I have been trying to figure out whether it is possible to use only flex sdk for mobile development.
Do I really have to purchase and use Flex Builder? are there free tools that would allow me to package my application for, say, iOS or Android?
In the past I have developed several SWF applications using flex sdk and emacs only. Can I do the same for mobile platforms?
Appreciate any help.
FlashDevelop is the most popular, efficient and simplest free alternative to FlashBuilder. I develop using both of them (depending on which team I work with) and I prefer FD by far.
You can use the AIR SDK and its associated command line tools without using Flash Builder (although there are several steps involved in producing the mobile applications). You can get the AIR 3 SDK here:
http://www.adobe.com/special/products/air/sdk/
Yes, you should be able to do that. FlashBuilder is only a convenience IDE for development. As long as you have the (freely available) SDK, you can use any editor to write your code and then compile against the SDK.
All you need to ensure is that unlike a standard flex app, you would need the additional necessary mobile device files. You can check this out for reference (ignoring the FlashBuilder part) - http://www.adobe.com/devnet/flash-builder/articles/hello-world.html
Related
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
Is there any way which can be adopted, to create cross platform responsive mobile apps using Flash Builder ?
We are using our custom written Resigning Engine for this purpose right now, but we tend to replace it with any generic Resigning tool or to cater responsiveness for all kind of devices/platforms.
Being on the same cross platform development, i.e. Flex, Action Script and MXML, is there any solution for this?
Thanks
It's possible deploy Flex-apps on Mobile devices, see Mobile app development
at Adobe Devnet more details
You definitely can develop Android and iOS apps using Adobe Air, Flex, AS3, MXML and publish them on Apple App Store and Google Play Store. But it's limited to these platforms, and Adobe is very unlikely to add any new platform to this list.
Pros:
it's really cross-platform. Once your application works on one, it's really easy to get it working on the other; so the development cost compared to native applications is much lower;
you may have some OS specific features/design; using by example OS specific CSS directives;
You perfectly may create an app with a responsive design, all tools are provided, but like for HTML/CSS, it requires a lot of work;
you may access all phone features (sensors, camera, etc...) using Adobe Native Extensions
Cons:
the size of the generated application: as it includes the AIR runtime, even a very simple app will weight around 12 Mb (9 for the runtime + 2.5 for Flex);
the performances are correct but not as good as those of native apps; one of the reasons is that Flex does not allow to use GPU for rendering (but Flex is not a framework for creating games);
it would be costly to get an app looking like a native one, as you would have to mimic all of native components. There was a project to do this (Eskimo), but it looks dead, and the components were not polished enough to be used in production when they stopped the development;
Adobe Native Extensions offer is rather limited, and they are quite tricky to write; (these drawbacks are not strong ones: you can write extensions, assuming you know to write native code; and most of the common features are available as ANE);
like with any other cross-platform technology, there are a few issues that you can't fix by yourself; you just can wait for Adobe to fix them when it's a problem in the compiler or the AIR runtime; hopefully they follow a 3 months release cycle since they launched AIR on mobile;
it runs on Android 2.3+ devices only; and only devices that are matching the minimal requirements defined for the AIR runtime; that is to say, most of the smartphones and tablets, except cheap ones like ZTE products. When a device is not considered as powerful enough by adobe, the AIR based apps are not displayed in the stores.
Some recommendations:
The best way to organize your code is to create a project for each OS, with specifics assets (icons by example) and a specific manifest file (app.xml), and put all of your application code in a library used by these two projects. It will allow you to test your code (Flex mobile project can't be unit tested), and will avoid you permanent modifications of the manifest.
Worflow: it's usually faster to develop for Android, and then adapt you app for iOS, because it's faster to deploy and test on Android device (although you may use the Adobe Simulator most of the time).
Use the latest release of Apache Flex; it handles the high resolution devices. Forget Adobe's release (4.7 and lower)
Test quickly and often on mobile, especially for the responsive aspects.
Use FXG instead of bitmap graphics each time it's possible (i.e. if they arent animated); it's lighter and very easy to scale.
Mad Components
Alternatively, you may consider using Mad Components instead of Flex.
Flex was not designed for mobile at first; MC was. So it's faster (looks like native), and much lighter (although you still need the embedded AIR runtime which weights 9 Mb).
I have a webapp developed (game), based on HTML5 + CreateJS, but since Android lacks of standards, I've run into unsolvable issues for my webapp. That's why im recurring to PhoneGap.
Yet my confusion lies in the fact that I need to make this game into a phonegap app that runs on Android/iOS, using for each platform native specific stuff.
So, should I build 2 apps (one for each platform), all over again, or use the one I have and try to deploy it into different devices using phonegap?
The truth is I don't know how to approach this problem... can anyone help?
Best Regards.
Yes, you can use Cordova (PhoneGap) to create a cross platform mobile app. Basically, Cordova (PhoneGap is Adobe's version of Cordova) is an open source project that provides JavaScript API's for accessing native device functionality (like the Accelerometer or Camera.) Cordova also lets you package your app in the native application shell, so you put your app on the app store. Please see my other answer here about Cordova and hybrid apps: Beginning with Apache Cordova
If the game runs completely in HTML5, I think it would be easiest to just use that one codebase and integrate it with Cordova and then deploy to the various platforms - why rewrite the app twice if you don't need to?
