Adobe AIR available mobile platform

Hello All,
I am interested in knowing what mobile platforms will have support for Adobe AIR - either directly from Adobe or by third party.
I understand Android currently supports it what about Windows Mobile 7, Qualcomm Brew MP , Mediatek etc
Regards
Srini

See response here: http://forums.adobe.com/thread/716414?tstart=0
-Rob

Similar Messages

  • Any idea when adobe air for mobiles is coming out?

    Hi,
    Any idea when adobe air for mobiles is coming out and on what phones will it be available?
    Thanks,
    Gaurav

    Sorry, only Apple will know that, Rob; and even if we knew, nobody would be allowed to post it here, before the raw support has been released.
    Keep checking this link.  Apple - Aperture - Technical Specifications - RAW Support
    I'm waiting for the Aperture update so I can start playing with my pics.
    I can understand, that you are eager to try your new camera - try Adobe's DNG converter, while you are waiting - http://www.adobe.com/support/downloads/product.jsp?product=106&platform=Macintos h
    or shoot rwa&jpeg and set the Import panel to import raw&jpeg, with the jpeg as original. YOu can change that later, when the raw support has been released, and use the raw files you imported.
    Regards
    Léonie

  • Adobe AIR for Mobile Devices?

    Hi,
    I was just recently asked whether there is a project for developing Adobe AIR for mobile devices?
    This would be really exciting as you could develop your own projects for mobile devices as well as desktop computers...
    Any ideas?

    It is possible. The thing is Apple won't let developers put their AIR apps into Apple's iTunes store.

  • Adobe AIR on Mobile with Facebook

    I am developing an Adobe AIR app for mobile devices to work with Facebook. I am using the Adobe ActionScript API for Facebook Platform
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  • Adobe AIR on Mobiles

    Hi everyone,
    I am just curious to know when will Adobe AIR will be
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    I would recommend you post your inquiry in the Adobe AIR forum - http://forums.adobe.com/community/air.

  • Adobe AIR for mobile expectations and misconceptions?

    Hello, I am somewhat confused by the content published by Adobe which claims that AIR for Android or iOS publishing creates a fully native app.
    For example, in this Adobe Developer Connection article (http://www.adobe.com/devnet/logged_in/abansod_iphone.html) written in May 2011, the following claims are made:
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    It appears you may be confusing iOS with Android a little bit. The article you referenced was speaking solely about iOS, not Android. So, yes, they were correct.
    Now, there is a new option in AIR 3 that allows you to package your applications WITH the AIR Runtime for Android. This is called "Captive Runtime" and allows you to create applications that do not need to reach out to grab AIR from any marketplace because it is already packaged.
    Here is more information on Captive Runtime:
    http://www.tricedesigns.com/2011/08/10/air-3-0-captive-runtime/
    Here is how you can set up Flash Pro with AIR3:
    http://www.swfgeek.net/2011/09/26/targeting-flash-player-11-rc1-air-3-rc1-in-flash-profess ional-cs5-5/
    Note that if you are using Flash Pro to create an app with AIR 3 you will need actually package the app with the Command Line. The tooling is not yet available in Flash Authoring Environment.
    Here is how you can do that:
    http://www.youtube.com/user/iBrent#p/u/6/MRcoJ6ClLqo
    it is similar to this, but with slightly different switches. There is more info in the command line help.

  • Adobe Air and Mobile Devices

    Hi! I have a project wich we plan to offer it in blueberry
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    Hi! I have a project wich we plan to offer it in blueberry
    and other devices.
    At the moment we use java, but we plan on replace it for
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  • Adobe AIR for mobile closed wifi network

    Creating a game that will ONLY be used in a closed network of less than a dozen iphones, ipads.
    What I need to figure out is the simplest solution for storing names with high scores for each completed game session.
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    It appears you may be confusing iOS with Android a little bit. The article you referenced was speaking solely about iOS, not Android. So, yes, they were correct.
    Now, there is a new option in AIR 3 that allows you to package your applications WITH the AIR Runtime for Android. This is called "Captive Runtime" and allows you to create applications that do not need to reach out to grab AIR from any marketplace because it is already packaged.
    Here is more information on Captive Runtime:
    http://www.tricedesigns.com/2011/08/10/air-3-0-captive-runtime/
    Here is how you can set up Flash Pro with AIR3:
    http://www.swfgeek.net/2011/09/26/targeting-flash-player-11-rc1-air-3-rc1-in-flash-profess ional-cs5-5/
    Note that if you are using Flash Pro to create an app with AIR 3 you will need actually package the app with the Command Line. The tooling is not yet available in Flash Authoring Environment.
    Here is how you can do that:
    http://www.youtube.com/user/iBrent#p/u/6/MRcoJ6ClLqo
    it is similar to this, but with slightly different switches. There is more info in the command line help.

