ANE to schedule local notifications on mobile devices (iOS/Android)
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Latest commit c1a23ad Aug 29, 2018

JKLocalNotifications ANE

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This is a Native Extension based on the one exposed by Daniel Koestler. Throughout this time the ANE has added many improvements to the iOS and Android sides so that the ANE keeps up to date with new technology changes and features.

Important Note The ANE binary is no longer packed with this repository only its source code. You can download the latest compiled version from the Github repository Releases page. Use the provided samples to learn more about its usage. Releases RSS feed

This LocalNotification ANE repository contains many different components:

  • The Java source code to allow notifications on Android devices (src/AndroidStudio).
  • The Objective-C source code to allow notifications on iOS devices (src/XCode).
  • The AS3 source code to bridge between ActionScript and the native libraries (src/AS).
  • Shell files that allow building native code into an ANE file (bin).
  • A sample application that allows testing the ANE (samples).

We'll explain all of these components one by one but first let's go over the requirements.


  • The project requires the AIR SDK 26 or greater which ca be downloaded here. Even though you can place the SDK anywhere in your computer, all the shell scripts expect to find it at $HOME/Developer/AIR_SDK so it will be a good idea to place it there. If you still decide to place the SDK somewhere else please update the corresponding shell files.
  • XCode 8.2.1 or greater with support for iOS 8.4 or greater.
  • Android Studio for the Android native code.

The Objective-C source code

This is basically an XCode project placed at the src/XCode directory. The project contains three targets:

  1. The LocalNotificationLib target is the library for the ANE itself. You can build this target into an .a library needed for the ANE.
  2. The LocalNotificationTests is a Unit Test target that you can run to verify everything is working as expected. Write your own test here at will. Mocking is powered by OCMock.
  3. The LocalNotificationSample project is a simple native application to test the library functionality.

The Objective-C project was ported to ARC architecture to simplify code and prevent memory leaks.

Building the library

To test your AIR application using the iOS simulator, build the library while having one of the iOS simulator devices selected in XCode. Debug builds are fine.

To generate the final version for real devices, build the library while having a real device selected in XCode. You can compile the library for Debug or Release but it is highly recommended to build it for Release for performance reasons.

The resulting .a library will be placed inside src/XCode/LocalNotificationLib/Debug or src/XCode/LocalNotificationLib/Release depending on the configuration.

UILocalNotification vs. UNUserNotificationCenter

This ANE uses the new UNUserNotificationCenter notifications API for iOS 10 and later, while still using UILocalNotification for iOS 8-9. The idea behind this was to start supporting the new UNUserNotificationCenter features in the near future and ease the transition when UILocalNotification was no longer available.

Right now both implementations do the exact same thing but soon newer ANE versions will migrate completely to the new API to support even more features, while dropping support for iOS 9 and prior.

The Android source code

This is an Android Studio project placed at the src/AndroidStudio folder. Thanks to all of the ANE supporters I have found the desire to start learning Android a bit more and have started to revamp the otherwise completely outdated Android project. This project supports Android SDK 16 (4.1 - Jelly Bean) and later.

You need to compile the project to generate the expected files to build the ANE. Additionally the project contains icons in the resource folder res which are copied to the final ANE to allow the Java version to set an icon for the notification. Edit the icons in this project if you want to customize them.

Don't forget to look at the sample project at samples/plain_as to see what are the permissions and components needed in your own application XML file to make this ANE work.

Adding Android custom icons HACK

There is a way to add custom icons to the Android notifications but only through a hack. Referencing a packaged bitmap directly is possible only on Android 7.0 API level 24 (Nougat) and later. This will have forced the ANE to support level 24 and later versions and I'm always trying to support 95-99% of the currently existing devices.

The hack is to simply open the ANE file with a compression app e.g. 7zip and modify or add icons at will. Thanks to @subdan for pointing this one out.

Background actions in Android

Since v1.2, the ANE fully supports background actions in Android. To activate this feature you need to add android:name="com.juankpro.ane.localnotif.Application" to the Android manifest application tag in your application XML file. Failing to do this will make the ANE fallback to legacy behavior.

The following sample shows the attribute along with all other manifest elements required for the ANE to work:

<application xmlns="">
  <!-- Other tags -->
      <manifest android:installLocation="auto">
        <uses-sdk android:minSdkVersion="16" android:targetSdkVersion="24" />
        <uses-permission android:name="android.permission.VIBRATE"/>
        <uses-permission android:name="android.permission.RECEIVE_BOOT_COMPLETED"/>
        <application android:name="com.juankpro.ane.localnotif.Application">
          <service android:name="com.juankpro.ane.localnotif.LocalNotificationIntentService"/>
          <receiver android:name="com.juankpro.ane.localnotif.AlarmIntentService" />
          <receiver android:name="com.juankpro.ane.localnotif.AlarmRestoreOnBoot" >
              <action android:name="android.intent.action.BOOT_COMPLETED" />
          <receiver android:name="com.juankpro.ane.localnotif.TextInputActionIntentService" />
  <!-- Other tags -->

Note: Replace <package_name> with a unique string, commonly your application package name e.g. com.my_company.my_app_name.

