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
Related
iOS enterprise apps has the ability to be distributed over the web using a manifest file. Can the tvOS be distributed in a similar manner? I know there's no web browser for tvOS, but I was wondering if there's a way to airdrop a file onto the Apple TV to install an internal tvOS app?
The only way so far is to either use an MDM server or use Apple Configurator via a Mac to drag and drop an IPA.
You can use Testflight to distribute you App in-house creating a group of internal or even external testers.
Sadly HockeyApp or similar 3rd party distribution systems do not support tvOS yet.
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.
I have a child book mobile application and my customer asking me that
he wanted to 10 book 5 free and 5 purchasable.How can i do that
You will need a Native Extension (ANE)
You could make your own, but i would reccomend buying one like this -> milkmangames.com
For Android, you need to use an AIR Native Extension (ANE) (link is a tutorial on how to create and use one). An ANE allows you to run a native code (Java on Android, Objective-C on iOS and Mac, C++ on Windows). You would tie into the native APIs already available for in-app purchases. There are free options available, though they are generally not well documented. I recently had luck with the GCM ANE found here (though you will need to rebuild it in order to use your own icon).
For iOS, Adobe actually provides a way to do it within AIR itself using the RemoteNotifier class. I was able to implement this extremely easy. No trouble whatsoever and it is documented fairly well. This also uses native APIs, but it is built into the AIR SDK and is fully supported by Adobe. I highly recommend using this over an ANE. Read this article
I'm working on an app that will run on desktops and mobile devices. I have Flash Professional CS5. However, I am working on a project that really just needs AS3, and dealing with the complications of integrating AS3 with Flash has already taken a fair amount of time.
There's a link that says "Free, open-source framework | Adobe Flex". When I click on it it takes me to a page with Flash Builder 4.7 Premium for $700. I'd rather have something free...
Adobe's Flex SDK, Apache's Flex SDK, and Adobe's AIR SDK include mxmlc compilers. They can all be downloaded free of charge. These compile .as code into .swf binaries. The AIR SDK has the latest compiler from Adobe.
flashdevelop.org is a free IDE (that downloads one of the above to compile, and sets up your environment automatically). Similarly, Flash Builder is a paid IDE from Adobe.
Take your pick. I like to use Adobe AIR SDK under wine on Linux, personally. =)
Everywhere I found the buzz about Xbox 360 games. However I want to know how I can develop normal application for xbox 360. Mostly silverlight based.
Also I am not sure what this homebrew stuff is all about? What language I need to use for Xbox 360 application development?
From where / how can I get the SDK? On App Hub all buzz is about windows phone. There is not much information on Xbox? Why is it so?
Xbox 360 development is largely split into two distinct sections:
XNA Development
This involves using the XNA Framework to develop games/applications, and is done through AppHub. You can find the tools for development (XNA Game Studio) here. Anything developed using these tools must be written in C#.NET and can only be released onto the Xbox LIVE Marketplace as an 'Indie Game' (after passing the review process, of course). To debug your XNA app on the console itself, you need a membership. Another thing to note is that Xbox 360 apps can't access the Internet at all - all communication goes through Xbox LIVE or System Link.
Professional Development
This covers the development of complete Xbox 360 titles, and requires that you be part of the Xbox 360 Registered Developer Program. Once a development license is obtained (and the NDA is signed), Microsoft provides developers with access to the official Xbox 360 SDK and development hardware, which includes full Visual Studio integration and documentation for developing native Xbox 360 applications and libraries using C/C++. The development kit hardware comes in a few flavours and supports debugging from Visual Studio via ethernet, DVD emulation via USB, etc. For more information on the professional development program, see this information.
Developing 'normal' applications for the Xbox 360 isn't really possible at the moment due to the limitations of the XNA Framework and community developer program. If you're part of the registered developer program it might be possible, but there's no way to be sure (due to Microsoft's strict NDAs).
As for Silverlight, there have been some rumours regarding Silverlight on the Xbox 360 but Microsoft hasn't confirmed or announced anything.