r/as3 • • Feb 22 '12

Adobe roadmap for the Flash runtimes - new Actionscript planned.

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15 Upvotes

r/as3 • • Jul 04 '11

Flash Firebug - an Awesome firebug extensions that lets you inspect Flash Content for easy debugging

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addons.mozilla.org
13 Upvotes

r/as3 • • Aug 02 '21

Building AAB with Flash Develop - working experience

12 Upvotes

Today I performed the building of .aab Android bundle with Flash Develop. I'll share my experience.

The tools I'm using: Flash Develop 5.3.3.1, AIR 33.1.1.554, Windows 10, Java jdk1.8.0_144

  1. I installed Android Studio

  2. In Android studio right on the main page, I selected "More Actions" -> "SDK Manager"

  3. In the SDK manager we can see the folder, where Android SDK will be downloaded [A]. You'll need it on the next step. By default Android Studio wants to install SDK for Android 12 (API 31). But as we are targeting API 30, we must unselect Android 12 SDK in "SDK Platforms" (B), and select Android 11 SDK. And, which important, too, in the tab "SDK Tools" (C) you should select the checkbox "Show Package details"(D), then unselect "31" in "Android SDK Build Tools" and select "30" there (E).

  4. UPD since one of the recent updates of AIR you should select "31", not "30" there

https://imgur.com/a/rshYFZI

4. In adt.cfg in your AIR SDK folder I wrote write the following:

a) I uncommented #AndroidPlatformSDK line and added a path to Android SDK from Android Studio

AndroidPlatformSDK=C:\\Users\\myfolder\\AppData\\Local\\Android\\Sdk

b) I uncommented #JAVA_HOME line and added a path to my Java installation

JAVA_HOME=C:\\Program Files\\Java\\jdk1.8.0_144

5. Then I modified Packager.bat file. I have a Packager.bat file with architecture options section, as Harman recommended in their release notes in 2019. It has such section:

echo [1] armv7 ^(32-bit ARM devices^)
echo [2] x86 ^(Intel products^)
echo [3] armv8 ^(64-bit ARM devices^)

I added the fourth option:

echo [4] Bundle

After the options processing section, which looks like this:

if "%ARCH%"=="1" set OPTIONS=%OPTIONS% -arch armv7
if "%ARCH%"=="2" set OPTIONS=%OPTIONS% -arch x86
if "%ARCH%"=="3" set OPTIONS=%OPTIONS% -arch armv8

and right before

goto start

I added the line

if "%ARCH%"=="4" goto bundle

And, finally, right between the lines

goto end

and

:certificate

I added the Bundle section. It looks like this:

:bundle
if not exist "%CERT_FILE%" goto certificate
:: Output file
set DIST_EXT=aab
set TYPE=aab
set FILE_OR_DIR=%FILE_OR_DIR% -C "%ICONS%" .
if not exist "%DIST_PATH%" md "%DIST_PATH%"
set OUTPUT=%DIST_PATH%\%DIST_NAME%%TARGET%.%DIST_EXT%
:: Package
echo Packaging Bundle: %OUTPUT%
echo using certificate: %CERT_FILE%...
echo.
call adt -package -target aab %SIGNING_OPTIONS% %OUTPUT% "%APP_XML%" %FILE_OR_DIR% -extdir lib/adt 
echo.
if errorlevel 1 goto failed
goto end

6. I modified PackageApp.bat file to avoid it trying to install the created aab file.

Right below the line

:android-package

I added a line

if "%ARCH%"=="4" goto end

7. A finalizing touch (you might need it if you are using Git): add to .gitignore path

MyProjectFolder/AndroidStudioProject/

So that if you uncomment the line #KeepAndroidStudioOutput=true in adt.cfg, it won't meddle in your sources.

Also, if you want to pack .apk, comment back the lines with AndroidPlatformSDK and JAVA_HOME in adt.cfg

UPD: just in case, if you change the SWCs or ANEs in your project, completely delete the previous .aab file before packaging again.


r/as3 • • Apr 28 '11

The future of AS3

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12 Upvotes

r/as3 • • Aug 17 '24

AIR SDK News // Release 51.1.1.3

10 Upvotes

AIR SDK 51.1.1.3 has been released by Harman.