However, if you are using native device functionality, you may need to develop your own Cordova/Phonegap plugins for use. This way, you can call regular Android/iOS code (Java or Objective-C code) that you write from your web app code with JavaScript. This might be more work, especially if you have never written in these languages.
Personally, since you already have a working HTML5 app, I'd just try to get it working with Cordova and see how it performs. If you really need some native specific stuff, then I'd try creating that "stuff" as a plugin. Rebuilding the app twice, once for Android and once for iOS seems like a pretty big waste of time to me.
The answer here is either yes or no.
Yes if you want to use some specific feature of the native code. For instance, iOS's default objects is beautiful itself, you can easily drag and drop it to build your application. However, it takes lots of time to rebuild for another platform. Specially, if you intend to create app/game for multiple platforms, it would be a nightmare.
HTML5 is much faster for you to approach several platforms. However, you can't get the best result on all platforms and all devices. I mean, it is really difficult to bring the max performance of the app on all devices. For this solution, I suggest HTML5 with some libraries such as LimeJS, Crafty, Impact, etc. or some tools such as Construct 2, etc. I used to use HTML5 with all those libraries but found out that Construct 2 is much better.
Instead of using phonegap, I recommend cocoonjs. Specially if your targets are iOS and Android platforms.
Hope that help.
Yeah, even the simplest game such as bubble buster would be difficult to make cross platform with different version of android webview and you need cross platform? I would suggest looking into something like Unity3D.
I'm very very new to HTML5 programming, so forgive me if I ask a strange question. I'm looking for a good tool to write apps the can be run on iPhone, Android and the most known webbrowsers on a desktop. I came across TideSDK and I was a bit confused by the fact that it has SDK in the title. Does this mean that the SDK is part of anything I will create with it?
Do I have to distribute the SDK along with the App I create and wouldn't that be a problem when wanting to freely distribute my application?
Regards
Gabrie
Well there are two ways to build the application
1) with package.
With package works as stand alone application without any dependencies or anything other things installed.
2) without package.
The think you were saying is right. They need to have modules to be installed.
This month I started to play with Flash Builder because I don't have a mac to create native iPhone apps.
I have made a Flex Mobile Project and an AS3 Mobile project. Both do mostly exact the same and I see great differences in operation speed (AS3 version is much faster). Also the size of the AS3 version is less than the size of the Flex version when I deploy the project.
But one thing disappoints me, the size of a deployed AS3 app (Android) is still about 8MB. I think that is quite huge for a simple app, or is it normal? I did not test the iOS version because I am not an Apple Developer member (is there a trick to deploy an iOS app with fake certificates)?
Resources I have used in the apps:
Two images approx. 35kb in size
A StageWebView
I want to know:
What is the average size of a simple app when it is a native app (apk file)?
What is the difference between an AS3 app and a Flex app except the libraries that re used?
Is the AS3 app converted to C or another language?
Why is the apk so huge (IMO)?
Is there a trick to deploy an iOS app with fake certificates? (just for testing)
Thanks for the answer(s).
What is the average size of a simple app when it is native app (apk file)?
I have no idea. When you were comparing sizes; did you export a release build or a debug version? The full version of my app; using Captive Runtime is 12MB. That includes all the embedded images. I thought that roughly 8MB is the size of the embedded runtime. Of course, if you don't use Captive Runtime then the app will be smaller; but it will have a depency on the user having the runtime installed.
What is the difference between an AS3 app and a Flex app except the libraries that are used?
For all intents and purposes nothing. The Flex Framework will need to execute code to setup the framework and such. In theory this 'impact' is offset by the value that the framework brings.
- Is the AS3 app converted to C or other language?
Not for Android or Playbook. It relies on the Mobile AIR Runtime--which I assume is written as a native app somehow. For iOS there is a more in depth conversion taking place; but no on knows the exact magic sauce; but it the process is much more intensive than Android or Playbook and people believe that your code and the AIR Runtime is converted to Objective C somehow in a way that is not in violation of the Apple licensing agreement.
Why is the apk so huge (IMO)?
Huge is open to interpretation. Without seeing your full app code; it's tough to judge.
Is there a trick to deploy an iOS app with fake certificates? (just for testing)
I don't think so; although there may be possibilities on unlocked devices.
You would like to use Mobile AS3 Project if you want you apps to be smaller and your GUI mainly contains vector graphics and Mobile Flex Project if you prefer to use standart GUI Controls that comes together with Flex framework but adds overhead in size because of controls that come with it.
As of the other questions:
the size of the apps is different on mobile platforms. Typical iOS app is about 2MB - 20MB. It really depends on resources you store with your app. What might be important to you is not to overcome 20MB if not needed because 20MB+ apps require Wi-Fi connection to be downloaded.
(However you should export release build version only as mentioned by www.Flextras.com)
there is no fundamental difference between AS3 and Flex apps - they both compile to the same instructions that executes on targeted mobile platform.
as far as I know (being iOS developer myself) there is no workaround to deploy an iOS apps. You need to use Mac and become Apple Developer to deploy with valid certificate.
to make your app smaller try to pai special attention to the resources you add to the project. Although I believe the size is so big because of framework itself, you would like to use more vector graphics vs. bitmaps when compiling apps with Flash/Flex.
When you export for Android you have an option of embedding the air framework in the application, that way your users don't have to download air. you can export your application without air embed which will result in a much lighter application, however your users will need to download air runtime. http://cookbooks.adobe.com/post_How_do_I_create_an_AIR_application_for_Android_tha-19299.html