Adobe AIR on Mobiles
Hi everyone,
I am just curious to know when will Adobe AIR will be
available for Mobiles.
I came across on the web regarding "Open Screen Project" and
lookin g forward for Adobe AIR to come on mobiles as there are lot
of limitations in Flash lite pertaining to local ddevice data
storage.
Thanks in advance...
I would recommend you post your inquiry in the Adobe AIR forum - http://forums.adobe.com/community/air.
Similar Messages
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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.
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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,
GauravSorry, 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 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
SriniSee response here: http://forums.adobe.com/thread/716414?tstart=0
-Rob -
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
I am accessing the Facebook from Actionsctipt code as follows:
FacebookMobile.init("my-numeric-app-id", initHandler);
function initHandler(success:Object, fail:Object):void
// inside login handler
The success object is null and and the fail object has the message "An active access token must be used to query information about the current user."
What is wrong here or what else is needed to be done to mae it work?I've made a little headway with this. Within your initHandler just make a call to login:
FacebookMobile.login(loginCallback, this.stage, [], webview);
webview is a StageWebView instance with the viewPort defined. If I left it null, or didn't set the viewPort nothing happens...
var webview:StageWebView = new StageWebView();
webview.viewPort = new Rectangle(0,0,400,400);
I'm now getting a login screen. -
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:
"Since we are able to compile ActionScript to ARM ahead of time, the application gets all the performance benefits that the JIT would offer and the license compliance of not requiring a runtime in the final application."
"When you build your application for iOS, there is no interpreted code and no runtime in your final binary. Your application is truly a native iOS app."
After reading a large amount of information like this from Adobe and other sources, I went ahead and bought an Android phone. After actually getting the .APK file published from Flash Pro CS 5.5 onto the phone and installed, it of course gave me the message that I needed to install Adobe AIR to run the program.
How can that be "truly a native app?" The same happens in iOS, obviously. Is Flash running in a web browser a "truly native app" in that case? The extra step of making users download the Adobe AIR package makes it all seem so half baked compared to actual native apps. I'm assuming there is no way to package AIR with your app? Not that it's a great alternative, but I can't think of what else would make this situation better.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. -
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
Adobe Air/Adobe Flex, based on how it is supported.
Any information to share?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
Adobe Air/Adobe Flex, based on how it is supported.
Any information to share? -
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.
I was thinking of perhaps using one iPad as a dedicated hotspot, and storing a simple text file that would be saved and loaded by all the other iphones-ipads on the closed wifi network.
Can anyone with AIR mobile networking knowledge tell me if this will work and or provide a better solution?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. -
Hello,
I am developing a mobile app which loads thumbnail images from a remote server. During testing on the Android platform, however, I have discovered that images are very slow to load. By monitoring server logs I have determined that the poor performance is caused by the lack of connection pooling, meaning that each request builds a new connection. Running the sample code below on a mobile device produces 20 requests and 20 connection attempts. By comparison, the same web or desktop app creates 2 connections and reuses those connections for subsequent requests. The substantial overhead and latency associated with generating new connections has a substantial affect on performance, with 20 thumbnails taking approximately 4-5 seconds to load on mobile versus 0.5 - 1 second on a desktop.
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,
AdamHmm. 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;
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, complete);
queue.push(loader);
startTime = getTimer();
for(i=0;i<numLoaders;i++) {
nextQueue();
protected var startTime:int;
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
_count++
nextQueue();
[Bindable] protected var results:String;
protected function nextQueue():void {
var url:String = "http://fbcdn-profile-a.akamaihd.net/static-ak/rsrc.php/v2/yo/r/UlIqmHJn-SK.gif"; // 290 bytes
if(queue && queue.length) {
var loader:Loader = queue.pop() as Loader;
loader.load(new URLRequest(url));
} else if(_count==numToQueue) {
endTime = getTimer();
var elapsed:int = endTime-startTime;
results += "\n"+("COMPLETED "+numToQueue+" with "+numLoaders+" loaders in "+(elapsed)+" milliseconds or "+(elapsed/numToQueue)+" per load.\t"+[numToQueue,numLoaders,elapsed,elapsed/numToQueue].join("\t"));
queue = null;
while(bob.numChildren>5) {
bob.removeChildAt(bob.numChildren-1);
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;
var testBehaviour:int = dob.parent.getChildIndex(dob);
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> -
Scrim / Spinner For Adobe Air Mobile Apps?
