed this completely when initially figuring this out.

Therefore the far easier solution is to select the 'Default' IntelliJ mapping and using KeyRemap4MacBook make it aware of IntelliJ and exclude it from key re-mapping as per the other applications. This is the purpose of the appdef section in private.xml. KeyRemap4MacBook doesn't need definitions for other excluded apps. as these are built-in.

The mappings are not perfect. IntelliJ is great but this is now down to IntelliJ's mapping and having excluded it from KeyRemap4MacBook mapping. I still miss Ctrl-Left/Right-Arrow and Ctrl-Home/End in other apps. but hopefully this should just be a case of defining more mappings and the Ctrl-Z (undo) mapping effectiveness seems to vary.



Monday, 30 December 2013

Using IntelliJ, Adobe ActionScript and AIR SDK to create & package iOS 7 apps.

Just a quick post. Lately I've been learning ActionScript. Having seen how easy it is to get an ActionScript project for Flash Player running on Android using Adobe AIR I wanted to do the same for my iPhone. Getting stuff running on the AIR emulator and on the iOS simulator (under OS X) and AIR was pretty easy. In my case this was using IntelliJ as the IDE (rather than Flash Builder) coupled with Flex 4.6 SDK. The real fun started when I started to package my application for submission to the App Store, in particular creating the App icons.

The version of the AIR SDK that comes with the Flex 4.6 SDK is 3.1. However this isn't aware of the new iOS 7 App icons. It would seem a simple matter of adding additional entries to the Application Descriptor file, i.e. to support the the 152x152 icon just add

<image152x152>icon152.png</image152x152>

to the <icon> section. Unfortunately the schema knows this isn't valid (well doesn't know about) and you end up with the following error:

error 103: application.icon.image152x152 is an unexpected element/attribute

To fix, the first step is to download & install the latest version AIR SDK which is 3.9 (4.0 beta aside). This does not mean download & install the latest version of the Flex SDK as this contains an older version of the AIR SDK. Also, as this needs installing on top of the one present in the existing Flex SDK installation do not download the installer version, instead use the zip (Windows) or tbz2 (OS X). The following link takes you to both: http://www.adobe.com/devnet/air/air-sdk-download.html

Then extract these within the Flex SDK (you might want to take a copy of this first but if things go wrong you can always re-download it). The easiest way is to just copy/move the archive to the Flex SDK directory and extract the files there which will overwrite the existing ones.

NOTE: Up to this point the same thing occurred on both Windows & OS X. The following steps only worked on OS X. In particular updating the scheme in the Application Descriptor didn't work and when reverted back to 3.1 (& support for iOS 7 App Icons removed) then packaging the app. was a problem as the AIR SDK seemed to be missing various binaries to create the ARM binaries. I haven't pursued this further as I was working on OS X at this point.

In theory everything should work now. However if you proceed to package the app. it will still give the same 103 error. This is because the scheme version number in the Application Descriptor needs updating. Most likely the line will be:

<application xmlns="http://ns.adobe.com/air/application/3.1">

the 3.1 needs changing to 3.9.

This may not fix the problem though. If you're using IntelliJ (sorry don't know about Flash Builder) and have selected the 'Generated' option for the Application Descriptor then it appears by default IntelliJ (AIR?) creates this with a version of 3.1. In this case you'll need to stop using this option. Instead choose the 'Custom template' and either create your own or have IntelliJ (AIR?) generate one for you. If you choose the latter option then IntelliJ offers a drop down to specify the version. However, it only lists 3.1 to 3.8. Therefore this will need manually changing to 3.9.


At this point it should be possible to successfully package an iOS app with iOS 7 App Icon support.