I'm testing on an HTC Sensation, running android 4.0.3.
I'm publishing using FlashDevelop 4.0.3 and using the Air Mobile AS3 App template.
All the application does is display a Rectangle using:
this.graphics.beginFill(0x00FF00);
this.graphics.drawRect(0, 0, 100, 100);
Just so I can see that its actually publishing something.
The app runs correctly if I publish to the desktop, however when I switch to publishing it to the phone, the problem I'm facing is that the application publishes and runs on the phone, but only for a few seconds.. usually about 4 seconds and then it crashes out.
The really weird thing is that it was working fine about a week ago.. I'm not sure what's changed since then, but yeah it started happening this morning, I tried everything I could think of... including stripping everything out of the app and also doing a factory reset of my phone... nothing seems to have helped...
has anyone else had this problem? or have any ideas on what might be causing it or how to fix it? any help would be greatly appreciated.
Cheers
Update:
it seems changing the render mode to "auto" instead of "direct" stops the crashing, which is great, however if you need to use direct for stage3d content this doesn't really help. anyone else having this issue?
Can you post the source code of your application? I do too have HTC Sensation but my firmware version is 2.3.6. It would be interesting to test it.
I just updated my XPERIA ARC to ICS and now I'm having problems with AIR apps as well. Seems the app is not getting the Click/Touch interactions. Some InteractiveObjects like TextInput gets the click and focus as it should, but Buttons are not working. And I'm using latest Flex/AIR sdks...
But I'm pretty sure we are in Adobe/Apache hands until they update the AIR with a fix.
Related
I have an android application that's working fin in my tablet Galaxy TabA with android version 10, my application was tested in some other android version like 9,8.1 and 7. it all works well. after releasing the app to others, the app will not work on some devices that are exactly the same type "Galaxy TabA android version 10". however the application will work after doing one of these two options
factory reset to the device
debug one of these devices and adding a breaking points the application will work and the issue
will disappear even after running the application without debug.
Both ways the issue will not happen again at all.
This is very confusing and really I have no idea why such behavior will happen, I really hope anyone can help me in this. for information I'm using OpenCV 4 in this app ,tesseract 4, and com.google.android.gms:play-services-vision:15.0.0:15.0.0
I have finally managed to find the source of the issue, the problem I had was the implementation of TextRecognizer in google-vision-API. TextRecognizer.isOperational() API always returns false, and therefore my program crashes after that. The difficult part was, the code was successfully installed in multiple devices since I implemented this API, and only after few months my app was published, so I totally didn't expect the issue to be from there.
Here are some links that suggest how to solve such issues.
TextRecognizer.isOperational() API always returns false
Google Vision API Text Recognizer is not working
I am facing very weird issue. Working on mobile application using Ionic and Angularjs. Things are pretty good but all of a sudden side menu scrollbar become sluggish. It will be easy to pin point things but issue is only coming with Samsung S6 (Android 5.x). S4 it is good. Any other mobile with Android 5.X version it is good. iOS working great. Just specific mobile it is not good.
I am creating dynamic menu based on response, I tried to do it hard code way but nothing helps. Also cross check digest timing that is also in ms. So, I doubt that can be issue.
I can't even pin point the issue to solve it. As things are very much specific to this mobile.
Any idea to debug it or way I can get and/or provide more info.
Let me know if any further information is required.
PS: I tried fresh ionic application with side menu, there it is working good on S6.
I have a problem with Unity3D. I created a game with Unity 4.6.2f1. My problem is, game crashes after splash screen(Like trying to open itself constantly). The weird part is, game works on my phones and my tablets perfectly. I have Nexus 5(With Android 5.1.1) , Iocean X7S(With Android 4.2.2) , PolyPad tablet(Android 4.2.2) , Teclast X98(Android 4.4.4). I had some beta testers which have LG G2 , Samsung S5660 , Sony Xperia Z3 , HTC M8. From these 4 phones only Samsung make it run while others failed. I first though that this is because display bits. So I unchecked 32 and 24 bits Display buffer. Same result. Then I triend to change forcing Open GL ES version. I tried to build it with "Automatic" section - I don't know if its failed or not but It started to fade to black after a time even in my devices so I guess It's not an option for fixing. Then I tried to force it to use Open GL ES 3.0 , failed again. Then I read in somewhere that my AdMob plugin might be the reason , so I removed the components of AdMob from scenes and deleted all AdMob Plugin files. Same result. Since the crashed phones are not under my control , Its really hard to detect real problem easily because I really need to beg to my friends for every test since my testers are my friends and they have their own personal life, according to them its more important than testing my game whole day. By the way , I would like to add this too , like a month ago , everything were alright. It was running normal on my friends phone(The one who has G2). I'm getting suspicious from signing the apk. Because before signing it , while I was sending it without sign , It was working. That might be wrong idea of course. I'm not an expert so Im here for your helps. I really would like to know why this is happening and I want to fix this. Thanks!
Okay , I found the solution. It turns out that one of my script was responsible for this problem. So I deleted it and rewrite another script that do the same job. I assume, script was trying to use RAM over and over , so because of that, Adreno 330 type processors try to block the App's Open GL for preventing phone from total crash. This is only assumption of course. But If you are having a problem like I had , especially in Adreno 330 processors, try to check your codes first for any overloading.
I have faced similar issues, sometimes the problem was the memory of the device, null reference etc. also you could try forcing Open GL ES 2.0
srry can't make comments
We released a new app which has a widget. This works fine so far on all devices, however on Samsung Galaxy S3 we get reports that it stops working in certain situations.
Unfortunately I do not have such a device to check myself - therefore I would just like to know if anyone had some similar experience.
The widget stops working after the screen redraws itself (which seems to happen on the S3 regularly and randomly). Another user reported that the widget stops working after invoking the Task Manager and "clearing memory". There is no crash - in this case unfortunately.
The app has been tested on many devices with different Android versions - so far we have never seen such a random screen update which caused the widget to stop working.
I am thankfull for any hints.
...in fact it turned out to be a fault in Samsung's Android implemenation - they promised to fix it in the upcoming release. Thanks to Samsung amazing support we finally could confirm this issue !
I'm very new to android development and to get started I've started modifying the android ask sample 'shape wallpaper'. I've added a touch ripple, change resources etc and removed the more basic example. If I have my se xperia x10 plugged in and run the app it downloads to the phone and once started works great. I then unplug the phone and the wallpaper keeps working for approximately 24 hours. It then slows redrawing dramatically then displays nothing - I can't even load the settings page!
Anyone have any ideas why? Do I need to do a compilation outside eclipse? I've got the source on Google code which i'll add a link to once I can get on pc (typing this on phone).
Thanks.
Source is here: http://code.google.com/p/shapelivewallpaper/
Okay I think I know why..yes you need to modify some code, see:
Richard Green's GLSurfaceView adapted for LiveWallpapers
That should fix the problem, I use the code myself with no problems.