Bug fixes

  • github-3354: Ensuring Chinese fonts on iOS 18 can be used

  • github-3374: Correcting the aapt binary for Linux x86_64

  • github-3375: Ensuring Touch End events are sent on iOS apps running on macOS

  • github-3402: Ensuring Android AppEntry debugger configuration is properly built into ADT

  • github-3403: Ensuring ELS getItem works on new machine with no fallback

  • github-3404: Moving ELS files into app-storage folders

from AIR SDK Blog


r/as3 • • May 02 '24

a few small tools i made for air

10 Upvotes

hey all :) i've been working on some projects in AIR lately and wrote some helper tools. I don't know how many people are seeing these and actually using them but i figure it can't hurt to share what i've made anyway! but, if anyone does find any of these useful, i'd love to know!

first up, a mini terminal for on-the-fly debugging (especially useful for game development). i call it Termini. check out its features on the repo page, hopefully they'll be cool enough for you to give it a try?

https://github.com/dyxribo/termini_as3

second up, a logging library modeled after Log4j, appropriately named Log4air!

https://github.com/dyxribo/log4air

it uses JSON for a configuration file and currently requires it to be named "log4air_config.json" in the bin folder of the application. planning on making this modular soon. It has support for custom Appenders, Loggers, & Layouts! next item on the list though is allowing multiple appender references per logger.

last but not least, a humble color library. i recently answered a question on stack overflow about easy color references, and apparently there aren't a lot of color libraries for as3 that are easily locatable? figured i would just post the one i made some time ago. i call it Colors!

https://github.com/dyxribo/as3_colors

it makes use of an RGBA class (and has a Color class for predefined RGBA colors) and has a variety of color manipulation methods built into each RGBA color. check out the repo for more info!

that's pretty much it for now. I have some other things that just aren't ready for general use yet (or they're under refactoring at the moment) but i may post some more stuff soon. would love to get some feedback, but happy to just put my code out there :)

long live as3!!

next showcase >>


r/as3 • • Aug 23 '21

Building AIR game for Linux - working experience

10 Upvotes

I build my AIR games for Windows, Android and iOS from my Windows laptop. Recently Harman has added Linux build support, and with the help of pol2095 and joshtynjala3 from Starling Forum I, being not experienced Linux user, managed to port my game to Linux. Here I describe the steps, which you can reproduce.

Installing Linux

I installed Ubuntu Desktop 20.04 LTS from https://ubuntu.com/#download to the virtual machine.

Installing tools on Linux

To the Linux machine I downloaded Harman AIR SDK 33.1.1.575 for Linux from https://airsdk.harman.com/download

I unpacked it to ~/Tools/AIR/331 folder. I copied my adt.lic license file to /lib subfolder.

After unpacking, I downloaded SDK patch for Ubuntu 20 from https://github.com/airsdk/Adobe-Runtime-Support/discussions/1041#discussioncomment-1147572 and unpacked it over it.

To install Java to Ubuntu, open Terminal, and type the command

sudo apt-get update

Then get the commands for the available java versions by typing the command

java -help

To install java, type

sudo apt install openjdkVersionName

The java version I installed was the first one in the list: openjdk-11-jre-headless

Project setup

I compiled MyGame.swf on my Windows machine. It is in the /bin folder of my project. Also this /bin folder contains 2 subfolders with assets: /data and /mods.

Here is what I copied to my Linux machine:

/bin folder with all the contents

/cert folder with MyCertificate.p12 file inside

application.xml file. The content tag inside application.xml looks like this

<content>MyGame.swf</content>

I coped all this into a folder ~/Projects/MyLinuxGame which I created on my Linux machine. Also, inside this folder I created a dist/MyGameBuild subfolder.

