Use HellFire Compiler Daemon with Flex SDK 4.5.x - flex4.5

HellFire Compiler Daemon (HFCD) is significantly quicker than the default compiler used by Flash Builder, however it only seems to support Flex SDK 4.1.x.
Is there any way to use HFCD with Flex SDK 4.5.x?

See http://hfcd.tenderapp.com/discussions/questions/11-flex-45
The Author of HFCD seems to have disappeared. We too are feeling the pain, supposedly there is a way to integrate fcshd.py to get out of processing building to help speed up FlashBuilder.

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Why does flutter use dart?

I understand that there could be many reasons but when the developer community has already adopted ES6 and is working hard to make it better then why dart and not JS?
Is there anything special which makes dart such a good fit for Flutter?
That's an FAQ and already answered extensively
https://flutter.io/faq/#why-did-flutter-choose-to-use-dart
https://hackernoon.com/why-flutter-uses-dart-dd635a054ebf
I'm not sure why you wrote ES6 and "dart js".
Flutter has nothing to do with JavaScript.
While Dart can be compiled to JavaScript, Flutter doesn't use this feature.
For Flutter Dart is compiled to native binary code.
I did a little research after being asked the question by a couple of colleagues and thought it would help by summarising what I have read and thought about (it's a very important question for my colleagues)
Language requirements for Flutter
AOT and JIT compilation for fast reload and fast released code
A good garbage collector to clean up after creating and destroying many objects
Single threaded to avoid locks and therefore jank
An arm compiler to avoid having another engine running the code on the device (aka React Native)
Dart meets all these requirements. JS (I think) meets all the above pretty closely too, apart from the AOT and JIT compiler part.
Why didn't Flutter choose JS and build a JIT and AOT compiler? (initially they did choose JS but they switched) I could guess at the following...
Dart was built with to-binary compilation in mind from the beginning
Dart already had a to-binary JIT compiler, it added the AOT compiler later
Dart is more structured and simpler (it is type safe and has no eval)
JS could implement new language features that might jeopardise flutter dev
Dart can be optimized for Flutter without needing to worry about other uses of JS
Historically long wait times for new JS functionality (last 3 years has been better)
The Dart and Flutter teams can work together closely
Saying all of that I can imagine that a JS solution could happen but it might be costly and a more complicated solution. Dart is pretty good and Dart2 has really improved things with inherent type safety.
Dart has a declarative and programmable layout that is easy to read and visualize. Hence, Flutter doesn't require a separate declarative layout language like XML. It is easy for Flutter to provide advanced tooling since all the layout in one language and in a central place
Dart is much faster than JavaScript, as it can be compiled both AOT and JIT which helps building apps in several ways as using JIT compilation can speed up development and AOT compilation can be used during the release process for better optimization. This technique has been used in Flutter.
follow the link
https://medium.com/hackernoon/why-flutter-uses-dart-dd635a054ebf
https://insights.daffodilsw.com/blog/why-flutter-uses-dart

Can I code iPhone apps using Eclipse?

As you can probably guess, my knowledge of coding is very limited. Nonetheless, I do know a little Java. I have Eclipse and was wondering if I could use it to code for iOS iPhone/iPad applications. I know that I would almost certainly have to use a language other than Java, but I'm clueless as to what packages or plugins I would need to install in Eclipse to use it to code for iOS. If you guys could answer this question in extreme detail or link me to a very good sequence of video tutorials, I would be extremely grateful.
Yes you can!
If you can live with coding ActionScript, which should be easy to learn with a Java background, you can use Eclipse & AIR to code for iOS (and Android at the same time)
Some resources:
http://flex.apache.org/
http://labs.adobe.com/technologies/flashruntimes/
http://blogs.adobe.com/flashplayer/
http://flashdaily.net/
Be aware that many apps in the store have been build on this platform, and the community is pretty alive and supportive.
The short answer is, "not natively."
Apple pretty much restricts "native" iOS development to XCode which, as #Bob said in his answer, is only available for OS X. So that means no Eclipse or Java-based development. However, there are several cross-platform development frameworks and tools that work to varying degrees of quality. Here are a few, in no particular order:
PhoneGap
Appcelerator
Corona
Adobe AIR (see answer by #dogsgod)
There are others, but those are ones that I've at least heard of and might have tried a little bit. Some, like Appcelerator, have IDEs built on Eclipse, so at least the dev environment would be familiar.
IOS apps are written in Objective-C or Swift using XCode. (This also means you'll need a Mac to do so. XCode is only available for OSX.)
So unfortunately this means the answer to your question is no. You cannot use Eclipse to write an iOS app.

