Any native extensions for iBeacon on iOS and Android?

Any native extensions in AIR 13 for iBeacon on iOS and Android?

Sure is, complete cross-platform, Android/iOS, iBeacon interface. You can find it here:
http://distriqt.com/product/air-native-extensions/beacon
>> Moved to here: distriqt // air native extensions

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  • Any native extension for checking memory and cpu/gpu usage of ios and android?

    I need to be able to see how much memory/cpu/gpu an app uses while running for ios and android.

    Hmm, maybe it can be done with code already included in flash and adobe air, it seems... donno.. found stuff like:
    freeMemory
    property
    freeMemory:Number  [read-only]
    Language Version:
    ActionScript 3.0
    Runtime Versions:
    Flash Player 10.1, AIR 2
    The amount of memory (in bytes) that is allocated to Adobe® Flash® Player or Adobe® AIR® and that is not in use. This unused portion of allocated memory (System.totalMemory) fluctuates as garbage collection takes place. Use this property to monitor garbage collection. 
    Implementation
        public static function get freeMemory():Number
    Related API Elements
    privateMemory
    totalMemory
    totalMemoryNumber 
    donno how to use it...

  • Use of compiler argument -swf-version=18 for AIR3.5 IOS and Android with Flex4.6 ?

    I've just downloaded the latest Air 3.5 SDK and merged it with Flex 4.6 inside Flashbuilder.
    This leaves the merged SDK with 2 playerGlobal.swc files. 11.1 and 11.5 ( swf version 18 )
    For IOS and Android projects do I need to add the compiler argument -swf-version = 18 so that the compiler uses the latest version of the playerGlobal.swc ?
    Is this done automatically ?
    Is it essential  /  undesirable ?
    Any clarification is greatly appreciated

    I've just downloaded the latest Air 3.5 SDK and merged it with Flex 4.6 inside Flashbuilder.
    This leaves the merged SDK with 2 playerGlobal.swc files. 11.1 and 11.5 ( swf version 18 )
    For IOS and Android projects do I need to add the compiler argument -swf-version = 18 so that the compiler uses the latest version of the playerGlobal.swc ?
    Is this done automatically ?
    Is it essential  /  undesirable ?
    Any clarification is greatly appreciated

  • Any good Native extensions for iOS yet?

    Hi,
    I wonder if there are any usable native extensions around yet for iOS features?
    I have only found these: http://www.adobe.com/devnet/air/native-extensions-for-air.html which seems to be mostly tech-demos (battery, network info etc). I thought at least in-app-purchases, Game Center support, iAds, alertbox etc should have been released by now?
    Since I have no knowledge in objective-c I can't do it myself, but I would gladly pay for ANE-files that are usable in real projects.
    /Karl

    http://code.google.com/p/flash-for-mobile/
    qq讨论群:56892018
    version for iphone and ipad https://github.com/lilili87222/admob-for-flash
    this is a actionscript native extension for developer to ad advertisement to their air mobile application run on iphone or android.it very easy to use
    admob for flash android this lib enable you to add admob ad to your flash air application to add native advertisement to your actionscript3 application you just need to do four step
    1.replace D:\Program Files\Adobe\Adobe Flash Builder 4.6\sdks\4.6.1\lib\android\lib\resources\android-res.jar with android-res.jar
    2. add this config to -app.xml
    <android>
    <manifestadditions><![CDATA[
    <manifest android:installLocation="auto">  <uses-sdk android:targetSdkVersion="11"/> <uses-sdk android:minSdkVersion="8"/>  <uses-permission android:name="android.permission.INTERNET"/> <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/> <application><!-- <activity android:name="com.google.ads.AdActivity?" android:configChanges="keyboard|keyboardHidden|orientation"/> --> <activity android:name="com.google.ads.AdActivity?" android:configChanges="keyboard|keyboardHidden|orientation|screenLayout|uiMode|screenSize |smallestScreenSize"/>
    </application>
    Unknown end tag for </manifest>
    ]]></manifestadditions>
    </android>
    3.add this config to -app.xml
    <extensions>
    <extensionid>so.cuo.ane.Admob</extensionid>
    </extensions>
    4. add code to your android air application like follow 
    test1(); private function test1():void {  var admob:Admob=Admob.getInstance(); if(admob.isSupported){  admob.setUnitId(gid); admob.dispatcher.addEventListener(AdEvent?.onReceiveAd,this.adHandler); admob.dispatcher.addEventListener(AdEvent?.onFailedToReceiveAd,this.adHandler);
    // admob.showRelation(AdMobAlignment?.ALIGN_BOTTOM,AdType?.BANNER); 
    admob.show(50,100,AdType?.BANNER);
    }else{  trace("not support"); }
    protected function adHandler(event:AdEvent?):void {  trace("receive ad"); }