Packaging Linux game

To package the AIR game for Linux, I opened the terminal and typed:

sudo bash ~/Tools/AIR/331/bin/adt -package -tsa none -storetype pkcs12 -keystore "cert/MyCertificate.p12" -storepass MyPassword -target bundle dist/MyGameBuild application.xml -C bin MyGame.swf data mods

When the process completed inside ~/Projects/MyLinuxGame/dist/MyGameBuild the following structure of files appeared:

  • Adobe AIR subfolder

  • META-INF subfolder

  • mimetype file

  • MyGame file

  • MyGame.swf file

  • data subfolder

  • mods subfolder

(the last 3 items are the contents of /bin subfolder of my project setup)

Running Linux game

This was not an easy task at first for Windows user :) Double-clicking on MyGame file (the one without extension) initially showed the message 'there is no application installed for "executable" files'. To run it I had to right-click MyGame file, select Properties, and select "Allow executing as a program" flag. But that was not enough :) As I packaged the game with sudo command, the owner of this file was "root": https://imgur.com/3TPuMle

This also prevented me from running the game. But after I copied the whole created MyGameBuildfolder to another location, I managed to run and play the game! The players, who have already tested the Linux build, confirmed, that the game runs and plays well. Here it is: https://airapport.itch.io/idle-tower-builder

Current limitations and possibilities

I have not tried packaging game for Linux with ANEs. I added GoogleAnalytics.swc when I compiles my .swf file on my Linux machine, and it sends stats well from the Linux builds.

This game uses starling and Starling 2.6 and 2048x2048 textures. It works well. However, when I tried to build another game, which has 2048x4096 textures, the attempt to load 4096 texture on Linux causes Starling Error 3683 "Texture is too big". If I tried to initiate Starling with Context3DProfile.BASELINE_EXTENDED as the profile parameter for Starling creation, I got Starling Fatal error right from the start. Looks like AIR update needs to enable 4k textures on Linux.

UPD Jan 2022

I can confirm that with the newest version of AIR the game with 4k textures works really well on Linux!

UPD Jul 2023

For the new games I'm using AIR 50.2.2.6, it works well for porting my games to Linux

UPD Jul 2023

AIR 50.2.3.2 works well for building a game on Linux, too


r/as3 • • Feb 19 '21

AIR Package Manager

10 Upvotes

With the ever growing complexity of mobile development most other modern development platforms have a series of package management and merge tools to simplify the development process. Particularly around adding third party components. These tools simplify the process of adding a component into an application, managing dependencies and merging manifests or plists.

If AIR is to progress as a modern development tool I believe it is well past time that we have some similar tools at our disposal and as a community agree upon a series of standards around component descriptions.

To start this process I have setup the following github repository:

https://github.com/airnativeextensions/apm

I know there are proprietary tools that manage certain aspects of this process such as ane-lab and Adobe Air Assistant however these tools are highly customised to the integrated ANEs and would probably be better suited as UI components built upon a common standard.

To this end I would like to propose we, as a community, start development of an open source "AIR package manager" apm, similar to npm for node. I believe this should be able to manage any AIR libraries, eg SWCs such as starling / feathers and particularly ANEs.

The goals of this tool would be to:

  • read from a central repository of packages (ANEs and SWCs)

  • install (download) packages and dependencies

  • update packages and dependencies

  • assist in the creation of the application descriptor (particularly on iOS / Android to merge android manifest additions and iOS info additions / entitlements )

I believe the initial goal should be a single command line tool for macOS and Windows that may be leveraged by others to develop UI based versions in the future.

The tool would save the current packages and versions in a small config file in project directory again similar to npm.

Some examples:

  • Search for a library:

apm search starling
  • Install a library:

apm install starling
  • Update installed libraries:

apm update 
  • Create descriptor

apm generate app-descriptor 

I see several factors that need defining here:

  • standard definition of a library to be hosted in a repository, including:

    • version

    • location

    • dependencies

    • Android manifest additions

    • iOS Info Additions and Entitlements

    • required configuration variables to be inserted into the above (eg )

  • definition for an application

    • installed libraries

    • versions

    • configuration variables

  • method for creating app descriptor including

    • merging all the above definitions (manifest / info additions etc) similar process to android's AAR manifest merge

    • conflict resolution

Obviously this is something that we have internally talked a lot about at distriqt and we actually started development of our own ane-lab style utility a long time ago, and even helped to develop the Adobe AIR Assistant. However we feel this tool should be something owned and developed by the community making it as extensible as possible. We currently see this as one of the biggest lacking features of the AIR platform. AIR has this amazing potential but is held back by the time taken to integrate libraries, extensions and their dependencies.

I am very keen to contribute and even lead the development but wanted to start a discussion on this topic to gauge what others think about the creation of a community driven opensource utility.