I'm in the process of learning Adobe Air for mobile devices. I'm using Flash Builder Burrito. I didn't have any previous experience with Flash Builder or ActionScript, but I'm finding it very easy to use (I do have 11 years of programming experience). I'm stumped on something that's usually built into most other mobile platforms -> How do you create a scrim & spinner??? For those who may be wondering what I'm referring to, it's when your screen is dimmed and a revolving or spinning icon is displayed to show that your app is busy.
I tried the following...
1) Create a group that covers the entire view
2) Change the background color of the group to black and alpha to .5
2) Add a spinner image to the group
3) Set the "enable" property of the group to true/false depending on if I wanted it displayed or not
This didn't work at all. Any suggestions would be great!!!I ALMOST have it working thanks to this great post by Andrew trice. I have two minor issues...
The animated gif won't play. I realize animated gifs probably aren't the way to go in FLASH builder, but it was worth a try. How do I recreate the spinner effect???
The scrim doesn't cover the navigation panel. Again, any ideas? -
Adobe air mobile - Android - Print
Hello,
I'm looking for a solution to print from Adobe air on mobile - Android, i find ANE for IOS with airprint, but nothing for Android,
If someone know about a solution, free or not...
Thank you!DOES THIS MEAN YOU ALREADY ABLE TO USE A CUSTOM USER AGENT FOR AIR PROJECT ??
CAN YOU EXPLAIN HOW TO ADD CUSTOM USER AGENT ? -
Anyone know of a free working highscore system for Adobe air iOS?
I used to use Mochi Leaderbords before starting coding Adobe Air games for iPhone and Android. As the Mochi API doesn't have mobile support I had to find something else and found Playtomic. Playtomic is great and easy to use, BUT it's constantly down
My players are complaing on how often the highscore server is down. For me it's like 6/10 times I try to view scores that it doesn't show.
Anyone know of an alternative free highscore system that works with Adobe Air for mobile?Hi TenchMyo,
Just say this post, I'm Almog one of the fonders and developers for Scoreoid I'm also an Adobe ACP and UGM if you need help with anything let me both with Scoreoid or Adobe AIR. -
Virtual Currency For Adobe Air
Hey guys.
I made an app with Adobe Air for mobile and I want to intergrate Virtual Currency to the app. I have idea, but I don't want to build it from the scratch. I try to find some kind of platform that help to solve this problem, but I haven't found it.
I found the scoreloop platform, but they kind of not supporting Adobe Air.
I hope you guys who had experience with using Virtual Currency in game could share it with me.
Thank you.Are you using the Acrobat.com desktop application? This is no longer supported; you should uninstall it, and use the Adobe Reader tools for this.
If your issue is different, please explain. Also tell us your operating system.
Regarding Adobe AIR, I suggest you uninstall it, then reinstall from http://get.adobe.com/air/ -
Adobe AIR with Captive Runtime Support for Mobile | ADC Presents | Adobe TV
In this video, Technical Evangelist Andrew Trice covers Adobe AIR with captive runtime support for mobile application development, which will benefit your Flash Builder projects for the Android OS.
http://adobe.ly/wyNYjDWitch version of flash builder is this?
-
Adobe Air vs HTML5 vs Native in Mobile Development
Just now, I read an article "HTML5 vs. Native: What`s a Mobile Developer to Do?" (http://www.eweek.com/c/a/Application-Development/HTML5-vs-Native-Whats-a-Mobile-Developer- to-Do-648997/), and this make me think of Adobe AIR.
For those of you who have used Adobe AIR to develop mobile apps, how do you think about it's performance, features/functionality (API), and stability as compare with HTM5 done with phonegap?
Please share your experience and opinion here. Thanks.Witch version of flash builder is this?
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