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Several application descriptor settings are important for
all mobile device applications.
Required AIR runtime versionSpecify the version of the AIR runtime required by your
application using the namespace of the application descriptor file.
The namespace, assigned in the application element,
determines, in large part, which features your application can use.
For example, if your application uses the AIR 2.7 namespace, and
the user has some future version installed, then your application
will still see the AIR 2.7 behavior (even if the behavior has been changed
in the future version). Only when you change the namespace and publish
an update will your application have access to the new behavior
and features. Security fixes are an important exception to this
rule.
On devices that use a runtime separate from the application,
such as Android on AIR 3.6 and earlier, the user will be prompted
to install or upgrade AIR if they do not have the required version.
On devices that incorporate the runtime, such as iPhone, this situation
does not occur (since the required version is packaged with the
app in the first place).
Note: (AIR 3.7 and higher) By default, ADT packages the runtime
with Android applications.
Specify the namespace using the xmlns attribute of the root application element.
The following namespaces should be used for mobile applications (depending
on which mobile platform you are targeting):
iOS 4+ and iPhone 3Gs+ or Android:
<application xmlns="http://ns.adobe.com/air/application/2.7">
iOS only:
<application xmlns="http://ns.adobe.com/air/application/2.0">
Note: Support for iOS 3 devices is provided by the Packager for
iPhone SDK, based on the AIR 2.0 SDK. For information about building
AIR applications for iOS 3, see Building iPhone apps. The AIR 2.6
SDK (and later) support iOS 4, and above on iPhone 3Gs, iPhone 4,
and iPad devices.
Application identitySeveral settings should be unique for each application
that you publish. These include the ID, the name, and the filename.
Android application IDsOn Android, the
ID is converted to the Android package name by prefixing “air.” to
the AIR ID. Thus, if your AIR ID is com.example.MyApp, then
the Android package name is air.com.example.MyApp.
<id>com.example.MyApp</id>
<name>My Application</name>
<filename>MyApplication</filename>
In
addition, if the ID is not a legal package name on the Android operating system,
it is converted to a legal name. Hyphen characters are changed to
underscores and leading digits in any ID component are preceded
by a capital “A”. For example, the ID: 3-goats.1-boat, is
transformed to the package name: air.A3_goats.A1_boat.
Note: The
prefix added to the application ID can be used to identify AIR applications in
the Android Market. If you do not want your application to identified
as an AIR application because of the prefix, you must unpackage
the APK file, change the application ID, and repackage it as described
in, Opt-out of AIR application analytics for Android.
iOS application IDsSet the AIR application
ID to match the app ID you created in the Apple iOS Provisioning
Portal.
iOS App IDs contain a bundle seed ID followed by
a bundle identifier. The bundle seed ID is a string of characters,
such as 5RM86Z4DJM, that Apple assigns to the App ID. The bundle
identifier contains a reverse-domain-style name that you pick. The
bundle identifier can end in an asterisk (*), indicating a wildcard
app ID. If the bundle identifier ends in the wildcard character,
you can replace that wildcard with any legal string.
For
example:
If your Apple app ID is, 5RM86Z4DJM.com.example.helloWorld,
you must use com.example.helloWorld in the application
descriptor.
If your Apple app ID is 96LPVWEASL.com.example.* (a
wildcard app ID), then you could use com.example.helloWorld,
or com.example.anotherApp, or some other ID that
starts with com.example.
Finally, if your Apple app ID is just the bundle seed ID
and a wildcard, such as: 38JE93KJL.*, then you
can use any application ID in AIR.
When specifying
the app ID, do not include the bundle seed ID portion of the app ID.
Application versionIn AIR 2.5 and later, specify the application version in
the versionNumber element. The version element
can no longer be used. When specifying a value for versionNumber,
you must use a sequence of up to three numbers separated by dots,
such as: “0.1.2”. Each segment of the version number can have up
to three digits. (In other words, “999.999.999” is the largest version
number permitted.) You do not have to include all three segments
in the number; “1” and “1.0” are legal version numbers as well.
You can also specify a label for the version using the versionLabel element. When
you add a version label it is displayed instead of the version number
in such places as the Android Application info screen. A version
label must be specified for apps that are distributed using the
Android Market. If you do not specify a versionLabel value
in the AIR application descriptor, then the versionNumber value
is assigned to the Android version label field.
<!-- AIR 2.5 and later -->
<versionNumber>1.23.7<versionNumber>
<versionLabel>1.23 Beta 7</versionLabel>
On Android, the AIR versionNumber is translated
to the Android integer versionCode using the formula: a*1000000 + b*1000 + c,
where a, b, and c are the components of the AIR version number: a.b.c.
Main application SWFSpecify the main application SWF file in the content child
of the initialWindow element. When you target devices
in the mobile profile, you must use a SWF file (HTML-based applications
are not supported).