Is PlayN on iOS possible without licensing MonoTouch?

Following the instructions on the PlayN wiki I was able to get the "hello" PlayN sample running on the iOS simulator. However, when using MonoStudio, I was told that I need to upgrade to an Indie license or higher to compile the code. (Apparently I was using 33+ features which required it.) When I activated a trial edition, the sample compiled and ran fine on the simulator.
The PlayN wiki seems to indicate the you'd only need a license if you plan on testing on a real device. Is it wrong or am I missing something?
Also, I thought the idea behind PlayN was to build a free, open source game engine on top of free, open-source technology. Mono is both, but MonoTouch is neither. Is there another option or am I stuck with shelling out $1000/year to use iOS (which so far seems far from fully implemented on the PlayN side of things)?
Right now, there isn't. Sorry its disappointing, but its the nature of iOS. Its a very non-free platform.
Perhaps you can try your hands at writing a cross compiler, and release it under an opensource license? You can try basing it on http://gcc.gnu.org/java/.

Any way to use some Scala for iOS coding?

I want to be able to use Scala to code iOS programs. Any tools available for this ?
You can run JavaScript on iOS, so you could compile your Scala to JavaScript using Scala.js. This has obvious huge limitations - I wouldn't want to try to code actual native iOS UI - but might be practical for some cross-platform logic. Combining this with React Native might be interesting.
There's also Scala Native as of a couple months ago; that should probably run on iOS. It's not ready for production use, but keep an eye on it.
Well, now you can use RoboVM - a Java library for native IOS development
See also:
an SBT plugin for RoboVM https://github.com/roboscala/sbt-robovm
A blog post aboute Scala development for IOS http://ajhager.com/
Not today, but it may be close:
http://java.dzone.com/articles/oracle-gets-java-running-ios
http://www.oracle.com/technetwork/developer-tools/adf/overview/adf-mobile-096323.html
But, while Apple directly opposes the use of the JVM on iOS devices, it will make little sense to go that way (it's still early days). You will run into one obstacle after another, and won't have any guarantee that the code you write today, will run on the iOS of tomorrow.
Sit on the sideline with your Android, Ubuntu and popcorn, and let the big guys fight it out.
In the meantime.... you can write a thin front-end in PhoneGap (which works on most modern mobile devices), your services with Spray and have fun with your back-end in Scala.
I recently developed a toolchain based on IKVM and MonoTouch that allows you to develop iOS apps in Scala. I put together a demo of the toolchain here:
https://github.com/samskivert/ios-scala-demo
Currently Codename One doesn't have builtin support for Scala but it supports Kotlin reasonably well. There is a blog post here that covers the process of adapting Codename One to support other JVM languages. By doing that you can instantly get support for other platforms such as iOS, UWP, JavaScript/Web, Android & desktop mac/windows for free.
The core of Codename One which includes the VM's, API's and most of the tools is open source.

Clojure iOS Development

Over the past months, I've pretty much fallen in love with Clojure and refuse to use anything else.
I am aware that there is ClojureScript, which uses Google Closure to compile a subset of Clojure to JavaScript.
Is there anything similar in the works for Objective-C/Cocoa?
I would love to be able to prototype applications in Clojure, and then get an iOS app out of it.
[I'm perfectly fine if this prevents me from all the low level details of iOS -- I don't need access to any low level details (say pointer arithmetic) that I can't do in Java -- I just want to be able to easily transform my Clojure Apps onto the iOS]
You can run clojure on iOS by compiling clojure to scheme, https://github.com/takeoutweight/clojure-scheme
There's one more option (warning: haven't tried it yet):
https://github.com/oakes/lein-fruit
This Leiningen plugin translates Java bytecode to native code for iOS. And there's even IDE that has it built-in:
https://github.com/oakes/Nightcode
I've just discovered las3r which is a Clojure port to the ActionScript (the language behind Flash) runtime. Since Flash/ActionScript can now develop for iOS (I'm in the process of writing a game right now. It's not wonderful, but it's quite usable), this may present a path to writing Clojure applications for iOS.
DISCLAIMER: I haven't tried this. I've just barely discovered las3r, haven't even downloaded it. and have no idea if it's good or terrible. I don't know how awful the speed will be. I know nothing.
Still - it's an intriguing idea, isn't it?
There is Re-Natal a simple command-line utility that automates most of the process of setting up a React Native app running on ClojureScript.

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