  • Native Mobclix Extension for iOS and Android

    I'd like to announce to everyone that my Mobclix ANE for both iOS and Android is now available.
    You can view the API, supported events, and download a full functioning demo from http://www.airextensions.com or directly by clicking http://bit.ly/mobclixANE
    Support iOS 4.3 and greater,  support for iPad ad sizes, receive event callback on all Mobclix events in actionscript, AdMob and iAd support for iOS, same API for both iOS and Android, support device rotation and more.
    Hope you like it. 
    Mark Andrade
    Sputnik Games

    Well nothing prevent you from mixing flascc with native extension.
    Also, I think that you can also use domain memory in AS3 with the Bytearray class (not sure about that).
    Flascc vs normal as3 is mostly a question of language (portability) Do you want to write as3 or c++?
    Native extension give you speed and native platform access(platform specific feature).
    So, you should think about it this way:
    AS3, run in flash and air. Is sandboxed. Can use domain memory, but it's a bit harder to leverage than flascc.
    Flascc, run in flash and air. Is sandboxed, Can use domain memory. Give you the potential of leveraging the hundreds of opensources lib already out there.
    Native extension, run ONLY in air. Is not sandboxed. Native memory management. Also let you leverage the c++ lib. 
    The best (in my opinion) is to write native code for mobile and desktop (no air or flascc involve) and use flascc for the flash/web platform. It's harder, because you have write portable native code (lots of abstraction), but you mostly have the same problem with native extension.

  • Developing and using Adobe AIR native extensions for Android devices

    I was using this tutorial:
    "Developing and using Adobe AIR native extensions for Android devices"
    http://www.adobe.com/devnet/air/articles/ane-android-devices.html
    When packing the Flex mobile ANESampleTest to deploy on an Android device, the below error happens
    Error occurred while packaging the application:
    aapt tool failed:invalid resource directory name: /private/var/folders/k8/1thhvkf92h947n_g22hg_v9m0000gn/T/52ba05aa-9001-4d46-9438-db81ef83 06f0/res/drawable-xxhdpi
    invalid resource directory name: /private/var/folders/k8/1thhvkf92h947n_g22hg_v9m0000gn/T/52ba05aa-9001-4d46-9438-db81ef83 06f0/res/values-sw600dp
    invalid resource directory name: /private/var/folders/k8/1thhvkf92h947n_g22hg_v9m0000gn/T/52ba05aa-9001-4d46-9438-db81ef83 06f0/res/values-sw720dp-lan
    Does anyone know what the issue might be?

    Did you find a workaround for the Error? I'm getting the same and I can't seem to find any solution.

  • Native extension for Game Center

    Hi guys,
    As I understand it with the latest Air Beta it's possible to implement native extensions for iOS, and in theory that would make it possible to connect to both Game Center and in-app purchases.
    Has anyone here tested this? It would be nice to know if there are any show stoppers before I start "digging"...
    Cheers,
    /Andreas

    I just finished an extension for AIR that adds Game Center (commercial.)  I'm going to be doing Multiplayer next.  I'm pretty sure there's an in app purchase one out there, I'm looking for it now, I'll post if i find it.