  • Excessive connection latency... Does Adobe Air support connection pooling on mobile?

    Hello,
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    I have included a sample app below to emphasis the performance issue. The image itself is very small (290 bytes) to focus the issue on connection latency. I have confirmed this behavior on numerous Android devices, running 4.1, 4.0, and 2.3. I have also attempted using Loader v. URLLoader v. URLStream and sequential v. simultaneous loading with no change in connection behavior. Attempting to set the connection to 'keep-alive' in the URLRequest also has no affect.
    package
              import flash.display.Loader;
              import flash.display.Sprite;
              import flash.display.StageAlign;
              import flash.display.StageScaleMode;
              import flash.events.Event;
              import flash.net.URLRequest;
              import flash.utils.getTimer;
              public class Main extends Sprite
                        private var _count:int = 0;
                        public function Main()
                                  super();
                                  stage.align = StageAlign.TOP_LEFT;
                                  stage.scaleMode = StageScaleMode.NO_SCALE;
                                  trace("Start time " + getTimer() + " ms");
                                  var loader:Loader;
                                  var url:String = "http://fbcdn-profile-a.akamaihd.net/static-ak/rsrc.php/v2/yo/r/UlIqmHJn-SK.gif";  // 290 bytes
                                  for (var i:int = 0; i < 20; i++) {
                                            loader = this.addChild(new Loader()) as Loader;
                                            loader.contentLoaderInfo.addEventListener(Event.COMPLETE, complete);
                                            loader.load(new URLRequest(url));
                        private function complete(event:Event):void
                                  _count++
                                  trace("Finished " + _count + " at " + getTimer() + " ms");
    So, I have a couple questions:
    1) Is there something that I can do to enable connection reuse?
    2) Is this an inherent limitation with Adobe Air for mobile?
    3) Can someone confirm whether this limitation exists on other mobile platforms (iOS or Blackberry)?
    Any help that you can provide would be greatly appreciated. I am really hoping that this isn't a fundamental limitation of Adobe Air as it causes my app to feel very sluggish.
    Thanks,
    Adam

