App Inventor cannot connect to phone or emulator - android

I've created a screen with a lot of pictures (75 pictures), which are not visible. Since I've added the last 50 pictures, the Blocks Editor cannot connect to the phone or emulator anymore. I really need all of the pictures for my app. Is it possible, that 75 pictures in one Screen are too much?
I also can't download the app to my computer at the moment, because the build server is currently busy :-/

How large are your pictures?
Are you aware, that there is a 5 MB limit for App Inventor apps?
There are the following workarounds
1. Hossein's solution
2. Shival Wolf's webprefetch or Taifun's webprefetch file by file
3. Gary's solution

Related

Why does APK with the same size take different times to install?

I'm developing an app store and in that store there are two apps:
First app: 47mb
Second app: 34mb
When installing these apps on my device, I have the following result:
First app: 30 seconds
Second app: 1 minute
This installation time only, disregarding the download time.
I would like to understand the possible causes that make the first app install much faster than the second, even though it is bigger.
can you help me?
Thanks in advance.

Display density and size reduced by Samsung Game Optimization

I have a free and paid version of the same android app.
Some users (always using Samsung tablets) reported that the camera preview was stretched with one of the apps, and OK with the other.
I managed to find a Samsung Tab A6 to reproduce the problem.
I first realized that the difference was that one of the app was using a different display density, width and height.
Then, using "adb logcat", I saw logs about requests to https://service.game-mode.net/gamemode/v3/packages/ with my app pakage name as a parameter. Other logs for same PID indicated: "SELinux : SELinux: seapp_context_lookup: seinfo=platform, level=s0:c512,c768, pkgname=com.enhance.gameservice". From what I saw on the net, "com.enhance.gameservice" is a Samsung Game Optimization service.
So far, I have found 3 ways to fix the problem, but none of them can be a solution for my users. The problem disappears if:
I change the applicationId in the app/build.gradle file (the app becomes unknown to com.enhance.gameservice)
I switch off all internet access during the installation through USB of the apk
I remove the service with command "adb shell cmd package uninstall -k –user 0 com.enhance.gameservice" (the package comes back automatically after some times)
My problem looks related to Galaxy Note 5: Density Reduced Automatically. Unfortunately, Game Tuner app which is mentioned in the accepted answer, is not available on all Samsung tablets (it is not available on my Galaxy Tab A6).
Is there a way to get rid of the interactions with the Samsung Game Optimization service? Note that my app is not a game.
I answer my own question.
I used the contact email from Game Tuner (https://play.google.com/store/apps/details?id=com.samsung.android.gametuner.thin) hoping they could do something about my issue. A few hours later, I got an answer indicating that my app was wrongly categorized as a game and that they changed it but that I needed to wait 1-3 days before all devices are updated. One day later, I could check that I got category_code":"non-game" in the response from https://service.game-mode.net/gamemode/v3/packages, and that my issue was fixed.

Why testing Android application takes long to load on my device or emulator?

As am new to Android world, I am wandering why when I load the application to my device it takes so long to load, even some times up to 3 or 5 minute. also the emulator it takes much longer than that.
Thanks
Emulator may take a long time to load, but loading on device usually takes only a few seconds.
Could you give more details?
You can try using Host GPU in emulation option. Also, put a small size for internal storage (say 200 MB). I did a hit and trial on emulation options and this setting worked for me.

Corona SDK - buttons and character sprite animations not showing up on my phone, but is fine in emulator

My situation in a nutshell : http://i.imgur.com/wUpMgX5.jpg
This is my main.lua file: http://pastebin.com/1t2rhim1
Anything in main( ) starting in ---PLAYER--- does not show up when I try to play the .apk game on my Samsung Galaxy Note II. Everything is fine as I intended when I simulate it on the computer.
My game is basically a title screen, where I press on a word and then it jumps to displaying a background and draws out a D-Pad, 3 buttons, and 2 characters with their HP/MP bars, whereby it becomes a fighting game. However, only the background appears.
I've tried disabling the background, but the other images just do not appear.
I don't know if its because my Corona SDK is not the pro version, so there's a limit to how much I can draw, or,
There's issues based on the screen resolution, however I have been coding this game with a Galaxy SIII or Note II resolution in mind (1280 x 800), so the characters shouldn't be appearing off screen or anything.
--
And if that works, I don't understand how to have an infinitely updating loop. I am semi-familiar with Java, a bit less so with Python, and totally new to Lua. I want to modularize my code more as well.
How do I loop? I want to get an AI working, but currently that code is only run once. I tried putting a while-true-then loop at the end of my main function, but it crashed my simulator.
Not sure why your sprites wouldn't be showing, but not having the Pro version is NOT the problem. The free Starter Edition of Corona SDK can do everything the Pro version can do except in-app purchases.
I don't see anything wrong at first glance in your code, but did notice the files that load, like the background image, are stored in the root of your project, at the same level as main.lu -- while the sprites that don't load are down in subdirectories. First thing I'd do is check the names of those folders - are the folders Dennis and David actually capitalized the way you have it in you source? The simulator won't care, but the device will.
As far as the infinite loop goes, you can create a Runtime listener that can call a function every frame, like this:
Runtime:addEventListener("enterFrame", myUpdateFunc)
That myUpdateFunc function will be called 30 or 60 times per second, depending on how you have things set up in your config.lua file.
[EDIT: Looking again at how you're calling for the sprites, do you really mean to have the slash in front of Dennis, etc? Even if the case is correct, I'm not sure you mean what you're saying in that code. :)]
Android and IOS are based off linux that means its case sensitive. Its a common problem that people don't care about the case when creating display object or playing files or just loading story board scenes. It means that the game will run fine on a windows system but it won't run properly in linux.
Try checking the files you are referring in the code matches the file names in the project folder (check the case of the file name).
Hope that would fix your problem.
Make sure you you are not running into the typical problem of file name case sensitivity. The simulator ignores the case of the letters that make up the filenames, where the device is sensitive. This is easy to over look and miss. Check all filenames, not just images. Check your audio, your .lua files etc.
Also make sure to tether your device to your computer via the USB cord and use the "adb logcat" command and make sure you're not getting any errors on device.
There are only 3 reasons for that:
1. file name case sensitivity
2. Texture memory is not supported for your device.
3. There is some error in the code.
All these can be checked by putting print statement and connecting your device to computer and see logs by using "adb logcat" command.
Its because you created the background first. Move it to under the buttons and images and it should work.

Massive storage on android devices

I am using Icenium to build an application using map services, localisation services and more. I just realised that android-devices stores massive ammounts of pictures in the phones image-gallery. The application is build to look good on any device, therefore, all icons (and some images) come in 4 different sizes (high definition, low definition etc).
So when I start the application on a android-device, the image gallery instantly gets ALL the images that can be used with the app (around 600 small icons + some images).
This is a huge problem, and I havent really found a way to solve this. Is it a built in "feature" of icenium or is it a bug?
edit* Images/icons are fetched from a server at launch, so we do not want them to store locally..
Thanks!
//Joakim
As per the Icenium guys (check out this forum http://www.icenium.com/resources/forums/android-devices-/app-icons-and-images-displayed-in-gallery#a8qHkcQkbkiGelukQjTr6g), this is only true when your application is build in Debug, because in this case your app is on the SD card. Once the application is built in Release you should not see the app images in the gallery as it would be sandboxed (not on SD).

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