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I’ve just tried to compile my first project targeting Flash Player 10.1 with the latest FDT version 3.5.
It’s very simple to set it up, I’ve done it in about 10 minutes so here’s a quick tutorial on how to get started with 10.1 beta 2.
The summary first:
- Download a fresh new Flex SDK
- Patch the playerglobal.swc with the new one
- Add the new SDK to FDT
- Download and install Flash Player 10.1 beta 2
- Download a new Flex SDK from here, I’ve chosen the latest 3.4 stable build
- Download the new core library (playerglobal.swc) for FP 10.1 here
- Now replace the old playerglobal.swc located here in your downloaded Flex SDK: /frameworks/libs/player/10/playerglobal.swc with the new downloaded FP 10.1 playerglobal.swc
- In FDT 3.5 go to Preferences>FDT>Core Libraries>AS3 Core Libraries and click “Add…”
- As “Type” use “Flex 3 SDK for FP 10″ give it a name and click the “Browse” and then “New” button to add your new patched Flex SDK.
That’s all for setting everything up. Now create a new Flash Project:
- New > New Flash Project
- In the SDK drop down menu choose the one you’ve added earlier.
- Create a Main class and derive it from Sprite
- In the constructor I’ve added this line of code to check if everything is working: trace(Acceleromter.isSupported);
- Right click your Main class and Debug it as AS3 Application
Everything should compile properly now and you should see the trace output (“false” on my MacBook Pro… hmm… is that correct? Every MBP has an integrated accelerometer. Weird isn’t it? Who has an answer?). Additionally you can add the -target-player=10.1.0 compiler argument to your launch configuration.
Happy 10.1 coding everybody,