If I develop a mobile app in flash using AIR is it exporting as flash or is it converting? I know this is a really stupid question so I apologise in advance.
i don't think so... since last versions of android don't support flash technology natively. You can check http://www.adobe.com/devnet/air/articles/packaging-air-apps-android.html. They say that the exported file is an APK.
Is AIR exporting as flash? Well... Yes, and no.
On Android exported .apk consists of platform specific glue code (for startup and platform communication, along with any native extensions), and Flash files (regular SWFs) either linked to installed AIR runtime, or with captive runtime (basically Flash player bundled with the .apk). The bundled SWF is more or less the same as on other platform.
On iOS, .ipa file consists or ARM recompiled Actionscript code (since Apple doesn't allow interpreted code in apps), and SWFs which contain graphics and other data.
Related
I have an android apk which I have decompiled. All libraries used are known to me. This include image loading and cachine libraries, airbnb lootie and crashlytics among others. I am trying to figure out the game engine used for the android apk. I have come across com.unity3d.ads which am not sure confirms this was developed on Unity3D. Can I use this to confirm? How can I know if this was done on android or if a game engine was used?
You cannot infer through com.unity3d.ads that the app is developed with Unity. You can use Unity Ads SDK to add advertisement to any platform iOS, Android or Java.
Extract the apk and navigate to lib folder and search libunity.so or libmono.so. If any of the file exists means the App was developed with Unity otherwise it is not.
I am still a beginner and I really don't know much and am working on my first app on android studio.
So is it possible to publish android studio project on iPhone App Store? If not is there any other way to do that?
You cannot publish a packaged compiled .apk Android Package file to an IOS app store. But an IPA file to IOS store
Google Play: - For Google play store you need to register for a Google play dev console account, plus a stock & rooted version of Android latest OS build phone
See this
Apple Store: - You need to have a Mac, plus an Apple developer license. A code editor like XCode, a know-how of programming language like Swift 3, an SDK toolkit & an iPhone
See Link1 and Link2.
android application is mainly build based on java program. ios application is build based on objective C.Its not because of programming language but rather due to final package its get compressed.
You can try learning xamarin cross platform native app development.
or
use ionic 2 framework. App Development based on HTML5,jss,css. Which use simple webview to display the content. That can be converted to any platform.
There is no way to do it as both have platform specific. So use their respective platform so audience can reach easily.
Mixing up of different platform caused confusion so follow each website rules.
I know this may be a weird question.It might get flagged but i would argue for the validity of such a question for the concise development of robust apps.
How do we identify whether a particular android app was built using Phonegap or Native Java or by cross platform Native Javascript API of Titanium?
This isn't fool proof, but looking inside the apk of a Phonegap and a Titanium app I have (renamed .apk to .zip) I notice that for Phonegap the assets folder has a js file named "cordova-" followed by a version number. In the Titanium app there is an org/appcelerator/titanium/build.properties file in it. The folder names already indicate it was built using Titanium and the build.properties file contains the string "#Generated by Titanium".
I have to embed a game written in flash into my Android project.
The game is developed with Adobe AIR. And the team developing this game has send me a *.apk with Captive runtime included. I know that you can export apk from Adobe Flex.
But, what if i what to add swf game to my existing project in one of it's Activities?
How do i embed a Captive runtime to my Android project and how do i setup activity that it's shows my game?
OK,
When you build an Android APK from Adobe Air its an application by itself and has its own activity (.AppEntry) which is launched by the Air runtime bootstrapper.
You cannot Add my swf to an Android Activity because all flash code is embedded in an APK is launch from the install Activity.
Adobe air compiles swf code in classes.dex and adds resources and manifest to the APK. The Captive runtime just adds a huge core lib that is almost 17 megs uncompressed. This lib contains the flash and Air runtime so your use does not need to install any AIR runtime lib separately.
Note* Captive runtime builds are minimal 8 Megs and thats compressed with the captive runtime.
You must take your game and create and Adobe Air release version which packages it up in the Android APK using the Adobe AIR SDK. Once installed you can communicate with the other APK using a variety of methods(custom URL, files, Broadcaster receiver via ANE, etc).
I hope that helps!
I was just wondering if the user that downloads my APK from Google Play needs to install Adobe Air on their device to be able to run the APK that was created in Flash?
Thanks,
Ashley
An app created in flash and published for Air for Android does need the Adobe Air runtime. As of Adobe Flash CS6, it is possible to package the runtime with the apk so there is no need for additional installations.