Debug Adobe Air app on Android without erasing app data - android

I need to debug a new version of an Adobe Air app on Android. This has to be not a "clean install", but an actual update so that all the data is preserved from the previous version. Debugging from Animate CC (formerly Flash Professional) automatically deletes the app and data. Is there a way circumvent that?

Make sure the app version is higher, export apk and manually install the apk on the device without animate cc.
That works for release builds, debug builds im not sure give it a shot

Related

Get Source Code from debug installed App

I have got an App installed on my phone (not rooted), this App was in Development at the time and installed in Debug mode.
I would like to know how to get the Java Code of this App, since it's in Debug mode.
I'm guessing some ind of reverse engineering but I'm not expert on this.
You need the APK (the application file) to do that. Since you are not rooted, you will not be able to get the APK.
With the APK, you can use tools like: www.decompileandroid.com/

replace apk with new one but different signature

Usecase
I normally always use the debug versions of my own apps on my own phone while developing them. Before releasing a new version, I want to test the release on my own phone. That's not very convenient, I currently have to do many steps:
backup the debug version of my app
deinstall the debug version
install the release version
restore the data of the debug version
Current solution
I do the above steps manually with the help of Titanium Backup on my phone...
What I want
Important: I want to use the data from my debug app in the release app, so that I can test the release build with all the data from my debug app
I want to automate that process. The best would be a batch file, I can use on my laptop while the phone is connected via usb. Currently all I found is following:
%adb% install -r app-release.apk
But of course this fails because of wrong signatures. So actually need to delete the apk from the phone without deleting the data and copying the new apk to the phone. Is that somehow possible?
Possible solutions
Replace the apk on my phone without installing the app
Copy all app data to the laptop, uninstall the debug version, install the release version and copy back the app data to the phone
???
You wil always have the signature issue. But if you deploy your application with android studio (or eclipse) it will be faster : use debug or release to build your application and deploy it to your phone (local data will be lost).
You may want to try this method from another stack user Android – multiple custom versions of the same app. TL;DR: if you use your application as a library you can deploy a debug and a release version at the same time on your phone.

Xamarin Signed Release apk will install but not run

I've been developing an app for a while and now I want to hand it out to friends for testing. The app works perfectly when debugging to my device but when I build and sign the apk and move it to my device I can install it without any errors but it will not run (I don't even get any error messages). Sometimes the screen goes black as if the app is about to start but then it just reverts back to the previous screen (One time the Monogame splash screen appeared before it reverted to the previous screen).
Here is what I have done so far and any specific details:
I'm using Visual Studio Professional 2014 with Xamarin.Android 4.20.
I'm creating my app using MonoGame.
I have cleaned and built my app in Release mode.
These are my packaging options:
These are my linker options:
(I believe choosing "None" only means my apk will be larger).
I created a keystore using Java's keytool.
I created and signed the apk using Xamarin's Visual Studio "Publish" command.
After all of this the apk will still not run.
So it turns out this was nothing to do with the signing or building of the release mode apk, it was actually down to an exception which was only being thrown when the app was built in release mode (I have no idea why this was the case).
The thing that was throwing the exception was the DotNetZip library, I'd post an issue on it's page but it looks like the project is dead anyway (Also, they don't explicitly support Xamarin Android).
My solution was to use ZipStorer alongside Mono's .Net compression implementation. Everything works nicely now.

Debugging on an Android device after first release

Now that my android app is released on the google app store, I would like to continue developing and debugging on the device.
I have a few options:
Delete the app from the device and install a new version during development.
This has disadvantages. I lose the local files saved with the released app, and, when the time comes for the next release, I do not share the same experience as my users while upgrading.
Introduce a minimal change by, say, renaming the package. The two apps are now distinct and can co-exist on the device.
This introduces a superfluous change in the souce tree, with all the headaches that that entails.
If you have avoided these difficulties, what approach have you taken when you continued to develop after release?
I recommend switching to Android Studio and Gradle. Using build types (which I can't link to because I am a n00b and have no reputation), you can easily switch between debug and release builds, and set up your build file to have both on your device at the same time without changing anything in your source or manifest.
The one big gotcha that I failed to understand and bit me in the butt several times until I got it is that in the Build Variants tool window, the selected build variant controls everything. If you choose the release variant:
when you build, it will build an APK with your release keys (if you've set them up in the build files)
when you run the app, it will put the release version on your device
if you try to debug the app, the debugger will not attach because the app is not debuggable
And of course all the reverse if you select the debug build variant.
You have to give up Eclipse, which if you're like me is a sad thing, but I've heard they're planning to add Gradle support to Eclipse at some point.

Android and Unity 3D game development

I am starting to explore the game development using unity 3d for android. I have downloaded the trial version of unity 3.3. I went through few tutorials.
I have one question that is not answered. In the normal apps which we develop using eclipse, we can deploy onto mobile by copying the apk file. What about unity 3d? How do I get the game onto my phone. I don't want to publish on market.
It is possible to transfer your assets to Eclipse. When it's integrated you can debug via your android phone. Be sure to read the tutorial on Unity's homepage. There is a step by step start-up guide and some more. Following links are worth looking at:
Getting started with Unity and Android
Official - Integrating Unity with Eclipse
Alternative link - Integrating Unity with Eclipse
It would seem that the official "integration" link is broken so I updated with a forum post that covers the same topic. However I recommend to try with the official link first.
Yes, you can simply copy the apk to your device and install it. Unity builds an apk file (and will optionally sign it using a keystore that you provide or let it generate for you). Once it has built that apk you can deploy it normally. You can even have it include a customized manifest in the apk that it builds if you want to (but it generates a nice one from your settings in the unity project by default).
There are two methods for this, as far i understand,
Using Build Settings--> Build, It builds the apk file that can be installed on your device using adb install <apk file path and name>
Using Build Settigs--> Build and Run. Which automatically installs the apk built apk file on your device if connected
go to file
-build
-select android platform(your pc has to have android development kit)
-save your apk
As it is still unanswered I try to close this question
First of all, current version of Unity 5.2 is much more powerfull than version 3.3. mentioned in original question.
What about unity 3d? How do I get the game onto my phone. I don't want to publish on market.
The same way. Unity allows you to publish build as *.apk on ocal machine and then you can just copy it to your phone and install it.
What is more cool, now you can debug your application running on phone. You have to install Unity Remote to the phone and run. Now you can set breakpoints and debug as normally.
If you change your mind and go to publish on Market - Unity will sign your *.apk
Hope this helps someone, good luck!
The Same way you generate the apk through Eclipse like that in unity you need to build the project. For that android sdk and jdk should be installed in your system and u need to show those path in the unity Preferences then u need a google keystore and need to sign in with that key store in the Publisher settings and then u are able to build the apk which will be store in your local system and you can copy that to your mobile and install the apk file.

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