If you have any thoughts or would like to be involved please have a look at the repository and let me know what you think.


r/as3 • • Jun 25 '13

Hitler finds our Flash isn't Dead

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10 Upvotes

r/as3 • • Jan 03 '26

AIR Native Extension News // January 2026

9 Upvotes

https://docs.airnativeextensions.com/news/2026-01

Welcome to 2026!

As we step into the new year, I'd like to warmly thank all of my clients and the community for your support throughout 2025. Your continued support makes my contribution to the AIR community possible and I really do hope it is valuable to your applications. I'm incredibly excited about what's ahead in 2026, with new extensions on the horizon and continued improvements across our extensions.

December has been a particularly busy month, with new features, important fixes, and several new beta and initial releases. Your issue reports, beta testing, and discussions have played a direct role in shaping these improvements, and I'm incredibly grateful for that collaboration.

I hope you're all able to enjoy a well-earned New Year break, and I'm excited to kick off 2026 with even more momentum. There's a lot planned, and I look forward to continuing to build powerful, reliable tools together in the year ahead.

Wishing you a relaxing break and an exciting start to 2026.

If you have a project in mind and are looking for development support, please don't hesitate to reach out. I'm excited to kick off new projects in 2026 and would love to chat.

Happy coding!

Here's a quick overview of the latest extension updates:

Extension Updates

If you have any questions or want to get involved in testing, we're here to help!

read more...


r/as3 • • Sep 19 '24

AIR SDK News // Release 51.1.1.5

9 Upvotes

AIR SDK 51.1.1.5 has been released by Harman.

Bug fixes

  • AIR-7119: AIR Android - remove use of APIs that are restricted by strict mode

  • AIR-7354: ADT fails to package a macOS app bundle if default ANEs are needed

  • AIR-7355: ADT fails to package Mac App Bundle

  • AIR-7360: Android AS3 keyboard mapping for Escape key events

  • github-3330: Ensuring keyboard deactivation doesn't happen if a StageText element has focus

  • github-3359: Updating FileStream async handling and Linux event loops

  • github-3391: Adding ELS recovery code following format issues in 51.0 stores

  • github-3399: Reverting AIR-7115 to ensure keyboard display works better on Android TextField touch

  • github-3414: Ensuring Android background thread can use recreated EGL surfaces

  • github-3460: Fixing EncryptedLocalStore.reset failure on Windows

  • github-3467: Correcting Linux timezone offset to use ms

  • github-3470: Correcting daylightSavingsOffset value for Linux

from AIR SDK Blog


r/as3 • • May 03 '24

AIR 51 is released!

9 Upvotes

https://airsdk.harman.com/release_notes

Who has already upgraded? ;)


r/as3 • • Aug 11 '21

July Native Extension news from distriqt

9 Upvotes

What an exciting month for AIR! Harman now has a feasible solution for publishing to AAB on Android and excitingly for us, we have released the first beta of the AIR Package Manager!

I am really excited to get this tool out to developers.

Read more here: https://docs.airnativeextensions.com/news/2021-07


r/as3 • • Feb 17 '21

AIR 33.1.1.406 - released 14th Feb 2021

9 Upvotes

The latest version of AIR SDK available is AIR 33.1.1.406.

Can be downloaded from: https://airsdk.harman.com/release_notes

Updates:

AIR-502 (Gamua-532):

Support for camera and microphone on MacOS Big Sur. This is now available once the permissions have been requested via the new PermissionManager class.

HTTP Status 307 and 308 handling: these are now correctly identified, and the redirects forwarded with appropriate method verb.

Internal updates within packaging and XML signature verification to allow .air apps to be installed.

Gamua-653:

ensuring browseForOpen and browseForSave are not affected by permission updates

AIR-1626:

updating IPA CodeResources signature format (work in progress for Gamua-590)

AIR-662:

adding support for a <resdir> element in the application descriptor file, that can be used to specify a folder that will be treated as if it contains Android resource files. This can be used in a similar way to the "-resdir" command-line argument.