<initialWindow>
<content>MyApplication.swf</content>
</initialWindow>
You must include the file in the AIR package (using ADT or your
IDE). Simply referencing the name in the application descriptor
does not cause the file to be included in the package automatically.
Main screen propertiesSeveral child elements of the initialWindow element control
the initial appearance and behavior of the main application screen.
aspectRatio — Specifies whether the application
should initially display in a portrait format (height greater
than width), a landscape format (height less than width),
or any format (the stage automatically orients to all orientations).
<aspectRatio>landscape</aspectRatio>
autoOrients — Specifies whether the stage should automatically
change orientation as the user rotates the device or performs another
orientation-related gesture such as opening or closing a sliding
keyboard. If false, which is the default, then the stage
will not change orientation with the device.
<autoOrients>true</autoOrients>
depthAndStencil — Specifies to use the depth or stencil
buffer. You typically use these buffers when working with 3D content.
<depthAndStencil>true</depthAndStencil>
fullScreen — Specifies whether the application should
take up the full device display, or should share the display with
the normal operating system chrome, such as a system status bar.
<fullScreen>true</fullScreen>
renderMode — Specifies whether the runtime should
render the application with the graphics processing unit (GPU) or
the main, central processing unit (CPU). In general, GPU rendering
will increase rendering speed, but some features, such as certain
blend modes and PixelBender filters, are unavailable in GPU mode.
In addition, different devices, and different device drivers, have varying
GPU capabilities and limitations. You should always test your application
on the widest variety of devices possible, especially when using
GPU mode.
You can set the render mode to gpu, cpu, direct,
or auto. The default value is auto, which currently
falls back to cpu mode.
Note: In order to leverage GPU acceleration
of Flash content with AIR for mobile platforms, Adobe recommends
that you use renderMode="direct" (that is, Stage3D) rather than
renderMode="gpu". Adobe officially supports and recommends the following
Stage3D based frameworks: Starling (2D) and Away3D (3D). For more
details on Stage3D and Starling/Away3D, see http://gaming.adobe.com/getstarted/.
<renderMode>direct</renderMode>
Note: You
cannot use renderMode=”direct” for applications that run in the background.
The
limitations of GPU mode are:
The Flex framework does
not support the GPU rendering mode.
Filters are not supported
PixelBender blends, and fills are not supported
The following blend modes are not supported: layer, alpha,
erase, overlay, hardlight, lighten, and darken
Using GPU rendering mode in an app that plays video is not
recommended.
In GPU rendering mode, text fields are not properly moved
to a visible location when the virtual keyboard opens. To ensure
that your text field is visible while the user enters text use the
softKeyboardRect property of the stage and soft keyboard events
to move the text field to the visible area.
If a display object cannot be rendered by the GPU, it is
not displayed at all. For example, if a filter is applied to a display
object, the object is not shown.
Note: The GPU implementation
for iOS in AIR 2.6+ is much different than the implementation used
in the earlier, AIR 2.0 version. Different optimization considerations
apply.
Supported profilesYou can add the supportedProfiles element
to specify which device profiles your application supports. Use
the mobileDevice profile for mobile devices. When you run your application
with the Adobe Debug Launcher (ADL), ADL uses the first profile
in the list as the active profile. You can also use the -profile flag
when running ADL to select a particular profile in the supported list.
If your application runs under all profiles, you can leave the supportedProfiles element
out altogether. ADL uses the desktop profile as the default active
profile in this case.
To specify that your application supports both the mobile device
and desktop profiles, and you normally want to test the app in the
mobile profile, add the following element:
<supportedProfiles>mobileDevice desktop</supportedProfiles>
Required native extensionsApplications that support the mobileDevice profile
can use native extensions.
Declare all native extensions that the AIR application uses in
the application descriptor. The following example illustrates the
syntax for specifying two required native extensions:
<extensions>
<extensionID>com.example.extendedFeature</extensionID>
<extensionID>com.example.anotherFeature</extensionID>
</extensions>
The extensionID element has the same value as
the id element in the extension descriptor file.
The extension descriptor file is an XML file called extension.xml.
It is packaged in the ANE file you receive from the native extension
developer.
Virtual keyboard behaviorSet the softKeyboardBehavior element to none in
order to disable the automatic panning and resizing behavior that
the runtime uses to make sure that the focused text entry field
is in view after the virtual keyboard is raised. If you disable
the automatic behavior, then it is your application’s responsibility
to make sure that the text entry area, or other relevant content
is visible after the keyboard is raised. You can use the softKeyboardRect property
of the stage in conjunction with the SoftKeyboardEvent to detect
when the keyboard opens and determine the area it obscures.
To enable the automatic behavior, set the element value to pan:
<softKeyboardBehavior>pan</softKeyboardBehavior>
Since pan is the default value, omitting the softKeyboardBehavior element
also enables the automatic keyboard behavior. Note: When you also
use GPU rendering, the pan behavior is not supported.
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