    Hmm. You were absolutely correct, that's a bit disappointing!
    This is Android recompiled for 3.4 rather than 3.1.
    null
    COMPLETED 50 with 8 loaders in 11327 milliseconds or 226.54 per load.   50           8              11327    226.54
    COMPLETED 50 with 50 loaders in 8899 milliseconds or 177.98 per load.   50           50           8899       177.98
    COMPLETED 50 with 50 loaders in 9280 milliseconds or 185.6 per load.     50           50           9280       185.6
    COMPLETED 50 with 50 loaders in 9513 milliseconds or 190.26 per load.   50           50           9513       190.26
    COMPLETED 50 with 8 loaders in 9744 milliseconds or 194.88 per load.     50           8              9744       194.88
    COMPLETED 50 with 1 loaders in 16383 milliseconds or 327.66 per load.   50           1              16383    327.66
    Versus Apple iPad recompiled for 3.4 rather than 3.1.
    null
    COMPLETED 50 with 8 loaders in 502 milliseconds or 10.04 per load. 50      8        502    10.04
    COMPLETED 50 with 50 loaders in 100 milliseconds or 2 per load.     50      50      100    2
    COMPLETED 50 with 50 loaders in 117 milliseconds or 2.34 per load. 50      50      117    2.34
    COMPLETED 50 with 50 loaders in 93 milliseconds or 1.86 per load.  50      50      93      1.86
    COMPLETED 50 with 8 loaders in 270 milliseconds or 5.4 per load.    50      8        270    5.4
    COMPLETED 50 with 8 loaders in 307 milliseconds or 6.14 per load.  50      8        307    6.14
    COMPLETED 50 with 8 loaders in 316 milliseconds or 6.32 per load.  50      8        316    6.32
    COMPLETED 50 with 4 loaders in 555 milliseconds or 11.1 per load.  50      4        555    11.1
    COMPLETED 50 with 4 loaders in 547 milliseconds or 10.94 per load. 50      4        547    10.94
    COMPLETED 50 with 4 loaders in 535 milliseconds or 10.7 per load.  50      4        535    10.7
    COMPLETED 50 with 2 loaders in 1038 milliseconds or 20.76 per load.        50      2        1038          20.76
    COMPLETED 50 with 2 loaders in 1042 milliseconds or 20.84 per load.        50      2        1042          20.84
    COMPLETED 50 with 1 loaders in 2107 milliseconds or 42.14 per load.        50      1        2107          42.14
    COMPLETED 50 with 1 loaders in 2099 milliseconds or 41.98 per load.        50      1        2099          41.98
    Both are on release compile, which should take out all of the variability. So, yes, it looks as if the 3.4 AIR runtime has lost the connection pooling but ONLY for Android.
    PS: Code I used in my test (which was a conventional View based Mobile app) is below in case you want to include it when you submit a bug report.
    <?xml version="1.0" encoding="utf-8"?>
    <s:View xmlns:fx="http://ns.adobe.com/mxml/2009"
      xmlns:s="library://ns.adobe.com/flex/spark" title="TestLLatency" xmlns:mx="library://ns.adobe.com/flex/mx">
    <fx:Script>
      <![CDATA[
       import mx.events.FlexEvent;
       protected function uicomponent1_creationCompleteHandler(event:FlexEvent):void
        startTest();
       public function startTest():void {
        if(queue) throw new Error("Please wait for previous test to end.");
        queue = new Array();
        _count = 0;
        var loader:Loader;
        var i:int;
        for (i = 0; i < numToQueue; i++) {
         loader = bob.addChild(new Loader()) as Loader;
         loader.x = (i%10)*50;
         loader.y = Math.floor(i/5)*50;
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       protected var endTime:int;
       protected var numToQueue:int = 50;
       protected var numLoaders:int = 8;
       protected var queue:Array;
       private var _count:int;
       private function complete(event:Event):void
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        nextQueue();
       [Bindable] protected var results:String;
       protected function nextQueue():void {
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        if(queue && queue.length) {
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         loader.load(new URLRequest(url));
        } else if(_count==numToQueue) {
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         while(bob.numChildren>5) {
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         bob.getChildAt(0).addEventListener(MouseEvent.CLICK,repeatTest);
         bob.getChildAt(1).addEventListener(MouseEvent.CLICK,repeatTest);
         bob.getChildAt(2).addEventListener(MouseEvent.CLICK,repeatTest);
         bob.getChildAt(3).addEventListener(MouseEvent.CLICK,repeatTest);
         bob.getChildAt(4).addEventListener(MouseEvent.CLICK,repeatTest);
       protected function repeatTest(event:MouseEvent):void {
        var dob:DisplayObject = event.target as DisplayObject;
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        try {
         switch(testBehaviour) {
          case 4 :
           this.numLoaders = this.numToQueue;
           break;
          case 3 :
           this.numLoaders = 8;
           break;
          case 2 :
           this.numLoaders = 4;
           break;
          case 1 :
           this.numLoaders = 2;
           break;
          case 0 :
           this.numLoaders = 1;
           break;
         startTest();
         dob.removeEventListener(MouseEvent.CLICK,repeatTest);
         for(var i:int=0;i<5;i++) bob.removeChildAt(0);
        } catch(e:Error) {
         trace(e.message); 
      ]]>
    </fx:Script>
    <fx:Declarations>
      <!-- Place non-visual elements (e.g., services, value objects) here -->
    </fx:Declarations>
    <s:HGroup width="100%" height="100%">
      <mx:UIComponent id="bob" width="100%" height="100%" creationComplete="uicomponent1_creationCompleteHandler(event)" />
      <s:TextArea text="{results}" width="100%" height="100%" />
    </s:HGroup>
    </s:View>

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