Posts Tagged ‘AIR’


Adobe releases a beta version of AIR 3.7. The beta release provides access to the AIR 3.7 runtime and SDK for Windows, Mac OS, iOS and Android.

Below are some of the key features and benefits of AIR 3.7:

Captive Runtime Debugging Capability for Mobile Apps: This feature provide Android developers with a mechanism to create & debug captive apps.

Preventing backup of Shared Objects (iOS): To comply with Apple updated guidelines, only user data can be backed up on iCloud. Any files that can be downloaded or generated should not be backed up and it should be marked as “DoNotBackup”. This feature allows developers to control which files should be backed up or excluded using the “DoNotBackup” attribute.

Forcing CPU Rendermode on some devices (iOS): This feature allows developers to control the render mode on different iOS devices. Using this feature developers can turn on CPU rendering for specific iOS devices, and utilize GPU rendering for others.

Loading External SWFs – iOS: This feature allows developer to externally host SWFs and load them as needed. External SWFs could contain game assets, different game levels, etc. Benefits of this feature are faster initialization time, smaller apps, and more control over your game or app.

For more details and download : http://labs.adobe.com/technologies/flashruntimes/air/

Adobe AIR 3.6 beta is now available

Posted: January 31, 2013 in Adobe, API, Technology
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The Adobe AIR 3.6 beta release provides access to the AIR 3.6 runtime and SDK for Windows, Mac OS, iOS and Android.

Below are some of the key features and benefits of AIR 3.6:
Packaging and Loading Multiple SWFs: This feature provides developers better memory management by allowing them to load the assets they need dynamically at ANY time from multiple SWFs and not have to load it up-front.
Retina display support: This feature allow to add the retina display support for Adobe AIR applications running on Mac Retina (hiDPI)

You just have to add
<requestedDisplayResolution>high</requestedDisplayResolution>
in the <initialWindow> block of the app descriptor.

 

 

For more info : http://labs.adobe.com/technologies/flashruntimes/air/


Before Adobe AIR 3, only Adobe could add core features to the Adobe ANEruntime. Developers only have to wait for new feature addition in core library. Now as a developers we can extend the runtime ourselves and expend the possibility in application. Using this ANE power now we are more integrated with target devices. Now we can easily incorporate legacy native code in our application.

This ANE capability is a prefect gift to mobile apps developer by Adobe. Thanks Adobe for providing this capability in AIR. 

Definition of ANE by Adobe :

Native Extensions for Adobe AIR are code libraries that contain native code wrapped with an ActionScript API. Native extensions provide easy access to device-specific libraries and features that are not available in the built-in ActionScript classes. Examples of native extensions include making a mobile device vibrate, integrating ad-networks and in-app purchasing systems into your games, and using the iOS Game Center in your iOS games.

ANE

Personally I recommend you to visit community page of ANE. This is very good showcase of Adobe AIR Native Extension feature. ANE community page url is : http://extensionsforair.com/

Apart from this you can also explore more from Adobe developer centre : http://www.adobe.com/devnet/air/native-extensions-for-air.html

Accessing the USB port

Posted: August 18, 2010 in API
Tags: ,

The Arduino is an inexpensive, easy to find, open-source hardware prototyping platform.  You can connect a wide variety of sensors and other electronics to it, and then using the open-source as3glue “Physical Interaction Library for Flash” you can communicate via the USB port with Flash or AIR.
Arduino: http://www.arduino.cc/

as3glue: http://code.google.com/p/as3glue/

  1. Get an Arduino, a basic one goes for about US$30.  Download the driver and software for your OS from the “Download” section of the Arduino web site and install them.
  2. Download the as3glue files from the Google Code website.  It will include the installs for Standard Firmata and Serproxy that you need for later steps.  (Note: The Serproxy included is for Windows and Mac only.)
  3. Plug your Arduino into the USB port and upload the Standard Firmata.  This sets up the Arduino to use a standardized protocol for communicating with a host computer.
  4. Unplug your Arduino and connect up your sensor, probably to one of the analog input pins.
  5. Install Serproxy on your computer.  (Or another serial port proxy if you are not using Windows or Mac.  Sorry but I can’t help you with that.)  Serproxy will take the USB input from the Arduino and act as a serial server which your Flash or AIR app will open a Socket connection to.
  6. Plug the Arduino into your USB port, start Serproxy and you’re ready to use as3glue to receive the sensor’s output in Flash or AIR.  There are some example .fla files included in the as3glue download that show how to code this.
  7. Celebrate! 🙂
PS:  If you have a problem with loading the Standard Firmata that comes with as3glue onto your Arduino you may want to try a newer version, which you can download from the Firmata Wiki here http://firmata.org/wiki/Main_Page.