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Adobe AIR SDK / Adobe AIR

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Adobe AIR SDK / Adobe AIR

Adobe AIR 33 is a cross operating system runtime that enables developers to package the same code into native apps for iPhone, iPad, Kindle Fire, Nook Tablet, and other Android devices, reaching the mobile app stores for over 500 million devices.

It allows developers use their existing web development skills in HTML, AJAX, Flash and Flex to build and deploy rich Internet apps to the desktop.

Once installed Adobe AIR Applications complement browser-based web applications by providing additional reach and capabilities.

The app offers an exciting new way to engage customers with innovative, branded desktop applications, without requiring changes to existing technology, people, or processes.

With the Adobe AIR runtime, you can deliver branded rich Internet applications (RIAs) on the desktop that give you a closer connection to your customer.

Adobe Flash Player and Adobe AIR, together enable businesses to efficiently deliver rich customer experiences across multiple digital touch points. The content can easily and consistently move between the browser, standalone applications and native operating systems to reach users on the devices of their choice.

Since the Adobe runtimes share a common codebase, developers can reuse code to deploy game console quality 2D and 3D games, rich media applications with premium high definition video and scalable date driven applications though both Adobe AIR and Adobe Flash Player.

Adobe AIR 33 Features:

Deliver console-quality games:

  • Stage 3D. Build stunning, blazing-fast cinematic 2D and 3D games for the browser, iOS, and Android. Use fully accelerated GPU rendering, which leverages the power of OpenGL and DirectX graphics.
  • Concurrency. Create high-performance, more responsive games and content using ActionScript workers and shared ByteArray support. Share memory and leverage machine resources by offloading tasks to background workers that run concurrently (AIR desktop apps only).
  • Extensibility. Give developers the ability to call into their native, platform-specific code using AIR native extensions. Free sets of native libraries are available through the Adobe Game Developer Tools to further empower developers.

Produce stunning media:

  • HD-quality video. Play high-quality HD video with industry-standard codecs such as H.264, AAC and MP3. Use GPU hardware optimization and chipsets that scale across all platforms to provide best-in-class video performance.
  • High quality of service. Engage viewers with optimized and adaptive bitrate video streaming as well as an extensive feature set. Support for streaming standards such as HDS, RTMP. Progressive video allows video content to be delivered efficiently and flexibly across various network and CDN configurations.
  • Content protection. Deliver protected premium video content using Adobe Access. That supports a wide range of business models, including video on demand, live broadcast, HD rental, subscription, and electronic sell-through.

Develop high-performance apps:

  • Optimized content. Deliver high-performance apps through the use of LZMA compression APIs, a garbage collection API, texture compression support for Stage 3D, and more.
  • Enhanced rendering. Provides low-level Stage3D APIs for advanced rendering in apps. Explore a new architecture for high-performance 2D/3D GPU hardware accelerated graphics rendering by Adobe.
  • Advanced bitmap control. Deliver smoother animations and interactivity using enhanced high-resolution bitmap support, bitmap caching, and asynchronous bitmap decoding.

What’s New in Adobe AIR

  • Injecting native (.so) libraries from ANEs for Android App Bundles
  • ADT warning if an ad-hoc build is built using an app-store profile, and vice versa
  • Preventing Direct3D11 Alt-Enter (full screen) behaviour
  • Fixing crash in PrintJob.addPage when using a temporary display context
  • Ensuring macOS.InfoAdditions values get added to an .app Info.plist file
  • Cleaning up H.264 video memory leak on macOS
  • Updating macOS-native codesign to also sign frameworks
  • Retrieving camera/microphone permission status from macOS for initial permissionStatus call
  • Fixing invalid swift support message – no postprocessing of swft dylibs
  • Fixing .air installation issues on macOS caused by ICNS generation
  • AIR Android build-tool folder detection – fixing code to find the latest build-tools
  • ADT adding support for listing iOS simulator devices
  • Changing ByteArray length access locking on Android to avoid mutex delays
  • Fixing deadlock in Audio device open on Android -> causing ANRs
  • Ensuring we don’t use JIT when running x86_64 code on arm64 M1 devices

What’s New in Adobe AIR

  • Updating guava library used by ActionScript compiler to remove illegal reflection
  • Signing on mac using codesign without using Sun Java private classes
  • Updating avmplus to allow coercion between Vectors of related types
  • Supporting ANEs with multiple packages containing the same resource folder
  • Ensuring Android TV apps can be built with the right manifest for a bundle
  • Adding multidex library support into Android App Bundle generation
  • Updating code-signing and dependencies in iOSBin
  • Ensuring Android SDK detection copes with spurious folders under build-tools
  • Fixing crash with Android external storage directory call
  • Ensuring developers can use -resdir for Android App Bundles
  • Fixing Gradle issue when using non-ascii characters in an app ‘name’ field
  • Ensure we ignore manually added multidex-*.jar files
  • Support vector drawables support library for Android SDK below 21
  • Cleaning up temp folders created during AAB packaging
  • Fixing Android-x64 platform string for ANEs

What’s New in Adobe AIR

  • Android App Bundle: this is now fully supported, via the creation of a temporary folder structure that is then compiled via Gradle to create the bundle
  • Ability to pass ‘native’ signing options to MacOS Bundle creation to code-sign the output application
  • Updating skia library for x64 builds to fix font problem
  • Fixing architecture/cpu address size capabilities on macOS/iOS (Gamua-859)
  • Using an old AECM build that works on Android 4.0 (Gamua-278)
  • Adding support for Asset Pack creation in an App Bundle via the app descriptor
  • Adding support for ADT license information to be passed on the command line (-licenseFile followed by the file path, or -licenseDevID followed by the developer ID string
  • Signing APK files with apksigner for code signature v2
  • Swift support signing to correct the plist value in the sha256 hash (Gamua-776)
  • Ensuring the resources.arsc file is not compressed
  • Updating -XO flag to work with -XO0 overriding -O3 on ad-hoc/app-store builds
  • Android App Bundle code-signing support
  • Adding flash.system.System.poisonStrings setting to overwrite GC-collected strings with poison bytes
  • Eliminating crash when using Logitech webcams in 64-bit AIR on Windows
  • Adding Android support for mouse wheel events (note that middle and right mouse click events may be captured by the OS and interpreted as hardware keys).
  • Set contentsScaleFactor per window instead of player wide so the scale factor is correct for windows on different monitors.
  • Adding static member flash.filesystem.File.workingDirectory being the folder from which a command-line version of the runtime had been launched
  • Fixing netstream memory leaks on macOS

Release Notes for Adobe Flash Player 32 and AIR 32:

New and Updated Features in Adobe AIR 32 [pdf]:

Homepage –

System requirements:


  • Microsoft Windows Server 2008, Windows 7, Windows 8.1 Classic or Windows 10
  • AIR SDK Development supports Microsoft Windows 7 and above, 64-bit only

Mac OS

  • Mac OS X 10.10 and above 
  • AIR SDK Development supports Mac OS 10.12 and above


  • ARMv7/x86 processor with vector FPU, minimum 550 MHz, OpenGL ES 2.0, H.264 and AAC HW decoders
  • Android 4.0 and above


  • iOS 9 and above

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