Adobe AIR and ACS3.0 - best tools for testing native apps? - actionscript-3

i developed an Adobe Flash cs6 ,AIR for ios native app and i would like to ask if anyone has to suggest any straight forward tools for functional testing or unit and maybe other types of testing .

Related

AIR for Apple Watch?

I was wondering if adobe air would come out for the apple watch or is there any way to develop with adobe air for iWatch? Thanks!
WatchOS 2 apps require submission to Apple using LLVM BitCode. Apple can than compile to native code (currently S1/arm7v) as they update the watch framework and/or hardware and the developer does not have to resubmit their apps to handle those changes.
Adobe has not publicly mentioned adding any additional platforms to Air and it would require a major investment to place a AS3/Air front-end on the LLVM compiler. I, personally, highly doubt this feature will ever be seen.
Learning X-code (or license and learn Xamarin/C#) is the only way to go right now (unless someone knows of other third-party development env. that support WatchOS2/WatchKit).
Add your Vote of support to additional Air platforms:
Open Adobe bug/tracker for Windows Phone 8/10 (open since 10/2013): https://bugbase.adobe.com/index.cfm?event=selectBug&CFGRIDKEY=3648920
Open Adobe bug/tracker for WatchKit & Android Wear:
https://bugbase.adobe.com/index.cfm?event=bug&id=4069595

Conversion from flash to android tablet

I have a virtual world (user login, create avatar, walk around and play games) running on web with flash/as3 as client side and smartfox2X as server. I have plan to get the whole system into android tablets.
My question is How do I achieve this? or what is the best way to convert the same to run on tabs.. Will the just changing in publish settings from flash player 11 to Air for android work ???
Will the just changing in publish settings from flash player 11 to Air
for android work ???
Yes, this will work to some extends. You will not be able to run native code or to use native acceleration.
You can take a look at Haxe and OpenFL, which allows you to compile "flash" as Android native app.

making Desktop Flash AS3 Air application without installing AIR

Well the title say it all.
So far i've been using flash IDE and publish it as AIR to make desktop app. But the down side of this is that users have to install adobe AIR in their computer before they can use this app.
So:
1. Is there a way to make desktop app without users installing adobe AIR using Flash IDE (coz AS3 is my favorite lang so far).
2. Is there another language or software I can learn, so when ever I make desktop app or perhaps mobile app users can just install it in their devices whithout having to install anything else.
I need all the insights I can get, So thanx in advance to all you guys :)
Since FlashBuilder 4.6 and Flash Professional CS6 you should be able to export your release build as "Signed application with captive runtime". If you choose so, the user will not need to install the AIR runtime.
MDM Zinc as .exe file! or else. http://www.multidmedia.com/ also for desktop Apps.
regards aktell
Users cannot use AIR apps without having AIR installed.
But do you really need AIR functionalities? Because you can publish .exe files with Flash, which simply embed Flash Player inside. If you target Windows platforms and you don't need anything special from AIR - this is a good choice.
Other than that - there are a lot of languages that can publish desktop apps, just browse around. .NET is one of the most used ones.

How to develop cocos2d-x game for android & iphone?

I want to develop an cocos2d-x game for android & iphone. I don't know from were to start my development. I know there is an template available for iphone, but after creating it on iphone how build it for android platform?
And what if i want to develop game form the eclipse itself rather then developing on iPhone and then migrating to android
I had already tried various tutorials of ray wenderlich, tutorial on cocos2d-x.org, http://paralaxer.com/cocos2d-x-project-setup/, http://www.multigesture.net/articles/how-to-setup-cocos2d-x-windows-and-android/, http://www.jesusbosch.com/2012/06/how-to-set-up-android-and-win32-cocos2d.html, http://gameit.ro/2012/01/creating-an-iphone-and-android-cocos2d-x-hybrid-project-updated/
From all of the above tutorials i am not able to get any proper solution.
Also tell me should i have to develop(code) on iPhone and then build for android?
Thank You in advance
simple :
-> Framework : cocos2d-X
-> Editor : Xcode
-> Language : C++
once you complete your Game for iphone then You can port your this game to any platform like Android or Windows. you already have all useful links . still follow this :
Setting_up_Android_Development_Environment_on_Mac_OSX :
http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Setting_up_Android_Development_Environment_on_Mac_OSX
How to port your project to win32,iPhone and Android
http://www.cocos2d-x.org/boards/6/topics/3001
Integrate Cocos2d-x (C++) into an Android application (Java)
http://jpsarda.tumblr.com/post/26000816688/integrate-cocos2d-x-c-into-an-android-application
-> You just have to convert this native code using some JNI or say NDK .
-> using Cocos2d-x u can Develop games on Windows, Mac OS and Linux .
Personally if you are deploying to multiple platforms your best bet is to use a gaming engine. Currently Unity3D, UDK, and newly released Havok's Anarchy Engine supports deployment to these platforms and more. This way you can develop once and deploy to multiple locations. Cost is free for Havok, UDK if you are a small company, and I believe Unity3D now has free licensing to iOS and Android for their non-Pro versions.
I think going this route is far more promising than using cocos2d
The method I use is to use the templates for both iOS and Android that create projects for Xcode and Eclipse respectively. When you have this, you remove the Classes and Resources folders in for example the Eclipse project and replace those folders with links to the Xcode folders Classes and Resources.
What you now have is two projects, one for iOS and one for Android, that both use the same C++ code and resources. You can now choose which of Xcode and Eclipse that you prefer to use when developing and just switch to the other to compile for that platform and do testing and releasing there.
Hope that helps. :)
Look in cocos2d-x folder under /tools/project-creator/create-project.py , you should run that and it will create project for many platforms already set-up and from there you can just code in XCode, and platforms will share same source code.

Term for cross-browser/desktop applications?

Is there a term that describes applications that can compile as both browser and desktop applications? An example would be an Adobe Flex application being compiled as a Flash application for display in a browser and also being compiled as an Air application to be run as a desktop application.
I think I've somewhere heard something along the lines of "Rich Internet Application with out-of-browser experience/functionality". Wikipedia on Adobe AIR says something like "browser-less RIA".
SAP seized the term "cross-client" for their own solutions and it's a shame.
I think that "cross-client app" is the best term (brief but yet comprehensive) to concisely define:
" an application that can be run as executable in any OS, and as a web app in any browser ".