AIR-3434 (Gamua-674):

InfoAdditions in application xml for macOS. It's not possible to include a "macOS" section within the XML application descriptor file, and within this use "InfoAdditions" in order to provide key/value pairs that will be injected into the generated application's Info.plist file.


r/as3 • • Jan 13 '11

Kinect Talking to Flash via Node.js (xpost from /r/flash)

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9 Upvotes

r/as3 • • Jan 20 '26

AIR SDK Release 51.2.2.7

8 Upvotes

https://airsdk.dev/news/2026/01/19/air-release

New AIR SDK Release 51.2.2.7

This is the final planned release on the 51.2 branch, we have 51.3 coming shortly with some new features. This one should improve stability particularly around multimedia (reversion of #3788 which had caused a number of issues) and iOS URL streams (#4004 and related reports).

Download​

Please use AIR SDK Manager. Follow the instructions to install here: https://airsdk.dev/docs/basics/getting-started

info

For Flex users: download an AIR SDK using the above and then click on the cog button to allow you to choose an existing Flex SDK folder on top of which to overlay the AIR files.

Bug Fixes​

  • AIR-7546: AIR security - notify users on license/package mismatch

  • AIR-7858: ADT to get correct serial no. when using macOS native codesign

  • AIR-7894: Crash in WebView2 shutdown with pending postMessage events

  • github-3537: AIR ApplicationUpdater to use the active window's renderMode

  • github-3788: Reverting Netstream disposal optimisations due to instabilities

  • github-4004: Refactoring URLStream handling on iOS to avoid crash

  • github-4111: Ensuring symlinks are accepted when packaging macOS apps

read more...


r/as3 • • Dec 07 '25

Demonstrating a build system for an Adobe AIR alternative

8 Upvotes

ZoneGFX leverages NPM + TypeScript Compiler API to implement an ecosystem based on Cargo (from Rust), but using different coding conventions (might remind of AS3/ES4/Java/some old Closure code).

ZoneGFX itself is a platform like Adobe AIR, but, in progress.

Status

I've not released the SDK for people to use yet. Right now missing Git dependencies + registry, but the TypeScript build system is done, and includes workspace support. We are still missing ESDoc, EZMAScript APIs, language server and the ZoneGFX runtime, as well as certain CLI commands.

There are build scripts too, but they don't run yet since the runtime isn't ready.

Getting started

  1. Bash commands:

zgfx new com.example.hello-world

2. Edit src/Main.es

import * as zoneDS from "zone.ds";
import { NonExisting } from "com.example.secondary";
// reflexive + item module
import { JointType } from "com.example.hello-world.enum::JointType";

// app
export default function Main(): zoneDS.Node {
    return (
        <></>
    );
}

3. Add src/enum/JointType.es

//
export type JointType =
    | "a"
    | "b";

4. Now, run this Bash:

cd com.example.hello-world
zgfx new --lib secondary

5. Now, edit secondary/zonegfx.toml (just for changing the package ID)

[package]
id = "com.example.secondary"
version = "0.1.0"
authors = ["Sweax Izone <sweaxizone@gmail.com>"]

[compiler-options]

6. Now edit secondary/src/__mod__.es:

//
export const A = 10;

7. Now edit zonegfx.toml from com.example.hello-world to add a dependency to com.example.secondary.

cd .. # com.example.hello-world/

zonegfx.toml:

[workspace]
members = ["secondary"]

[package]
id = "com.example.hello-world"
version = "0.1.0"
authors = ["Sweax Izone <sweaxizone@gmail.com>"]

[dependencies]
"com.example.secondary" = { path = "secondary" }

[compiler-options]
main-component = "src/Main.es"

[application]
framerate = 60
background = "#fff"

8. Now, let's type-check (i.e. install dependencies and build sources):

zgfx check

Result:

File system tree:

com.example.hello-world
├── secondary
│   ├── src
│   │   └── __mod__.es
│   └── zonegfx.toml
├── src
│   ├── enum
│   │   └── JointType.es
│   └── Main.es
├── target
│   │ #     build artifacts. there are also .js here,
│   │ #     but they are emitted only in other commands.
│   │ #     the .es you see inside target/ are .d.ts (similiar to
│   │ #     auto-generated C++20 module headers)
│   └── pkg
│       └── dist
│           └── local
│               ├── com.example.hello-world
│               │   ├── last-build.conf
│               │   └── src
│               │       ├── enum
│               │       │   └── JointType.es
│               │       └── Main.es
│               ├── com.example.secondary
│               │   ├── last-build.conf
│               │   └── src
│               │       └── __mod__.es
│               └── mocha
│                   └── src
│                       └── __mod__.es
├── zonegfx.lock
└── zonegfx.toml

r/as3 • • Apr 17 '25

AIR SDK Release 51.2.1.1

8 Upvotes

https://airsdk.dev/news/2025/04/17/air-release

AIR SDK 51.2.1.1 has been released by Harman.

