Flurry SDK for Android using AIR 3.0 - android

I am writing application for Android using Adobe AIR 3.0. And I need to integrate Flurry analytics in this project. On official site http://www.flurry.com/ I downloaded Flurry SDK for Android. It is jar file. How can I integrate it to my action script 3 project? I am using Flash builder 4.6. Thanks.

Develop a native extension.
http://www.adobe.com/devnet/air/articles/developing-native-extensions-air.html

You cannot as far as I can tell. There is no way to include native development SDKs in your Air/Flex applications.
The problem is that your AIR application doesn't have direct access to the native SDKs functionality; only the functionality that Adobe has bubbled to the surface. Since Flurry's SDK interacts directly with the native Java implementation, Adobe would have to write code to let those events, triggers, methods & classes be accessible inside of the AIR runtime.

Related

Intunes SDK integration for React Native

I have a react native application that runs on both IOS & Android devices. The organization has now mandated the integration of Intunes SDK into the application to apply Conditional Access & MAM policies. However the only integration available is a plugin which is 4 years old and the developer of the plugin has informed that he isn't maintaining it anymore.
https://github.com/msintuneappsdk/ms-intune-app-sdk-ios/issues/218
Is there a way to integrate Intune SDK into React Native application ?
-Rakesh
if your app is for internal use. easy way to integrate Intune SDK is using wrapper tool, don't need any code change. There are tool for both Android and iOS here is link iOS.
https://learn.microsoft.com/en-us/mem/intune/developer/app-wrapper-prepare-ios

Android SDK TO Adobe Air

We have Some native android SDK libraries , now we need to use them in Adobe Air (android) app with Flash Builder, Is that possible to somehow integrate them and use them inside FlashBuilder project with ActionScript ?
You can use an Air Native Extension to do that.
The ANE framework gives you a bridge that lets you interface your Actionscript code with native libraries, your Android jar library in this case.
Once you successfully built the extension you can use it as any other swc library in FlashBuilder or other IDE.

Develop app with corona and add this in existing android native app

I have requirement that I have to develop an app using Corona SDK and then add this app as a feature to existing Android and iOS applications. Means there are two existing apps for Android and iOS. I have to add actually a game feature. I have heard about Corona that it is cross platform SDK. So I decided to create in Corona and then add its source to Android and iOS apps. I want to ask is it possible? Does corona provides the feature to generate Native code for Android and iOS platforms?
You can do that using Corona Enterprise.
Corona Enterprise makes Corona run as a library for your application, so Corona Enterprise do exactly what you want.
Nope, corona build process is closed from you. You wont get any native sources of your app, you will get a compiled standalone application for platform you asked build for.

Could I wrap c++ library to Adobe Air native extension for mobile IOS/Android

Can I wrap a C++ library to Adobe Air native extension IOS/Android?
I have a C++ library that was written by third party. I want to use that library for an adobe air native extension for mobile?
Will I be able to do it. If so, where can I find some guidelines?
I'll attempt to answer the Android part of the question.
I haven't seen it spelled out explicitly in the Adobe Air documentation that this is possible, but in the Adobe Help docs for Adobe Air, section Packaging a native extension: Building the native library, it says:
Android native libraries: When you use the Android NDK, provide a shared library with a filename as follows (etc)
The NDK as you may know lets you to implement parts of your Android app using native-code languages including C++.
I take it this reference in the docs means it's possible. As a starting point, I'd get familiar with the details of the NDK.
While this is not a detailed guideline on how to proceeed, I hope it provides a pointer in the right direction.
An alternative to building an ANE to wrap the C++ library is to compile it into Flash bytecode, using the new Adobe "C++ to Flash" compiler (previously known as Alchemy). It can produce a swf that you can later call from ActionScript. Here is a tutorial that explains how to do it. And here is its official website.
for iOS you can use the c library if you can statistically link to it. ANE on iOS does not support dynamic linking (as of 3.2 not sure if something changed in newer releases). Static linking is fairly easy process in Xcode just google it.
for Android:
If you have the .so file you can write your ANE in JAVA and use jni(System.loadLibrary) to talk to your cpp library. its better than writing ANE in CPP completely. See ane documentation "Including additional Android shared .so libraries in the ANE package" section to know more.

Are plugins for Android's native Web Browser version dependent?

I've been trying the code Google provides with Android source code for a Browser Plugin, more specifically, following this README,
https://www.codeaurora.org/git/projects/qrd-gb-dsds-7225/repository/revisions/cc99b832a941dc8cbb86f1607d04eb87935ddbfd/entry/android/development/samples/BrowserPlugin/README
My question is, will I need to distribute a separate plugin for each platform(Froyo, Gingerbread, Honeycomb, etc)?. I'm planning to include native code within the plugin.
Thanks in advance!

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