The ActionScript 3.0 source code

This is the AS3 source code of the ANE itself placed at the src/AS folder. The code is pretty straight forward. When compiling the ANE, three compiler defines allow conditional compilation for different targets:

  1. CONFIG::device: Code inside this block is compiled only for mobile devices. The default version used for testing the notifications locally in a computer does not compile them to prevent run-time errors where notifications are not supported.
  2. CONFIG::iphone: Code inside this block is compiled only for iPhone devices. This block must always be nested inside a CONFIG::device block.
  3. CONFIG::android: Code inside this block is compiled only for Android devices. This block must always be nested inside a CONFIG::device block.

Testing the ActionScript code

The source code comes with a test suite at the src/AS/tests folder and are supported by ASUnit and Mock4AS.

Adding new tests

To add additional tests place them inside the src/AS/tests/src folder. The test class must inherit asunit.framework.TestCase and test methods must start with the test prefix.

Once you create your test class, add it to the test suite src/AS/tests/src/ There is a static test Array at the top of this file listing the test classes.

Running tests

To run tests, cd to the src/AS folder and execute:


The only requirement is to have the AIR SDK installed in the expected folder. See Requirements.

The ANE compilation shell scripts

There are a bunch of shell scripts with code to automatize the ANE compilation process. The scripts are placed at the bin folder.

To compile the ANE:

  1. First ensure that you have compiled the iOS and Android source codes for the desired device target. I might try to automatize the library compilation in the future but for now you need to do this manually.
  2. Change directory to bin. (optional)
  3. If necessary update the bin/ file to adjust your AIR SDK path and version. You might also need to adjust the XCode CONFIGURATION to match the configuration you used to compile the XCode .a library (Debug or Release).
  4. You can now run any of the scripts depending on which kind of ANE you need.

A shell script for every need

You have many different shell scripts depending on what you need:

  • To compile the final ANE for production including all supported device libraries use:
  • If you want to just test you Android or iOS implementation without needing to compile other targets then use the build-ane-ios or build-ane-android scripts. These scripts will compile only the specific target assets and will be suitable for testing but not for production:
    # or
  • If you want to compile a version of the ANE suitable for the iOS simulator or Android emulator use:
    # or
    Please modify the CONFIGURATION to match the configuration used to compile the .a library.

Intermediate files will be placed inside the bin/tmp folder while the resulting ANE will be placed at bin/ext, you can then use this ANE file to compile the repository provided samples or for your own projects.

Windows command line scripts

Right now only the build bin/build-ane-android.bat and bin/build-ane-android-simulator scripts are implemented, as well as the samples/plain_as/run-android-app.bat and samples/plain_as/run-android-emulator-app.bat scripts to allow packaging and installing the sample application into Android emulator or real devices.

These batch scripts depend on the 7zip 7za command line application, so you need to download it and place it in your PATH.


The repository has a sample project located at samples/plain_as. This is a command-line based simple project. The sample contains a single file, a custom sound fx05.wav, default sample launch screens for iOS, sample custom icons for Android and some shell scripts to package the application.

The sample will show buttons for sending a notification and cancelling it, as well as a simple console to print results.

Use the different scripts to compile your desired application:

  • To build and install an iOS IPA file use:


    You need to customize CERT_FILE, CERT_PASS, and PROVISIONING_PROFILE variables to match your own certicate and provisioning profile information.

    Installation of the final application is not working at the time so once the IPA is packaged you might want to install it manually via XCode Devices panel or iTunes.

  • To build and install an iOS simulator IPA file:


    Customize the AIR_IOS_SIMULATOR_DEVICE variable to match the simulator you want to select for installation and execution. To query a list of simulator devices in your system use:

    xcrun simctl list devices

    You must also customize the IPHONE_SDK path. To determine the path to your SDK use:

    xcrun --sdk iphonesimulator --show-sdk-path
  • To build and install an Android emulator APK file:

  • And finally, to build and install an Android device APK file:


NOTE: The run shell scripts for Android not only compile and package the project but also they re-compile the ANE because the Sample uses a custom icon and this forces the re-compilation. These scripts add the resources at samples/plain_as/res to the generated ANE extension. More information here.

Note that Windows batch files are also provided to allow packaging and compiling the Android app.


The AS3 classes are well documented by using comments. But if you need a user friendly documentation you can run the following command while at the root path:


This will create a doc folder at the root path on this repo with an HTML version of the documentation. Open the index.html file to read it. This command needs the AIR SDK installed in the expected folder. See Requirements. Lastly, I will start uploading the documentation in a zipped format downloadable from the Github repository Releases page.