Launching apps made with Air for Android stand alone - adobe-flash-cs3

Do Air for Android apps need Adobe Air to be pre-installed on the device to run?

That depends on your publish settings.
you can embed the AIR runtime with your app so users won't need to install it.
but you must consider that it will add about 12-13 mb to the size of your app.

Related

Install attribution with expo branch.io SDK and Ad Partner link

I am trying to test branch.io install attribution from Ad Partner links within branch.io to my Android and iOS apps.
I have followed https://docs.expo.io/versions/latest/sdk/branch/ to install and configure branch in expo, but now I don't know what to do within my apps to communicate an app install back to branch.io, and I haven't been able to find any assistance elsewhere, even from branch.io.
Additionally, how can I test this functionality without deploying the apps to the app stores?
Expo is not supported currently. If you are on Expo workflow please eject your app as mentioned here. You'd also need to ensure that the Google Advertising IDs(GAID) can be captured for attribution.
For testing, you can host your APK on your website(TestFight/Firebase for iOS). Deep Linking and attribution will work regardless of the store download location.

How to build APK (signed) from hybrid app made in Framework7

I've experience in building native android applications. But I'm completely new to hybrid application development and Would like to use Framework7.
I'm starting to use it. I don't know how to build the project and get an install-able file (or for distribution in playstore).
Any help is appreciated.
Cordova is a good way to start.
When I used to develop Hybrid apps, Cordova was the way to generate APKs.
I really enjoyed it, since it has a lot of Plugins, like FireBase Cloud Messaging Plugin to receive notifications within your hybrid App. It's more than a simple WebView App.
Apache Cordova is an open-source mobile development framework. It allows you to use standard web technologies - HTML5, CSS3, and JavaScript for cross-platform development. Applications execute within wrappers targeted to each platform, and rely on standards-compliant API bindings to access each device's capabilities such as sensors, data, network status, etc.
Use Apache Cordova if you are:
a mobile developer and want to extend an application across more than
one platform, without having to re-implement it with each platform's
language and tool set.
a web developer and want to deploy a web app that's packaged for
distribution in various app store portals.
a mobile developer interested in mixing native application components
with a WebView (special browser window) that can access device-level
APIs, or if you want to develop a plugin interface between native and
WebView components.
Here are all the steps needed to start with Cordova https://cordova.apache.org/docs/en/latest/guide/cli/index.html
Also, I used to follow these steps to generate a signed APK so it's possible to launch it on Google Play.
How do I put my cordova application on the android play store?

Which Platform of Unity is best for Facebook Canvas App

I want to deploy my Unity3D game on Facebook as canvas App. There are two platforms in unity version 5:
WebPlayer
WebGL (Preview)
I have no idea about both of these builds. I am using Parse to store my user data. And Facebook Unity SDK for social gaming. I have built for IOS platform and now for Canvas App deployment I want to know:
which one of these would be best for Canvas App?
I want to know if there are any issues regarding Parse API or Facebook Unity SDK for
WebPlayer/WebGL build?
EDIT:
I have built for WebPlayer and i can not run it on Google Chrome.
does it have to do anything with Canvas App too?
I have built for WebGL and tried to run it on Google Chrome and got this alert:
( I am using Google Chrome Version 44.0.2403.107 (64-bit) )
Any suggestion/help is highly appreciated.
I will suggest you to not build your game in webplayer, because chrome is dropping support for unity webplayer(Google Chrome version 42 and later has disabled all NPAPI plugins), and other browser will also drop the support sooner or later. The best way forward is to use webGL. WebGL in unity is still getting evolved, but this is the future. I also have developed game for webGL, I didn't face much problems except data storage. Parse does not support webgl yet, you have to look for other services. In my case I have build my own php server and it is working fine. Anyways you have to choose what is best in your case. You should use webGL , but thats my opinion.
The error message is more or less self-explanatory: Chrome doesn't support running Unity WebGL when it is run from a local file on disk, because of Chrome security. This is not a real problem, as in production it will always be run from a webserver (http://).
During development, your options are:
Start chrome with access to local files: chrome.exe --allow-file-access-from-files
Host a local webserver (Apacha/WAMP, IIS, etc)
Use firefox
You are correct. Building the unity for the web is the way to go. You select web from the build settings and you can upload it to the facebook canvas. The thing with chrome is that it no longer supports NPAPI and that is what the Unity web players uses. You can manually enable it and try out your game in chrome. But for the majority of chrome users unity web player no longer works.

Install google glass app to android mobile

I'm developing app for google glass. I don't have glass, so i used to install file to android device. I referred this document Installing Google Glass in an Android Phone . But when i install and open my own custom voice trigger app, it won't open. I didn't see my app in list of voice command.
There are a few things to keep in mind.
First of all, those instructions were for a much older release of the Glass system. There have been many changes in how to launch a GDK app since then, and the most recent have been outlined in Why is my voice command missing from the ok glass menu in XE16?
Second, it is really difficult to appreciate the differences between Glass and more traditional Android devices. While you can probably get a basic understanding of development for Glass, you may have trouble understanding the UX differences. It is like trying to write for a mobile phone only by using a desktop computer.

UI and platform choices for developing desktop widgets

I've been asked to build 'widgets' that let users of a web application install a desktop, or web-based widget which will provide:
Notifications of new content.
Personalized access to key performance indicators
I'm looking for some information to inform our requirements and design discussions.
On the desktop you can target the Vista Sidebar, or on OS X there is the Dashboard, as well as others. From the web perspective you can target iGoogle and others. If I was to start by developing for the widget framework that had the greatest number of users, which would I choose? Does anyone provide statistics on the number of users?
The client would prefer to provide a richer experience for end users and I think this could be achieved using a desktop widget framework. However there would be some questions around the number of users that we can hit with any single framework (eg. sidebar). What technology or framework could I target that gives me cross-platform compatibility? Should we embed Flash?
Rather than live within a widget framework, I was going to suggest the creation of a standalone application. Are there any frameworks that help facilitate the creation of widget-like applications?
Target platforms:
Windows (Windows XP and newer)
Apple (OS X 10.4 and newer)
Linux (nice to have)
You can put a glance on Adobe Air.
It allows a cross-platform development in Flash/Flex or HTML/JS.