This question is regarding Android backward hardware/OS(api level) compatibility.
I am developing Adobe Air application on Android. I know to run these applications we require Adobe AIR runtime installed on our Android devices.
But I have one question android flash support dependent on hardware or os? or Is it only dependent on Adobe AIR runtime is installed on Android device or not?
See this link below to know about system requirements to use Adobe AIR.
Adobe AIR 3 / Tech specs
I faced some problems without reading the information at above link. So have a look to avoid doubts.
I hope it may help you.
Related
I searched for alternatives to restart my android application, but the only way I found to reboot is build with Flex.
Can i restart my android adobe air app with as3 flash? How i do it?
You can't do it with anything built into Adobe AIR on mobile. The capabilities of AIR are extremely limited compared to native applications. You would have to build an AIR Native Extension (ANE) to handle it. Worth noting that I don't think this is possible at all on iOS (natively or otherwise), so if you are deploying to both you would need to account for this. This would likely also be the reason why you can't do it in AIR for Android, as AIR for mobile tends to appeal to the lowest common denominator. If one can't do it natively, it is likely Adobe didn't include it for the other.
See this question on how to do it natively:
how to programmatically "restart" android app?
I have developed an android application using FB 4.6, AIR 3.2. We wanted to develop this app very quickly, and be able to support wide spectrum of devices incl android, ios, bb. So I chose FB. After I uploaded the app in google play, the app says it works on android versions 2.2 on wards. However when users with android 2.2 devices try to install, it says it is not compatible.
I am confused & curious to know the reasons behind this behavior. Any help / pointers in this regard is highly appreciated. Thank you :-)
Adobe Air 3 runs only on Android phones that meet specific hardware requirements:
ARMv7 processor with vector FPU, minimum 550MHz, OpenGL ES 2.0, H.264 and AAC HW decoders
256MB of RAM
An android phone that falls short of these specs will not be compatible with Adobe Air 3, even if it run on Android 2.2 or higher.
Adobe air tech specs
Discussion on Adobe Community
I created a app on the platform Adobe AIR for Android, which requires for AIR. The app is very popular in the Android Market, but many users complain of problems with the installation of Adobe Air runtime.
For example these phones users: LGE LG-P698, LG Pecan, HTC Wildfire. But judging by the fact that users have access to the installation of Air, their phones are compatible with it.
Tell me how do I solve the problem?
In addition, I have a few questions:
Decides whether the problem of export application with embedded AIR runtime?
I build my apps with the help of ADT. How in this case to make embeding AIR runtime?
Is it possible to prompt the user to download and install older versions of AIR? Where to find its?
I hope to help, because the problem is global.
Maybe you could use the captive runtime AIR, which bundles the application with AIR. It produces bigger files, but the installation procedure is simpler, also perhaps the combatibility problems will go away.
You can read more ie. here: http://news.ebscer.com/2013/02/why-you-should-use-the-captive-runtime-for-your-android-apps/ or just google for "android air captive"
Adobe AIR is pretty heavy. So is it necessary to be installed on my phone? Are there any alternatives to it..something lightweight.
Start out by reading this pdf, it will give you all the information you need. http://help.adobe.com/en_US/flex/mobileapps/developing_mobile_apps_flex.pdf
Short answer:
If a user who doesn't have Adobe AIR
on his or her Android phone tries to
install Adobe AIR application he or
she will be presented a dialog asking
the user to install AIR and would be
taken to Android Market Place from
where the user can install AIR.
Another claim in this matter:
Right now, there is no dependency
model for Android, thus users must
fulfill the dependencies of an
application manually.
Taken from this thread: http://www.quora.com/Do-Android-end-users-need-to-install-Adobe-AIR-manually-to-use-AIR-apps-on-the-platform
Yes, if you want to use Flex or Flash, you need Air.
Alternatives?
Well, you can use another cross-platform tool, like Phonegap.
But if you want small, lean apps, with maximum device compatibility, nothing compares with using Java and the stock Android SDK.
Edit:
P.S. "Heavy" is the word: requires ARMv7-A, FPU, Android 2.2
Many phones still being sold (as of 6/2011), such as LG Optimus V, do not meet these requirements.
http://www.adobe.com/products/air/systemreqs/
You may find these links useful
http://www.adobe.com/devnet/devices/android.html
See also Plastic Sturgeon's comment here: Choosing flash/openGL/other animation for an android app?
Can anyone give a comparative information between developing Android mobile applications using Eclipse SDK and Adobe AIR?
Kindly share your opinion, anyone who has already having any experience on developing Android mobile applications using Adobe AIR.
I have gone through articles on developing Adobe AIR but wanted to know if anyone found it useful. I am aware that Android mobile applications developed using Adobe AIR is supported for Android 2.1 and 2.2.
Thanks in advance.
I will do my best to answer your question, though it's a little broad (if you could provide specifics on the information you need, I'd be happy to add more detail).
Firstly, there's a ton of information both from Adobe and from the Flash/Flex community on developing for AIR for Android. You can develop for AIR for Android using Flash and the Flash IDE or using Flex and the Flash Builder IDE currently in public preview on Adobe Labs (you can do straight ActionScript as well if you like).
One of the benefits of using AIR is that you can leverage your existing skillset in Flash/Flex/ActionScript rather than having to learn a new language. Another benefit is that yu can reuse code for existing Flash/Flex/AIR applications you may have built. Another benefit, and the one Sheikh mentions above is that Adobe is working on making AIR a cross-platform mobile runtime. If you search you will already find articles from Adobe and the community about people running AIR applications on the Playbook (the simulator anyway, since the device isn't released yet) and even using the preview Packager for iPhone to compile their applications to iPhone.
Although I haven't worked with AIR, but what I feel AIR is for, is cross compatibility.
Its like you're not building for Android, you're building for AIR. and since Android supports AIR, your applications will run on Android device.
In future more Mobile OS will start supporting AIR, so if you code an app for AIR, there will be a huge possibility that your same code runs on different platforms like Android, Windows Phone 7, iPhone (perhaps :-P). Thus, it will be saving a lot of coding effort for coders.
I have discovered that the cross-platform compatibility for AIR applications is quite good except for a few caveats:
1) User input boxes. They are generally not handled well in AIR applications. The popup keyboard can hide the input box, which it generally does not do with native JAVA apps for Android.
2) Real-time games. AIR for Mobile is SLOW. You may be disappointed if you try to develop any sort of real-time software.
3) Socket communication. This is my current peeve. I created a simple chat application in Flash and did some speed tests. This is in preparation for creating multi-player games for mobile devices. On the PC, the application can run over 200 messages per second to the server and get responses. On the AIR for Mobile, both on the iPhone and Android, it is about 11 messages per second max - and the app is doing nothing BUT sending and receiving the data strings. Add a layer of game play and the speed limitations could be crippling. This means real-time games may suffer if you need faster communications. It's plenty fast enough for turn-based or games that don't require lots of updates.
Basically, the cross-platform compatibility is nice. Just think about whether your particular project might be harmed by the speed issues as well as potentially poor handling of user input boxes. Do some testing.