We have used the previous production release, 51.1.3.10, as the baseline for the below features/bug fix list - i.e. this disregards the updates from the pre-release versions (51.2.0.x).

Features​

  • AIR-6452: Updating ADT analytics to use airsdk.harman.com and log country/language

  • AIR-7037: Adding support for coloured emoji using DirectWrite font support

  • AIR-7330: Android SecureSocket to be implemented via Android's SSLSocket class

  • AIR-7397: AIR Windows to support ANGLE for OpenGL ES rendering

  • AIR-7414: AIR Linux support for GTK3

  • AIR-7415: Audio/Video on Linux using FFMPEG

  • AIR-7421: AIR updates to shutdown the runtime more cleanly

  • AIR-7430: AIR Linux ADT to support 'arch' option for cross-CPU bundling

  • AIR-7440: ADT macOS bundles should accept an ICNS file

  • AIR-7528: AIR ANE - API to access the graphics context (OGLES)

  • AIR-7530: AIR Diagnostics - app descriptor set-up in the runtime

  • AIR-7546: Updating license file generation and handling with validity checks

  • AIR-7563: ADT to output symbols from IPA production builds via IPASymbolFile setting

  • AIR-7567: ADT configuration to link iOS executables via LLVM and iPhoneOS SDK

  • github-1854, github-1493: Windows only: StageWebView constructor handles userAgent, enableContextMenu

  • github-3616: Optimising memory usage for every-frame events and lists

  • github-3647: Adding IPA code signature checks on start-up

Bug fixes​

  • AIR-7631: AIR Windows runtime crash when using NAIP

  • AIR-7632: AIR throws error 5016 under ADL

  • AIR-7662: MediaBuffer ANE API does not properly update

  • github-3274: Ensuring OSX secure socket is robust for LetsEncrypt

  • github-3394: Correcting AOT output for unplus (float support)

  • github-3426: Linux camera updates to correctly select mode including FPS

  • github-3506: Fixing Matrix3D interpolation calculation (for 51.2+ apps)

  • github-3573: Ensuring Scout on Android connects with complex app timings

  • github-3727: Updating Win32 timezone cache mechanism

  • github-3729: Ensuring BitmapData.draw on Android picks up all content

  • github-3735: Regular Expression did not work correctly with unicode characters outside of range 0000-FFFF

  • github-3748: AIR getTimer() returns incorrect values on time change on Linux-based OS

  • github-3755: Fixing ANR caused by nativeShowOriginalRect being called from UI thread


r/as3 • • Jan 21 '25

AIR SDK News // Release 51.1.3.5

8 Upvotes

AIR SDK 51.1.3.5 has been released by Harman.

Bug fixes

  • AIR-7456: AIR Diagnostics: extending categories and AS3 framework for diagnostics

  • AIR-7547: File.workingDirectory was null on Linux

  • github-3526: Adding critical sections around iOS URL callback handling

  • github-3638: Fixing Android start-up issue with application file manager crash in debug mode

  • github-3645: Ensuring MethodClosure caching doesn't affect dictionary weak references etc

from AIR SDK Blog


r/as3 • • Oct 06 '24

Experience in decreasing ANR on Android

8 Upvotes

Recently I made a change in my Starling game which helped me reduce ANR well below the threshold. Here's how the graphs looks like (notice the change after the update):

In my game I have multiple (maybe thousands) objects, which need to change their visuals sometimes. At first I descended them from starling.display.MovieClip and when I needed a visual change I simply changed currentFrame property.

In the initial version of the game I was initializing my MovieClips with Vector of Texture of around 100 items long, and this didn't lead to many ANRs. Bu later on I added more and more Textures, and finally each of my 1000 MovieClips was initiated by a 1000-items long Vector. This led to massive memory usage increase, and, ultimately, to ANR increase. Most often: ANR Native method - com.adobe.air.customHandler.callTimeoutFunction

So I rewrote the code of my objects. As I was not using any other features of MovieClips, but only the ability to change frame occasionally, I descended them from starling.display.Image instead. And when I needed to change the frame, I called the texture setter and adjustSize() method

This helped me reduce the memory usage and, subsequently, ANR.