  • Adobe Air native extension for admob

    Dear Adobe Team,
    We have recently purchased Adobe Air native extension for admob for android & ios
    but every time we upload our app to an ipad or iphone, the app crashes.
    We have carefully followed your instructions, and we're sure we've not made a mistake writing the action script 3 code.
    We need your help in solving this problem urgently, as we are now running behind schedule in uploading our app.
    Thanks very much,
    Amir Steklov and Dorit Leshnick

    Before I was also searched a lot to find good  add network and also Admob.
    Finally we done successfull integration using..  working fine in all IOS devices. not yet released to Apple app store
    http://code.google.com/p/flash-air-admob-ane-for-ios/source/browse/trunk/admobaneiphone/sr c/admobtest.as?r=2
    You can check our add setups using Air ANE's for our android game ExpressTrain.
    https://play.google.com/store/apps/details?id=air.timuzsolutions.expresstrain&feature=sear ch_result#?t=W251bGwsMSwyLDEsImFpci50aW11enNvbHV0aW9ucy5leHByZXNzdHJhaW4iXQ..
    you no need to buyAdobe Air ANE's everything is free but all u need to do is googling,
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    Bala
    Message was edited by: vamsibalu

  • IOS and Android Native Scroll in Adobe AIR

    I think it would be a great idea to implement the smooth scroll present in native iOS and Android applications for use in Adobe AIR projects.
    Currently, the only way to obtain smooth scrolling lists with images is using StageWebView to show the image list in HTML format, and then awkwardly implement some JavaScript / AS3 communication functionality so the list in the StageWebView is interactive and can communicate with the main program. This is excessively complicated and very error prone (I've found some inexplicable JavaScript errors that only happen in the iPad, not in Android, and not in the PC!).
    It would be way better to be able to skip all the StageWebView process altogether and being able to use a simple AS3 API to put any sprite/movieclip into a scrollable canvas which can be moved using the iOS native scroll.
    Using Flash animation to simulate the scroll in a list with images is too slow in the iPad and gives a bad user experience. iPad users expect the native iPad scroll, not some poor jerky simulation. A native scroll is the only way to go.
    And even though I talk about the iPad, this should be applicable to the native Android scroll, too.
    Scrolling is a VERY BASIC action in a tablet, so this should be implemented as soon as possible.
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    Hi again jackson@mja.
    I've given your scroll component a try just for some static texts, and I've found quite a few important bugs:
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    2. If your component is used inside another sprite/movieclip which is added dynamically from code ("addChild(mySprite);"),
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    4. This is not really important, but I've found the following variables are never user and so I've removed these lines:
    var xy:Point = this.localToGlobal(new Point(this.x, this.y));
    var wh:Point = this.localToGlobal(new Point(this.width, this.height));
    var sign:int = sign(obj[i]);
    I hope this can help you improve your classes.
    Best regards,
    OMA2k

  • In App Purchase Native Extension for Android

    Hi All
      I was wondering whether anyone has done any work on an In App Purchase native extension for Android?  If one does not already exist I am going to be starting work on one shortly. 
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  • Native Extension for AIR publishing error : framework not found

    Hello,
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    Hello everyone,
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    - AirInfinitGameANE: folder in the one that will be the native extension
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    Here it is ! Thanks a lot for thoses who'll read me.

    I had the same problem recently and fixed it as follows;
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    - Under Project Properties -> Java Build Path -> Libraries click "Add class folder" and add the "com" folder you just extracted from your .jar.
    Hope this helps

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  • Adobe Flash Player for mobile (iOS and Android) devices

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  • Air Native Extension for OS X. Cant call functions from native code.

    Hi, I am trying to build native extension for OS X.
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            <id>my.awesome.ane</id>
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                        <finalizer>ANEFinalizer</finalizer>
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            </platforms>
        </extension>
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        mv ../as3/bin/MyANE.swc .
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        rm catalog.xml
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        mv MyANE.ane ~/Work/_Projects/test/libs-ane/

    I haven't done Objective C in a long time, but if I'm not mistaken, it requires the semicolon to terminate a line of code. The line containing "func[1].function = &someFunction" does not have that termination and since that is the function you are trying to execute, maybe that is the source of the error.

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