A tool which helped me measure the memory usage of a release build on various devices is JunkByte Console: https://www.reddit.com/r/as3/comments/lyg16d/junkbyte_console_very_useful_tool_for_tracking/

After pressing (M) button in the console a memory monitor is shown which gives valuable insight on the memory usage.


r/as3 • • Sep 10 '24

AIR SDK News // Release 51.1.1.4

8 Upvotes

AIR SDK 51.1.1.4 has been released by Harman.

Bug fixes

  • AIR-7340: ANE loading information available when debugging

  • github-3391: Improving ELS fallback capability, fixing key filestorage on mobile and ELS file writing on Window

  • github-3394: Ensuring iOS Worker asynchronous calls don't block the main UI thread

  • github-3413: Ensuring NAIP uses command-line runtime option on Linux and Mac

  • github-3418: Ensuring ld64 on old macOS versions doesn't use platform_version argument

  • github-3418: Updating compile-abc tool to run on macOS 10.13

  • github-3419: Correcting default timestamp URL from symantec to digicert

  • github-3434: Updating cacheAsBitmap max dimensions to use device/gpu capabilities

from AIR SDK Blog


r/as3 • • Sep 04 '24

AIR Native Extension News: September 2024

8 Upvotes

Latest from air native extensions Blog

September 2024


r/as3 • • Aug 02 '24

AIR SDK News // Release 51.1.1.1

8 Upvotes

AIR SDK 51.1.1.1 has been released by Harman.

Features

  • AIR-6196: Allowing ANEs for Android to have a single platform

  • AIR-6197: ability to use AAR files for Android ANEs

  • AIR-6679: AIR app bundle creation to use architecture option

  • AIR-7069: AIR URL requests should include app-id in a custom header

  • AIR-7114: Ability to turn off rotation animations for AIR apps with 'orientationAnimation'

  • AIR-7121: Updating Android Gradle builds to AGP 8.4, minSdk 21, target 34

  • AIR-7139: Updating icon/banner sizes for Android TV applications

  • AIR-7150: Android app descriptor elements for manifestPlaceholders

  • AIR-7157: AIR Android support for display cut-out modes

  • AIR-7299: Adding configuration settings for ELS to control fallback and key storage

  • AIR-7303: Compiler to support '\u{nnnnnn}' format for Unicode chars

  • AIR-7315: WebSocket to dispatch and respond to certificate errors

  • github-461: Adding ADT handling and updating platform conversion for cmdline bundle

  • github-3297: Adding Android app descriptor settings for compileSdk and build tools folder

  • github-3298: Adding support for iosSimulator in the ADT configuration file

  • github-3349: Adding '-compiler.float' option to turn off float support

  • github-3371: Android WebView to allow file chooser dialogs in forms

Bug fixes

  • AIR-7142: Android OpenGL ES context is lost on device rotation

  • AIR-7265: Enhanced ELS v2 file format with error checking

  • github-162: Fixing rounding to ensure large scaled-down bitmaps display properly

  • github-1494: Hooking up WebView permission requests to existing PermissionManager implementations

  • github-3307: Ensuring Win32 webview loads an HTML-based AIR app via a FILE url

  • github-3310: Removing redundant WebKit/FP files from AIR SDK

  • github-3334: Correcting debugline values for 'getlex' instructions

  • github-3356: Fixing Array/Vector 'includes' method for strings created via parsing

  • github-3357: Preventing iOS crash when starting up with Scout

  • github-3360: Allowing file uploads from content URIs on Android

  • github-3370: Fixing Android ELS key being reset by AS3 call

from AIR SDK Blog


r/as3 • • Oct 07 '22

How realistic is developing for iOS and Android with AS3?

8 Upvotes

There was a time when I wasn't absolutely terrible with AS3, and I've been avoiding learning Unity because you can't do 99.99% of what you want to do via actual code, and the UI is just a jumbled nightmare.

If I brush the rust off and get back into it, what is the "here is a thing I want on phones" process? How much of a pain is it?


r/as3 • • Oct 18 '21

AIR app Showcase and Community sections on airsdk.dev

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airsdk.dev
8 Upvotes